#081 Magnemite

General Location Attacks Stats Egg Moves
Gen IX Dex Gen VIII Dex Gen VII Dex Gen VI Dex Gen V Dex
Gen IV Dex Gen III Dex Gen II Dex Gen I Dex

This Pokédex entry is for Generation VIII Pokémon games. For Generation IX Pokémon games. Check out Magnemite Pokémon Scarlet & Violet data
Picture
Normal SpriteShiny Sprite
Name Other Names No. Gender Ratio Type
Magnemite
Japan: Coil
コイル
French: Magnéti
German: Magnetilo
Korean: 코일
National: #081
Galar: #---
Isle of Armor: #105
Crown Tundra: #---
Sinnoh: #---
Hisui: #177
Magnemite is Gender Unknown Electric-type Steel-type
Classification Height Weight Capture Rate Base Egg Steps
Magnet Pokémon
Standard1'00"
0.3m
Min0'09"
0.24m
Max1'02"
0.36m
Alpha2'05"
0.732m
Standard13.2lbs
6.0kg
Min8.5lbs
3.84kg
Max19.0lbs
8.64kg
Alpha38.7lbs
17.568kg
190
Legends
225
2,560 (SWSH)
5,120 (BDSP)
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 will remain with 1 HP if it was going to be knocked out by a move when at full Hit Points, and it is immune to One Hit KO moves.
Hidden Ability:
Analytic: Attack power increases by 30% if the Pokémon is the last Pokémon to attack this turn
Experience Growth Base Happiness Effort Values Earned Dynamax Capable?
1,000,000 Points
Medium Fast
50 1 Sp. Attack Point(s)
Magnemite can Dynamax

Weakness

Attacking Move Type: Normal-type Attacking Move Type: Fire-type Attacking Move Type: Water-type Attacking Move Type: Electric-type Attacking Move Type: Grass-type Attacking Move Type: Ice-type Attacking Move Type: Fighting-type Attacking Move Type: Poison-type Attacking Move Type: Ground-type Attacking Move Type: Flying-type Attacking Move Type: Psychic-type Attacking Move Type: Bug-type Attacking Move Type: Rock-type Attacking Move Type: Ghost-type Attacking Move Type: Dragon-type Attacking Move Type: Dark-type Attacking Move Type: Steel-type Attacking Move Type: Fairy-type
*0.5 *2 *1 *0.5 *0.5 *0.5 *2 *0 *4 *0.25 *0.5 *0.5 *0.5 *1 *0.5 *1 *0.25 *0.5
Wild Hold Item Egg Groups
 Sword & Shield
Metal Coat
Metal Coat
- 5%
Brilliant Diamond & Shining Pearl
Metal Coat
Metal Coat
- 5%
Legends: Arceus
Iron Chunk
Iron Chunk
- 30%
Metal Coat
Metal Coat
- 7%

Alpha
Exp. Candy S
Exp. Candy S
- 100%
Seed of Mastery
Seed of Mastery
- 10%
Mineral
Evolutionary Chain
MagnemiteLevel MagnetonUse Thunder StoneMagnezone
Level up while at Mt. CoronetMagnezone

Locations

- In-Depth Details
Sword Transfer from Pokémon HOME or Trade with players with Expansion Pass
Max Raid Battles
Shield Transfer from Pokémon HOME or Trade with players with Expansion Pass
Max Raid Battles
Isle of Armor Sword Challenge Beach
Max Raid Battles: Fields of Honor, Forest of Focus, Challenge Beach, Brawlers' Cave, Courageous Cavern, Stepping-Stone Sea, Honeycalm Sea
Details
Shield Challenge Beach
Max Raid Battles: Fields of Honor, Forest of Focus, Challenge Beach, Brawlers' Cave, Courageous Cavern, Stepping-Stone Sea, Honeycalm Sea
Details
Brilliant Diamond Fuego Ironworks, Grand UndergroundDetails
Shining Pearl Fuego Ironworks, Grand UndergroundDetails
Legends: Arceus Cobalt Coastlands: Space-time Distortion in Cobalt Coastlands or nearby
Flavor Text
Sword At times, Magnemite runs out of electricity and ends up on the ground. If you give batteries to a grounded Magnemite, it'll start moving again.
Shield It subsists on electricity. As Magnemite flies, it emits electromagnetic waves from the units on each side of its body.
Brilliant Diamond The units at its sides generate electromagnetic waves that keep it airborne. It feeds on electricity.
Shining Pearl
Legends: Arceus A bizarre Pokémon with but a single eye embedded in an iron sphere. I suspect this creature levitates due to the magnetism it emits from its arms, which resemble horseshoe-shaped magnets.



