Rotom’s Poké dex
#082 Magneton
1.0 m
(3'03") —
60.0 kg
(132.3 lbs.)
Magnet Pokémon
*Gen. I:Electric
Ability #1
• Magnet Pull - Prevents Steel-type Pokémon from escaping using
its magnetic force.
Ability #2
• Sturdy - It cannot be knocked out with one hit. One-hit KO
moves cannot knock it out, either.
Hidden Ability
• Analytic - Boosts move power when the Pokémon moves last.
Johto-Dex #119 G SC ~ #120 HG SS
Hoenn-Dex #083 R SE ~ #085 ΩR αS
AlolanDex #048 Su Mo ~ #055 Ul tra
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#082 Magneton
• Evolution
Basic
Stage 1
Stage 2
➔
➔
#082 Magneton
• Type efficacy
(Move Power × [4 | 2 | 1 |
0.5 | 0.25 | 0 ])
Normal
Fighting
Flying
Poison
Ground
Rock
Bug
Ghost
Steel
Fire
Water
Grass
Electric
Psychic
Ice
Dragon
Dark
Fairy
Gen. VI+:
½
2
¼
0
4
½
½
1
¼
2
1
½
½
½
½
½
1
½
Gen. II-V:
½
2
¼
0
4
½
½
½
¼
2
1
½
½
½
½
½
½
-
Gen. I
Electric
:
1
1
½
1
2
1
1
1
-
1
1
1
½
1
1
1
-
-
This table ignores the ability.
#082 Magneton
• Statistics, Effort values & Experience
(MIN–MAX: [0 IV, 0 EV, Nat.-10%] — [31 IV, 252 EV, Nat.+10%])
HP
Attack
Defense
Special Attack
Special Defense
Speed
Base Stats
50
60
95
120
70
70
Special: 120
Level 50[Gen. III+]
110-157
58-123
90-161
112-189
67-134
67-134
Level 100[Gen. III+]
210-304
112-240
175-317
220-372
130-262
130-262
Tot. Base Stats : 465 ; Gen. I: 395
Effort values (2 )[Gen. III+]
0
0
0
2
0
0
Experience : 163 ; Before Black 2 and White 2 : 161
#082 Magneton
• Pokédex Entries
Red and Blue Formed by several
MAGNEMITEs linked
together. They
frequently appear
when sunspots
flare up.
Yellow Generates strange
radio signals. It
raises the temperature by 3.6F
degrees within
3,300 feet.
Stadium Formed by Magnemite that link together when the number of black spots on the sun increases. Fires high-voltage power, etc.
Gold Three MAGNEMITE
are linked by a
strong magnetic
force. Earaches
will occur if you
get too close.
Silver The MAGNEMITE are
united by a magnetism so powerful, it dries all
moisture in its
vicinities.
Crystal When many
MAGNETON gather
together, the
resulting magnetic
storm disrupts
radio waves.
Stadium 2 Three Magnemite are linked by a strong magnetic force. Earaches will occur if you get too close.
Ruby MAGNETON emits a powerful magnetic
force that is fatal to mechanical
devices. As a result, large cities sound
sirens to warn citizens of large-scale
outbreaks of this POKéMON.
Sapphire MAGNETON emits a powerful magnetic
force that is fatal to electronics and
precision instruments. Because of
this, it is said that some towns warn
people to keep this POKéMON inside
a POKé BALL.
Emerald It is actually three MAGNEMITE linked
by magnetism. It generates powerful radio
waves that raise temperatures by 3.6
degrees F within a 3,300-foot radius.
FireRed A linked cluster formed of several
MAGNEMITE. It discharges powerful
magnetic waves at high voltage.
LeafGreen Formed by several MAGNEMITE linked
together. They frequently appear when
sunspots flare up.
Diamond It is actually three MAGNEMITE
linked by magnetism. A group can
set off a magnetic storm.
Pearl It is actually three MAGNEMITE
linked by magnetism. A group can
set off a magnetic storm.
