Skip to content

Pokédex

Sign in
Magnezone sprite

#0462

Magnezone

electricsteel1.2 m · 180.0 kg

Base stats 535 total

HP
70
Atk
70
Def
115
SpA
130
SpD
90
Spe
60

Abilities

  • Magnet Pull
  • Sturdy
  • Analytic hidden

Learnset

Showing X / YMagnezone doesn't appear in Inclement Emerald.

Level23

  • 1BarrierpsychicStatus20 PPRaises the user’s Defense by two stages.
  • 1Magnetic FluxelectricStatus20 PPRaises the Defense and Special Defense of all friendly Pokémon with Plus or Minus by one stage.
  • 1Mirror CoatpsychicSpecial100% acc20 PPInflicts twice the damage the user received from the last special hit it took.
  • 1Sonic BoomnormalSpecial90% acc20 PPInflicts 20 points of damage.
  • 1SupersonicnormalStatus55% acc20 PPConfuses the target.
  • 1TacklenormalPhysical40 BP100% acc35 PPInflicts regular damage with no additional effect.
  • 1Zap CannonelectricSpecial120 BP50% acc5 PPHas a chance to paralyze the target.
  • 4SupersonicnormalStatus55% acc20 PPConfuses the target.
  • 7Thunder ShockelectricSpecial40 BP100% acc30 PPHas a chance to paralyze the target.
  • 11Electric TerrainelectricStatus10 PPFor five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power.
  • 15Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
  • 18Magnet BombsteelPhysical60 BP20 PPNever misses.
  • 21SparkelectricPhysical65 BP100% acc20 PPHas a chance to paralyze the target.
  • 25Mirror ShotsteelSpecial65 BP85% acc10 PPHas a chance to lower the target’s accuracy by one stage.
  • 29Metal SoundsteelStatus85% acc40 PPLowers the target’s Special Defense by two stages.
  • 34Electro BallelectricSpecial100% acc10 PPPower is higher when the user has greater Speed than the target, up to a maximum of 150.
  • 39Flash CannonsteelSpecial80 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • 45ScreechnormalStatus85% acc40 PPLowers the target’s Defense by two stages.
  • 51DischargeelectricSpecial80 BP100% acc15 PPHas a chance to paralyze the target.
  • 56Lock OnnormalStatus5 PPEnsures that the user’s next move will hit the target.
  • 62Magnet RiseelectricStatus10 PPUser is immune to Ground moves and effects for five turns.
  • 67Gyro BallsteelPhysical100% acc5 PPPower raises when the user has lower Speed, up to a maximum of 150.
  • 73Zap CannonelectricSpecial120 BP50% acc5 PPHas a chance to paralyze the target.

TM/HM30

  • Charge BeamelectricSpecial50 BP90% acc10 PPHas a chance to raise the user’s Special Attack by one stage.
  • ConfidenormalStatus20 PPLowers the target’s Special Attack by one stage.
  • Double TeamnormalStatus15 PPRaises the user’s evasion by one stage.
  • ExplosionnormalPhysical250 BP100% acc5 PPUser faints.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • FlashnormalStatus100% acc20 PPLowers the target’s accuracy by one stage.
  • Flash CannonsteelSpecial80 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • FrustrationnormalPhysical100% acc20 PPPower increases as happiness decreases, up to a maximum of 102.
  • Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Gyro BallsteelPhysical100% acc5 PPPower raises when the user has lower Speed, up to a maximum of 150.
  • Hidden PowernormalSpecial60 BP100% acc15 PPPower and type depend upon user’s IVs. Power can range from 30 to 70.
  • Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Light ScreenpsychicStatus30 PPReduces damage from special attacks by 50% for five turns.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • Psych UpnormalStatus10 PPDiscards the user’s stat changes and copies the target’s.
  • Rain DancewaterStatus5 PPChanges the weather to rain for five turns.
  • ReflectpsychicStatus20 PPReduces damage from physical attacks by half.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • ReturnnormalPhysical100% acc20 PPPower increases with happiness, up to a maximum of 102.
  • RoundnormalSpecial60 BP100% acc15 PPHas double power if it’s used more than once per turn.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
  • Sunny DayfireStatus5 PPChanges the weather to sunny for five turns.
  • SwaggernormalStatus85% acc15 PPRaises the target’s Attack by two stages and confuses the target.
  • ThunderelectricSpecial110 BP70% acc10 PPHas a chance to paralyze the target.
  • Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
  • ThunderboltelectricSpecial90 BP100% acc15 PPHas a chance to paralyze the target.
  • ToxicpoisonStatus90% acc10 PPBadly poisons the target, inflicting more damage every turn.
  • Volt SwitchelectricSpecial70 BP100% acc20 PPUser must switch out after attacking.
  • Wild ChargeelectricPhysical90 BP100% acc15 PPUser receives 1/4 the damage it inflicts in recoil.

Appears in 13 games

Click a game to see the learnset as it works there; click again to go back to the latest.