Essentials
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.
Hidden Ability
- Analytic
Strengthens moves to 1.3× their power when moving last.
Damage Taken
Pokédex Numbers
- Introduced in
- National
- 81
- Kanto
- 81
- Original Johto
- 118
- Original Hoenn
- 82
- Extended Sinnoh
- 178
- Updated Johto
- 119
- Updated Unova
- 48
- Mountain Kalos
- 69
- New Hoenn
- 84
- Original Alola
- 47
- Updated Alola
- 54
- Let’s Go Kanto
- 81
- Isle of Armor
- 105
Names
- Japanese
- コイル (koiru)
- コイル
- Official roomaji
- Coil
- Korean
- 코일
- Chinese
- 小磁怪
- 小磁怪
- French
- Magnéti
- German
- Magnetilo
- Spanish
- Magnemite
- Italian
- Magnemite
Breeding
Compatibility
Training
Wild held items
5% | Metal Coat | |
nothing | ||
5% | Metal Coat | |
5% | Metal Coat | |
5% | Metal Coat | |
5% | Metal Coat | |
nothing | ||
nothing |
Evolution
Baby | Basic | Stage 1 | Stage 2 |
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Magnemite | Magneton Level up, starting at level 30 | Magnezone Level up, around Mt. Coronet (Sinnoh) Level up, around Chargestone Cave (Unova) Level up, around Route 13 (Kalos) Level up Use a Thunder Stone |
Stats
Pctile | Min IVs | Max IVs | ||
---|---|---|---|---|
HP | 1.0 | 223 | 254 | |
Attack | 5.9 | 138 | 169 | |
Defense | 50.6 | 208 | 239 | |
Special Attack | 75.5 | 258 | 289 | |
Special Defense | 30.2 | 178 | 209 | |
Speed | 23.9 | 158 | 189 | |
Total | 23.8 |
Pokéathlon Performance
Minimum; Base; Maximum
- Speed
- Power
- Skill
- Stamina
- Jump
- Total
- 7/12/16
Flavor
Flavor Text
-
They gather in places where electricity is available. They can be found clinging to the steel towers used to support power lines.
It sends out electromagnetic waves, which let it float through the air. Touching it while it’s eating electricity will give you a full-body shock.
It’s frequently the cause of power outages, which is why some power plants send out electrical signals that it can’t stand.
Perhaps because electrical lines are often buried these days, the number of Magnemite attacks on power plants has increased.
It is hatched with the ability to defy gravity. It floats while emitting powerful electromagnetic waves.
-
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.
It subsists on electricity. As Magnemite flies, it emits electromagnetic waves from the units on each side of its body.
Sprites
Height
0'11.8"
0.3 m
Weight
13.2 lb
6.0 kg
Locations
- Red
- Blue
- Yellow
- Gold
- Silver
- Crystal
- Ruby
- Sapphire
- Emerald
- FireRed
- LeafGreen
- Diamond
- Pearl
- Platinum
- HeartGold
- SoulSilver
- Black 2
- White 2
Pal Park
- Area
- Mountain
- Score
- 50
- Rate
- 30
Moves
Electric and Steel moves get STAB, and have their type highlighted in green.
Special moves better suit Magnemite's higher Special Attack, and have their class highlighted in green.
