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 | 82 | Introduced in | 1 | |
Shape | Footprint | Color | Gray | |||
Height | 1 m | Weight | 60 kg |
Breeding & Training | ||||||
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Egg groups | Mineral | Hatch counter | 20 | Capture rate | 60 | |
Base EXP | 163 | 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 Magneton emette una potente carica magnetica fatale per gli strumenti elettronici e di precisione. Per questo motivo molte città impongono ai cittadini di tenere questi Pokémon nelle Poké Ball. |
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Omega Ruby Magneton emette una potente carica magnetica fatale per tutte le apparecchiature meccaniche. Nelle città, le sirene avvertono la popolazione di grandi invasioni di questi Pokémon. |
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X Formato da vari Magnemite, è in grado di lanciare onde magnetiche ad alto voltaggio. |
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Y Produce strane onde radio con cui può aumentare la temperatura atmosferica di qualche grado. |
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Black 2, White 2 Le onde elettromagnetiche generate dai tre Magnemite congiunti sono così forti da seccare del tutto l'aria circostante. |
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Black, White Ne compaiono molti quando ci sono più macchie solari. Creano interferenze con i televisori. |
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SoulSilver I MAGNEMITE sono uniti da un campo magnetico così forte da seccare ogni liquido nelle vicinanze. |
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HeartGold Tre MAGNEMITE sono uniti da un forte campo magnetico. Le orecchie fischiano avvicinandosi troppo. |
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Platinum Ne compaiono molti quando ci sono più macchie solari. Creano interferenze con i televisori. |
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Diamond, Pearl Pokémon formato da tre MAGNEMITE uniti dalla forza magnetica. Più di tre creano una tempesta magnetica. |
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LeafGreen Formato da vari MAGNEMITE uniti, compare spesso quando si infiammano le macchie solari. |
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FireRed Formato da vari MAGNEMITE, è in grado di lanciare onde magnetiche ad alto voltaggio. |
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Emerald MAGNETON è formato da tre MAGNEMITE uniti dalla forza magnetica. Genera onde radio in grado di far alzare la temperatura di 2 gradi centigradi in un raggio di 1 km. |
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Sapphire MAGNETON emette una potente carica magnetica fatale per gli strumenti elettronici e di precisione. Per questo motivo molte città impongono ai cittadini di tenere questi POKéMON nelle POKé BALL. |
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Ruby MAGNETON emette una potente carica magnetica fatale per tutte le apparecchiature meccaniche. Spesso le sirene avvertono la popolazione di grandi invasioni di questi POKéMON. |
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 | 22.7 | 304 | ||||
Attacco | 29.7 | 219 | ||||
Difesa | 77.8 | 289 | ||||
Attacco Speciale | 89.9 | 339 | ||||
Difesa Speciale | 50.6 | 239 | ||||
Velocità | 53.8 | 239 | ||||
Media | 53.4 | — | — | — |
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. | ||||||||
0 | Tri Attack | 80 | 100% | 10 | Has a 20% chance to burn, freeze, or paralyze the target. | |||
— | Tri Attack | 80 | 100% | 10 | Has a 20% chance to burn, freeze, or paralyze the target. | |||
— | Zap Cannon | 120 | 50% | 5 | Has a 100% chance to paralyze the target. | |||
— | Electric Terrain | — | — | 10 | For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power. | |||
— | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |||
— | Supersonic | — | 55% | 20 | Confuses the target. | |||
— | Thunder Shock | 40 | 100% | 30 | Has a 10% chance to paralyze the target. | |||
— | Thunder Wave | — | 90% | 20 | Paralyzes 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. | |||
33 | Flash Cannon | 80 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
39 | Screech | — | 85% | 40 | Lowers the target's Defense by two stages. | |||
43 | Discharge | 80 | 100% | 15 | Has a 30% chance to paralyze the target. | |||
49 | Lock-On | — | — | 5 | Ensures that the user's next move will hit the target. | |||
53 | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |||
59 | Gyro Ball | * | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |||
63 | 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. | |||
15 | Hyper Beam | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
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. | |||
68 | Giga Impact | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
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.