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
- 462
- Extended Sinnoh
- 180
- Updated Unova
- 50
- Mountain Kalos
- 71
- New Hoenn
- 86
- Original Alola
- 49
- Updated Alola
- 56
- Isle of Armor
- 107
Names
- Japanese
- ジバコイル (jibakoiru)
- ジバコイル
- Official roomaji
- Jibacoil
- Korean
- 자포코일
- Chinese
- 自爆磁怪
- 自爆磁怪
- French
- Magnézone
- German
- Magnezone
- Spanish
- Magnezone
- Italian
- Magnezone
Breeding
Compatibility
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 | 56.0 | 313 | 344 | |
Attack | 42.0 | 208 | 239 | |
Defense | 89.9 | 298 | 329 | |
Special Attack | 94.0 | 328 | 359 | |
Special Defense | 75.1 | 248 | 279 | |
Speed | 41.2 | 188 | 219 | |
Total | 82.3 |
Pokéathlon Performance
Minimum; Base; Maximum
- Speed
- Power
- Skill
- Stamina
- Jump
- Total
- 9/16/19
Flavor
Flavor Text
-
Three units generate magnetism. There have been many mistaken reports of UFO sightings when Magnezone flies through the night sky.
As it zooms through the sky, this Pokémon seems to be receiving signals of unknown origin, while transmitting signals of unknown purpose.
It uses radar to monitor its territory. Intruders are quickly disposed of with a hyper beam.
There are still people who believe that this Pokémon came from outer space. It emanates a powerful magnetic field.
-
Some say that Magnezone receives signals from space via the antenna on its head and that it’s being controlled by some mysterious being.
It’s thought that a special magnetic field changed the molecular structure of this Pokémon’s body, and that’s what caused the Pokémon’s evolution.
Sprites
Height
3'11.2"
1.2 m
Weight
396.8 lb
180.0 kg
Locations
- Black 2
- White 2
Pal Park
- Area
- Mountain
- Score
- 80
- Rate
- 10
Moves
Electric and Steel moves get STAB, and have their type highlighted in green.
Special moves better suit Magnezone'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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— | — | — | Tackle | 35 | 40 | 100% | Inflicts regular damage with no additional effect. |
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— | — | — | Supersonic | 20 | — | 55% | Confuses the target. |
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— | Thunder Shock | 30 | 40 | 100% | Has a 10% chance to paralyze the target. |
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— | Barrier | 20 | — | — | Raises the user's Defense by two stages. |
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— | — | Metal Sound | 40 | — | 85% | Lowers the target's Special Defense by two stages. |
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— | — | 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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— | — | — | — | — | Tackle | 35 | 40 | 100% | Inflicts regular damage with no additional effect. |
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— | — | — | Supersonic | 20 | — | 55% | Confuses the target. |
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— | — | — | — | — | 5 | Thunder Shock | 30 | 40 | 100% | Has a 10% chance to paralyze the target. |
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— | Magnet Bomb | 20 | 60 | — | Never misses. |
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— | — | — | Sonic Boom | 20 | * | 90% | Inflicts 20 points of damage. |
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— | — | 4 | 4 | 5 | Supersonic | 20 | — | 55% | Confuses the target. |
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6 | 6 | 7 | 7 | 7 | 5 | Thunder Shock | 30 | 40 | 100% | Has a 10% chance to paralyze the target. |
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11 | Electric Terrain | 10 | — | — | For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power. |
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11 | 11 | Sonic Boom | 20 | * | 90% | Inflicts 20 points of damage. |
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11 | 11 | Supersonic | 20 | — | 55% | Confuses the target. |
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14 | 14 | Sonic Boom | 20 | * | 90% | Inflicts 20 points of damage. |
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7 | Magnet Bomb | 20 | 60 | — | Never misses. |
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17 | 17 | 15 | 15 | 13 | 11 | 7 | 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 | Light Screen | 30 | — | — | Reduces damage from special attacks by 50% for five turns. |
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17 | 17 | Sonic Boom | 20 | * | 90% | Inflicts 20 points of damage. |
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22 | 22 | 21 | 21 | 19 | 19 | 19 | 20 | Spark | 20 | 65 | 100% | Has a 30% chance to paralyze the target. |
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27 | Lock-On | 5 | — | — | Ensures that the user's next move will hit the target. |
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30 | Magnet Bomb | 20 | 60 | — | Never misses. |
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34 | 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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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 | 34 | 34 | 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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39 | 39 | 33 | 33 | 33 | 34 | Flash Cannon | 10 | 80 | 100% | Has a 10% chance to lower the target's Special Defense by one stage. |
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30 | Lock-On | 5 | — | — | Ensures that the user's next move will hit the target. |
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34 | Magnet Bomb | 20 | 60 | — | Never misses. |
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40 | 45 | 45 | 39 | 39 | 39 | Screech | 40 | — | 85% | Lowers the target's Defense by two stages. |
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40 | 46 | 51 | 51 | 43 | 43 | 43 | 40 | Discharge | 15 | 80 | 100% | Has a 30% chance to paralyze the target. |
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56 | 56 | 49 | 49 | 49 | Lock-On | 5 | — | — | Ensures that the user's next move will hit the target. |
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46 | Metal Sound | 40 | — | 85% | Lowers the target's Special Defense by two stages. |
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52 | Light Screen | 30 | — | — | Reduces damage from special attacks by 50% for five turns. |
