Magnemite

Type HP Attack Defense Speed Special Attack Special Defense Total
25 35 70 45 95 55 325
#113 0' 1.3"
13.23 lbs.
Magnet Pokémon The units at its sides are extremely powerful magnets. They generate enough magnetism to draw in iron objects from over 300 feet away.
Ability capacity:
65
Egg group(s):
Mineral
EV Yield:
Special Attack: 1
Growth:
Medium Fast
Catch Rate:
190

Evolution

Magnemite
Level 30Magneton
Use Thunder Stone Magnezone

Wild Encounters

Type Map Chance Level
Land Proteus Plant 10% 25-29
Overworld Sirius Wharf 30.0% 20
Sirius Wharf (after obtaining 3 badge(s)) 30.0% 24
Sirius Wharf (after obtaining 4 badge(s)) 20.0% 31

Trainers

{PKMN} Trainer Miranda
Delibird Lv. 22
Abilities Moves
Vital Spirit
Friend Guard
Hustle
Present
Magnemite Lv. 23
Abilities Moves
Magnet Pull
Soundproof
Sturdy
Light Screen
Sonic Boom
Spark
Mirror Shot
Pteroret Lv. 21
Abilities Moves
Pickup
Harvest
Cheek Pouch
Fury Swipes
Stuff Cheeks
Tickle
Pursuit
Bard Beckett
Magnemite Lv. 28
Abilities Moves
Magnet Pull
Soundproof
Sturdy
Sonic Boom
Spark
Mirror Shot
Metal Sound
Wailowisp Lv. 29
Abilities Moves
Perish Body
Wispy Form
Resonance
Icy Wind
Eerie Impulse
Polar Shriek
Will-o-Wisp
Builder Clarissa
Magnemite Lv. 32
Abilities Moves
Magnet Pull
Soundproof
Sturdy
Mirror Shot
Metal Sound
Electro Ball
Flash Cannon
Magneton Lv. 34
Abilities Moves
Magnet Pull
Soundproof
Sturdy
Mirror Shot
Metal Sound
Electro Ball
Flash Cannon
Builder Silas
Magnemite Lv. 5
Abilities Moves
Magnet Pull
Sturdy
Tackle
Supersonic
Thunder Shock
Roggenrola Lv. 5
Abilities Moves
Sturdy
Weak Armor
Tackle
Harden

Battle Frontier

Magnemite @ Air Balloon
Abilities Moves
Mirror Shot
Shock Wave
Thunder Wave
Reflect
Magnemite @ Rawst Berry
Abilities Moves
Magnet Pull Electroweb
Round
Metal Sound
Magic Coat

Move learnset

By leveling up

Level Move Type Cat. Pwr. Acc. PP
1 Tackle 40 100 35
1 Supersonic 55 20
5 Thunder Shock 40 100 30
7 Thunder Wave 90 20
11 Magnet Bomb 60 20
13 Light Screen 30
17 Sonic Boom 90 20
19 Spark 65 100 20
23 Mirror Shot 65 85 10
25 Metal Sound 85 40
29 Electro Ball 100 10
31 Flash Cannon 80 100 10
35 Screech 85 40
37 Discharge 80 100 15
41 Lock-On 100 5
43 Magnet Rise 10
47 Gyro Ball 100 5
49 Zap Cannon 120 50 5
  • Bold indicates a move that gets STAB when used by Magnemite
  • Italic indicates a move that gets STAB only when used by an evolution of Magnemite

By TM

TM Move Type Cat. Pwr. Acc. PP
TM 010 Hidden Power 60 100 15
TM 011 Sunny Day 5
TM 014 Light Screen 30
TM 015 Reflect 20
TM 017 Protect 10
TM 018 Rain Dance 5
TM 022 Thunderbolt 90 100 15
TM 023 Return 100 20
TM 027 Double Team 15
TM 034 Secret Power 70 100 20
TM 080 Gyro Ball 100 5
TM 089 Volt Overload 80 100 15
TM 114 Thunder 110 70 10
  • Bold indicates a move that gets STAB when used by Magnemite
  • Italic indicates a move that gets STAB only when used by an evolution of Magnemite

By tutoring

Move Type Cat. Pwr. Acc. PP
Bide 10
Charge Beam 50 90 10
Confide 20
Curse 10
Discharge 80 100 15
Double-Edge 120 100 15
Electro Ball 100 10
Electroweb 55 95 15
Endure 10
Explosion 250 100 5
Facade 70 100 20
Flash 100 20
Flash Cannon 80 100 10
Frustration 100 20
Gravity 5
Headbutt 70 100 15
Iron Defense 15
Lock-On 100 5
Magic Coat 100 15
Magnet Bomb 60 20
Magnet Rise 10
Metal Sound 85 40
Mimic 10
Mirror Shot 65 85 10
Natural Gift 100 15
Negative Energy 80 100 20
Psych Up 10
Rage 20 100 20
Recycle 100 10
Rest 10
Rising Voltage 70 100 20
Rollout 30 90 20
Round 60 100 15
Screech 85 40
Shock Wave 60 20
Shrapnel Sear 110 75 5
Shrapnel Smash 70 100 20
Signal Beam 75 100 15
Sleep Talk 10
Snore 50 100 15
Sonic Boom 90 20
Spark 65 100 20
Steel Beam 140 95 5
Substitute 10
Supersonic 55 20
Swagger 85 15
Swift 60 20
Tackle 40 100 35
Take Down 90 85 20
Teleport 20
Thunder Shock 40 100 30
Thunder Wave 90 20
Toxic 90 10
Volt Switch 70 100 20
Wild Charge 90 100 15
Zap Cannon 120 50 5
  • Bold indicates a move that gets STAB when used by Magnemite
  • Italic indicates a move that gets STAB only when used by an evolution of Magnemite

