- Type
- Species
- Magnet Area Pokémon
- Height
- 1.2 m
- Weight
- 180.0 kg
Magnezone
- Sun
- Three units generate magnetism. There have been many mistaken reports of UFO sightings when Magnezone flies through the night sky.
- Moon
- As it zooms through the sky, this Pokémon seems to be receiving signals of unknown origin, while transmitting signals of unknown purpose.
Base stats
EVs: +3 Sp. Atk
| HP | 70 | |
|---|---|---|
| Attack | 70 | |
| Defense | 115 | |
| Sp. Atk | 130 | |
| Sp. Def | 90 | |
| Speed | 60 | |
| Total | 535 |
Abilities
- Magnet Pull
- Prevents Steel opponents from fleeing or switching out.
- Sturdy
- Prevents being KOed from full HP, leaving 1 HP instead. Protects against the one-hit KO moves regardless of HP.
- Analytic (hidden)
- Strengthens moves to 1.3× their power when moving last.
Locations
Not found in the wild in this generation. Obtain by evolution, breeding, an event, or transfer from an earlier game.
Damage taken
- x0.5
- x2
- x0.25
- x0
- x4
- x0.5
- x0.5
- x1
- x0.25
- x2
- x1
- x0.5
- x0.5
- x0.5
- x0.5
- x0.5
- x1
- x0.5
| Level Up | ||||||||
|---|---|---|---|---|---|---|---|---|
| Level | Attack Name | Type | Class | Power | Accuracy | PP | Effect % | |
| 1 | Barrier | Status | -- | -- | 20 | -- | ||
Raises the user’s Defense by two stages. | ||||||||
| 1 | Electric Terrain | Status | -- | -- | 10 | -- | ||
For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power. | ||||||||
| 1 | Magnet Bomb | Physical | 60 | -- | 20 | -- | ||
Never misses. | ||||||||
| 1 | Magnetic Flux | Status | -- | -- | 20 | -- | ||
Raises the Defense and Special Defense of all friendly Pokémon with Plus or Minus by one stage. | ||||||||
| 1 | Mirror Coat | Special | -- | 100 | 20 | -- | ||
Inflicts twice the damage the user received from the last special hit it took. | ||||||||
| 1 | Supersonic | Status | -- | 55 | 20 | -- | ||
Confuses the target. | ||||||||
| 1 | Tackle | Physical | 40 | 100 | 35 | -- | ||
Inflicts regular damage with no additional effect. | ||||||||
| 1 | Thunder Shock | Special | 40 | 100 | 30 | 10 | ||
Has a chance to paralyze the target. | ||||||||
| 1 | Tri Attack | Special | 80 | 100 | 10 | 20 | ||
Has a chance to burn, freeze, or paralyze the target. | ||||||||
| 1 | Zap Cannon | Special | 120 | 50 | 5 | 100 | ||
Has a chance to paralyze the target. | ||||||||
| 5 | Thunder Shock | Special | 40 | 100 | 30 | 10 | ||
Has a chance to paralyze the target. | ||||||||
| 7 | Magnet Bomb | Physical | 60 | -- | 20 | -- | ||
Never misses. | ||||||||
| 11 | Thunder Wave | Status | -- | 90 | 20 | -- | ||
Paralyzes the target. | ||||||||
| 13 | Light Screen | Status | -- | -- | 30 | -- | ||
Reduces damage from special attacks by 50% for five turns. | ||||||||
| 17 | Sonic Boom | Special | -- | 90 | 20 | -- | ||
Inflicts 20 points of damage. | ||||||||
| 19 | Spark | Physical | 65 | 100 | 20 | 30 | ||
Has a chance to paralyze the target. | ||||||||
| 23 | Mirror Shot | Special | 65 | 85 | 10 | 30 | ||
Has a chance to lower the target’s accuracy by one stage. | ||||||||
| 25 | Metal Sound | Status | -- | 85 | 40 | -- | ||
Lowers the target’s Special Defense by two stages. | ||||||||
| 29 | Electro Ball | Special | -- | 100 | 10 | -- | ||
Power is higher when the user has greater Speed than the target, up to a maximum of 150. | ||||||||
| 33 | Flash Cannon | Special | 80 | 100 | 10 | 10 | ||
Has a chance to lower the target’s Special Defense by one stage. | ||||||||
| 39 | Screech | Status | -- | 85 | 40 | -- | ||
Lowers the target’s Defense by two stages. | ||||||||
| 43 | Discharge | Special | 80 | 100 | 15 | 30 | ||
Has a chance to paralyze the target. | ||||||||
| 49 | Lock-On | Status | -- | -- | 5 | -- | ||
Ensures that the user’s next move will hit the target. | ||||||||
| 53 | Magnet Rise | Status | -- | -- | 10 | -- | ||
User is immune to Ground moves and effects for five turns. | ||||||||
