Base Stats
HP70
ATK70
DEF115
SpA130
SpD90
SPE60
Total 535
Abilities
Prevents Steel-type Pokémon from fleeing by pulling them in with magnetism.
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.
Pokedex Entries
Pokemon DiamondIt evolved from exposure to a special magnetic field. Three units generate magnetism.
Pokemon PearlIt evolved from exposure to a special magnetic field. Three units generate magnetism.
Pokemon PlatinumA group tried to use scientific means to make MAGNEZONE evolve, but their efforts ended in failure.
Pokemon HeartGoldExposure to a special magnetic field changed MAGNETON’s molecular structure, turning it into MAGNEZONE.
Pokemon SoulSilverExposure to a special magnetic field changed MAGNETON’s molecular structure, turning it into MAGNEZONE.
Moves
Level Up
| Lv | Move | Type | Cat | Type/Cat | Pwr | Acc | PP | Eff % |
|---|---|---|---|---|---|---|---|---|
| 1 | Raises the user’s Defense by two stages. | PSYCHC | Status | PSYCHCStatus | — | — | 30 | — |
| 1 | Lowers the target’s Special Defense by two stages. | STEEL | Status | STEELStatus | — | 85% | 40 | — |
| 1 | Inflicts twice the damage the user received from the last special hit it took. | PSYCHC | Special | PSYCHCSpecial | — | 100% | 20 | — |
| 1 | Confuses the target. | NORMAL | Status | NORMALStatus | — | 55% | 20 | — |
| 1 | Inflicts regular damage with no additional effect. | NORMAL | Physical | NORMALPhysical | 35 | 95% | 35 | — |
| 1 | Has a chance to paralyze the target. | ELECTR | Special | ELECTRSpecial | 40 | 100% | 30 | 10% |
| 14 | Inflicts 20 points of damage. | NORMAL | Special | NORMALSpecial | — | 90% | 20 | — |
| 17 | Paralyzes the target. | ELECTR | Status | ELECTRStatus | — | 100% | 20 | — |
| 22 | Has a chance to paralyze the target. | ELECTR | Physical | ELECTRPhysical | 65 | 100% | 20 | 30% |
| 27 | Ensures that the user’s next move will hit the target. | NORMAL | Status | NORMALStatus | — | — | 5 | — |
| 30 | Never misses. | STEEL | Physical | STEELPhysical | 60 | — | 20 | — |
| 34 | Lowers the target’s Defense by two stages. | NORMAL | Status | NORMALStatus | — | 85% | 40 | — |
| 40 | Has a chance to paralyze the target. | ELECTR | Special | ELECTRSpecial | 80 | 100% | 15 | 30% |
| 46 | Has a chance to lower the target’s accuracy by one stage. | STEEL | Special | STEELSpecial | 65 | 85% | 10 | 30% |
| 50 | User is immune to Ground moves and effects for five turns. | ELECTR | Status | ELECTRStatus | — | — | 10 | — |
| 54 | Power raises when the user has lower Speed, up to a maximum of 150. | STEEL | Physical | STEELPhysical | — | 100% | 5 | — |
| 60 | Has a chance to paralyze the target. | ELECTR | Special | ELECTRSpecial | 120 | 50% | 5 | 100% |
TM / HM
| No. | Move | Type | Cat | Type/Cat | Pwr | Acc | PP | Eff % |
|---|---|---|---|---|---|---|---|---|
| TM06 | Badly poisons the target, inflicting more damage every turn. | POISON | Status | POISONStatus | — | 85% | 10 | — |
| TM10 | Power and type depend upon user’s IVs. Power can range from 30 to 70. | NORMAL | Special | NORMALSpecial | 1 | 100% | 15 | — |
| TM11 | Changes the weather to sunny for five turns. | FIRE | Status | FIREStatus | — | — | 5 | — |
| TM15 | User foregoes its next turn to recharge. | NORMAL | Special | NORMALSpecial | 150 | 90% | 5 | — |
| TM16 | Reduces damage from special attacks by 50% for five turns. | PSYCHC | Status | PSYCHCStatus | — | — | 30 | — |
| TM17 | Prevents any moves from hitting the user this turn. | NORMAL | Status | NORMALStatus | — | — | 10 | — |
| TM18 | Changes the weather to rain for five turns. | WATER | Status | WATERStatus | — | — | 5 | — |
| TM21 | Power increases as happiness decreases, up to a maximum of 102. | NORMAL | Physical | NORMALPhysical | — | 100% | 20 | — |
| TM24 | Has a chance to paralyze the target. | ELECTR | Special | ELECTRSpecial | 95 | 100% | 15 | 10% |
| TM25 | Has a chance to paralyze the target. | ELECTR | Special | ELECTRSpecial | 120 | 70% | 10 | 30% |
