#462 Magnezone
General Location Attacks Stats Egg Moves SpinOff Dex
Gen IX Dex Gen VIII Dex Gen VII Dex Gen VI Dex Gen V Dex
Gen IV Dex

Images
Normal Sprite Shiny Sprite
Name Other Names No. Gender Ratio Type
Magnezone
Japan: Jibacoil
ジバコイル
French: Magnézone
German: Magnezone
Korean: 자포코일
National: #462
BW Unova: #---
B2W2 Unova: #050
Magnezone is Genderless
Abilities: Magnet Pull - Sturdy - Analytic (Hidden Ability)
Magnet Pull: Steel types cannot run nor switch while this Pokémon is in battle. Because the opponent’s switching is blocked, the opponent cannot switch on the turn this Pokémon switches out of battle. The opponent may still switch with Baton Pass.
Sturdy: The Pokémon is unaffected by One Hit Knock Out moves and in Generation V, the Pokémon cannot be knocked out when it has full Hit Points
Hidden Ability (Available):
Analytic: Attack power increases by 30% if the Pokémon is the last Pokémon to attack this turn
Classification Height Weight Capture Rate Base Egg Steps
Magnet Area Pokémon 3’11”
1.2m
396.8lbs
180kg
30 5,120
Experience Growth Base Happiness Effort Values Earned Flee FlagEntree Forest Level
1,000,000 Points
Medium Fast
70 3 Sp. Attack Point(s)
148 Level 31
Damage Taken
*0.5 *2 *1 *0.5 *0.5 *0.5 *2 *0 *4 *0.25 *0.5 *0.5 *0.5 *0.5 *0.5 *0.5 *0.25
Wild Hold Item Egg Groups

Metal Coat
- 5%
Mineral
Evolutionary Chain
Locations
Black Trade from White
White Evolve Magnemite
Black 2 P2 LabDetails
White 2 P2 LabDetails
Trainer Locations  Details

Flavor Text
Black A group tried to use scientific means to make Magnezone evolve, but their efforts ended in failure.
White
Black 2 Sometimes the magnetism emitted by Magnezone is too strong, making them attract each other so they cannot move.
White 2

