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Magnemite

Types :

ElectricSteel

Egg Groups :

Mineral

Abilities :

Sturdy:

The Pokémon cannot be knocked out by a single hit as long as its HP is full. One-hit KO moves will also fail to knock it out.

Magnet Pull:

Prevents Steel-type Pokémon from fleeing by pulling them in with magnetism.

Analytic:

Boosts the power of the Pokémon’s move if it is the last to act that turn.

Base :

#MovesTypeCategoryPowerAccuracyPPTargetPriorityDescription
1NormalTackleNormalPhysical4010035normal0No additional effect.
2NormalTake DownNormalPhysical908520normal0Has 1/4 recoil.
3NormalSupersonicNormalStatus05520normal0Causes the target to become confused.
4ElectricThunder ShockElectricSpecial4010030normal010% chance to paralyze the target.
5ElectricThunderboltElectricSpecial9010015normal010% chance to paralyze the target.
6ElectricThunder WaveElectricStatus09020normal0Paralyzes the target.
7ElectricThunderElectricSpecial1107010normal030% chance to paralyze. Can't miss in rain.
8NormalScreechNormalStatus08540normal0Lowers the target's Defense by 2.
9GhostConfuse RayGhostStatus010010normal0Confuses the target.
10PsychicLight ScreenPsychicStatus030allySide0For 5 turns, special damage to allies is halved.
11PsychicReflectPsychicStatus020allySide0For 5 turns, physical damage to allies is halved.
12NormalSwiftNormalSpecial6020allAdjacentFoes0This move does not check accuracy. Hits foes.
13NormalExplosionNormalPhysical2501005allAdjacent0Hits adjacent Pokemon. The user faints.
14PsychicRestPsychicStatus05self0User sleeps 2 turns and restores HP and status.
15NormalSubstituteNormalStatus010self0User takes 1/4 its max HP to put in a substitute.
16NormalProtectNormalStatus010self4Prevents moves from affecting the user this turn.
17ElectricZap CannonElectricSpecial120505normal0100% chance to paralyze the target.
18NormalLock-OnNormalStatus05normal0User's next move will not miss the target.
19RockSandstormRockStatus010all0For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
20NormalEndureNormalStatus010self4User survives attacks this turn with at least 1 HP.
21ElectricSparkElectricPhysical6510020normal030% chance to paralyze the target.
22NormalSleep TalkNormalStatus010self0User must be asleep. Uses another known move.
23WaterRain DanceWaterStatus05all0For 5 turns, heavy rain powers Water moves.
24FireSunny DayFireStatus05all0For 5 turns, intense sunlight powers Fire moves.
25NormalFacadeNormalPhysical7010020normal0Power doubles if user is burn/poison/paralyzed.
26NormalHelping HandNormalStatus020adjacentAlly5One adjacent ally's move power is 1.5x this turn.
27SteelMetal SoundSteelStatus08540normal0Lowers the target's Sp. Def by 2.
28SteelIron DefenseSteelStatus015self0Raises the user's Defense by 2.
29SteelGyro BallSteelPhysical01005normal0More power the slower the user than the target.
30ElectricMagnet RiseElectricStatus010self0For 5 turns, the user has immunity to Ground.
31SteelFlash CannonSteelSpecial8010010normal010% chance to lower the target's Sp. Def by 1.
32ElectricDischargeElectricSpecial8010015allAdjacent030% chance to paralyze adjacent Pokemon.
33SteelIron HeadSteelPhysical8010015normal030% chance to make the target flinch.
34ElectricCharge BeamElectricSpecial509010normal070% chance to raise the user's Sp. Atk by 1.
35SteelHeavy SlamSteelPhysical010010normal0More power the heavier the user than the target.
36ElectricElectro BallElectricSpecial010010normal0More power the faster the user is than the target.
37ElectricVolt SwitchElectricSpecial7010020normal0User switches out after damaging the target.
38ElectricElectrowebElectricSpecial559515allAdjacentFoes0100% chance to lower the foe(s) Speed by 1.
39ElectricWild ChargeElectricPhysical9010015normal0Has 1/4 recoil.
40ElectricEerie ImpulseElectricStatus010015normal0Lowers the target's Sp. Atk by 2.
41ElectricElectric TerrainElectricStatus010all05 turns. Grounded: +Electric power, can't sleep.
42SteelSteel BeamSteelSpecial140955normal0User loses 50% max HP.
43NormalTera BlastNormalSpecial8010010normal0If Terastallized: Phys. if Atk > SpA & Type = Tera Type.