Pokémechanics
Sword & Shield

#081Magnemite

Magnemite as it appears in Sword & ShieldShiny Magnemite as it appears in Sword & Shield
Species
Magnet Pokémon
Type
Catch rate
190
Growth
Medium
Height
0.3 m
Weight
6.0 kg
Gender
Genderless
Egg cycles
20
Base friendship
70

Magnemite

Sword
At times, Magnemite runs out of electricity and ends up on the ground. If you give batteries to a grounded Magnemite, it’ll start moving again.
Shield
It subsists on electricity. As Magnemite flies, it emits electromagnetic waves from the units on each side of its body.

Base stats

EVs: +1 Sp. Atk

HP25
Attack35
Defense70
Sp. Atk95
Sp. Def55
Speed45
Total325

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.

Locations

Sword
Requires Isle of Armor (Sword), Isle of Armor (Shield)
Shield
Requires Isle of Armor (Sword), Isle of Armor (Shield)
Isle of Armor (Sword)
Max Raid
Brawlers' CaveLv 15-40100%
Challenge BeachLv 15-3065%
Courageous CavernLv 15-40100%
Fields of HonorLv 15-3065%
Forest of FocusLv 15-3065%
Honeycalm SeaLv 15-3065%
Stepping-Stone SeaLv 15-40100%
Overworld
Challenge BeachLv 10-60100%
Isle of Armor (Shield)
Max Raid
Brawlers' CaveLv 15-40100%
Challenge BeachLv 15-3065%
Courageous CavernLv 15-40100%
Fields of HonorLv 15-3065%
Forest of FocusLv 15-3065%
Honeycalm SeaLv 15-3065%
Stepping-Stone SeaLv 15-40100%
Overworld
Challenge BeachLv 10-60100%
Crown Tundra (Sword)
Trade from
Crown Tundra (Shield)
Trade from

Damage taken

  • x0.5
  • x2
  • x0.25
  • x0
  • x4
  • x0.5
  • x0.5
  • x1
  • x0.25
  • x2
  • x1
  • x0.5
  • x0.5
  • x0.5
  • x0.5
  • x0.5
  • x1
  • x0.5
Level Up
LevelAttack NameTypeClassPowerAccuracyPPEffect %
1Tackle
Physical
40
100
35
--
Inflicts regular damage with no additional effect.
1Thunder Shock
Special
40
100
30
10
Has a chance to paralyze the target.
4Supersonic
Status
--
55
20
--
Confuses the target.
8Thunder Wave
Status
--
90
20
--
Paralyzes the target.
12Electro Ball
Special
--
100
10
--
Power is higher when the user has greater Speed than the target, up to a maximum of 150.
16Gyro Ball
Physical
--
100
5
--
Power raises when the user has lower Speed, up to a maximum of 150.
20Spark
Physical
65
100
20
30
Has a chance to paralyze the target.
24Screech
Status
--
85
40
--
Lowers the target’s Defense by two stages.
28Magnet Rise
Status
--
--
10
--
User is immune to Ground moves and effects for five turns.
32Flash Cannon
Special
80
100
10
10
Has a chance to lower the target’s Special Defense by one stage.
36Discharge
Special
80
100
15
30
Has a chance to paralyze the target.
40Metal Sound
Status
--
85
40
--
Lowers the target’s Special Defense by two stages.
44Light Screen
Status
--
--
30
--
Reduces damage from special attacks by 50% for five turns.
48Lock-On
Status
--
--
5
--
Ensures that the user’s next move will hit the target.
52Zap Cannon
Special
120
50
5
100
Has a chance to paralyze the target.
TM/HM
MachineAttack NameTypeClassPowerAccuracyPPEffect %
TM14Thunder Wave
Status
--
90
20
--
Paralyzes the target.
TM16Screech
Status
--
85
40
--
Lowers the target’s Defense by two stages.
TM17Light Screen
Status
--
--
30
--
Reduces damage from special attacks by 50% for five turns.
TM18Reflect
Status
--
--
20
--
Reduces damage from physical attacks by half.
TM21Rest
Status
--
--
5
--
User sleeps for two turns, completely healing itself.
TM24Snore
Special
50
100
15
30
Has a chance to make the target flinch. Only works if the user is sleeping.
TM25Protect
Status
--
--
10
--
Prevents any moves from hitting the user this turn.
TM33Rain Dance
Status
--
--
5
--
Changes the weather to rain for five turns.
TM34Sunny Day
Status
--
--
5
--
Changes the weather to sunny for five turns.
TM39Facade
Physical
70
100
20
--
Power doubles if user is burned, paralyzed, or poisoned.
TM40Swift
Special
60
--
20
--
Never misses.
TM76Round
Special
60
100
15
--
Has double power if it’s used more than once per turn.
TM80Volt Switch
Special
70
100
20
--
User must switch out after attacking.
TM82Electroweb
Special
55
95
15
100
Lowers the target’s Speed by one stage.
TR08Thunderbolt
Special
90
100
15
10
Has a chance to paralyze the target.
TR09Thunder
Special
110
70
10
30
Has a chance to paralyze the target.
TR20Substitute
Status
--
--
10
--
Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TR26Endure
Status
--
--
10
--
Prevents the user’s HP from lowering below 1 this turn.
TR27Sleep Talk
Status
--
--
10
--
Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TR46Iron Defense
Status
--
--
15
--
Raises the user’s Defense by two stages.
TR52Gyro Ball
Physical
--
100
5
--
Power raises when the user has lower Speed, up to a maximum of 150.
TR70Flash Cannon
Special
80
100
10
10
Has a chance to lower the target’s Special Defense by one stage.
TR80Electro Ball
Special
--
100
10
--
Power is higher when the user has greater Speed than the target, up to a maximum of 150.
TR86Wild Charge
Physical
90
100
15
--
User receives 1/4 the damage it inflicts in recoil.
Tutor
Attack NameTypeClassPowerAccuracyPPEffect %
Rising Voltage
Special
70
100
20
100
If Electric Terrain is active and the user is grounded, this move has has its power doubled.
Steel Beam
Special
140
95
5
100
Inflicts damage, and the user takes damage equal to half of its max HP, rounded up.

Other generations

Red, Blue & Yellow, Gold, Silver & Crystal, Ruby, Sapphire & Emerald, FireRed & LeafGreen, Diamond, Pearl & Platinum, HeartGold & SoulSilver, Black & White, Black 2 & White 2, X & Y, Omega Ruby & Alpha Sapphire, Sun & Moon, Ultra Sun & Ultra Moon, Brilliant Diamond & Shining Pearl, Scarlet & Violet