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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).

Magnemite sprite

#0081

Magnemite

electricsteel0.3 m · 6.0 kg

Base stats 325 total

HP
25
Atk
35
Def
70
SpA
95
SpD
55
Spe
45

Abilities

  • Magnet Pull
  • Sturdy
  • Analytic hidden

Learnset

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

Level15

  • 1TacklenormalPhysical40 BP100% acc35 PPInflicts regular damage with no additional effect.
  • 1Thunder ShockelectricSpecial40 BP100% acc30 PPHas a chance to paralyze the target.
  • 4SupersonicnormalStatus55% acc20 PPConfuses the target.
  • 8Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
  • 12Electro BallelectricSpecial100% acc10 PPPower is higher when the user has greater Speed than the target, up to a maximum of 150.
  • 16Gyro BallsteelPhysical100% acc5 PPPower raises when the user has lower Speed, up to a maximum of 150.
  • 20SparkelectricPhysical65 BP100% acc20 PPHas a chance to paralyze the target.
  • 24ScreechnormalStatus85% acc40 PPLowers the target’s Defense by two stages.
  • 28Magnet RiseelectricStatus10 PPUser is immune to Ground moves and effects for five turns.
  • 32Flash CannonsteelSpecial80 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • 36DischargeelectricSpecial80 BP100% acc15 PPHas a chance to paralyze the target.
  • 40Metal SoundsteelStatus85% acc40 PPLowers the target’s Special Defense by two stages.
  • 44Light ScreenpsychicStatus30 PPReduces damage from special attacks by 50% for five turns.
  • 48Lock OnnormalStatus5 PPEnsures that the user’s next move will hit the target.
  • 52Zap CannonelectricSpecial120 BP50% acc5 PPHas a chance to paralyze the target.

TM/HM24

  • 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.
  • EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • Flash CannonsteelSpecial80 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • Gyro BallsteelPhysical100% acc5 PPPower raises when the user has lower Speed, up to a maximum of 150.
  • Iron DefensesteelStatus15 PPRaises the user’s Defense by two stages.
  • Light ScreenpsychicStatus30 PPReduces damage from special attacks by 50% for five turns.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • 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.
  • RoundnormalSpecial60 BP100% acc15 PPHas double power if it’s used more than once per turn.
  • ScreechnormalStatus85% acc40 PPLowers the target’s Defense by two stages.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • SnorenormalSpecial50 BP100% acc15 PPHas a chance to make the target flinch. 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.
  • SwiftnormalSpecial60 BP20 PPNever misses.
  • 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.
  • Volt SwitchelectricSpecial70 BP100% acc20 PPUser must switch out after attacking.
  • Wild ChargeelectricPhysical90 BP100% acc15 PPUser receives 1/4 the damage it inflicts in recoil.

Tutor2

  • Rising VoltageelectricSpecial70 BP100% acc20 PPIf Electric Terrain is active and the user is grounded, this move has has its power doubled.
  • Steel BeamsteelSpecial140 BP95% acc5 PPInflicts damage, and the user takes damage equal to half of its max HP, rounded up.

Appears in 25 games

  • red green japan
  • blue japan
  • Red / Blue
  • Yellow
  • Gold / Silver
  • Crystal
  • Ruby / Sapphire
  • Emerald
  • Colosseum
  • XD
  • 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
  • Let's Go Pikachu / Eevee
  • Sword / Shield
  • Brilliant Diamond / Shining Pearl
  • Legends: Arceus
  • Scarlet / Violet