Platinum Many mysteriously appear when more
sunspots dot the sun. They stop
TV sets from displaying properly.
HeartGold Three MAGNEMITE are linked by a
strong magnetic force. Earaches
will occur if you get too close.
SoulSilver The MAGNEMITE are united by a
magnetism so powerful, it dries all
moisture in its vicinity.
Black Many mysteriously appear when more
sunspots dot the sun. They stop
TV sets from displaying properly.
White Many mysteriously appear when more
sunspots dot the sun. They stop
TV sets from displaying properly.
Black 2 and White 2 The stronger electromagnetic waves
from the three linked Magnemite are
enough to dry out surrounding moisture.
X A linked cluster formed of several Magnemite.
It discharges powerful magnetic waves at
high voltage.
Y Generates strange radio signals. It raises the
temperature by 3.6 degrees Fahrenheit within
3,300 feet.
Omega Ruby Magneton emits a powerful magnetic force that is fatal to
mechanical devices. As a result, large cities sound sirens
to warn citizens of large-scale outbreaks of this Pokémon.
Alpha Sapphire Magneton emits a powerful magnetic force that is fatal to
electronics and precision instruments. Because of this, it is
said that some towns warn people to keep this Pokémon
inside a Poké Ball.
Sun When three Magnemite link together, their brains
also become one. They do not become three
times more intelligent.
Moon It has about three times the electrical power of
Magnemite. For some reason, outbreaks of this
Pokémon happen when lots of sunspots appear.
Ultra Sun Delicate equipment can malfunction in areas
inhabited by Magneton, which send out
mysterious electrical signals.
Ultra Moon When rain clouds form, many Magneton gather
in high places to wait for lightning to strike.
#082 Magneton
• Locations
Red
Cerulean Cave, Power Plant.
Blue
Cerulean Cave, Power Plant.
Yellow
Power Plant.
Ruby
New Mauville.
Sapphire
New Mauville.
Emerald
New Mauville.
FireRed
Cerulean Cave, Power Plant.
LeafGreen
Cerulean Cave, Power Plant.
Platinum
Route 222, Victory Road.
HeartGold
Cerulean Cave.
SoulSilver
Cerulean Cave.
Black 2
P2 Laboratory.
White 2
P2 Laboratory.
X
Lost Hotel.
Y
Lost Hotel.
#082 Magneton
Held item
Ruby , Sapphire , Emerald , Diamond , Pearl , Platinum , HeartGold , SoulSilver , Black, White, Black 2 , White 2 , X , Y , Sun , Moon , Ultra Sun , Ultra Moon
5% => Metal Coat
FireRed , LeafGreen
5% => Magnet
#082 Magneton
Gen. I-V data
#082 Magneton
• Egg Groups
#082 Magneton
• Moves, Learnset of Magneton
By leveling up
Red and Blue
Move
Power
Accuracy
PP
Priority
Normal
35
95%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Normal
--
90%
20
0
The target is hit with a destructive shock wave that
always inflicts 20 HP damage.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
90%
20
0
The target is hit with a destructive shock wave that
always inflicts 20 HP damage.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
55%
20
0
The user generates odd sound waves from its body
that confuse the target.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Normal
--
85%
40
0
An earsplitting screech harshly lowers the target’s
Defense stat.
By TM/HM
Red and Blue
Move
Power
Accuracy
PP
Priority
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
90
85%
20
0
A reckless, full-body charge attack for slamming into
the target. This also damages the user a little.
Normal
100
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
20
100%
20
0
As long as this move is in use, the power of rage
raises the Attack stat each time the user is hit
in battle.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Psychic
--
--
20
0
Use it to flee from any wild Pokémon.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Normal
--
--
10
1
The user endures attacks for two turns, then strikes
back to cause double the damage taken.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Yellow
Move
Power
Accuracy
PP
Priority
Normal
35
95%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Normal
--
90%
20
0
The target is hit with a destructive shock wave that
always inflicts 20 HP damage.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
90%
20
0
The target is hit with a destructive shock wave that
always inflicts 20 HP damage.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
55%
20
0
The user generates odd sound waves from its body
that confuse the target.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Normal
--
85%
40
0
An earsplitting screech harshly lowers the target’s
Defense stat.