Attacks

Level UpTM & HM

Standard Level Up

LevelAttack NameTypeCat.Att.Acc.PPEffect %
Thunder Shock Thunder Shock - Electric-type Thunder Shock: Special Move 40 100 30 10
A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis.
Tackle Tackle - Normal-type Tackle: Physical Move 40 100 35 --
A physical attack in which the user charges and slams into the target with its whole body.
4 Supersonic Supersonic - Normal-type Supersonic: Other Move -- 55 20 --
The user generates odd sound waves from its body that confuse the target.
8 Thunder Wave Thunder Wave - Electric-type Thunder Wave: Other Move -- 90 20 --
The user launches a weak jolt of electricity that paralyzes the target.
12 Electro Ball Electro Ball - Electric-type Electro Ball: Special Move ?? 100 10 --
The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power.
16 Gyro Ball Gyro Ball - Steel-type Gyro Ball: Physical Move ?? 100 5 --
The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move's power.
20 Spark Spark - Electric-type Spark: Physical Move 65 100 20 30
The user throws an electrically charged tackle at the target. This may also leave the target with paralysis.
24 Screech Screech - Normal-type Screech: Other Move -- 85 40 --
An earsplitting screech harshly lowers the target's Defense stat.
28 Magnet Rise Magnet Rise - Electric-type Magnet Rise: Other Move -- 101 10 --
The user levitates using electrically generated magnetism for five turns.
32 Flash Cannon Flash Cannon - Steel-type Flash Cannon: Special Move 80 100 10 10
The user gathers all its light energy and releases it all at once. This may also lower the target's Sp. Def stat.
36 Discharge Discharge - Electric-type Discharge: Special Move 80 100 15 30
The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis.
40 Metal Sound Metal Sound - Steel-type Metal Sound: Other Move -- 85 40 --
A horrible sound like scraping metal harshly lowers the target's Sp. Def stat.
44 Light Screen Light Screen - Psychic-type Light Screen: Other Move -- 101 30 --
A wondrous wall of light is put up to reduce damage from special attacks for five turns.
48 Lock-On Lock-On - Normal-type Lock-On: Other Move -- 101 5 --
The user takes sure aim at the target. This ensures the next attack does not miss the target.
52 Zap Cannon Zap Cannon - Electric-type Zap Cannon: Special Move 120 50 5 100
The user fires an electric blast like a cannon to inflict damage and cause paralysis.

TM Anchors Sword/Shield Brilliant Diamond/Shining Pearl

Sword & Shield Technical Machine Attacks

TM #Attack NameTypeCat.Att.Acc.PPEffect %
TM14 Thunder Wave Thunder Wave - Electric-type Thunder Wave: Other Move -- 90 20 --
The user launches a weak jolt of electricity that paralyzes the target.
TM16 Screech Screech - Normal-type Screech: Other Move -- 85 40 --
An earsplitting screech harshly lowers the target's Defense stat.
TM17 Light Screen Light Screen - Psychic-type Light Screen: Other Move -- 101 30 --
A wondrous wall of light is put up to reduce damage from special attacks for five turns.
TM18 Reflect Reflect - Psychic-type Reflect: Other Move -- 101 20 --
A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
TM21 Rest Rest - Psychic-type Rest: Other Move -- 101 10 --
The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions.
TM24 Snore Snore - Normal-type Snore: Special Move 50 100 15 30
This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.
TM25 Protect Protect - Normal-type Protect: Other Move -- 101 10 --
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
TM33 Rain Dance Rain Dance - Water-type Rain Dance: Other Move -- 101 5 --
The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.
TM34 Sunny Day Sunny Day - Fire-type Sunny Day: Other Move -- 101 5 --
The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.
TM39 Facade Facade - Normal-type Facade: Physical Move 70 100 20 --
This attack move doubles its power if the user is poisoned, burned, or paralyzed.
TM40 Swift Swift - Normal-type Swift: Special Move 60 101 20 --
Star-shaped rays are shot at opposing Pokémon. This attack never misses.
TM76 Round Round - Normal-type Round: Special Move 60 100 15 --
The user attacks the target with a song. Others can join in the Round to increase the power of the attack.
TM80 Volt Switch Volt Switch - Electric-type Volt Switch: Special Move 70 100 20 --
After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
TM82 Electroweb Electroweb - Electric-type Electroweb: Special Move 55 95 15 100
The user attacks and captures opposing Pokémon using an electric net. This lowers their Speed stats.

