Essentials

Magnemite

Magnet Pokémon

Magnemite

Electric Steel

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

  • Bug ½
  • Dark 1
  • Dragon ½
  • Electric ½
  • Fairy ½
  • Fighting 2
  • Fire 2
  • Flying ¼
  • Ghost 1
  • Grass ½
  • Ground 4
  • Ice ½
  • Normal ½
  • Poison 0
  • Psychic ½
  • Rock ½
  • Steel ¼
  • Water 1

Pokédex Numbers

Introduced in
Generation 1
National
81
Kanto
81 Red, Blue, Yellow, FireRed, LeafGreen
Original Johto
118 Gold, Silver, Crystal
Original Hoenn
82 Ruby, Sapphire, Emerald
Extended Sinnoh
178 Platinum
Updated Johto
119 HeartGold, SoulSilver
Updated Unova
48 Black 2, White 2
Mountain Kalos
69 X, Y
New Hoenn
84 Omega Ruby, Alpha Sapphire
Original Alola
47 Sun, Moon
Updated Alola
54 Ultra Sun, Ultra Moon
Let’s Go Kanto
81 Let’s Go, Pikachu!, Let’s Go, Eevee!
Isle of Armor
105 Sword, Shield

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

Gender
genderless Search:
Egg groups
  • Mineral
Hatch counter
20 Search:
Steps to hatch
5355 / 2805

Compatibility

Training

Base EXP
65 Search:
Effort points
  • 1 Special Attack
Capture rate
190 Search:
Base happiness
50 Search:
Growth rate
medium Search:

Wild held items

Ruby, Sapphire, Emerald 5% Metal Coat Metal Coat
FireRed, LeafGreen, Colosseum, XD nothing
Generation 4 5% Metal Coat Metal Coat
Generation 5 5% Metal Coat Metal Coat
Generation 6 5% Metal Coat Metal Coat
Sun, Moon, Ultra Sun, Ultra Moon 5% Metal Coat Metal Coat
Let’s Go, Pikachu!, Let’s Go, Eevee! nothing
Generation 8 nothing

Evolution

Baby Basic Stage 1 Stage 2
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
25
1.0 223 254
Attack
35
5.9 138 169
Defense
70
50.6 208 239
Special Attack
95
75.5 258 289
Special Defense
55
30.2 178 209
Speed
45
23.9 158 189
Total
325
23.8

HeartGold, SoulSilver Pokéathlon Performance

★ Minimum; ✯ Base; ☆ Maximum

Speed
★★✯✯
Power
★☆
Skill
★✯✯☆
Stamina
★☆
Jump
★★✯☆
Total
7/12/16

Flavor

Flavor Text

Generation 7
Sun

They gather in places where electricity is available. They can be found clinging to the steel towers used to support power lines.

Moon

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.

Ultra Sun

It’s frequently the cause of power outages, which is why some power plants send out electrical signals that it can’t stand.

Ultra Moon

Perhaps because electrical lines are often buried these days, the number of Magnemite attacks on power plants has increased.

Let’s Go, Pikachu!, Let’s Go, Eevee!

It is hatched with the ability to defy gravity. It floats while emitting powerful electromagnetic waves.

Generation 8
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.

Sprites

Magnemite Magnemite

Miscellany

Species
Magnet Pokémon Search:
Color
Gray Search:
Cry
Habitat FireRed, LeafGreen
rough terrain Search:
Footprint
Magnemite
Shape
Brachial Search:

Height

Trainer dude

Magnemite
3

0'11.8"
0.3 m

Weight

Trainer dudette

Magnemite
60

13.2 lb
6.0 kg

Locations

Red Red
Blue Blue
Yellow Yellow
Gold Gold
Silver Silver
Crystal Crystal
Ruby Ruby
Sapphire Sapphire
Emerald Emerald
FireRed FireRed
LeafGreen LeafGreen
Diamond Diamond
Pearl Pearl
Platinum Platinum
HeartGold HeartGold
SoulSilver SoulSilver
Black 2 Black 2
White 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.

Generation 1 Generation 2 Generation 3 Generation 4 Black, White Black 2, White 2 X, Y Omega Ruby, Alpha Sapphire Sun, Moon Ultra Sun, Ultra Moon Let’s Go, Pikachu!, Let’s Go, Eevee! Generation 8 Move Type Class PP Power Acc Pri Effect
Level up: Learned when a Pokémon reaches a certain level.
Thunder Shock Electric special 30 40 100%

Has a 10% chance to paralyze the target.

Metal Sound Steel status 40 85%

Lowers the target's Special Defense by two stages.

