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.
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.
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 | ||||||
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Species | Magnet Pokémon | National Pokédex | 81 | Introduced in | 1 | |
Shape | Footprint | Color | Gray | |||
Height | 0.3 m | Weight | 6 kg |
Breeding & Training | ||||||
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Egg groups | Mineral | Hatch counter | 20 | Capture rate | 190 | |
Base EXP | 65 | Growth rate | 1.000.000 | Base happiness | 70 | |
Gender |
Baby | Base | Fase 1 | Fase 2 |
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Magnemite | MagnetonLevel up, starting at level 30 | MagnezoneLevel up, around Mt. Coronet |
Quick Sprite |
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Global Link Artwork |
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Flavor Text | |
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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. |
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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. |
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X Le unità alle due estremità del corpo producono energia antigravitazionale con cui si mantiene a mezz’aria. |
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Y Si sposta restando sempre sollevato da terra. Si serve dei due elementi laterali per lanciare Tuononda e attacchi simili. |
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Black 2, White 2 Le onde elettromagnetiche generate dalle calamite laterali neutralizzano la gravità permettendogli di levarsi in aria. |
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Black, White Gli elementi laterali, ruotando, generano forza magnetica, che cresce all'aumentare della velocità. |
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HeartGold Attratto dalle onde elettromagnetiche. È facile che si avvicini a un Allenatore che usa il Pokégear. |
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SoulSilver Le unità alle due estremità del corpo producono energia antigravitazionale con cui si mantiene a mezz’aria. |
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Platinum Gli elementi laterali, ruotando, generano forza magnetica, che cresce all’aumentare della velocità. |
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Diamond, Pearl Gli elementi laterali generano onde magnetiche che lo mantengono in sospeso. Si nutre d’elettricità. |
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FireRed Si sposta restando sempre sollevato da terra. Si serve dei due elementi laterali per lanciare TUONONDA e attacchi simili. |
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LeafGreen Usa l’antigravità per mantenersi in aria. Compare senza preavviso usando TUONONDA e mosse simili. |
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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. |
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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. |
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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. |
Modifica i campi per calcolare le statistiche del Pokémon | Livello Natura |
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Stat | Base | Rank | IV | EPs | Value | |
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Punti Salute | 1.1 | 254 | ||||
Attacco | 6.1 | 169 | ||||
Difesa | 50.5 | 239 | ||||
Attacco Speciale | 74.8 | 289 | ||||
Difesa Speciale | 30.1 | 209 | ||||
Velocità | 23.7 | 189 | ||||
Media | 23.7 | — | — | — |
Pokémon version Ultra Sun & Ultra Moon | ||||||||
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Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Learned when a Pokémon reaches a certain level. | ||||||||
— | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |||
— | Supersonic | — | 55% | 20 | Confuses the target. | |||
5 | Thunder Shock | 40 | 100% | 30 | Has a 10% chance to paralyze the target. | |||
7 | Thunder Wave | — | 90% | 20 | Paralyzes the target. | |||
11 | Magnet Bomb | 60 | — | 20 | Never misses. | |||
13 | Light Screen | — | — | 30 | Reduces damage from special attacks by 50% for five turns. | |||
17 | Sonic Boom | * | 90% | 20 | Inflicts 20 points of damage. | |||
19 | Spark | 65 | 100% | 20 | Has a 30% chance to paralyze the target. | |||
23 | Mirror Shot | 65 | 85% | 10 | Has a 30% chance to lower the target's accuracy by one stage. | |||
25 | Metal Sound | — | 85% | 40 | Lowers the target's Special Defense by two stages. | |||
29 | Electro Ball | * | 100% | 10 | Power is higher when the user has greater Speed than the target, up to a maximum of 150. | |||
31 | Flash Cannon | 80 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
35 | Screech | — | 85% | 40 | Lowers the target's Defense by two stages. | |||
37 | Discharge | 80 | 100% | 15 | Has a 30% chance to paralyze the target. | |||
41 | Lock-On | — | — | 5 | Ensures that the user's next move will hit the target. | |||
43 | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |||
47 | Gyro Ball | * | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |||
49 | Zap Cannon | 120 | 50% | 5 | Has a 100% chance to paralyze the target. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Tutor: Can be taught at any time by an NPC. | ||||||||
— | Electroweb | 55 | 95% | 15 | Lowers the target's Speed by one stage. | |||
— | Gravity | — | — | 5 | Disables moves and immunities that involve flying or levitating for five turns. | |||
— | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |||
— | Magic Coat | — | — | 15 | +4 | Reflects back the first effect move used on the user this turn. | ||
— | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |||
— | Recycle | — | — | 10 | User recovers the item it last used up. | |||
— | Shock Wave | 60 | — | 20 | Never misses. | |||
— | Signal Beam | 75 | 100% | 15 | Has a 10% chance to confuse the target. | |||
— | Snore | 50 | 100% | 15 | Has a 30% chance to make the target flinch. Only works if the user is sleeping. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Machine: Can be taught at any time by using a TM or HM. | ||||||||
06 | Toxic | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. | |||
10 | Hidden Power | 60 | 100% | 15 | Power and type depend upon user's IVs. Power can range from 30 to 70. | |||
11 | Sunny Day | — | — | 5 | Changes the weather to sunny for five turns. | |||
16 | Light Screen | — | — | 30 | Reduces damage from special attacks by 50% for five turns. | |||
17 | Protect | — | — | 10 | +4 | Prevents any moves from hitting the user this turn. | ||
18 | Rain Dance | — | — | 5 | Changes the weather to rain for five turns. | |||
21 | Frustration | * | 100% | 20 | Power increases as happiness decreases, up to a maximum of 102. | |||
24 | Thunderbolt | 90 | 100% | 15 | Has a 10% chance to paralyze the target. | |||
25 | Thunder | 110 | 70% | 10 | Has a 30% chance to paralyze the target. | |||
27 | Return | * | 100% | 20 | Power increases with happiness, up to a maximum of 102. | |||
32 | Double Team | — | — | 15 | Raises the user's evasion by one stage. | |||
33 | Reflect | — | — | 20 | Reduces damage from physical attacks by half. | |||
42 | Facade | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. | |||
44 | Rest | — | — | 10 | User sleeps for two turns, completely healing itself. | |||
48 | Round | 60 | 100% | 15 | Has double power if it's used more than once per turn. | |||
57 | Charge Beam | 50 | 90% | 10 | Has a 70% chance to raise the user's Special Attack by one stage. | |||
64 | Explosion | 250 | 100% | 5 | User faints. | |||
72 | Volt Switch | 70 | 100% | 20 | User must switch out after attacking. | |||
73 | Thunder Wave | — | 90% | 20 | Paralyzes the target. | |||
74 | Gyro Ball | * | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |||
77 | Psych Up | — | — | 10 | Discards the user's stat changes and copies the target's. | |||
87 | Swagger | — | 85% | 15 | Raises the target's Attack by two stages and confuses the target. | |||
88 | Sleep Talk | — | — | 10 | Randomly uses one of the user's other three moves. Only works if the user is sleeping. | |||
90 | Substitute | — | — | 10 | Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. | |||
91 | Flash Cannon | 80 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
93 | Wild Charge | 90 | 100% | 15 | User receives 1/4 the damage it inflicts in recoil. | |||
100 | Confide | — | — | 20 | Lowers the target's Special Attack by one stage. |
Sono state visualizzate le mosse solo dei giochi Pokémon Ultrasole e Pokémon Ultraluna: clicca qui per visualizzare le mosse di tutti i giochi.