Ability Learnset

By leveling up

Level Ability Cost Description
1 Magnet Pull 8 Prevents Steel-type Pokémon from escaping using its magnetic force.
1 Sturdy 16 It cannot be knocked out with one hit. One-hit KO moves cannot knock it out, either.
18 Soundproof 15 Soundproofing gives the Pokémon full immunity to all sound-based moves.
36 Quark Drive 42 Boosts the Pokémon's most proficient stat on Electric Terrain.
54 Analytic 17 Boosts move power when the Pokémon moves last.
72 Heatproof 7 The heatproof body of the Pokémon halves the damage from Fire-type moves that hit it.
90 Short Circuit 42 The Pokémon generates Electric Terrain when it's hit by an attack.
100 Hadron Engine 133 Generates Electric Terrain when the Pokémon enters. Boosts Sp. Atk stat on Electric Terrain.
  • Bold indicates a default ability if multiple abilities are disabled
  • Italic indicates hidden ability if multiple abilities are disabled

By Disc

Disc Ability Cost Description
Disc 01 Battle Armor 60 Hard armor protects the Pokémon from critical hits.
Disc 07 Illuminate 4 Raises the Pokémon's evasiveness.
Disc 12 Sturdy 16 It cannot be knocked out with one hit. One-hit KO moves cannot knock it out, either.
Disc 15 Lightning Rod 18 The Pokémon draws in and neutralises Electric-type moves, boosting its Sp. Atk.
Disc 38 Quark Drive 42 Boosts the Pokémon's most proficient stat on Electric Terrain.
Disc 58 Prism Armor 37 Reduces the power of supereffective attacks taken.
  • Bold indicates a default ability if multiple abilities are disabled
  • Italic indicates hidden ability if multiple abilities are disabled

By tutoring

Ability Cost Description
Analytic 17 Boosts move power when the Pokémon moves last.
Battery 65 Powers up ally Pokémon's special moves.
Bulletproof 15 Protects the Pokémon from some ball and bomb moves.
Carbonize 77 Normal-type moves become Steel-type moves. Their power is boosted a little.
Clear Body 60 Prevents other Pokémon's moves or Abilities from lowering the Pokémon's stats.
Defeatist -17 Halves the Pokémon's Attack and Sp. Atk stats when its HP becomes half or less.
Download 80 Raises the Pokémon's offensive stat an opposing Pokémon is the weakest to.
Electromorphosis 12 The Pokémon becomes Charged up when it takes damage.
Full Metal Body 33 Prevents other Pokémon's moves or Abilities from lowering the Pokémon's stats.
Galvanize 77 Normal-type moves become Electric-type moves. Their power is boosted a little.
Hadron Engine 133 Generates Electric Terrain when the Pokémon enters. Boosts Sp. Atk stat on Electric Terrain.
Heatproof 7 The heatproof body of the Pokémon halves the damage from Fire-type moves that hit it.
Heavy Metal 1 Doubles the Pokémon's weight.
High Entropy 32 Boosts the Pokémon's Evasiveness under Gravity.
Insomnia 10 The Pokémon is suffering from insomnia and cannot fall asleep.
Klutz -25 The Pokémon can't use any held items.
Light Metal 1 Halves the Pokémon's weight.
Magnet Pull 8 Prevents Steel-type Pokémon from escaping using its magnetic force.
Minus 2 Boosts the Sp. Atk stat if an ally with the Plus or Minus Ability is also in battle.
Mirror Armor 56 Bounces back only the stat-lowering effects that the Pokémon receives.
Motor Drive 17 Boosts its Speed stat if hit by an Electric-type move instead of taking damage.
Plus 2 Boosts the Sp. Atk stat if an ally with the Plus or Minus Ability is also in battle.
Protosynthesis 66 Boosts the Pokémon's most proficient stat in harsh sunlight or solar wind.
Rock Head 14 Protects the Pokémon from recoil damage.
Run Away 0 Enables a sure getaway from wild Pokémon.
Short Circuit 42 The Pokémon generates Electric Terrain when it's hit by an attack.
Slow Start -94 For five turns, the Pokémon's Attack and Speed stats are halved.
Soundproof 15 Soundproofing gives the Pokémon full immunity to all sound-based moves.
Stall -12 The Pokémon moves after all other Pokémon do.
Static 31 The Pokémon is charged with static electricity, so contact with it may cause paralysis.
Steel Skin 10 Boosts the Pokémon's Defensive stats on Shrapnel Terrain.
Steelworker 16 Powers up Steel-type moves.
Surge Surfer 65 Doubles the Pokémon's Speed stat on Electric Terrain.
Transistor 16 Powers up Electric-type moves.
Truant -67 The Pokémon can't use a move if it had used a move on the previous turn.
Unstable Isotope 32 Boosts the Pokémon's Defensive stats under Gravity.
Volt Absorb 15 Restores HP if hit by an Electric-type move instead of taking damage.
  • Bold indicates a default ability if multiple abilities are disabled
  • Italic indicates hidden ability if multiple abilities are disabled