Tackle Normal physical 35 40 100%

Inflicts regular damage with no additional effect.

4 4 5 4 Supersonic Normal status 20 55%

Confuses the target.

6 6 6 6 7 7 7 5 5 5 Thunder Shock Electric special 30 40 100%

Has a 10% chance to paralyze the target.

21 11 11 11 Sonic Boom Normal special 20 * 90%

Inflicts 20 points of damage.

25 Thunder Shock Electric special 30 40 100%

Has a 10% chance to paralyze the target.

29 11 11 11 11 Supersonic Normal status 20 55%

Confuses the target.

7 Magnet Bomb Steel physical 20 60

Never misses.

35 15 15 13 11 7 10 8 Thunder Wave Electric status 20 90%

Paralyzes the target.

12 Electro Ball Electric special 10 * 100%

Power is higher when the user has greater Speed than the target, up to a maximum of 150.

16 Gyro Ball Steel physical 5 * 100%

Power raises when the user has lower Speed, up to a maximum of 150.

16 16 14 14 15 Sonic Boom Normal special 20 * 90%

Inflicts 20 points of damage.

21 21 17 17 Thunder Wave Electric status 20 90%

Paralyzes the target.

18 18 17 11 Magnet Bomb Steel physical 20 60

Never misses.

13 13 20 Light Screen Psychic status 30

Reduces damage from special attacks by 50% for five turns.

26 Thunderbolt Electric special 15 90 100%

Has a 10% chance to paralyze the target.

17 17 Sonic Boom Normal special 20 * 90%

Inflicts 20 points of damage.

26 22 22 21 21 19 19 19 20 Spark Electric physical 20 65 100%

Has a 30% chance to paralyze the target.

32 24 Screech Normal status 40 85%

Lowers the target's Defense by two stages.

28 Magnet Rise Electric status 10

User is immune to Ground moves and effects for five turns.

27 32 27 Lock-On Normal status 5

Ensures that the user's next move will hit the target.

41 33 38 Swift Normal special 20 60

Never misses.

30 Magnet Bomb Steel physical 20 60

Never misses.

25 25 23 23 23 Mirror Shot Steel special 10 65 85%

Has a 30% chance to lower the target's accuracy by one stage.

29 29 25 25 25 Metal Sound Steel status 40 85%

Lowers the target's Special Defense by two stages.

27 32 32 29 29 29 Electro Ball Electric special 10 * 100%

Power is higher when the user has greater Speed than the target, up to a maximum of 150.

35 35 31 31 31 38 32 Flash Cannon Steel special 10 80 100%

Has a 10% chance to lower the target's Special Defense by one stage.

44 Thunder Electric special 10 110 70%

Has a 30% chance to paralyze the target.

30 Lock-On Normal status 5

Ensures that the user's next move will hit the target.

47 39 44 33 39 39 35 35 35 Screech Normal status 40 85%

Lowers the target's Defense by two stages.

33 Magnet Bomb Steel physical 20 60

Never misses.

38 Screech Normal status 40 85%

Lowers the target's Defense by two stages.

38 43 43 43 37 37 37 36 Discharge Electric special 15 80 100%

Has a 30% chance to paralyze the target.

43 46 Mirror Shot Steel special 10 65 85%

Has a 30% chance to lower the target's accuracy by one stage.

46 46 41 41 41 Lock-On Normal status 5

Ensures that the user's next move will hit the target.

46 49 49 49 43 43 43 Magnet Rise Electric status 10

User is immune to Ground moves and effects for five turns.

49 54 53 53 47 47 47 Gyro Ball Steel physical 5 * 100%

Power raises when the user has lower Speed, up to a maximum of 150.

40 Metal Sound Steel status 40 85%

Lowers the target's Special Defense by two stages.

44 Light Screen Psychic status 30

Reduces damage from special attacks by 50% for five turns.

48 Lock-On Normal status 5

Ensures that the user's next move will hit the target.

45 50 54 59 57 57 49 49 49 52 Zap Cannon Electric special 5 120 50%

Has a 100% chance to paralyze the target.

Generation 1 Generation 2 Generation 3 Generation 4 Black, White Black 2, White 2 X, Y Omega Ruby, Alpha Sapphire Sun, Moon Ultra Sun, Ultra Moon Let’s Go, Pikachu!, Let’s Go, Eevee! Generation 8 Move Type Class PP Power Acc Pri Effect
Tutor: Can be taught at any time by an NPC.
Crystal Emerald XD FireRed, LeafGreen Platinum HeartGold, SoulSilver Black 2, White 2 Omega Ruby, Alpha Sapphire Ultra Sun, Ultra Moon Sword, Shield Double-Edge Normal physical 15 120 100%

User receives 1/3 the damage inflicted in recoil.