Technical Record Attacks

TR #Attack NameTypeCat.Att.Acc.PPEffect %
TR08 Thunderbolt Thunderbolt - Electric-type Thunderbolt: Special Move 90 100 15 10
A strong electric blast crashes down on the target. This may also leave the target with paralysis.
TR09 Thunder Thunder - Electric-type Thunder: Special Move 110 70 10 30
A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.
TR20 Substitute Substitute - Normal-type Substitute: Other Move -- 101 10 --
The user creates a substitute for itself using some of its HP. The substitute serves as the user's decoy.
TR26 Endure Endure - Normal-type Endure: Other Move -- 101 10 --
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
TR27 Sleep Talk Sleep Talk - Normal-type Sleep Talk: Other Move -- 101 10 --
While it is asleep, the user randomly uses one of the moves it knows.
TR46 Iron Defense Iron Defense - Steel-type Iron Defense: Other Move -- 101 15 --
The user hardens its body's surface like iron, sharply raising its Defense stat.
TR52 Gyro Ball Gyro Ball - Steel-type Gyro Ball: Physical Move ?? 100 5 --
The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move's power.
TR70 Flash Cannon Flash Cannon - Steel-type Flash Cannon: Special Move 80 100 10 10
The user gathers all its light energy and releases it all at once. This may also lower the target's Sp. Def stat.
TR80 Electro Ball Electro Ball - Electric-type Electro Ball: Special Move ?? 100 10 --
The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power.
TR86 Wild Charge Wild Charge - Electric-type Wild Charge: Physical Move 90 100 15 --
The user shrouds itself in electricity and smashes into its target. This also damages the user a little.