By TM/HM
Yellow
Move
Power
Accuracy
PP
Priority
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
90
85%
20
0
A reckless, full-body charge attack for slamming into
the target. This also damages the user a little.
Normal
100
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
20
100%
20
0
As long as this move is in use, the power of rage
raises the Attack stat each time the user is hit
in battle.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Psychic
--
--
20
0
Use it to flee from any wild Pokémon.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Normal
--
--
10
1
The user endures attacks for two turns, then strikes
back to cause double the damage taken.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Gold and Silver
Move
Power
Accuracy
PP
Priority
Normal
35
95%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
55%
20
0
The user generates odd sound waves from its body
that confuse the target.
Normal
--
90%
20
0
The target is hit with a destructive shock wave that
always inflicts 20 HP damage.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
55%
20
0
The user generates odd sound waves from its body
that confuse the target.
Normal
--
90%
20
0
The target is hit with a destructive shock wave that
always inflicts 20 HP damage.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
5
0
The user takes sure aim at the target. This ensures
the next attack does not miss the target.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Normal
--
85%
40
0
An earsplitting screech harshly lowers the target’s
Defense stat.
Electric
100
50%
5
0
The user fires an electric blast like a cannon to inflict
damage and cause paralysis.
By TM/HM
Gold and Silver
Move
Power
Accuracy
PP
Priority
???
--
--
10
0
A move that works differently for the Ghost type
than for all other types.
Rock
30
90%
20
0
The user continually rolls into the target over five
turns. It becomes more powerful each time it hits.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Electric
100
50%
5
0
The user fires an electric blast like a cannon to inflict
damage and cause paralysis.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Normal
40
100%
15
0
This attack can be used only if the user is asleep.
The harsh noise may also make the target flinch.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Crystal
Move
Power
Accuracy
PP
Priority
Normal
35
95%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
55%
20
0
The user generates odd sound waves from its body
that confuse the target.
Normal
--
90%
20
0
The target is hit with a destructive shock wave that
always inflicts 20 HP damage.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
55%
20
0
The user generates odd sound waves from its body
that confuse the target.
Normal
--
90%
20
0
The target is hit with a destructive shock wave that
always inflicts 20 HP damage.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
5
0
The user takes sure aim at the target. This ensures
the next attack does not miss the target.
Normal
80
100%
10
0
The user strikes with a simultaneous three-beam
attack. May also burn, freeze, or paralyze the target.
Normal
--
85%
40
0
An earsplitting screech harshly lowers the target’s
Defense stat.
Electric
100
50%
5
0
The user fires an electric blast like a cannon to inflict
damage and cause paralysis.
By tutoring
Crystal
Move
Power
Accuracy
PP
Priority
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
By TM/HM
Crystal
Move
Power
Accuracy
PP
Priority
???
--
--
10
0
A move that works differently for the Ghost type
than for all other types.
Rock
30
90%
20
0
The user continually rolls into the target over five
turns. It becomes more powerful each time it hits.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Electric
100
50%
5
0
The user fires an electric blast like a cannon to inflict
damage and cause paralysis.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Normal
40
100%
15
0
This attack can be used only if the user is asleep.
The harsh noise may also make the target flinch.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Ruby and Sapphire
Move
Power
Accuracy
PP
Priority
Steel
--
85%
40
0
A horrible sound like scraping metal harshly lowers
the target’s Sp. Def stat.
Normal
35
95%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
55%
20
0
The user generates odd sound waves from its body
that confuse the target.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
55%
20
0
The user generates odd sound waves from its body
that confuse the target.
Normal
--
90%
20
0
The target is hit with a destructive shock wave that
always inflicts 20 HP damage.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Electric
65
100%
20
0
The user throws an electrically charged tackle at the
target. This may also leave the target with paralysis.
Normal
--
--
5
0
The user takes sure aim at the target. This ensures
the next attack does not miss the target.