Crystal Emerald XD FireRed, LeafGreen Platinum HeartGold, SoulSilver Black 2, White 2 Omega Ruby, Alpha Sapphire Ultra Sun, Ultra Moon Sword, Shield Electroweb Electric special 15 55 95%

Lowers the target's Speed by one stage.

Crystal Emerald XD FireRed, LeafGreen Platinum HeartGold, SoulSilver Black 2, White 2 Omega Ruby, Alpha Sapphire Ultra Sun, Ultra Moon Sword, Shield Endure Normal status 10 4

Prevents the user's HP from lowering below 1 this turn.

Crystal Emerald XD FireRed, LeafGreen Platinum HeartGold, SoulSilver Black 2, White 2 Omega Ruby, Alpha Sapphire Ultra Sun, Ultra Moon Sword, Shield Gravity Psychic status 5

Disables moves and immunities that involve flying or levitating for five turns.

Crystal Emerald XD FireRed, LeafGreen Platinum HeartGold, SoulSilver Black 2, White 2 Omega Ruby, Alpha Sapphire Ultra Sun, Ultra Moon Sword, Shield Iron Defense Steel status 15

Raises the user's Defense by two stages.

Crystal Emerald XD FireRed, LeafGreen Platinum HeartGold, SoulSilver Black 2, White 2 Omega Ruby, Alpha Sapphire Ultra Sun, Ultra Moon Sword, Shield Magic Coat Psychic status 15 4

Reflects back the first effect move used on the user this turn.

Crystal Emerald XD FireRed, LeafGreen Platinum HeartGold, SoulSilver Black 2, White 2 Omega Ruby, Alpha Sapphire Ultra Sun, Ultra Moon Sword, Shield Magnet Rise Electric status 10

User is immune to Ground moves and effects for five turns.

Crystal Emerald XD FireRed, LeafGreen Platinum HeartGold, SoulSilver Black 2, White 2 Omega Ruby, Alpha Sapphire Ultra Sun, Ultra Moon Sword, Shield Mimic Normal status 10

Copies the target's last used move.

Crystal Emerald XD FireRed, LeafGreen Platinum HeartGold, SoulSilver Black 2, White 2 Omega Ruby, Alpha Sapphire Ultra Sun, Ultra Moon Sword, Shield Recycle Normal status 10

User recovers the item it last used up.

Crystal Emerald XD FireRed, LeafGreen Platinum HeartGold, SoulSilver Black 2, White 2 Omega Ruby, Alpha Sapphire Ultra Sun, Ultra Moon Sword, Shield Rising Voltage Electric special 20 70 100%

Inflicts regular damage with no additional effect.

Crystal Emerald XD FireRed, LeafGreen Platinum HeartGold, SoulSilver Black 2, White 2 Omega Ruby, Alpha Sapphire Ultra Sun, Ultra Moon Sword, Shield Rollout Rock physical 20 30 90%

Power doubles every turn this move is used in succession after the first, resetting after five turns.

Crystal Emerald XD FireRed, LeafGreen Platinum HeartGold, SoulSilver Black 2, White 2 Omega Ruby, Alpha Sapphire Ultra Sun, Ultra Moon Sword, Shield Shock Wave Electric special 20 60

Never misses.

Crystal Emerald XD FireRed, LeafGreen Platinum HeartGold, SoulSilver Black 2, White 2 Omega Ruby, Alpha Sapphire Ultra Sun, Ultra Moon Sword, Shield Signal Beam Bug special 15 75 100%

Has a 10% chance to confuse the target.

Crystal Emerald XD FireRed, LeafGreen Platinum HeartGold, SoulSilver Black 2, White 2 Omega Ruby, Alpha Sapphire Ultra Sun, Ultra Moon Sword, Shield Sleep Talk Normal status 10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

Crystal Emerald XD FireRed, LeafGreen Platinum HeartGold, SoulSilver Black 2, White 2 Omega Ruby, Alpha Sapphire Ultra Sun, Ultra Moon Sword, Shield Snore Normal special 15 50 100%

Has a 30% chance to make the target flinch. Only works if the user is sleeping.

Crystal Emerald XD FireRed, LeafGreen Platinum HeartGold, SoulSilver Black 2, White 2 Omega Ruby, Alpha Sapphire Ultra Sun, Ultra Moon Sword, Shield Steel Beam Steel special 5 140 95%

XXX new effect for mind-blown

Crystal Emerald XD FireRed, LeafGreen Platinum HeartGold, SoulSilver Black 2, White 2 Omega Ruby, Alpha Sapphire Ultra Sun, Ultra Moon Sword, Shield Substitute Normal 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.

