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082 - Magneton

Type

Version Type
All

Defenses

Immune ×0 Resistant ×¼ Resistant ×½ Normal ×1 Weak ×2 Weak ×4


















Ability

Version Ability
All Magnet Pull / Sturdy

Base Stats

Version HP Atk Def SAtk SDef Spd BST
All 50 60 95 120 70 70 465

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Description
1 Tackle 40 100% 35 Inflicts regular damage with no additional effect.
1 Supersonic - 55% 20 Confuses the target.
1 Thunder Shock 40 100% 30 Has a 10% chance to paralyze the target.
4 Thunder Wave - 90% 20 Paralyzes the target.
7 Sonic Boom - 90% 20 Inflicts 20 points of damage.
10 Spark 65 100% 20 Has a 30% chance to paralyze the target.
13 Magnet Bomb 60 - 20 Never misses.
16 Light Screen - - 30 Reduces damage from special attacks by 50% for five turns.
19 Charge Beam 50 90% 10 Has a 70% chance to raise the user's Special Attack by one stage.
22 Mirror Shot 65 85% 10 Has a 30% chance to lower the target's accuracy by one stage.
25 Metal Sound - 85% 40 Lowers the target's Special Defense by two stages.
28 Discharge 80 100% 15 Has a 30% chance to paralyze the target.
30 Tri Attack 80 100% 10 Has a 20% chance to burn, freeze, or paralyze the target.
33 Flash Cannon 80 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
37 Screech - 85% 40 Lowers the target's Defense by two stages.
41 Thunderbolt 90 100% 15 Has a 10% chance to paralyze the target.
45 Lock-On - - 5 Ensures that the user's next move will hit the target.
49 Magnet Rise - - 10 User is immune to Ground moves and effects for five turns.
53 Gyro Ball - 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
57 Zap Cannon 120 50% 5 Has a 100% chance to paralyze the target.

Learnable Moves

Machine Name Power Accuracy PP Type Damage Class Description
TM06 Toxic - 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power 60 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11 Sunny Day - - 5 Changes the weather to sunny for five turns.
TM15 Hyper Beam 150 90% 5 User foregoes its next turn to recharge.
TM16 Light Screen - - 30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect - - 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance - - 5 Changes the weather to rain for five turns.
TM21 Frustration - 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM24 Thunderbolt 90 100% 15 Has a 10% chance to paralyze the target.
TM25 Thunder 110 70% 10 Has a 30% chance to paralyze the target.
TM27 Return - 100% 20 Power increases with happiness, up to a maximum of 102.
TM32 Double Team - - 15 Raises the user's evasion by one stage.
TM33 Reflect - - 20 Reduces damage from physical attacks by half.
TM34 Shock Wave 60 - 20 Never misses.
TM42 Facade 70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Secret Power 70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM44 Rest - - 10 User sleeps for two turns, completely healing itself.
TM57 Wild Charge 100 100% 15 User receives 1/4 the damage it inflicts in recoil.
TM58 Endure - - 10 Prevents the user's HP from lowering below 1 this turn.
TM62 Bug Buzz 1 90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM64 Explosion 250 100% 5 User faints.
TM67 Recycle - - 10 User recovers the item it last used up.
TM68 Giga Impact 150 90% 5 User foregoes its next turn to recharge.
TM70 Flash - 100% 20 Lowers the target's accuracy by one stage.
TM73 Thunder Wave - 90% 20 Paralyzes the target.
TM74 Gyro Ball - 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
TM77 Psych Up - - 10 Discards the user's stat changes and copies the target's.
TM82 Sleep Talk - - 10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TM87 Swagger - 85% 15 Raises the target's Attack by two stages and confuses the target.
TM90 Substitute - - 10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM91 Flash Cannon 80 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
Move Tutor Iron Defense - - 15 Raises the user's Defense by two stages.
Move Tutor Magnet Rise - - 10 User is immune to Ground moves and effects for five turns.
Move Tutor Rollout 30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
Move Tutor Signal Beam 75 100% 15 Has a 10% chance to confuse the target.
Move Tutor Snore 50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Move Tutor Swift 60 - 20 Never misses.

Wild Encounters

Route Method Level Chance
Fuego Ironworks 🌅 Morning Lv. 36 - 40 20%
Fuego Ironworks 🌞 Day Lv. 36 - 40 20%
Fuego Ironworks 🌙 Night Lv. 36 - 40 20%
Victory Road ~ 2F 🌅 Morning Lv. 59 20%
Victory Road ~ 2F 🌞 Day Lv. 59 20%
Victory Road ~ 2F 🌙 Night Lv. 59 20%

  1. This move was previously unavailable to this Pokémon