#82 Magneton

Magneton

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 82 Introduced in 1
Shape Footprint Magneton Color Gray
Height 1 m Weight 60 kg

Breeding & Training
Egg groups Mineral Hatch counter 20 Capture rate 60
Base EXP 163 Growth rate 1.000.000 Base happiness 70
Gender
Genderless

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Magneton: linea evolutiva

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

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Magneton: dove catturarlo

X
Walking in tall grass or a cave
  • Lost Hotel
Y
Walking in tall grass or a cave
  • Lost Hotel
Black 2
Walking in tall grass or a cave
  • P2 Laboratory
White 2
Walking in tall grass or a cave
  • P2 Laboratory
HeartGold
Walking in tall grass or a cave
  • Cerulean Cave, 1F
  • Cerulean Cave, 2F
  • Cerulean Cave, B1F
SoulSilver
Walking in tall grass or a cave
  • Cerulean Cave, 1F
  • Cerulean Cave, 2F
  • Cerulean Cave, B1F
Platinum
Walking in tall grass or a cave
  • Route 222
  • Victory Road, 2F
FireRed
Walking in tall grass or a cave
  • Cerulean Cave, 1F
  • Cerulean Cave, 2F
  • Cerulean Cave, B1F
  • Power Plant
LeafGreen
Walking in tall grass or a cave
  • Cerulean Cave, 1F
  • Cerulean Cave, 2F
  • Cerulean Cave, B1F
  • Power Plant
Emerald
Walking in tall grass or a cave
  • New Mauville
Ruby
Walking in tall grass or a cave
  • New Mauville
Sapphire
Walking in tall grass or a cave
  • New Mauville
Yellow
Walking in tall grass or a cave
  • Power Plant
Red
Walking in tall grass or a cave
  • Cerulean Cave, 1F
  • Power Plant
Blue
Walking in tall grass or a cave
  • Cerulean Cave, 1F
  • Power Plant

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Magneton: comments


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Magneton: flavor text

Quick Sprite


Global Link Artwork


Flavor Text
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.
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.
X
Formato da vari Magnemite, è in grado di lanciare onde magnetiche ad alto voltaggio.
Y
Produce strane onde radio con cui può aumentare la temperatura atmosferica di qualche grado.
Black 2, White 2
Le onde elettromagnetiche generate dai tre Magnemite congiunti sono così forti da seccare del tutto l'aria circostante.
Black, White
Ne compaiono molti quando ci sono più macchie solari. Creano interferenze con i televisori.
SoulSilver
I MAGNEMITE sono uniti da un campo magnetico così forte da seccare ogni liquido nelle vicinanze.
HeartGold
Tre MAGNEMITE sono uniti da un forte campo magnetico. Le orecchie fischiano avvicinandosi troppo.
Platinum
Ne compaiono molti quando ci sono più macchie solari. Creano interferenze con i televisori.
Diamond, Pearl
Pokémon formato da tre MAGNEMITE uniti dalla forza magnetica. Più di tre creano una tempesta magnetica.
LeafGreen
Formato da vari MAGNEMITE uniti, compare spesso quando si infiammano le macchie solari.
FireRed
Formato da vari MAGNEMITE, è in grado di lanciare onde magnetiche ad alto voltaggio.
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.
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.
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.

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Magneton: Stats

Modifica i campi per calcolare le statistiche del Pokémon Livello
Natura
Stat Base Rank IV EPs Value
Punti Salute
50
22.7 304
Attacco
60
29.7 219
Difesa
95
77.8 289
Attacco Speciale
120 (2)
89.9 339
Difesa Speciale
70
50.6 239
Velocità
70
53.8 239
Media
77
53.4

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Magneton: verso

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Magneton: Pokémon compatibili

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Magneton: Moves

Pokémon version Ultra Sun & Ultra Moon
NameTypeClassPowerAccPPPriEffect
Level up: Learned when a Pokémon reaches a certain level.
0Tri Attack80100%10

Has a 20% chance to burn, freeze, or paralyze the target.

Tri Attack80100%10

Has a 20% chance to burn, freeze, or paralyze the target.

Zap Cannon12050%5

Has a 100% chance to paralyze the target.

Electric Terrain10

For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power.

Tackle40100%35

Inflicts regular damage with no additional effect.

Supersonic55%20

Confuses the target.

Thunder Shock40100%30

Has a 10% chance to paralyze the target.

Thunder Wave90%20

Paralyzes 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.

33Flash Cannon80100%10

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

39Screech85%40

Lowers the target's Defense by two stages.

43Discharge80100%15

Has a 30% chance to paralyze the target.

49Lock-On5

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

53Magnet Rise10

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

59Gyro Ball*100%5

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

63Zap 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.

15Hyper Beam15090%5

User foregoes its next turn to recharge.

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.

68Giga Impact15090%5

User foregoes its next turn to recharge.

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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