#81 Magnemite

Magnemite

Electric Steel

Damage Taken » rapporto tra tipo di Pokémon e tipi di mosse

Abilities » il Pokémon può normalmente possedere una delle seguenti abilità

Magnet Pull

While this Pokémon is in battle, opposing Steel-type Pokémon cannot flee or switch out.

Pokémon with Run Away can still flee. Pokémon can still switch out with the use of a move or item.

Overworld: If the lead Pokémon has this ability, Steel-type Pokémon have a higher encounter rate.

Sturdy

When this Pokémon is at full HP, any hit that would knock it out will instead leave it with 1 HP. Regardless of its current HP, it is also immune to the one-hit KO moves: Fissure, Guillotine, Horn Drill, and Sheer Cold.

If this Pokémon is holding a Focus Sash, this ability takes precedence and the item will not be consumed.

Abilities nascosta » ottenibile in diversi modi

Analytic

This Pokémon's moves have 1.3× their power when it moves last in a turn.

Future Sight and Doom Desire are unaffected.

Work in progress ... Essentials
Species Magnet Pokémon National Pokédex 81 Introduced in 1
Shape Footprint Magnemite Color Gray
Height 0.3 m Weight 6 kg

Breeding & Training
Egg groups Mineral Hatch counter 20 Capture rate 190
Base EXP 65 Growth rate 1.000.000 Base happiness 70
Gender
Genderless

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Magnemite: linea evolutiva

Baby Base Fase 1 Fase 2
Magnemite MagnetonLevel up, starting at level 30 MagnezoneLevel up, around Mt. Coronet

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Magnemite: dove catturarlo

Black 2
Walking in tall grass or a cave
  • Virbank Complex, outer
  • Virbank Complex, inner
Walking in dark grass
  • Virbank Complex, inner
White 2
Walking in tall grass or a cave
  • Virbank Complex, outer
  • Virbank Complex, inner
Walking in dark grass
  • Virbank Complex, inner
HeartGold
Walking in tall grass or a cave
  • Route 11
  • Route 38
  • Route 39
  • Route 6
SoulSilver
Walking in tall grass or a cave
  • Route 11
  • Route 38
  • Route 39
  • Route 6
Platinum
Walking in tall grass or a cave
  • Fuego Ironworks
  • Route 222
Diamond
Walking in tall grass or a cave
  • Fuego Ironworks
Pearl
Walking in tall grass or a cave
  • Fuego Ironworks
FireRed
Walking in tall grass or a cave
  • Power Plant
LeafGreen
Walking in tall grass or a cave
  • Power Plant
Emerald
Walking in tall grass or a cave
  • New Mauville, Entrance
  • New Mauville
Ruby
Walking in tall grass or a cave
  • New Mauville, Entrance
  • New Mauville
Sapphire
Walking in tall grass or a cave
  • New Mauville, Entrance
  • New Mauville
Crystal
Walking in tall grass or a cave
  • Route 11
  • Route 38
  • Route 39
  • Route 6
Gold
Walking in tall grass or a cave
  • Route 11
  • Route 38
  • Route 39
  • Route 6
Silver
Walking in tall grass or a cave
  • Route 11
  • Route 38
  • Route 39
  • Route 6
Yellow
Walking in tall grass or a cave
  • Power Plant
  • Route 10
Red
Walking in tall grass or a cave
  • Power Plant
Blue
Walking in tall grass or a cave
  • Power Plant

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Magnemite: comments


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Magnemite: flavor text

Quick Sprite


Global Link Artwork


Flavor Text
Alpha Sapphire
Magnemite fluttua a mezz’aria emanando onde elettromagnetiche dai suoi elementi laterali. Queste onde bloccano la forza di gravità. Il Pokémon non riesce a rimanere sospeso dopo aver esaurito la carica elettrica.
Omega Ruby
Magnemite si attacca alle linee elettriche per caricarsi di energia. In caso di assenza di corrente in casa, controllare gli interruttori. Potrebbero esserci dei Pokémon attaccati alla cassetta degli interruttori.
X
Le unità alle due estremità del corpo producono energia antigravitazionale con cui si mantiene a mezz’aria.
Y
Si sposta restando sempre sollevato da terra. Si serve dei due elementi laterali per lanciare Tuononda e attacchi simili.
Black 2, White 2
Le onde elettromagnetiche generate dalle calamite laterali neutralizzano la gravità permettendogli di levarsi in aria.
Black, White
Gli elementi laterali, ruotando, generano forza magnetica, che cresce all'aumentare della velocità.
HeartGold
Attratto dalle onde elettromagnetiche. È facile che si avvicini a un Allenatore che usa il Pokégear.
SoulSilver
Le unità alle due estremità del corpo producono energia antigravitazionale con cui si mantiene a mezz’aria.
Platinum
Gli elementi laterali, ruotando, generano forza magnetica, che cresce all’aumentare della velocità.
Diamond, Pearl
Gli elementi laterali generano onde magnetiche che lo mantengono in sospeso. Si nutre d’elettricità.
FireRed
Si sposta restando sempre sollevato da terra. Si serve dei due elementi laterali per lanciare TUONONDA e attacchi simili.
LeafGreen
Usa l’antigravità per mantenersi in aria. Compare senza preavviso usando TUONONDA e mosse simili.
Emerald
I due elementi laterali di MAGNEMITE sono magneti molto potenti. Essi generano una forza tale da attirare oggetti di ferro a oltre 100 metri di distanza.
Sapphire
MAGNEMITE fluttua a mezz’aria emanando onde elettromagnetiche dai suoi elementi laterali. Queste onde bloccano la forza di gravità. Il POKéMON non riesce a rimanere sospeso dopo aver esaurito la carica elettrica.
Ruby
MAGNEMITE si attacca alle linee elettriche per caricarsi di energia. In caso di assenza di corrente in casa, controllare gli interruttori. Potrebbero esserci dei POKéMON attaccati alla cassetta degli interruttori.