Black/White Level Up
LevelAttack NameTypeCat.Att.Acc.PPEffect %
Mirror Coat ?? 100 20 --
A retaliation move that counters any special attack, inflicting double the damage taken.
Barrier -- -- 30 --
The user throws up a sturdy wall that sharply raises its Defense stat.
Metal Sound -- 85 40 --
A horrible sound like scraping metal harshly reduces the target's Sp. Def stat.
Tackle 50 100 35 --
A physical attack in which the user charges and slams into the target with its whole body.
Thundershock 40 100 30 10
A jolt of electricity is hurled at the target to inflict damage. It may also leave the target with paralysis.
Supersonic -- 55 20 --
The user generates odd sound waves from its body. It may confuse the target.
6 Thundershock 40 100 30 10
A jolt of electricity is hurled at the target to inflict damage. It may also leave the target with paralysis.
11 Supersonic -- 55 20 --
The user generates odd sound waves from its body. It may confuse the target.
14 Sonicboom ?? 90 20 --
The target is hit with a destructive shock wave that always inflicts 20 HP damage.
17 Thunder Wave -- 100 20 --
A weak electric charge is launched at the target. It causes paralysis if it hits.
22 Spark 65 100 20 30
The user throws an electrically charged tackle at the target. It may also leave the target with paralysis.
27 Electro Ball ?? 100 10 --
The user hurls an electric orb at the target. The faster the user is than the target, the greater the damage.
30 Lock-on -- -- 5 --
The user takes sure aim at the target. It ensures the next attack does not fail to hit the target.
34 Magnet Bomb 60 -- 20 --
The user launches steel bombs that stick to the target. This attack will not miss.
40 Screech -- 85 40 --
An earsplitting screech harshly reduces the target's Defense stat.
46 Discharge 80 100 15 30
A flare of electricity is loosed to strike the area around the user. It may also cause paralysis.
50 Mirror Shot 65 85 10 --
The user looses a flash of energy at the target from its polished body. It may also lower the target's accuracy.
54 Magnet Rise -- -- 10 --
The user levitates using electrically generated magnetism for five turns.
60 Gyro Ball ?? 100 5 --
The user tackles the target with a high-speed spin. The slower the user, the greater the damage.
66 Zap Cannon 120 50 5 100
The user fires an electric blast like a cannon to inflict damage and cause paralysis.
Black 2/White 2 Level Up
LevelAttack NameTypeCat.Att.Acc.PPEffect %
Mirror Coat ?? 100 20 --
A retaliation move that counters any special attack, inflicting double the damage taken.
Barrier -- -- 30 --
The user throws up a sturdy wall that sharply raises its Defense stat.
Tackle 50 100 35 --
A physical attack in which the user charges and slams into the target with its whole body.
Supersonic -- 55 20 --
The user generates odd sound waves from its body. It may confuse the target.
Thundershock 40 100 30 10
A jolt of electricity is hurled at the target to inflict damage. It may also leave the target with paralysis.
Sonicboom ?? 90 20 --
The target is hit with a destructive shock wave that always inflicts 20 HP damage.
4 Supersonic -- 55 20 --
The user generates odd sound waves from its body. It may confuse the target.
7 Thundershock 40 100 30 10
A jolt of electricity is hurled at the target to inflict damage. It may also leave the target with paralysis.
11 Sonicboom ?? 90 20 --
The target is hit with a destructive shock wave that always inflicts 20 HP damage.
15 Thunder Wave -- 100 20 --
A weak electric charge is launched at the target. It causes paralysis if it hits.
18 Magnet Bomb 60 -- 20 --
The user launches steel bombs that stick to the target. This attack will not miss.
21 Spark 65 100 20 30
The user throws an electrically charged tackle at the target. It may also leave the target with paralysis.
25 Mirror Shot 65 85 10 --
The user looses a flash of energy at the target from its polished body. It may also lower the target's accuracy.
29 Metal Sound -- 85 40 --
A horrible sound like scraping metal harshly reduces the target's Sp. Def stat.
34 Electro Ball ?? 100 10 --
The user hurls an electric orb at the target. The faster the user is than the target, the greater the damage.
39 Flash Cannon 80 100 10 --
The user gathers all its light energy and releases it at once. It may also lower the target's Sp. Def stat.
45 Screech -- 85 40 --
An earsplitting screech harshly reduces the target's Defense stat.
51 Discharge 80 100 15 30
A flare of electricity is loosed to strike the area around the user. It may also cause paralysis.
56 Lock-on -- -- 5 --
The user takes sure aim at the target. It ensures the next attack does not fail to hit the target.
62 Magnet Rise -- -- 10 --
The user levitates using electrically generated magnetism for five turns.
67 Gyro Ball ?? 100 5 --
The user tackles the target with a high-speed spin. The slower the user, the greater the damage.
73 Zap Cannon 120 50 5 100
The user fires an electric blast like a cannon to inflict damage and cause paralysis.
TM & HM Attacks
TM/HM #Attack NameTypeCat.Att.Acc.PPEffect %
TM06 Toxic -- 90 10 --
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
TM10 Hidden Power ?? 100 15 --
A unique attack that varies in type and intensity depending on the Pokémon using it.
TM11 Sunny Day -- -- 5 --
The user intensifies the sun for five turns, powering up Fire-type moves.
TM15 Hyper Beam 150 90 5 --
