About
I theorize that a special magnetic field influenced this Pokémon, changing its molecular structure and causing it to evolve. It emits strange radio waves toward space from its antenna.
- Abilities
-
Prevents Steel opponents from fleeing or switching out.
-
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
- 1.2 m 3′11″
- Weight
- 180.0 kg 396.8 lb
- Gender
Genderless
Base stats
| Stat | Base | Distribution | Range at level 100 |
|---|---|---|---|
| HP | 70 | 250–344 | |
| Attack | 70 | 130–262 | |
| Defense | 115 | 211–361 | |
| Sp. Atk | 130 | 238–394 | |
| Sp. Def | 90 | 166–306 | |
| Speed | 60 | 112–240 | |
| Total | 535 | ||
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
- Level 30#0082 Magneton ElectricSteel

- Level up at Mt CoronetLevel up at Chargestone CaveLevel up at Kalos Route 13Level up at Blush MountainLevel up at Vast Poni CanyonUse Thunder StoneLevel up at New Mauville
Moves
Moves this Pokémon can learn in the selected game. STAB marks attacks that share its type.
| Lv. | Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|---|
| 1 | 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 | Raises the Defense and Special Defense of all friendly Pokémon with Plus or Minus by one stage. | Electric | Status | — | — | 20 |
| 1 | Inflicts twice the damage the user received from the last special hit it took. | Psychic | Special | — | 100% | 20 |
| 1 | Confuses the target. | Normal | Status | — | 55% | 20 |
| 1 | Inflicts regular damage with no additional effect. | Normal | Physical | 40 | 100% | 35 |
| 1 | Thunder Shock STAB Has a chance to paralyze the target. | Electric | Special | 40 | 100% | 30 |
| 1 | Paralyzes the target. | Electric | Status | — | 90% | 20 |
| 1 | Has a chance to burn, freeze, or paralyze the target. | Normal | Special | 80 | 100% | 10 |
| 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 | Physical | 65 | 100% | 20 |
| 24 | Lowers the target’s Defense by two stages. | Normal | Status | — | 85% | 40 |
| 28 | 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 | Special | 80 | 100% | 10 |
| 40 | Discharge STAB Has a chance to paralyze the target. | Electric | Special | 80 | 100% | 15 |
| 46 | Lowers the target’s Special Defense by two stages. | Steel | Status | — | 85% | 40 |
| 52 | Reduces damage from special attacks by 50% for five turns. | Psychic | Status | — | — | 30 |
| 58 | 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 | Special | 120 | 50% | 5 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
| Damage is calculated using the user's Defense stat as its Attack, including stat stage changes. | Fighting | Physical | 80 | 100% | 10 |
| Has a chance to paralyze the target. | Normal | Physical | 85 | 100% | 15 |
| Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn. | Electric | Status | — | — | 20 |
Charge Beam STAB Has a chance to raise the user’s Special Attack by one stage. | Electric | Special | 50 | 90% | 10 |
| Confuses the target. | Ghost | Status | — | 100% | 10 |
| User receives 1/3 the damage inflicted in recoil. | Normal | Physical | 120 | 100% | 15 |
| Lowers the target’s Special Attack by two stages. | Electric | Status | — | 100% | 15 |
| For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power. | Electric | Status | — | — | 10 |
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 |
Electroweb STAB Lowers the target’s Speed by one stage. | Electric | Special | 55 | 95% | 15 |
| Prevents the user’s HP from lowering below 1 this turn. | Normal | Status | — | — | 10 |
| Power doubles if user is burned, paralyzed, or poisoned. | Normal | Physical | 70 | 100% | 20 |
Flash Cannon STAB Has a chance to lower the target’s Special Defense by one stage. | Steel | Special | 80 | 100% | 10 |
| User foregoes its next turn to recharge. | Normal | Physical | 150 | 90% | 5 |
| Disables moves and immunities that involve flying or levitating for five turns. | Psychic | Status | — | — | 5 |
Gyro Ball STAB Power raises when the user has lower Speed, up to a maximum of 150. | Steel | Physical | — | 100% | 5 |
Hard Press STAB The target is crushed with an arm, a claw, or the like to inflict damage. The more HP the target has left, the greater the move's power. | Steel | Physical | 0 | 100% | 10 |
Heavy Slam STAB Power is higher when the user weighs more than the target, up to a maximum of 120. | Steel | Physical | — | 100% | 10 |
| Ally’s next move inflicts half more damage. | Normal | Status | — | — | 20 |
| User foregoes its next turn to recharge. | Normal | Special | 150 | 90% | 5 |
| Raises the user’s Defense by two stages. | Steel | Status | — | — | 15 |
Iron Head STAB Has a chance to make the target flinch. | Steel | Physical | 80 | 100% | 15 |
| Reduces damage from special attacks by 50% for five turns. | Psychic | Status | — | — | 30 |
| Lowers the target’s Special Defense by two stages. | Steel | Status | — | 85% | 40 |
| Prevents any moves from hitting the user this turn. | Normal | Status | — | — | 10 |
| Changes the weather to rain for five turns. | Water | Status | — | — | 5 |
| Reduces damage from physical attacks by half. | Psychic | Status | — | — | 20 |
| User sleeps for two turns, completely healing itself. | Psychic | Status | — | — | 5 |
| Changes the weather to a sandstorm for five turns. | Rock | Status | — | — | 10 |
| Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | Normal | Status | — | — | 10 |
Steel Beam STAB Inflicts damage, and the user takes damage equal to half of its max HP, rounded up. | Steel | Special | 140 | 95% | 5 |
| Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. | Normal | Status | — | — | 10 |
| Changes the weather to sunny for five turns. | Fire | Status | — | — | 5 |
Supercell Slam STAB The user electrifies its body and drops onto the target to inflict damage. If this move misses, the user takes damage instead. | Electric | Physical | 100 | 95% | 15 |
| Never misses. | Normal | Special | 60 | — | 20 |
| User receives 1/4 the damage it inflicts in recoil. | Normal | Physical | 90 | 85% | 20 |
| If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user. | Normal | Special | 80 | 100% | 10 |
Thunder STAB Has a chance to paralyze the target. | Electric | Special | 110 | 70% | 10 |
| Paralyzes the target. | Electric | Status | — | 90% | 20 |
Thunderbolt STAB Has a chance to paralyze the target. | Electric | Special | 90 | 100% | 15 |
Volt Switch STAB User must switch out after attacking. | Electric | Special | 70 | 100% | 20 |
Wild Charge STAB User receives 1/4 the damage it inflicts in recoil. | Electric | Physical | 90 | 100% | 15 |
Training and breeding
Training
- EV yield
- 3 Sp. Atk
- Catch rate
- 30
- Base friendship
- 70
- Base experience
- 241
- Growth rate
- Medium
- Wild held items
- Metal Coat
Breeding
- Egg groups
- Mineral
- Egg cycles
- 20 (about 5,140 steps)