| 59 | Gyro Ball | Physical | -- | 100 | 5 | -- | ||
Power raises when the user has lower Speed, up to a maximum of 150. | ||||||||
| 63 | Zap Cannon | Special | 120 | 50 | 5 | 100 | ||
Has a chance to paralyze the target. | ||||||||
| TM/HM | ||||||||
|---|---|---|---|---|---|---|---|---|
| Machine | Attack Name | Type | Class | Power | Accuracy | PP | Effect % | |
| TM06 | Toxic | Status | -- | 90 | 10 | -- | ||
Badly poisons the target, inflicting more damage every turn. | ||||||||
| TM10 | Hidden Power | Special | 60 | 100 | 15 | -- | ||
Power and type depend upon user’s IVs. Power can range from 30 to 70. | ||||||||
| TM100 | Confide | Status | -- | -- | 20 | 100 | ||
Lowers the target’s Special Attack by one stage. | ||||||||
| TM11 | Sunny Day | Status | -- | -- | 5 | -- | ||
Changes the weather to sunny for five turns. | ||||||||
| TM15 | Hyper Beam | Special | 150 | 90 | 5 | -- | ||
User foregoes its next turn to recharge. | ||||||||
| TM16 | Light Screen | Status | -- | -- | 30 | -- | ||
Reduces damage from special attacks by 50% for five turns. | ||||||||
| TM17 | Protect | Status | -- | -- | 10 | -- | ||
Prevents any moves from hitting the user this turn. | ||||||||
| TM18 | Rain Dance | Status | -- | -- | 5 | -- | ||
Changes the weather to rain for five turns. | ||||||||
| TM21 | Frustration | Physical | -- | 100 | 20 | -- | ||
Power increases as happiness decreases, up to a maximum of 102. | ||||||||
| TM24 | Thunderbolt | Special | 90 | 100 | 15 | 10 | ||
Has a chance to paralyze the target. | ||||||||
| TM25 | Thunder | Special | 110 | 70 | 10 | 30 | ||
Has a chance to paralyze the target. | ||||||||
| TM27 | Return | Physical | -- | 100 | 20 | -- | ||
Power increases with happiness, up to a maximum of 102. | ||||||||
| TM32 | Double Team | Status | -- | -- | 15 | -- | ||
Raises the user’s evasion by one stage. | ||||||||
| TM33 | Reflect | Status | -- | -- | 20 | -- | ||
Reduces damage from physical attacks by half. | ||||||||
| TM42 | Facade | Physical | 70 | 100 | 20 | -- | ||
Power doubles if user is burned, paralyzed, or poisoned. | ||||||||
| TM44 | Rest | Status | -- | -- | 5 | -- | ||
User sleeps for two turns, completely healing itself. | ||||||||
| TM48 | Round | Special | 60 | 100 | 15 | -- | ||
Has double power if it’s used more than once per turn. | ||||||||
| TM57 | Charge Beam | Special | 50 | 90 | 10 | 70 | ||
Has a chance to raise the user’s Special Attack by one stage. | ||||||||
| TM64 | Explosion | Physical | 250 | 100 | 5 | -- | ||
User faints. | ||||||||
| TM68 | Giga Impact | Physical | 150 | 90 | 5 | -- | ||
User foregoes its next turn to recharge. | ||||||||
| TM72 | Volt Switch | Special | 70 | 100 | 20 | -- | ||
User must switch out after attacking. | ||||||||
| TM73 | Thunder Wave | Status | -- | 90 | 20 | -- | ||
Paralyzes the target. | ||||||||
| TM74 | Gyro Ball | Physical | -- | 100 | 5 | -- | ||
Power raises when the user has lower Speed, up to a maximum of 150. | ||||||||
| TM77 | Psych Up | Status | -- | -- | 10 | -- | ||
Discards the user’s stat changes and copies the target’s. | ||||||||
| TM87 | Swagger | Status | -- | 85 | 15 | -- | ||
Raises the target’s Attack by two stages and confuses the target. | ||||||||
| TM88 | Sleep Talk | Status | -- | -- | 10 | -- | ||
Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | ||||||||
| TM90 | Substitute | Status | -- | -- | 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 | Special | 80 | 100 | 10 | 10 | ||
Has a chance to lower the target’s Special Defense by one stage. | ||||||||
| TM93 | Wild Charge | Physical | 90 | 100 | 15 | -- | ||
User receives 1/4 the damage it inflicts in recoil. | ||||||||
Other generations
Diamond, Pearl & Platinum, HeartGold & SoulSilver, Black & White, Black 2 & White 2, X & Y, Omega Ruby & Alpha Sapphire, Ultra Sun & Ultra Moon, Sword & Shield, Brilliant Diamond & Shining Pearl, Scarlet & Violet