Normal
80
100%
10
0
The user strikes with a simultaneous three-beam
attack. May also burn, freeze, or paralyze the target.
Normal
--
85%
40
0
An earsplitting screech harshly lowers the target’s
Defense stat.
Electric
100
50%
5
0
The user fires an electric blast like a cannon to inflict
damage and cause paralysis.
By TM/HM
Ruby and Sapphire
Move
Power
Accuracy
PP
Priority
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Emerald
Move
Power
Accuracy
PP
Priority
Steel
--
85%
40
0
A horrible sound like scraping metal harshly lowers
the target’s Sp. Def stat.
Normal
35
95%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
55%
20
0
The user generates odd sound waves from its body
that confuse the target.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
55%
20
0
The user generates odd sound waves from its body
that confuse the target.
Normal
--
90%
20
0
The target is hit with a destructive shock wave that
always inflicts 20 HP damage.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Electric
65
100%
20
0
The user throws an electrically charged tackle at the
target. This may also leave the target with paralysis.
Normal
--
--
5
0
The user takes sure aim at the target. This ensures
the next attack does not miss the target.
Normal
80
100%
10
0
The user strikes with a simultaneous three-beam
attack. May also burn, freeze, or paralyze the target.
Normal
--
85%
40
0
An earsplitting screech harshly lowers the target’s
Defense stat.
Electric
100
50%
5
0
The user fires an electric blast like a cannon to inflict
damage and cause paralysis.
By tutoring
Emerald
Move
Power
Accuracy
PP
Priority
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Rock
30
90%
20
0
The user continually rolls into the target over five
turns. It becomes more powerful each time it hits.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
40
100%
15
0
This attack can be used only if the user is asleep.
The harsh noise may also make the target flinch.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
By TM/HM
Emerald
Move
Power
Accuracy
PP
Priority
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
FireRed and LeafGreen
Move
Power
Accuracy
PP
Priority
Steel
--
85%
40
0
A horrible sound like scraping metal harshly lowers
the target’s Sp. Def stat.
Normal
35
95%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
55%
20
0
The user generates odd sound waves from its body
that confuse the target.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
55%
20
0
The user generates odd sound waves from its body
that confuse the target.
Normal
--
90%
20
0
The target is hit with a destructive shock wave that
always inflicts 20 HP damage.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Electric
65
100%
20
0
The user throws an electrically charged tackle at the
target. This may also leave the target with paralysis.
Normal
--
--
5
0
The user takes sure aim at the target. This ensures
the next attack does not miss the target.
Normal
80
100%
10
0
The user strikes with a simultaneous three-beam
attack. May also burn, freeze, or paralyze the target.
Normal
--
85%
40
0
An earsplitting screech harshly lowers the target’s
Defense stat.
Electric
100
50%
5
0
The user fires an electric blast like a cannon to inflict
damage and cause paralysis.
By tutoring
FireRed and LeafGreen
Move
Power
Accuracy
PP
Priority
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
By TM/HM
FireRed and LeafGreen
Move
Power
Accuracy
PP
Priority
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Colosseum
Move
Power
Accuracy
PP
Priority
Steel
--
85%
40
0
A horrible sound like scraping metal harshly lowers
the target’s Sp. Def stat.
Normal
50
100%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
55%
20
0
The user generates odd sound waves from its body
that confuse the target.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
55%
20
0
The user generates odd sound waves from its body
that confuse the target.
Normal
--
90%
20
0
The target is hit with a destructive shock wave that
always inflicts 20 HP damage.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Electric
65
100%
20
0
The user throws an electrically charged tackle at the
target. This may also leave the target with paralysis.
Normal
--
--
5
0
The user takes sure aim at the target. This ensures
the next attack does not miss the target.
Normal
80
100%
10
0
The user strikes with a simultaneous three-beam
attack. May also burn, freeze, or paralyze the target.
Normal
--
85%
40
0
An earsplitting screech harshly lowers the target’s
Defense stat.
Electric
120
50%
5
0
The user fires an electric blast like a cannon to inflict
damage and cause paralysis.