| TM27 | Power increases with happiness, up to a maximum of 102. | NORMAL | Physical | NORMALPhysical | — | 100% | 20 | — |
| TM32 | Raises the user’s evasion by one stage. | NORMAL | Status | NORMALStatus | — | — | 15 | — |
| TM33 | Reduces damage from physical attacks by half. | PSYCHC | Status | PSYCHCStatus | — | — | 20 | — |
| TM34 | Never misses. | ELECTR | Special | ELECTRSpecial | 60 | — | 20 | — |
| TM42 | Power doubles if user is burned, paralyzed, or poisoned. | NORMAL | Physical | NORMALPhysical | 70 | 100% | 20 | — |
| TM43 | Has a chance to inflict a status effect which depends upon the terrain. | NORMAL | Physical | NORMALPhysical | 70 | 100% | 20 | 30% |
| TM44 | User sleeps for two turns, completely healing itself. | PSYCHC | Status | PSYCHCStatus | — | — | 5 | — |
| TM57 | Has a chance to raise the user’s Special Attack by one stage. | ELECTR | Special | ELECTRSpecial | 50 | 90% | 10 | 70% |
| TM58 | Prevents the user’s HP from lowering below 1 this turn. | NORMAL | Status | NORMALStatus | — | — | 10 | — |
| TM64 | User faints. | NORMAL | Physical | NORMALPhysical | 250 | 100% | 5 | — |
| TM67 | User recovers the item it last used up. | NORMAL | Status | NORMALStatus | — | — | 10 | — |
| TM68 | User foregoes its next turn to recharge. | NORMAL | Physical | NORMALPhysical | 150 | 90% | 5 | — |
| TM70 | Lowers the target’s accuracy by one stage. | NORMAL | Status | NORMALStatus | — | 100% | 20 | — |
| TM73 | Paralyzes the target. | ELECTR | Status | ELECTRStatus | — | 100% | 20 | — |
| TM74 | Power raises when the user has lower Speed, up to a maximum of 150. | STEEL | Physical | STEELPhysical | — | 100% | 5 | — |
| TM77 | Discards the user’s stat changes and copies the target’s. | NORMAL | Status | NORMALStatus | — | — | 10 | — |
| TM82 | Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | NORMAL | Status | NORMALStatus | — | — | 10 | — |
| TM83 | Power and type depend on the held berry. | NORMAL | Physical | NORMALPhysical | — | 100% | 15 | — |
| TM87 | Raises the target’s Attack by two stages and confuses the target. | NORMAL | Status | NORMALStatus | — | 90% | 15 | — |
| TM90 | 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 | NORMALStatus | — | — | 10 | — |
| TM91 | Has a chance to lower the target’s Special Defense by one stage. | STEEL | Special | STEELSpecial | 80 | 100% | 10 | 10% |
Move Tutor (Platinum / HeartGold / SoulSilver)
| Move | Type | Cat | Type/Cat | Pwr | Acc | PP | Eff % |
|---|---|---|---|---|---|---|---|
Raises the user’s Defense by two stages. | STEEL | Status | STEELStatus | — | — | 15 | — |
Has a chance to make the target flinch. | STEEL | Physical | STEELPhysical | 80 | 100% | 15 | 30% |
User is immune to Ground moves and effects for five turns. | ELECTR | Status | ELECTRStatus | — | — | 10 | — |
Power doubles every turn this move is used in succession after the first, resetting after five turns. | ROCK | Physical | ROCKPhysical | 30 | 90% | 20 | — |
Has a chance to confuse the target. | BUG | Special | BUGSpecial | 75 | 100% | 15 | 10% |
Has a chance to make the target flinch. Only works if the user is sleeping. | NORMAL | Special | NORMALSpecial | 40 | 100% | 15 | 30% |
Never misses. | NORMAL | Special | NORMALSpecial | 60 | — | 20 | — |
Move Tutor (HeartGold / SoulSilver)
| Move | Type | Cat | Type/Cat | Pwr | Acc | PP | Eff % |
|---|---|---|---|---|---|---|---|
Disables moves and immunities that involve flying or levitating for five turns. | PSYCHC | Status | PSYCHCStatus | — | — | 5 | — |
Reflects back the first effect move used on the user this turn. | PSYCHC | Status | PSYCHCStatus | — | — | 15 | — |
Locations
Pokemon DiamondEvolve from MagnetonObtainable
Pokemon PearlEvolve from MagnetonObtainable
Pokemon PlatinumEvolve from MagnetonObtainable
Pokemon HeartGoldEvolve from MagnetonObtainable
Pokemon SoulSilverEvolve from MagnetonObtainable