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58 | Lock-On | 5 | — | — | Ensures that the user's next move will hit the target. |
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46 | 50 | Mirror Shot | 10 | 65 | 85% | Has a 30% chance to lower the target's accuracy by one stage. |
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50 | 54 | 62 | 62 | 53 | 53 | 53 | Magnet Rise | 10 | — | — | User is immune to Ground moves and effects for five turns. |
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54 | 60 | 67 | 67 | 59 | 59 | 59 | Gyro Ball | 5 | * | 100% | Power raises when the user has lower Speed, up to a maximum of 150. |
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60 | 66 | 73 | 73 | 63 | 63 | 63 | 64 | Zap Cannon | 5 | 120 | 50% | Has a 100% chance to paralyze the target. |
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Level up, learned by Magneton but not Magnezone | |||||||||||||||
Tackle | 35 | 40 | 100% | Inflicts regular damage with no additional effect. |
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Supersonic | 20 | — | 55% | Confuses the target. |
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Thunder Shock | 30 | 40 | 100% | Has a 10% chance to paralyze the target. |
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— | — | — | — | 30 | Tri Attack | 10 | 80 | 100% | Has a 20% chance to burn, freeze, or paralyze the target. |
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Thunder Wave | 20 | — | 90% | Paralyzes the target. |
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Thunder Shock | 30 | 40 | 100% | Has a 10% chance to paralyze the target. |
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Thunder Wave | 20 | — | 90% | Paralyzes the target. |
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Sonic Boom | 20 | * | 90% | Inflicts 20 points of damage. |
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Light Screen | 30 | — | — | Reduces damage from special attacks by 50% for five turns. |
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Thunderbolt | 15 | 90 | 100% | Has a 10% chance to paralyze the target. |
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Screech | 40 | — | 85% | Lowers the target's Defense by two stages. |
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Flash Cannon | 10 | 80 | 100% | Has a 10% chance to lower the target's Special Defense by one stage. |
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Thunder | 10 | 110 | 70% | Has a 30% chance to paralyze the target. |
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Move | Type | Class | PP | Power | Acc | Pri | Effect | ||||||||
Evolve: Learned when the Pokémon first evolves | |||||||||||||||
Evolve, learned by Magneton but not Magnezone | |||||||||||||||
Tri Attack | 10 | 80 | 100% | Has a 20% chance to burn, freeze, or paralyze the target. |
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Move | Type | Class | PP | Power | Acc | Pri | Effect | ||||||||
Move reminder: Can be taught at any time by the Move Reminder | |||||||||||||||
• | • | • | • | • | • | Barrier | 20 | — | — | Raises the user's Defense by two stages. |
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• | • | • | • | Electric Terrain | 10 | — | — | For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power. |
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• | • | • | • | • | Magnetic Flux | 20 | — | — | Raises the Defense and Special Defense of all friendly Pokémon with Plus or Minus by one stage. |
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• | • | • | • | • | • | • | • | Mirror Coat | 20 | * | 100% | -5 | Inflicts twice the damage the user received from the last special hit it took. |
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• | • | • | Tri Attack | 10 | 80 | 100% | Has a 20% chance to burn, freeze, or paralyze the target. |
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• | • | • | • | Zap Cannon | 5 | 120 | 50% | Has a 100% chance to paralyze the target. |
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Move reminder, learned by Magneton but not Magnezone | |||||||||||||||
Tri Attack | 10 | 80 | 100% | Has a 20% chance to burn, freeze, or 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. | |||||||||||||||
Ally Switch | 15 | — | — | 2 | User switches places with the friendly Pokémon opposite it. |
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Electroweb | 15 | 55 | 95% | Lowers the target's Speed by one stage. |
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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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Iron Head | 15 | 80 | 100% | Has a 30% chance to make the target flinch. |
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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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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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Steel Roller | 5 | 130 | 100% | Inflicts regular damage with no additional effect. |
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Swift | 20 | 60 | — | Never misses. |
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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. | |||||||||||||||
08 | Hyper Beam | 5 | 150 | 90% | User foregoes its next turn to recharge. |
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09 | Giga Impact | 5 | 150 | 90% | User foregoes its next turn to recharge. |
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14 | Thunder Wave | 20 | — | 90% | Paralyzes the target. |
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16 | Screech | 40 | — | 85% | Lowers the target's Defense by two stages. |
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06 | 06 | 06 | 06 | 06 | 06 | 06 | Toxic | 10 | — | 90% | Badly poisons the target, inflicting more damage every turn. |
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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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11 | 11 | 11 | 11 | 11 | 11 | 11 | Sunny Day | 5 | — | — | Changes the weather to sunny for five turns. |
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15 | 15 | 15 | 15 | 15 | 15 | 15 | Hyper Beam | 5 | 150 | 90% | User foregoes its next turn to recharge. |