Crystal Emerald XD FireRed, LeafGreen Platinum HeartGold, SoulSilver Black 2, White 2 Omega Ruby, Alpha Sapphire Ultra Sun, Ultra Moon Sword, Shield Swagger Normal status 15 85%

Raises the target's Attack by two stages and confuses the target.

Crystal Emerald XD FireRed, LeafGreen Platinum HeartGold, SoulSilver Black 2, White 2 Omega Ruby, Alpha Sapphire Ultra Sun, Ultra Moon Sword, Shield Swift Normal special 20 60

Never misses.

Crystal Emerald XD FireRed, LeafGreen Platinum HeartGold, SoulSilver Black 2, White 2 Omega Ruby, Alpha Sapphire Ultra Sun, Ultra Moon Sword, Shield Thunder Wave Electric status 20 90%

Paralyzes the target.

Crystal Emerald XD FireRed, LeafGreen Platinum HeartGold, SoulSilver Black 2, White 2 Omega Ruby, Alpha Sapphire Ultra Sun, Ultra Moon Sword, Shield Thunderbolt Electric special 15 90 100%

Has a 10% chance to paralyze the target.

Generation 1 Generation 2 Generation 3 Generation 4 Black, White Black 2, White 2 X, Y Omega Ruby, Alpha Sapphire Sun, Moon Ultra Sun, Ultra Moon Let’s Go, Pikachu!, Let’s Go, Eevee! Generation 8 Move Type Class PP Power Acc Pri Effect
Machine: Can be taught at any time by using a TM or HM.
03 Curse Ghost status 10

Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.

04 Rollout Rock physical 20 30 90%

Power doubles every turn this move is used in succession after the first, resetting after five turns.

01 Headbutt Normal physical 15 70 100%

Has a 30% chance to make the target flinch.

06 06 06 06 06 06 06 06 06 06 Toxic Poison status 10 90%

Badly poisons the target, inflicting more damage every turn.

09 Take Down Normal physical 20 90 85%

User receives 1/4 the damage it inflicts in recoil.

10 Double-Edge Normal physical 15 120 100%

User receives 1/3 the damage inflicted in recoil.

20 Rage Normal physical 20 20 100%

If the user is hit after using this move, its Attack rises by one stage.

07 Zap Cannon Electric special 5 120 50%

Has a 100% chance to paralyze the target.

10 10 10 10 10 10 10 10 10 Hidden Power Normal special 15 60 100%

Power and type depend upon user's IVs. Power can range from 30 to 70.

13 Snore Normal special 15 50 100%

Has a 30% chance to make the target flinch. Only works if the user is sleeping.

11 11 11 11 11 11 11 11 Sunny Day Fire status 5

Changes the weather to sunny for five turns.

04 Teleport Psychic status 20 -6

Immediately ends wild battles. No effect otherwise.

05 Rest Psychic status 10

User sleeps for two turns, completely healing itself.

16 16 16 16 16 16 16 06 Light Screen Psychic status 30

Reduces damage from special attacks by 50% for five turns.

17 17 17 17 17 17 17 17 17 07 Protect Normal status 10 4

Prevents any moves from hitting the user this turn.

18 18 18 18 18 18 18 18 18 Rain Dance Water status 5

Changes the weather to rain for five turns.

20 Endure Normal status 10 4

Prevents the user's HP from lowering below 1 this turn.

21 21 21 21 21 21 21 21 21 Frustration Normal physical 20 * 100%

Power increases as happiness decreases, up to a maximum of 102.

08 Substitute Normal 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.

24 24 24 24 24 24 24 24 24 Thunderbolt Electric special 15 90 100%

Has a 10% chance to paralyze the target.

25 25 25 25 25 25 25 25 25 25 Thunder Electric special 10 110 70%

Has a 30% chance to paralyze the target.

30 Teleport Psychic status 20 -6

Immediately ends wild battles. No effect otherwise.

31 Mimic Normal status 10

Copies the target's last used move.

27 27 27 27 27 27 27 27 27 Return Normal physical 20 * 100%

Power increases with happiness, up to a maximum of 102.

09 Reflect Psychic status 20

Reduces damage from physical attacks by half.

32 32 32 32 32 32 32 32 32 32 Double Team Normal status 15

Raises the user's evasion by one stage.

34 Swagger Normal status 15 85%

Raises the target's Attack by two stages and confuses the target.

35 Sleep Talk Normal status 10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

12 Facade Normal physical 20 70 100%

Power doubles if user is burned, paralyzed, or poisoned.