The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy.
TM16 Light Screen -- -- 30 --
A wondrous wall of light is put up to suppress damage from special attacks for five turns.
TM17 Protect -- -- 10 --
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
TM18 Rain Dance -- -- 5 --
The user summons a heavy rain that falls for five turns, powering up Water-type moves.
TM21 Frustration ?? 100 20 --
A full-power attack that grows more powerful the less the user likes its Trainer.
TM24 Thunderbolt 95 100 15 10
A strong electric blast is loosed at the target. It may also leave the target with paralysis.
TM25 Thunder 120 70 10 30
A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis.
TM27 Return ?? 100 20 --
A full-power attack that grows more powerful the more the user likes its Trainer.
TM32 Double Team -- -- 15 --
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
TM33 Reflect -- -- 20 --
A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
TM42 Facade 70 100 20 --
An attack move that doubles its power if the user is poisoned, burned, or has paralysis.
TM44 Rest -- -- 10 --
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
TM48 Round 60 100 15 --
The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.
TM57 Charge Beam 50 90 10 --
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
TM64 Explosion 250 100 5 --
The user explodes to inflict damage on those around it. The user faints upon using this move.
TM68 Giga Impact 150 90 5 --
The user charges at the target using every bit of its power. The user must rest on the next turn.
TM70 Flash -- 100 20 --
The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves.
TM72 Volt Switch 70 100 20 --
After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
TM73 Thunder Wave -- 100 20 --
A weak electric charge is launched at the target. It causes paralysis if it hits.
TM74 Gyro Ball ?? 100 5 --
The user tackles the target with a high-speed spin. The slower the user, the greater the damage.
TM77 Psych Up -- -- 10 --
The user hypnotizes itself into copying any stat change made by the target.
TM87 Swagger -- 90 15 --
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat.
TM90 Substitute -- -- 10 --
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
TM91 Flash Cannon 80 100 10 --
The user gathers all its light energy and releases it at once. It may also lower the target's Sp. Def stat.
TM93 Wild Charge 90 100 15 --
The user shrouds itself in electricity and smashes into its target. It also damages the user a little.
Black 2/White 2 Move Tutor Attacks
Attack NameTypeCat.Att.Acc.PPEffect %
Electroweb559515--
The user captures and attacks opposing Pokémon by using an electric net. It reduces the targets' Speed stat.
Gravity----5--
Gravity is intensified for five turns, making moves involving flying unusable and negating Levitate.
Iron Defense----15--
The user hardens its body's surface like iron, sharply raising its Defense stat.
Iron Head8010015--
The user slams the target with its steel-hard head. It may also make the target flinch.
Magic Coat----15--
A barrier reflects back to the target moves like Leech Seed and moves that damage status.
Magnet Rise----10--
The user levitates using electrically generated magnetism for five turns.
Recycle----10--
The user recycles a held item that has been used in battle so it can be used again.
Signal Beam751001510
The user attacks with a sinister beam of light. It may also confuse the target.
Sleep Talk----10--
While it is asleep, the user randomly uses one of the moves it knows.
Snore4010015--
An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.
Pre-Evolution Only Moves
Attack NameTypeCat.Att.Acc.PPEffect % Method
Tri Attack 80 100 10 20
Lv. 1
The user strikes with a simultaneous three-beam attack. May also burn, freeze, or leave the target with paralysis.
Gen III & IV Only Moves (Details)
Attack NameTypeCat.Att.Acc.PPEffect %Method
Shock Wave 60 -- 20 -- Gen IV TM34
The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.
Secret Power 70 100 20 30 Gen IV TM43
The user attacks the target with a secret power. Its added effects vary depending on the user's environment.
Endure -- -- 10 -- Gen IV TM58
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
Natural Gift ?? 100 15 -- Gen IV TM83
The user draws power to attack by using its held Berry. The Berry determines its type and power.
Swift 60 -- 20 -- Move Tutor - PtHGSS
Star-shaped rays are shot at the opposing team. This attack never misses.
Rollout 30 90 20 -- Move Tutor - PtHGSS
The user continually rolls into the target over five turns. It becomes stronger each time it hits.
Headbutt 70 100 15 -- Move Tutor - HGSS
The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch.
Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats 70 70 115 130 90 60
Max Stats
Hindering Nature
Lv. 50 130 - 177 67 - 109 108 - 150 121 - 163 85 - 127 58 - 100
Lv. 100 250 - 344 130 - 215 211 - 296 238 - 323 166 - 251 112 - 197
Max Stats
Neutral Nature
Lv. 50 130 - 177 75 - 122 120 - 167 135 - 182 95 - 142 65 - 112
Lv. 100 250 - 344 145 - 239 235 - 329 265 - 359 185 - 279 125 - 219
Max Stats
Beneficial Nature
Lv. 50 130 - 177 82 - 134 132 - 183 148 - 200 104 - 156 71 - 123
Lv. 100 250 - 344 159 - 262 258 - 361 291 - 394 203 - 306 137 - 240

<--- #461
Weavile
#463
Lickilicky
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