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16 | 16 | 16 | 16 | 16 | 16 | 16 | 17 | Light Screen | 30 | — | — | Reduces damage from special attacks by 50% for five turns. |
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18 | Reflect | 20 | — | — | Reduces damage from physical attacks by half. |
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20 | Self-Destruct | 5 | 200 | 100% | User faints. |
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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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17 | 17 | 17 | 17 | 17 | 17 | 17 | 25 | Protect | 10 | — | — | 4 | Prevents any moves from hitting the user this turn. |
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18 | 18 | 18 | 18 | 18 | 18 | 18 | 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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39 | Facade | 20 | 70 | 100% | Power doubles if user is burned, paralyzed, or poisoned. |
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40 | Swift | 20 | 60 | — | Never misses. |
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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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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 | Thunder | 10 | 110 | 70% | Has a 30% chance to paralyze the target. |
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27 | 27 | 27 | 27 | 27 | 27 | 27 | Return | 20 | * | 100% | Power increases with happiness, up to a maximum of 102. |
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32 | 32 | 32 | 32 | 32 | 32 | 32 | Double Team | 15 | — | — | Raises the user's evasion by one stage. |
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33 | 33 | 33 | 33 | 33 | 33 | 33 | Reflect | 20 | — | — | Reduces damage from physical attacks by half. |
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34 | Shock Wave | 20 | 60 | — | Never misses. |
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42 | 42 | 42 | 42 | 42 | 42 | 42 | Facade | 20 | 70 | 100% | Power doubles if user is burned, paralyzed, or poisoned. |
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43 | Secret Power | 20 | 70 | 100% | Has a 30% chance to inflict a status effect which depends upon the terrain. |
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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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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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68 | 68 | 68 | 68 | 68 | 68 | 68 | Giga Impact | 5 | 150 | 90% | User foregoes its next turn to recharge. |
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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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90 | Electric Terrain | 10 | — | — | For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power. |
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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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R19 | Tri Attack | 10 | 80 | 100% | Has a 20% chance to burn, freeze, or 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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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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91 | 91 | 91 | 91 | 91 | 91 | 91 | R70 | Flash Cannon | 10 | 80 | 100% | Has a 10% chance to lower the target's Special Defense by one stage. |
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R74 | Iron Head | 15 | 80 | 100% | Has a 30% chance to make the target flinch. |
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R79 | Heavy Slam | 10 | * | 100% | Power is higher when the user weighs more than the target, up to a maximum of 120. |
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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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R83 | Ally Switch | 15 | — | — | 2 | User switches places with the friendly Pokémon opposite it. |
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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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R99 | Body Press | 10 | 80 | 100% | XXX new effect for body-press |
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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. |
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Machine, learned by Magneton but not Magnezone | |||||||||||||||
Headbutt | 15 | 70 | 100% | Has a 30% chance to make the target flinch. |
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Teleport | 20 | — | — | -6 | Immediately ends wild battles. No effect otherwise. |
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Rest | 10 | — | — | User sleeps for two turns, completely healing itself. |
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Light Screen | 30 | — | — | Reduces damage from special attacks by 50% for five turns. |
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Protect | 10 | — | — | 4 | Prevents any moves from hitting the user this turn. |
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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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Reflect | 20 | — | — | Reduces damage from physical attacks by half. |
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Facade | 20 | 70 | 100% | Power doubles if user is burned, paralyzed, or poisoned. |
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Thunder Wave | 20 | — | 90% | Paralyzes the target. |
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Toxic | 10 | — | 90% | Badly poisons the target, inflicting more damage every turn. |
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Tri Attack | 10 | 80 | 100% | Has a 20% chance to burn, freeze, or paralyze the target. |
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Thunderbolt | 15 | 90 | 100% | Has a 10% chance to paralyze the target. |
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Thunder | 10 | 110 | 70% | Has a 30% chance to paralyze the target. |
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Hyper Beam | 5 | 150 | 90% | User foregoes its next turn to recharge. |
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Flash Cannon | 10 | 80 | 100% | Has a 10% chance to lower the target's Special Defense by one stage. |