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Magneton

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.
4NormalHyper BeamNormalSpecial150905normal0User cannot move next turn.
5ElectricThunder ShockElectricSpecial4010030normal010% chance to paralyze the target.
6ElectricThunderboltElectricSpecial9010015normal010% chance to paralyze the target.
7ElectricThunder WaveElectricStatus09020normal0Paralyzes the target.
8ElectricThunderElectricSpecial1107010normal030% chance to paralyze. Can't miss in rain.
9NormalScreechNormalStatus08540normal0Lowers the target's Defense by 2.
10GhostConfuse RayGhostStatus010010normal0Confuses the target.
11PsychicLight ScreenPsychicStatus030allySide0For 5 turns, special damage to allies is halved.
12PsychicReflectPsychicStatus020allySide0For 5 turns, physical damage to allies is halved.
13NormalSwiftNormalSpecial6020allAdjacentFoes0This move does not check accuracy. Hits foes.
14PsychicRestPsychicStatus05self0User sleeps 2 turns and restores HP and status.
15NormalTri AttackNormalSpecial8010010normal020% chance to paralyze or burn or freeze target.
16NormalSubstituteNormalStatus010self0User takes 1/4 its max HP to put in a substitute.
17NormalProtectNormalStatus010self4Prevents moves from affecting the user this turn.
18ElectricZap CannonElectricSpecial120505normal0100% chance to paralyze the target.
19NormalLock-OnNormalStatus05normal0User's next move will not miss the target.
20RockSandstormRockStatus010all0For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
21NormalEndureNormalStatus010self4User survives attacks this turn with at least 1 HP.
22ElectricSparkElectricPhysical6510020normal030% chance to paralyze the target.
23NormalSleep TalkNormalStatus010self0User must be asleep. Uses another known move.
24WaterRain DanceWaterStatus05all0For 5 turns, heavy rain powers Water moves.
25FireSunny DayFireStatus05all0For 5 turns, intense sunlight powers Fire moves.
26NormalFacadeNormalPhysical7010020normal0Power doubles if user is burn/poison/paralyzed.
27NormalHelping HandNormalStatus020adjacentAlly5One adjacent ally's move power is 1.5x this turn.
28SteelMetal SoundSteelStatus08540normal0Lowers the target's Sp. Def by 2.
29SteelIron DefenseSteelStatus015self0Raises the user's Defense by 2.
30SteelGyro BallSteelPhysical01005normal0More power the slower the user than the target.
31ElectricMagnet RiseElectricStatus010self0For 5 turns, the user has immunity to Ground.
32SteelFlash CannonSteelSpecial8010010normal010% chance to lower the target's Sp. Def by 1.
33ElectricDischargeElectricSpecial8010015allAdjacent030% chance to paralyze adjacent Pokemon.
34SteelIron HeadSteelPhysical8010015normal030% chance to make the target flinch.
35ElectricCharge BeamElectricSpecial509010normal070% chance to raise the user's Sp. Atk by 1.
36SteelHeavy SlamSteelPhysical010010normal0More power the heavier the user than the target.
37ElectricElectro BallElectricSpecial010010normal0More power the faster the user is than the target.
38ElectricVolt SwitchElectricSpecial7010020normal0User switches out after damaging the target.
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.