16 14 Thunder Wave Electric status 20 90%

Paralyzes the target.

27 Toxic Poison status 10 90%

Badly poisons the target, inflicting more damage every turn.

36 Thunderbolt Electric special 15 90 100%

Has a 10% chance to paralyze the target.

38 Thunder Electric special 10 110 70%

Has a 30% chance to paralyze the target.

16 Screech Normal status 40 85%

Lowers the target's Defense by two stages.

17 Light Screen Psychic status 30

Reduces damage from special attacks by 50% for five turns.

33 33 33 33 33 33 33 33 33 18 Reflect Psychic status 20

Reduces damage from physical attacks by half.

34 34 Shock Wave Electric special 20 60

Never misses.

34 Bide Normal physical 10 * 1

User waits for two turns, then hits back for twice the damage it took.

21 Rest Psychic status 10

User sleeps for two turns, completely healing itself.

24 Snore Normal special 15 50 100%

Has a 30% chance to make the target flinch. Only works if the user is sleeping.

25 Protect Normal status 10 4

Prevents any moves from hitting the user this turn.

33 Rain Dance Water status 5

Changes the weather to rain for five turns.

34 Sunny Day Fire status 5

Changes the weather to sunny for five turns.

42 42 42 42 42 42 42 42 39 Facade Normal physical 20 70 100%

Power doubles if user is burned, paralyzed, or poisoned.

43 43 Secret Power Normal physical 20 70 100%

Has a 30% chance to inflict a status effect which depends upon the terrain.

39 39 40 Swift Normal special 20 60

Never misses.

44 44 44 44 44 44 44 44 44 44 Rest Psychic status 10

User sleeps for two turns, completely healing itself.

48 48 48 48 48 48 76 Round Normal special 15 60 100%

Has double power if it's used more than once per turn.

45 Thunder Wave Electric status 20 90%

Paralyzes the target.

57 57 57 57 57 57 57 Charge Beam Electric special 10 50 90%

Has a 70% chance to raise the user's Special Attack by one stage.

58 Endure Normal status 10 4

Prevents the user's HP from lowering below 1 this turn.

64 64 64 64 64 64 64 Explosion Normal physical 5 250 100%

User faints.

67 Recycle Normal status 10

User recovers the item it last used up.

H5 H5 70 70 70 70 70 Flash Normal status 20 100%

Lowers the target's accuracy by one stage.

72 72 72 72 72 72 80 Volt Switch Electric special 20 70 100%

User must switch out after attacking.

82 Electroweb Electric special 15 55 95%

Lowers the target's Speed by one stage.

R08 Thunderbolt Electric special 15 90 100%

Has a 10% chance to paralyze the target.

R09 Thunder Electric special 10 110 70%

Has a 30% chance to paralyze the target.

73 73 73 73 73 73 73 Thunder Wave Electric status 20 90%

Paralyzes the target.

74 74 74 74 74 74 74 Gyro Ball Steel physical 5 * 100%

Power raises when the user has lower Speed, up to a maximum of 150.

77 77 77 77 77 77 77 Psych Up Normal status 10

Discards the user's stat changes and copies the target's.

82 Sleep Talk Normal status 10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

83 Natural Gift Normal physical 15 * 100%

Power and type depend on the held berry.

87 87 87 87 87 87 87 Swagger Normal status 15 85%

Raises the target's Attack by two stages and confuses the target.

88 88 88 88 Sleep Talk Normal status 10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

50 90 90 90 90 90 90 90 R20 Substitute Normal 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.

R26 Endure Normal status 10 4

Prevents the user's HP from lowering below 1 this turn.

R27 Sleep Talk Normal status 10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

R46 Iron Defense Steel status 15

Raises the user's Defense by two stages.

R52 Gyro Ball Steel physical 5 * 100%

Power raises when the user has lower Speed, up to a maximum of 150.

H5 Flash Normal status 20 100%

Lowers the target's accuracy by one stage.

91 91 91 91 91 91 91 54 R70 Flash Cannon Steel special 10 80 100%

Has a 10% chance to lower the target's Special Defense by one stage.

R80 Electro Ball Electric special 10 * 100%

Power is higher when the user has greater Speed than the target, up to a maximum of 150.

93 93 93 93 93 93 R86 Wild Charge Electric physical 15 90 100%

User receives 1/4 the damage it inflicts in recoil.

94 Secret Power Normal physical 20 70 100%

Has a 30% chance to inflict a status effect which depends upon the terrain.

100 100 100 100 Confide Normal status 20

Lowers the target's Special Attack by one stage.

External Links