Munchlax
POKEMECHANICS - Sun Moon
(Gen I)
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POKEMON AND ALL RESPECTIVE NAMES ARE TRADEMARK AND © OF NINTENDO 1996-2025
← #046 icon spritePersian #048 icon spriteMagneton →
Magnemite
Magnemite
Magnet Pokémon
No. 81
HT30cm
WT6kg
Lv. 30
Level Up
⇒

Level Up
at Mt Coronet
⇒

Magnemite

SUN

They gather in places where electricity is available. They can be found clinging to the steel towers used to support power lines.

MOON

It sends out electromagnetic waves, which let it float through the air. Touching it while it’s eating electricity will give you a full-body shock.

Level Up
LevelAttack NameTypeClassPowerAccuracyPPEffect %
Machine
MachineAttack NameTypeClassPowerAccuracyPPEffect %
magnemite
--
Supersonic
normal
Status
--
55
20
--
The user generates odd sound waves from its body that confuse the target.
7
Magnet Bomb
steel
Physical
60
--
20
--
The user launches steel bombs that stick to the target. This attack never misses.
17
Sonic Boom
normal
Special
--
90
20
--
The target is hit with a destructive shock wave that always inflicts 20 HP damage.
41
Lock On
normal
Status
--
--
5
--
The user takes sure aim at the target. This ensures the next attack does not miss the target.

Base Stats:

HP: 25
ATT: 35
DEF: 70
SP. ATK: 95
SP. DEF: 55
SPE: 45
EVs: +1 SP. ATK
electric
steel

Encounters:

5
Thunder Shock
electric
Special
40
100
30
10
A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis.
19
Spark
electric
Physical
65
100
20
30
The user throws an electrically charged tackle at the target. This may also leave the target with paralysis.
23
Mirror Shot
steel
Special
65
85
10
30
The user lets loose a flash of energy at the target from its polished body. This may also lower the target’s accuracy.
25
Metal Sound
steel
Status
--
85
40
--
A horrible sound like scraping metal harshly lowers the target’s Sp. Def stat.
29
Electro Ball
electric
Special
--
100
10
--
The user hurls an electric orb at the target. The faster the user is than the target, the greater the move’s power.
37
Discharge
electric
Special
80
100
15
30
The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis.
43
Magnet Rise
electric
Status
--
--
10
--
The user levitates using electrically generated magnetism for five turns.
49
Zap Cannon
electric
Special
120
50
5
100
The user fires an electric blast like a cannon to inflict damage and cause paralysis.

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)

Strengthens moves to 1.3× their power when moving last.

31
Flash Cannon
steel
Special
80
100
10
10
The user gathers all its light energy and releases it all at once. This may also lower the target’s Sp. Def stat.
47
Gyro Ball
steel
Physical
--
100
5
--
The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move’s power.
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Explosion
normal
Physical
250
100
5
--
The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move.
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Volt Switch
electric
Special
70
100
20
--
After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
35
Screech
normal
Status
--
85
40
--
An earsplitting screech harshly lowers the target’s Defense stat.
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Wild Charge
electric
Physical
90
100
15
--
The user shrouds itself in electricity and smashes into its target. This also damages the user a little.
11
Thunder Wave
electric
Status
--
90
20
--
The user launches a weak jolt of electricity that paralyzes the target.
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Thunderbolt
electric
Special
90
100
15
10
A strong electric blast crashes down on the target. This may also leave the target with paralysis.
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Thunder
electric
Special
110
70
10
30
A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.

Damage:

normal
x0.5
fighting
x2.0
flying
x0.25
poison
x0
ground
x4.0
rock
x0.5
bug
x0.5
ghost
x1.0
steel
x0.25
fire
x2.0
water
x1.0
grass
x0.5
electric
x0.5
psychic
x0.5
ice
x0.5
dragon
x0.5
dark
x1.0
fairy
x0.5
magnezone
--
Tackle
normal
Physical
40
100
35
--
A physical attack in which the user charges and slams into the target with its whole body.
13
Light Screen
psychic
Status
--
--
30
--
A wondrous wall of light is put up to reduce damage from special attacks for five turns.
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Reflect
psychic
Status
--
--
20
--
A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
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Charge Beam
electric
Special
50
90
10
70
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
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Psych Up
normal
Status
--
--
10
--
The user hypnotizes itself into copying any stat change made by the target.
magneton
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Toxic
poison
Status
--
90
10
--
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
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Double Team
normal
Status
--
--
15
--
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
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Swagger
normal
Status
--
85
15
--
The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat.
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Return
normal
Physical
--
100
20
--
This full-power attack grows more powerful the more the user likes its Trainer.
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Frustration
normal
Physical
--
100
20
--
This full-power attack grows more powerful the less the user likes its Trainer.
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Hidden Power
normal
Special
60
100
15
--
A unique attack that varies in type depending on the Pokémon using it.
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Confide
normal
Status
--
--
20
100
The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.
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Rain Dance
water
Status
--
--
5
--
The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.
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Sunny Day
fire
Status
--
--
5
--
The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.
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Round
normal
Special
60
100
15
--
The user attacks the target with a song. Others can join in the Round to increase the power of the attack.
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Rest
psychic
Status
--
--
5
--
The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.
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Substitute
normal
Status
--
--
10
--
The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.
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Protect
normal
Status
--
--
10
--
Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
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Sleep Talk
normal
Status
--
--
10
--
While it is asleep, the user randomly uses one of the moves it knows.
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Facade
normal
Physical
70
100
20
--
This attack move doubles its power if the user is poisoned, burned, or paralyzed.