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Demo data accounts are live, the database isn't. Every run below is seeded and nothing saves. Add your Supabase keys to .env.local to make it real (see SETUP.md § Supabase).

Magearna sprite

#0801

Magearna

steelfairy1.0 m · 80.5 kg

Base stats 600 total

HP
80
Atk
95
Def
115
SpA
130
SpD
115
Spe
65

Abilities

  • Soul Heart

Learnset

What Magearna learns in Sword / Shield. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.

Level17

  • 1Gyro BallsteelPhysical100% acc5 PPPower raises when the user has lower Speed, up to a maximum of 150.
  • 1Helping HandnormalStatus20 PPAlly’s next move inflicts half more damage.
  • 6Defense CurlnormalStatus40 PPRaises user’s Defense by one stage.
  • 12RolloutrockPhysical30 BP90% acc20 PPPower doubles every turn this move is used in succession after the first, resetting after five turns.
  • 18Iron DefensesteelStatus15 PPRaises the user’s Defense by two stages.
  • 24Gear UpsteelStatus20 PPRaises the Attack and Special Attack of all friendly Pokémon with Plus or Minus by one stage.
  • 30PsybeampsychicSpecial65 BP100% acc20 PPHas a chance to confuse the target.
  • 36Aurora BeamiceSpecial65 BP100% acc20 PPHas a chance to lower the target’s Attack by one stage.
  • 42Mind ReadernormalStatus5 PPEnsures that the user’s next move will hit the target.
  • 48Shift GearsteelStatus10 PPRaises the user’s Attack by one stage and its Speed by two stages.
  • 54Crafty ShieldfairyStatus10 PPProtects all friendly Pokémon from non-damaging moves.
  • 60Iron HeadsteelPhysical80 BP100% acc15 PPHas a chance to make the target flinch.
  • 66Aura SpherefightingSpecial80 BP20 PPNever misses.
  • 72Flash CannonsteelSpecial80 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • 78Pain SplitnormalStatus20 PPSets the user’s and targets’s HP to the average of their current HP.
  • 84Zap CannonelectricSpecial120 BP50% acc5 PPHas a chance to paralyze the target.
  • 90Fleur CannonfairySpecial130 BP90% acc5 PPLowers the user’s Special Attack by two stages after inflicting damage.

TM/HM46

  • AgilitypsychicStatus30 PPRaises the user’s Speed by two stages.
  • Aura SpherefightingSpecial80 BP20 PPNever misses.
  • Baton PassnormalStatus40 PPAllows the trainer to switch out the user and pass effects along to its replacement.
  • Brick BreakfightingPhysical75 BP100% acc15 PPDestroys Reflect and Light Screen.
  • Calm MindpsychicStatus20 PPRaises the user’s Special Attack and Special Defense by one stage.
  • Dazzling GleamfairySpecial80 BP100% acc10 PPInflicts regular damage with no additional effect.
  • Draining KissfairySpecial50 BP100% acc10 PPDrains 75% of the damage inflicted to heal the user.
  • Eerie ImpulseelectricStatus100% acc15 PPLowers the target’s Special Attack by two stages.
  • Electro BallelectricSpecial100% acc10 PPPower is higher when the user has greater Speed than the target, up to a maximum of 150.
  • ElectrowebelectricSpecial55 BP95% acc15 PPLowers the target’s Speed by one stage.
  • EncorenormalStatus100% acc5 PPForces the target to repeat its last used move every turn for 2 to 6 turns.
  • EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
  • Energy BallgrassSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • False SwipenormalPhysical40 BP100% acc40 PPCannot lower the target’s HP below 1.
  • Flash CannonsteelSpecial80 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • Focus BlastfightingSpecial120 BP70% acc5 PPHas a chance to lower the target’s Special Defense by one stage.
  • Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Grass KnotgrassSpecial100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
  • Guard SwappsychicStatus10 PPUser swaps Defense and Special Defense changes with the target.
  • Gyro BallsteelPhysical100% acc5 PPPower raises when the user has lower Speed, up to a maximum of 150.
  • Helping HandnormalStatus20 PPAlly’s next move inflicts half more damage.
  • Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Ice BeamiceSpecial90 BP100% acc10 PPHas a chance to freeze the target.
  • ImprisonpsychicStatus10 PPPrevents the target from using any moves that the user also knows.
  • Iron DefensesteelStatus15 PPRaises the user’s Defense by two stages.
  • Iron HeadsteelPhysical80 BP100% acc15 PPHas a chance to make the target flinch.
  • Light ScreenpsychicStatus30 PPReduces damage from special attacks by 50% for five turns.
  • Power SwappsychicStatus10 PPUser swaps Attack and Special Attack changes with the target.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • ReflectpsychicStatus20 PPReduces damage from physical attacks by half.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • RoundnormalSpecial60 BP100% acc15 PPHas double power if it’s used more than once per turn.
  • Self DestructnormalPhysical200 BP100% acc5 PPUser faints.
  • Shadow BallghostSpecial80 BP100% acc15 PPHas a chance to lower the target’s Special Defense by one stage.
  • SnorenormalSpecial50 BP100% acc15 PPHas a chance to make the target flinch. Only works if the user is sleeping.
  • Solar BeamgrassSpecial120 BP100% acc10 PPRequires a turn to charge before attacking.
  • Speed SwappsychicStatus10 PPExchanges the user’s Speed with the target’s.
  • Stored PowerpsychicSpecial20 BP100% acc10 PPPower is higher the more the user’s stats have been raised, to a maximum of 31×.
  • 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.
  • Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
  • ThunderboltelectricSpecial90 BP100% acc15 PPHas a chance to paralyze the target.
  • Tri AttacknormalSpecial80 BP100% acc10 PPHas a chance to burn, freeze, or paralyze the target.
  • TrickpsychicStatus100% acc10 PPUser and target swap items.
  • Trick RoompsychicStatus5 PPFor five turns, slower Pokémon will act before faster Pokémon.
  • Volt SwitchelectricSpecial70 BP100% acc20 PPUser must switch out after attacking.
  • Zen HeadbuttpsychicPhysical80 BP90% acc15 PPHas a chance to make the target flinch.

Tutor3

  • Misty ExplosionfairySpecial100 BP100% acc5 PPInflicts regular damage with no additional effect.
  • Steel BeamsteelSpecial140 BP95% acc5 PPInflicts damage, and the user takes damage equal to half of its max HP, rounded up.
  • Steel RollersteelPhysical130 BP100% acc5 PPEnds the effect of Electric, Grassy, Misty, or Psychic Terrains. Fails if no Terrain is active.

Appears in 4 games

  • Sun / Moon
  • Ultra Sun / Ultra Moon
  • Sword / Shield
  • Scarlet / Violet