Move | Type | Class | PP | Power | Acc | Pri | Effect | ||||||||||||
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Level up: Learned when a Pokémon reaches a certain level. | |||||||||||||||||||
— | Thunder Shock | 30 | 40 | 100% | Has a 10% chance to paralyze the target. |
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— | — | — | Metal Sound | 40 | — | 85% | Lowers the target's Special Defense by two stages. |
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— | — | — | — | — | — | — | — | — | — | — | — | Tackle | 35 | 40 | 100% | Inflicts regular damage with no additional effect. |
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4 | 4 | 5 | — | — | — | 4 | Supersonic | 20 | — | 55% | Confuses the target. |
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6 | 6 | 6 | 6 | 7 | 7 | 7 | 5 | 5 | 5 | Thunder Shock | 30 | 40 | 100% | Has a 10% chance to paralyze the target. |
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21 | 11 | 11 | 11 | Sonic Boom | 20 | * | 90% | Inflicts 20 points of damage. |
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25 | Thunder Shock | 30 | 40 | 100% | Has a 10% chance to paralyze the target. |
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29 | 11 | 11 | 11 | 11 | Supersonic | 20 | — | 55% | Confuses the target. |
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7 | Magnet Bomb | 20 | 60 | — | Never misses. |
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35 | 15 | 15 | 13 | 11 | 7 | 10 | 8 | Thunder Wave | 20 | — | 90% | Paralyzes the target. |
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12 | Electro Ball | 10 | * | 100% | Power is higher when the user has greater Speed than the target, up to a maximum of 150. |
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16 | Gyro Ball | 5 | * | 100% | Power raises when the user has lower Speed, up to a maximum of 150. |
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16 | 16 | 14 | 14 | 15 | Sonic Boom | 20 | * | 90% | Inflicts 20 points of damage. |
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21 | 21 | 17 | 17 | Thunder Wave | 20 | — | 90% | Paralyzes the target. |
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18 | 18 | 17 | 11 | Magnet Bomb | 20 | 60 | — | Never misses. |
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13 | 13 | 20 | Light Screen | 30 | — | — | Reduces damage from special attacks by 50% for five turns. |
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26 | Thunderbolt | 15 | 90 | 100% | Has a 10% chance to paralyze the target. |
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17 | 17 | Sonic Boom | 20 | * | 90% | Inflicts 20 points of damage. |
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26 | 22 | 22 | 21 | 21 | 19 | 19 | 19 | 20 | Spark | 20 | 65 | 100% | Has a 30% chance to paralyze the target. |
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32 | 24 | Screech | 40 | — | 85% | Lowers the target's Defense by two stages. |
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28 | Magnet Rise | 10 | — | — | User is immune to Ground moves and effects for five turns. |
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27 | 32 | 27 | Lock-On | 5 | — | — | Ensures that the user's next move will hit the target. |
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41 | 33 | 38 | Swift | 20 | 60 | — | Never misses. |
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30 | Magnet Bomb | 20 | 60 | — | Never misses. |
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25 | 25 | 23 | 23 | 23 | Mirror Shot | 10 | 65 | 85% | Has a 30% chance to lower the target's accuracy by one stage. |
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29 | 29 | 25 | 25 | 25 | Metal Sound | 40 | — | 85% | Lowers the target's Special Defense by two stages. |
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27 | 32 | 32 | 29 | 29 | 29 | Electro Ball | 10 | * | 100% | Power is higher when the user has greater Speed than the target, up to a maximum of 150. |
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35 | 35 | 31 | 31 | 31 | 38 | 32 | Flash Cannon | 10 | 80 | 100% | Has a 10% chance to lower the target's Special Defense by one stage. |
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44 | Thunder | 10 | 110 | 70% | Has a 30% chance to paralyze the target. |
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30 | Lock-On | 5 | — | — | Ensures that the user's next move will hit the target. |
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47 | 39 | 44 | 33 | 39 | 39 | 35 | 35 | 35 | Screech | 40 | — | 85% | Lowers the target's Defense by two stages. |
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33 | Magnet Bomb | 20 | 60 | — | Never misses. |
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38 | Screech | 40 | — | 85% | Lowers the target's Defense by two stages. |
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38 | 43 | 43 | 43 | 37 | 37 | 37 | 36 | Discharge | 15 | 80 | 100% | Has a 30% chance to paralyze the target. |
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43 | 46 | Mirror Shot | 10 | 65 | 85% | Has a 30% chance to lower the target's accuracy by one stage. |
