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About

Three Magnemite gathered to evolve into this Pokémon. The source of much vexation on my part, as its powerful magnetism destroys my research equipment.
Legends: Arceus 1 of 25
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.

Analytic Hidden ability

Strengthens moves to 1.3× their power when moving last.

Height
1.0 m 3′03″
Weight
60.0 kg 132.3 lb
Gender

Genderless

Base stats

Range at
StatBaseDistributionRange at level 100
HP50
210–304
Attack60
112–240
Defense95
175–317
Sp. Atk120
220–372
Sp. Def70
130–262
Speed70
130–262
Total465

Ranges assume 0 IVs, 0 EVs and a hindering nature at the low end, and 31 IVs, 252 EVs and a helpful nature at the high end.

Type matchups

Multipliers use the current type chart. Abilities that change damage taken can be applied.

Taking hits

Weak 4×
Ground
Weak 2×
FireFighting
Resists ½×
NormalElectricGrassIcePsychicBugRockDragonFairy
Resists ¼×
FlyingSteel
Immune
Poison

Same-type attacks

Super effective 2×
WaterIceFlyingRockFairy
Not very effective ½×
Electric

Evolution

Magnemite
#0081 Magnemite ElectricSteel

Moves

Moves this Pokémon can learn in the selected game. STAB marks attacks that share its type.

Lv.MoveTypeCategoryPowerAcc.PP
Evo.

Tri Attack

Has a chance to burn, freeze, or paralyze the target.

Normal Special80100%10
1

Electric Terrain

For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power.

Electric Status——10
1

Supersonic

Confuses the target.

Normal Status—55%20
1

Tackle

Inflicts regular damage with no additional effect.

Normal Physical40100%35
1

Thunder Shock STAB

Has a chance to paralyze the target.

Electric Special40100%30
1

Thunder Wave

Paralyzes the target.

Electric Status—90%20
12

Electro Ball STAB

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

Electric Special—100%10
16

Gyro Ball STAB

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

Steel Physical—100%5
20

Spark STAB

Has a chance to paralyze the target.

Electric Physical65100%20
24

Screech

Lowers the target’s Defense by two stages.

Normal Status—85%40
28

Magnet Rise

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

Electric Status——10
34

Flash Cannon STAB

Has a chance to lower the target’s Special Defense by one stage.

Steel Special80100%10
40

Discharge STAB

Has a chance to paralyze the target.

Electric Special80100%15
46

Metal Sound

Lowers the target’s Special Defense by two stages.

Steel Status—85%40
52

Light Screen

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

Psychic Status——30
58

Lock-On

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

Normal Status——5
64

Zap Cannon STAB

Has a chance to paralyze the target.

Electric Special12050%5

Training and breeding

Training

EV yield
2 Sp. Atk
Catch rate
60
Base friendship
70
Base experience
163
Growth rate
Medium
Wild held items
Metal Coat, Magnet

Breeding

Egg groups
Mineral
Egg cycles
20 (about 5,140 steps)

Data from PokéAPI. Sprites and cries from the PokéAPI archives.

Pokémon and its names are trademarks of Nintendo, Game Freak and Creatures. Dexa is a fan project.