#81 Magnemite

  • Magnemite
The units at its sides are extremely powerful magnets. They generate enough magnetism to draw in iron objects from over 300 feet away.
Basic stats
Health 25
Attack 35
Defense 70
Sp. Atk 95
Sp. Def 55
Speed 45

Moves learnt by level up

Click on a move to add it on a position in the generator

Name Type Cat. Power Acc. PP Lvl Effect
Metal Sound Steel Status 0 85 40 1 Sharply lowers opponent's Special Defense.
Tackle Normal Physical 50 100 35 1
Sonic Boom Normal Special 0 90 20 21 Always inflicts 20 HP.
Thunder Shock Electric Special 40 100 30 25 May paralyze opponent.
Spark Electric Physical 65 100 20 26 May paralyze opponent.
Electro Ball Electric Special 0 100 10 27 The faster the user, the stronger the attack.
Lock-On Normal Status 0 0 5 27 The next move the user uses is guaranteed to hit.
Supersonic Normal Status 0 55 20 29 Confuses opponent.
Magnet Bomb Steel Physical 60 0 20 30 Ignores Accuracy and Evasiveness.
Thunder Wave Electric Status 0 100 20 35 Paralyzes opponent.
Discharge Electric Special 80 100 15 38 May paralyze opponent.
Swift Normal Special 60 0 20 41 Ignores Accuracy and Evasiveness.
Mirror Shot Steel Special 65 85 10 43 May lower opponent's Accuracy.
Zap Cannon Electric Special 120 50 5 45 Paralyzes opponent.
Magnet Rise Electric Status 0 0 10 46 User becomes immune to Ground-type moves for 5 turns.
Screech Normal Status 0 85 40 47 Sharply lowers opponent's Defense.
Gyro Ball Steel Physical 0 100 5 49 The slower the opponent, the stronger the attack.

Moves learnt by machine

Click on a move to add it on a position in the generator

Name Type Cat. Power Acc. PP TM/HM Effect
Toxic Poison Status 0 90 10 TM06 Badly poisons opponent.
Hidden Power Normal Special 60 100 15 TM10 Type and power depends on user's IVs.
Sunny Day Fire Status 0 0 5 TM11 Makes it sunny for 5 turns.
Light Screen Psychic Status 0 0 30 TM16 Halves damage from Special attacks for 5 turns.
Protect Normal Status 0 0 10 TM17 User is not affected by opponent's move.
Rain Dance Water Status 0 0 5 TM18 Makes it rain for 5 turns.
Frustration Normal Physical 0 100 20 TM21 Power decreases with higher Happiness.
Thunderbolt Electric Special 90 100 15 TM24 May paralyze opponent.
Thunder Electric Special 110 70 10 TM25 May paralyze opponent.
Return Normal Physical 0 100 20 TM27 Power increases with user's Happiness.
Double Team Normal Status 0 0 15 TM32 Raises user's Evasiveness.
Reflect Psychic Status 0 0 20 TM33 Halves damage from Physical attacks for 5 turns.
Facade Normal Physical 70 100 20 TM42 Power doubles if user is burned, poisoned, or paralyzed.
Rest Psychic Status 0 0 10 TM44 User sleeps for 2 turns, but user is fully healed.
Round Normal Special 60 100 15 TM48 Power increases if teammates use it in the same turn.
Charge Beam Electric Special 50 90 10 TM57 May raise user's Special Attack.
Explosion Normal Physical 250 100 5 TM64 User faints.
Flash Normal Status 0 100 20 TM70 Lowers opponent's Accuracy.
Volt Switch Electric Special 70 100 20 TM72 User must switch out after attacking.
Thunder Wave Status 0 100 20 TM73 Paralyzes opponent.
Gyro Ball Physical 0 100 5 TM74 The slower the opponent, the stronger the attack.
Psych Up Normal Status 0 0 10 TM77 Copies the opponent's stat changes.
Swagger Normal Status 0 90 15 TM87 Opponent becomes confused, but its Attack is raised two stages.
Sleep Talk Normal Status 0 0 10 TM88 User performs one of its own moves while sleeping.
Substitute Normal Status 0 0 10 TM90 Uses HP to creates a decoy that takes hits.
Flash Cannon Steel Special 80 100 10 TM91 May lower opponent's Special Defense.
Wild Charge Electric Physical 90 100 15 TM93 User receives recoil damage.

Item qr code

Generate your own Magnemite qr code.

IVs EVs Stats
HP: 0
Atk: 0
Def: 0
SpA: 0
SpD: 0
Spe: 0
Is egg
Infected
Cured
Fateful Encounter
As Egg
Traded Event Memory
Classic Ribbon
Copyright 2015 Bradley Jarvis
Tested by Drakopoolos Jojo El GreatHim

Other Pokémon

Jolteon
Magneton
Electrode
Electabuzz