BDSP Technical Machine Attacks

TM #Attack NameTypeCat.Att.Acc.PPEffect %
TM11 Sunny Day Sunny Day - Fire-type Sunny Day: Other Move -- 101 5 --
The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.
TM16 Light Screen Light Screen - Psychic-type Light Screen: Other Move -- 101 30 --
A wondrous wall of light is put up to reduce damage from special attacks for five turns.
TM17 Protect Protect - Normal-type Protect: Other Move -- 101 10 --
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
TM18 Rain Dance Rain Dance - Water-type Rain Dance: Other Move -- 101 5 --
The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.
TM24 Thunderbolt Thunderbolt - Electric-type Thunderbolt: Special Move 90 100 15 10
A strong electric blast crashes down on the target. This may also leave the target with paralysis.
TM25 Thunder Thunder - Electric-type Thunder: Special Move 110 70 10 30
A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.
TM32 Double Team Double Team - Normal-type Double Team: Other Move -- 101 15 --
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
TM33 Reflect Reflect - Psychic-type Reflect: Other Move -- 101 20 --
A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
TM34 Shock Wave Shock Wave - Electric-type Shock Wave: Special Move 60 101 20 --
The user strikes the target with a quick jolt of electricity. This attack never misses.
TM42 Facade Facade - Normal-type Facade: Physical Move 70 100 20 --
This attack move doubles its power if the user is poisoned, burned, or paralyzed.
TM43 Volt Switch Volt Switch - Electric-type Volt Switch: Special Move 70 100 20 --
After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
TM44 Rest Rest - Psychic-type Rest: Other Move -- 101 10 --
The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions.
TM57 Charge Beam Charge Beam - Electric-type Charge Beam: Special Move 50 90 10 70
The user attacks the target with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
TM58 Endure Endure - Normal-type Endure: Other Move -- 101 10 --
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
TM64 Explosion Explosion - Normal-type Explosion: Physical Move 250 100 5 --
The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move.
TM67 Recycle Recycle - Normal-type Recycle: Other Move -- 101 10 --
The user recycles a held item that has been used in battle so it can be used again.
TM70 Flash Flash - Normal-type Flash: Other Move -- 100 20 --
The user flashes a light that lowers the target's accuracy. It can also be used to illuminate caves.
TM73 Thunder Wave Thunder Wave - Electric-type Thunder Wave: Other Move -- 90 20 --
The user launches a weak jolt of electricity that paralyzes the target.
TM74 Gyro Ball Gyro Ball - Steel-type Gyro Ball: Physical Move ?? 100 5 --
The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move's power.
TM77 Psych Up Psych Up - Normal-type Psych Up: Other Move -- 101 10 --
The user hypnotizes itself into copying any stat change made by the target.
TM82 Sleep Talk Sleep Talk - Normal-type Sleep Talk: Other Move -- 101 10 --
While it is asleep, the user randomly uses one of the moves it knows.
TM87 Swagger Swagger - Normal-type Swagger: Other Move -- 85 15 --
The user enrages and confuses the target. However, this also sharply raises the target's Attack stat.
TM90 Substitute Substitute - Normal-type Substitute: Other Move -- 101 10 --
The user creates a substitute for itself using some of its HP. The substitute serves as the user's decoy.
TM91 Flash Cannon Flash Cannon - Steel-type Flash Cannon: Special Move 80 100 10 10
The user gathers all its light energy and releases it all at once. This may also lower the target's Sp. Def stat.
Move Tutor Attacks
Attack NameTypeCat.Att.Acc.PPEffect %
Steel Beam140955--
The user fires a beam of steel that it collected from its entire body. This also damages the user.

Isle of Armor Move Tutor Attacks

Attack NameTypeCat.Att.Acc.PPEffect %
Rising VoltageRising Voltage - Electric-typeRising Voltage: Special Move7010020--
The user attacks with electric voltage rising from the ground. This move's power doubles when the target is on Electric Terrain.

Usable Max Moves

Attack NameTypeCat.Max Att.Acc.PPEffect %
Max Lightning Max Lightning - Electric-type Physical MoveSpecial Move 130(Phy)/140(Spe) 101 10 --
This is an Electric-type attack Dynamax Pokémon use. The user turns the ground into Electric Terrain for five turns.
Max Strike Max Strike - Normal-type Physical MoveSpecial Move 120(Phy)/110(Spe) 101 10 --
This is a Normal-type attack Dynamax Pokémon use. This lowers the target's Speed stat.
Max Steelspike Max Steelspike - Steel-type Physical MoveSpecial Move 130(Phy)/140(Spe) 101 10 --
This is a Steel-type attack Dynamax Pokémon use. This raises ally Pokémon's Defense stats.
Max Guard Max Guard - Normal-type 101 10 --
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
Transfer Only Moves
Click here to see all transfer exclusive moves


Stats

  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 325 25 35 70 95 55 45
Max Stats
Hindering Nature
Lv. 50 85 - 132 36 - 78 67 - 109 90 - 132 54 - 96 45 - 87
Lv. 100 160 - 254 67 - 152 130 - 215 175 - 260 103 - 188 85 - 170
Max Stats
Neutral Nature
Lv. 50 85 - 132 40 - 87 75 - 122 100 - 147 60 - 107 50 - 97
Lv. 100 160 - 254 75 - 169 145 - 239 195 - 289 115 - 209 95 - 189
Max Stats
Beneficial Nature
Lv. 50 85 - 132 44 - 95 82 - 134 110 - 161 66 - 117 55 - 106
Lv. 100 160 - 254 82 - 185 159 - 262 214 - 317 126 - 229 104 - 207
25
35
70
45
55
95

<--- Slowbro #080
Slowbro
#082
Magneton
Magneton --->