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46 | 46 | 41 | 41 | 41 | Lock-On | 5 | — | — | Ensures that the user's next move will hit the target. |
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46 | 49 | 49 | 49 | 43 | 43 | 43 | Magnet Rise | 10 | — | — | User is immune to Ground moves and effects for five turns. |
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49 | 54 | 53 | 53 | 47 | 47 | 47 | Gyro Ball | 5 | * | 100% | Power raises when the user has lower Speed, up to a maximum of 150. |
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40 | Metal Sound | 40 | — | 85% | Lowers the target's Special Defense by two stages. |
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44 | Light Screen | 30 | — | — | Reduces damage from special attacks by 50% for five turns. |
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48 | Lock-On | 5 | — | — | Ensures that the user's next move will hit the target. |
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45 | 50 | 54 | 59 | 57 | 57 | 49 | 49 | 49 | 52 | Zap Cannon | 5 | 120 | 50% | Has a 100% chance to paralyze the target. |
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Move | Type | Class | PP | Power | Acc | Pri | Effect | ||||||||||||
Tutor: Can be taught at any time by an NPC. | |||||||||||||||||||
Double-Edge | 15 | 120 | 100% | User receives 1/3 the damage inflicted in recoil. |
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Electroweb | 15 | 55 | 95% | Lowers the target's Speed by one stage. |
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Endure | 10 | — | — | 4 | Prevents the user's HP from lowering below 1 this turn. |
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Gravity | 5 | — | — | Disables moves and immunities that involve flying or levitating for five turns. |
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Iron Defense | 15 | — | — | Raises the user's Defense by two stages. |
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Magic Coat | 15 | — | — | 4 | Reflects back the first effect move used on the user this turn. |
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Magnet Rise | 10 | — | — | User is immune to Ground moves and effects for five turns. |
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Mimic | 10 | — | — | Copies the target's last used move. |
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Recycle | 10 | — | — | User recovers the item it last used up. |
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Rising Voltage | 20 | 70 | 100% | Inflicts regular damage with no additional effect. |
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Rollout | 20 | 30 | 90% | Power doubles every turn this move is used in succession after the first, resetting after five turns. |
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Shock Wave | 20 | 60 | — | Never misses. |
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Signal Beam | 15 | 75 | 100% | Has a 10% chance to confuse the target. |
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Sleep Talk | 10 | — | — | Randomly uses one of the user's other three moves. Only works if the user is sleeping. |
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Snore | 15 | 50 | 100% | Has a 30% chance to make the target flinch. Only works if the user is sleeping. |
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Steel Beam | 5 | 140 | 95% | XXX new effect for mind-blown |
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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. |
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Swagger | 15 | — | 85% | Raises the target's Attack by two stages and confuses the target. |
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Swift | 20 | 60 | — | Never misses. |
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Thunder Wave | 20 | — | 90% | Paralyzes the target. |
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Thunderbolt | 15 | 90 | 100% | Has a 10% chance to paralyze the target. |
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Move | Type | Class | PP | Power | Acc | Pri | Effect | ||||||||||||
Machine: Can be taught at any time by using a TM or HM. | |||||||||||||||||||
03 | Curse | 10 | — | — | Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense. |
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04 | Rollout | 20 | 30 | 90% | Power doubles every turn this move is used in succession after the first, resetting after five turns. |
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01 | Headbutt | 15 | 70 | 100% | Has a 30% chance to make the target flinch. |
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06 | 06 | 06 | 06 | 06 | 06 | 06 | 06 | 06 | 06 | Toxic | 10 | — | 90% | Badly poisons the target, inflicting more damage every turn. |
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09 | Take Down | 20 | 90 | 85% | User receives 1/4 the damage it inflicts in recoil. |
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10 | Double-Edge | 15 | 120 | 100% | User receives 1/3 the damage inflicted in recoil. |
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20 | Rage | 20 | 20 | 100% | If the user is hit after using this move, its Attack rises by one stage. |
