#0082
Magneton
electricsteel1.0 m · 60.0 kg
Base stats — 465 total
- HP
- 50
- Atk
- 60
- Def
- 95
- SpA
- 120
- SpD
- 70
- Spe
- 70
Abilities
- Magnet Pull
- Sturdy
- Analytic hidden
Learnset
What Magneton learns in Platinum. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games. Hacks rebalance individual moves — Renegade Platinum's docs are the authority on exact numbers.
Level18
- 1Metal SoundsteelStatus85% acc40 PPLowers the target’s Special Defense by two stages.
- 1SupersonicnormalStatus55% acc20 PPConfuses the target.
- 1TacklenormalPhysical40 BP100% acc35 PPInflicts regular damage with no additional effect.
- 1Thunder ShockelectricSpecial40 BP100% acc30 PPHas a chance to paralyze the target.
- 1Tri AttacknormalSpecial80 BP100% acc10 PPHas a chance to burn, freeze, or paralyze the target.
- 6Thunder ShockelectricSpecial40 BP100% acc30 PPHas a chance to paralyze the target.
- 11SupersonicnormalStatus55% acc20 PPConfuses the target.
- 14Sonic BoomnormalSpecial90% acc20 PPInflicts 20 points of damage.
- 17Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
- 22SparkelectricPhysical65 BP100% acc20 PPHas a chance to paralyze the target.
- 27Lock OnnormalStatus5 PPEnsures that the user’s next move will hit the target.
- 30Magnet BombsteelPhysical60 BP20 PPNever misses.
- 34ScreechnormalStatus85% acc40 PPLowers the target’s Defense by two stages.
- 40DischargeelectricSpecial80 BP100% acc15 PPHas a chance to paralyze the target.
- 46Mirror ShotsteelSpecial65 BP85% acc10 PPHas a chance to lower the target’s accuracy by one stage.
- 50Magnet RiseelectricStatus10 PPUser is immune to Ground moves and effects for five turns.
- 54Gyro BallsteelPhysical100% acc5 PPPower raises when the user has lower Speed, up to a maximum of 150.
- 60Zap CannonelectricSpecial120 BP50% acc5 PPHas a chance to paralyze the target.
TM/HM31
- Charge BeamelectricSpecial50 BP90% acc10 PPHas a chance to raise the user’s Special Attack by one stage.
- Double TeamnormalStatus15 PPRaises the user’s evasion by one stage.
- EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
- 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.
- Natural GiftnormalPhysical100% acc15 PPPower and type depend on the held berry.
- 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.
- RecyclenormalStatus10 PPUser recovers the item it last used up.
- 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.
- Secret PowernormalPhysical70 BP100% acc20 PPHas a chance to inflict a status effect which depends upon the terrain.
- Shock WaveelectricSpecial60 BP20 PPNever misses.
- 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.
Tutor6
- Iron DefensesteelStatus15 PPRaises the user’s Defense by two stages.
- Magnet RiseelectricStatus10 PPUser is immune to Ground moves and effects for five turns.
- RolloutrockPhysical30 BP90% acc20 PPPower doubles every turn this move is used in succession after the first, resetting after five turns.
- Signal BeambugSpecial75 BP100% acc15 PPHas a chance to confuse the target.
- SnorenormalSpecial50 BP100% acc15 PPHas a chance to make the target flinch. Only works if the user is sleeping.
- SwiftnormalSpecial60 BP20 PPNever misses.
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