By TM/HM
Colosseum
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
XD
Move
Power
Accuracy
PP
Priority
Steel
--
85%
40
0
A horrible sound like scraping metal harshly lowers
the target’s Sp. Def stat.
Normal
50
100%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
55%
20
0
The user generates odd sound waves from its body
that confuse the target.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
55%
20
0
The user generates odd sound waves from its body
that confuse the target.
Normal
--
90%
20
0
The target is hit with a destructive shock wave that
always inflicts 20 HP damage.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Electric
65
100%
20
0
The user throws an electrically charged tackle at the
target. This may also leave the target with paralysis.
Normal
--
--
5
0
The user takes sure aim at the target. This ensures
the next attack does not miss the target.
Normal
80
100%
10
0
The user strikes with a simultaneous three-beam
attack. May also burn, freeze, or paralyze the target.
Normal
--
85%
40
0
An earsplitting screech harshly lowers the target’s
Defense stat.
Electric
120
50%
5
0
The user fires an electric blast like a cannon to inflict
damage and cause paralysis.
By tutoring
XD
Move
Power
Accuracy
PP
Priority
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
By TM/HM
XD
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By TM/HM
X and Y
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
90
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
110
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Normal
250
100%
5
0
The user attacks everything around it by causing a
tremendous explosion. The user faints upon using
this move.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
70
100%
20
0
After making its attack, the user rushes back to
switch places with a party Pokémon in waiting.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Steel
--
100%
5
0
The user tackles the target with a high-speed spin.
The slower the user compared to the target, the
greater the move’s power.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Steel
80
100%
10
0
The user gathers all its light energy and releases it
all at once. This may also lower the target’s
Sp. Def stat.
Electric
90
100%
15
0
The user shrouds itself in electricity and smashes
into its target. This also damages the user a little.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
By TM/HM
Omega Ruby and Alpha Sapphire
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
90
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
110
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Normal
250
100%
5
0
The user attacks everything around it by causing a
tremendous explosion. The user faints upon using
this move.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
70
100%
20
0
After making its attack, the user rushes back to
switch places with a party Pokémon in waiting.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Steel
--
100%
5
0
The user tackles the target with a high-speed spin.
The slower the user compared to the target, the
greater the move’s power.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Steel
80
100%
10
0
The user gathers all its light energy and releases it
all at once. This may also lower the target’s
Sp. Def stat.
Electric
90
100%
15
0
The user shrouds itself in electricity and smashes
into its target. This also damages the user a little.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
By TM/HM
Sun and Moon
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
90
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
110
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Normal
250
100%
5
0
The user attacks everything around it by causing a
tremendous explosion. The user faints upon using
this move.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Electric
70
100%
20
0
After making its attack, the user rushes back to
switch places with a party Pokémon in waiting.
Electric
--
90%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Steel
--
100%
5
0
The user tackles the target with a high-speed spin.
The slower the user compared to the target, the
greater the move’s power.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Normal
--
85%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Steel
80
100%
10
0
The user gathers all its light energy and releases it
all at once. This may also lower the target’s
Sp. Def stat.
Electric
90
100%
15
0
The user shrouds itself in electricity and smashes
into its target. This also damages the user a little.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
By TM/HM
Ultra Sun and Ultra Moon
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
90
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
110
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Normal
250
100%
5
0
The user attacks everything around it by causing a
tremendous explosion. The user faints upon using
this move.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Electric
70
100%
20
0
After making its attack, the user rushes back to
switch places with a party Pokémon in waiting.
Electric
--
90%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Steel
--
100%
5
0
The user tackles the target with a high-speed spin.
The slower the user compared to the target, the
greater the move’s power.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Normal
--
85%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Steel
80
100%
10
0
The user gathers all its light energy and releases it
all at once. This may also lower the target’s
Sp. Def stat.
Electric
90
100%
15
0
The user shrouds itself in electricity and smashes
into its target. This also damages the user a little.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
#082 Magneton
• Sprites & extra info…