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07 | Zap Cannon | 5 | 120 | 50% | Has a 100% chance to paralyze the target. |
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10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | Hidden Power | 15 | 60 | 100% | Power and type depend upon user's IVs. Power can range from 30 to 70. |
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13 | Snore | 15 | 50 | 100% | Has a 30% chance to make the target flinch. Only works if the user is sleeping. |
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11 | 11 | 11 | 11 | 11 | 11 | 11 | 11 | Sunny Day | 5 | — | — | Changes the weather to sunny for five turns. |
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04 | Teleport | 20 | — | — | -6 | Immediately ends wild battles. No effect otherwise. |
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05 | Rest | 10 | — | — | User sleeps for two turns, completely healing itself. |
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16 | 16 | 16 | 16 | 16 | 16 | 16 | 06 | Light Screen | 30 | — | — | Reduces damage from special attacks by 50% for five turns. |
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17 | 17 | 17 | 17 | 17 | 17 | 17 | 17 | 17 | 07 | Protect | 10 | — | — | 4 | Prevents any moves from hitting the user this turn. |
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18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | Rain Dance | 5 | — | — | Changes the weather to rain for five turns. |
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20 | Endure | 10 | — | — | 4 | Prevents the user's HP from lowering below 1 this turn. |
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21 | 21 | 21 | 21 | 21 | 21 | 21 | 21 | 21 | Frustration | 20 | * | 100% | Power increases as happiness decreases, up to a maximum of 102. |
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08 | 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. |
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24 | 24 | 24 | 24 | 24 | 24 | 24 | 24 | 24 | Thunderbolt | 15 | 90 | 100% | Has a 10% chance to paralyze the target. |
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25 | 25 | 25 | 25 | 25 | 25 | 25 | 25 | 25 | 25 | Thunder | 10 | 110 | 70% | Has a 30% chance to paralyze the target. |
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30 | Teleport | 20 | — | — | -6 | Immediately ends wild battles. No effect otherwise. |
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31 | Mimic | 10 | — | — | Copies the target's last used move. |
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27 | 27 | 27 | 27 | 27 | 27 | 27 | 27 | 27 | Return | 20 | * | 100% | Power increases with happiness, up to a maximum of 102. |
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09 | Reflect | 20 | — | — | Reduces damage from physical attacks by half. |
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32 | 32 | 32 | 32 | 32 | 32 | 32 | 32 | 32 | 32 | Double Team | 15 | — | — | Raises the user's evasion by one stage. |
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34 | Swagger | 15 | — | 85% | Raises the target's Attack by two stages and confuses the target. |
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35 | Sleep Talk | 10 | — | — | Randomly uses one of the user's other three moves. Only works if the user is sleeping. |
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12 | Facade | 20 | 70 | 100% | Power doubles if user is burned, paralyzed, or poisoned. |
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16 | 14 | Thunder Wave | 20 | — | 90% | Paralyzes the target. |
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27 | Toxic | 10 | — | 90% | Badly poisons the target, inflicting more damage every turn. |
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36 | Thunderbolt | 15 | 90 | 100% | Has a 10% chance to paralyze the target. |
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38 | Thunder | 10 | 110 | 70% | Has a 30% chance to paralyze the target. |
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16 | Screech | 40 | — | 85% | Lowers the target's Defense by two stages. |
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17 | Light Screen | 30 | — | — | Reduces damage from special attacks by 50% for five turns. |
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33 | 33 | 33 | 33 | 33 | 33 | 33 | 33 | 33 | 18 | Reflect | 20 | — | — | Reduces damage from physical attacks by half. |
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34 | 34 | Shock Wave | 20 | 60 | — | Never misses. |
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34 | Bide | 10 | * | — | 1 | User waits for two turns, then hits back for twice the damage it took. |
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21 | Rest | 10 | — | — | User sleeps for two turns, completely healing itself. |
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24 | Snore | 15 | 50 | 100% | Has a 30% chance to make the target flinch. Only works if the user is sleeping. |
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25 | Protect | 10 | — | — | 4 | Prevents any moves from hitting the user this turn. |
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33 | Rain Dance | 5 | — | — | Changes the weather to rain for five turns. |