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Magnemite: Stats

Modifica i campi per calcolare le statistiche del Pokémon Livello
Natura
Stat Base Rank IV EPs Value
Punti Salute
25
1.1 254
Attacco
35
6.1 169
Difesa
70
50.5 239
Attacco Speciale
95 (1)
74.8 289
Difesa Speciale
55
30.1 209
Velocità
45
23.7 189
Media
54
23.7

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Magnemite: verso

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Magnemite: Pokémon compatibili

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Magnemite: Moves

Pokémon version Ultra Sun & Ultra Moon
NameTypeClassPowerAccPPPriEffect
Level up: Learned when a Pokémon reaches a certain level.
Tackle40100%35

Inflicts regular damage with no additional effect.

Supersonic55%20

Confuses the target.

5Thunder Shock40100%30

Has a 10% chance to paralyze the target.

7Thunder Wave90%20

Paralyzes the target.

11Magnet Bomb6020

Never misses.

13Light Screen30

Reduces damage from special attacks by 50% for five turns.

17Sonic Boom*90%20

Inflicts 20 points of damage.

19Spark65100%20

Has a 30% chance to paralyze the target.

23Mirror Shot6585%10

Has a 30% chance to lower the target's accuracy by one stage.

25Metal Sound85%40

Lowers the target's Special Defense by two stages.

29Electro Ball*100%10

Power is higher when the user has greater Speed than the target, up to a maximum of 150.

31Flash Cannon80100%10

Has a 10% chance to lower the target's Special Defense by one stage.

35Screech85%40

Lowers the target's Defense by two stages.

37Discharge80100%15

Has a 30% chance to paralyze the target.

41Lock-On5

Ensures that the user's next move will hit the target.

43Magnet Rise10

User is immune to Ground moves and effects for five turns.

47Gyro Ball*100%5

Power raises when the user has lower Speed, up to a maximum of 150.

49Zap Cannon12050%5

Has a 100% chance to paralyze the target.

NameTypeClassPowerAccPPPriEffect
Tutor: Can be taught at any time by an NPC.
Electroweb5595%15

Lowers the target's Speed by one stage.

Gravity5

Disables moves and immunities that involve flying or levitating for five turns.

Iron Defense15

Raises the user's Defense by two stages.

Magic Coat15+4

Reflects back the first effect move used on the user this turn.

Magnet Rise10

User is immune to Ground moves and effects for five turns.

Recycle10

User recovers the item it last used up.

Shock Wave6020

Never misses.

Signal Beam75100%15

Has a 10% chance to confuse the target.

Snore50100%15

Has a 30% chance to make the target flinch. Only works if the user is sleeping.

NameTypeClassPowerAccPPPriEffect
Machine: Can be taught at any time by using a TM or HM.
06Toxic90%10

Badly poisons the target, inflicting more damage every turn.

10Hidden Power60100%15

Power and type depend upon user's IVs. Power can range from 30 to 70.

11Sunny Day5

Changes the weather to sunny for five turns.

16Light Screen30

Reduces damage from special attacks by 50% for five turns.

17Protect10+4

Prevents any moves from hitting the user this turn.

18Rain Dance5

Changes the weather to rain for five turns.

21Frustration*100%20

Power increases as happiness decreases, up to a maximum of 102.

24Thunderbolt90100%15

Has a 10% chance to paralyze the target.

25Thunder11070%10

Has a 30% chance to paralyze the target.

27Return*100%20

Power increases with happiness, up to a maximum of 102.

32Double Team15

Raises the user's evasion by one stage.

33Reflect20

Reduces damage from physical attacks by half.

42Facade70100%20

Power doubles if user is burned, paralyzed, or poisoned.

44Rest10

User sleeps for two turns, completely healing itself.

48Round60100%15

Has double power if it's used more than once per turn.

57Charge Beam5090%10

Has a 70% chance to raise the user's Special Attack by one stage.

64Explosion250100%5

User faints.

72Volt Switch70100%20

User must switch out after attacking.

73Thunder Wave90%20

Paralyzes the target.

74Gyro Ball*100%5

Power raises when the user has lower Speed, up to a maximum of 150.

77Psych Up10

Discards the user's stat changes and copies the target's.

87Swagger85%15

Raises the target's Attack by two stages and confuses the target.

88Sleep Talk10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

90Substitute10

Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

91Flash Cannon80100%10

Has a 10% chance to lower the target's Special Defense by one stage.

93Wild Charge90100%15

User receives 1/4 the damage it inflicts in recoil.

100Confide20

Lowers the target's Special Attack by one stage.

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