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34 | Sunny Day | 5 | — | — | Changes the weather to sunny for five turns. |
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42 | 42 | 42 | 42 | 42 | 42 | 42 | 42 | 39 | Facade | 20 | 70 | 100% | Power doubles if user is burned, paralyzed, or poisoned. |
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43 | 43 | Secret Power | 20 | 70 | 100% | Has a 30% chance to inflict a status effect which depends upon the terrain. |
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39 | 39 | 40 | Swift | 20 | 60 | — | Never misses. |
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44 | 44 | 44 | 44 | 44 | 44 | 44 | 44 | 44 | 44 | Rest | 10 | — | — | User sleeps for two turns, completely healing itself. |
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48 | 48 | 48 | 48 | 48 | 48 | 76 | Round | 15 | 60 | 100% | Has double power if it's used more than once per turn. |
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45 | Thunder Wave | 20 | — | 90% | Paralyzes the target. |
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57 | 57 | 57 | 57 | 57 | 57 | 57 | Charge Beam | 10 | 50 | 90% | Has a 70% chance to raise the user's Special Attack by one stage. |
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58 | Endure | 10 | — | — | 4 | Prevents the user's HP from lowering below 1 this turn. |
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64 | 64 | 64 | 64 | 64 | 64 | 64 | Explosion | 5 | 250 | 100% | User faints. |
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67 | Recycle | 10 | — | — | User recovers the item it last used up. |
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H5 | H5 | 70 | 70 | 70 | 70 | 70 | Flash | 20 | — | 100% | Lowers the target's accuracy by one stage. |
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72 | 72 | 72 | 72 | 72 | 72 | 80 | Volt Switch | 20 | 70 | 100% | User must switch out after attacking. |
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82 | Electroweb | 15 | 55 | 95% | Lowers the target's Speed by one stage. |
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R08 | Thunderbolt | 15 | 90 | 100% | Has a 10% chance to paralyze the target. |
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R09 | Thunder | 10 | 110 | 70% | Has a 30% chance to paralyze the target. |
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73 | 73 | 73 | 73 | 73 | 73 | 73 | Thunder Wave | 20 | — | 90% | Paralyzes the target. |
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74 | 74 | 74 | 74 | 74 | 74 | 74 | Gyro Ball | 5 | * | 100% | Power raises when the user has lower Speed, up to a maximum of 150. |
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77 | 77 | 77 | 77 | 77 | 77 | 77 | Psych Up | 10 | — | — | Discards the user's stat changes and copies the target's. |
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82 | Sleep Talk | 10 | — | — | Randomly uses one of the user's other three moves. Only works if the user is sleeping. |
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83 | Natural Gift | 15 | * | 100% | Power and type depend on the held berry. |
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87 | 87 | 87 | 87 | 87 | 87 | 87 | Swagger | 15 | — | 85% | Raises the target's Attack by two stages and confuses the target. |
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88 | 88 | 88 | 88 | Sleep Talk | 10 | — | — | Randomly uses one of the user's other three moves. Only works if the user is sleeping. |
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50 | 90 | 90 | 90 | 90 | 90 | 90 | 90 | R20 | 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. |
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R26 | Endure | 10 | — | — | 4 | Prevents the user's HP from lowering below 1 this turn. |
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R27 | Sleep Talk | 10 | — | — | Randomly uses one of the user's other three moves. Only works if the user is sleeping. |
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R46 | Iron Defense | 15 | — | — | Raises the user's Defense by two stages. |
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R52 | Gyro Ball | 5 | * | 100% | Power raises when the user has lower Speed, up to a maximum of 150. |
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H5 | Flash | 20 | — | 100% | Lowers the target's accuracy by one stage. |
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91 | 91 | 91 | 91 | 91 | 91 | 91 | 54 | R70 | Flash Cannon | 10 | 80 | 100% | Has a 10% chance to lower the target's Special Defense by one stage. |
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R80 | Electro Ball | 10 | * | 100% | Power is higher when the user has greater Speed than the target, up to a maximum of 150. |
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93 | 93 | 93 | 93 | 93 | 93 | R86 | Wild Charge | 15 | 90 | 100% | User receives 1/4 the damage it inflicts in recoil. |
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94 | Secret Power | 20 | 70 | 100% | Has a 30% chance to inflict a status effect which depends upon the terrain. |
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100 | 100 | 100 | 100 | Confide | 20 | — | — | Lowers the target's Special Attack by one stage. |