#462 Magnezone

Magnezone

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 Area Pokémon National Pokédex 462 Introduced in 4
Shape Footprint Magnezone Color Gray
Height 1.2 m Weight 180 kg

Breeding & Training
Egg groups Mineral Hatch counter 20 Capture rate 30
Base EXP 241 Growth rate 1.000.000 Base happiness 70
Gender
Genderless

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Magnezone: linea evolutiva

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

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Magnezone: dove catturarlo

Black 2
Walking in rustling grass
  • P2 Laboratory
White 2
Walking in rustling grass
  • P2 Laboratory

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Magnezone: comments


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Magnezone: flavor text

Quick Sprite


Global Link Artwork


Flavor Text
Omega Ruby
A volte si attraggono l’un l’altro con la loro potentissima carica magnetica e poi non riescono più a muoversi.
Alpha Sapphire
Si è evoluto in seguito all’esposizione a uno speciale campo magnetico. Tre unità generano magnetismo.
X
A volte si attraggono l’un l’altro con la loro potentissima carica magnetica e poi non riescono più a muoversi.
Y
Si è evoluto in seguito all’esposizione a uno speciale campo magnetico. Tre unità generano magnetismo.
Black 2, White 2
A volte si attraggono l'un l'altro con la loro potentissima carica magnetica, e poi non riescono più a muoversi.
Black, White
Alcuni hanno provato a farlo evolvere artificialmente, ma l'esperimento non è andato a buon fine.
HeartGold, SoulSilver
Si è evoluto in MAGNEZONE modificando la struttura molecolare di MAGNETON con un campo magnetico ad hoc.
Platinum
Alcuni hanno provato a farlo evolvere artificialmente, ma l’esperimento non è andato a buon fine.
Diamond, Pearl
Si è evoluto in seguito all’esposizione a uno speciale campo magnetico. Tre unità generano magnetismo.

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Magnezone: Stats

Modifica i campi per calcolare le statistiche del Pokémon Livello
Natura
Stat Base Rank IV EPs Value
Punti Salute
70
56.5 344
Attacco
70
42.6 239
Difesa
115
89.8 329
Attacco Speciale
130 (3)
93.8 359
Difesa Speciale
90
75.2 279
Velocità
60
41.3 219
Media
89
82.2

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Magnezone: verso

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Magnezone: Pokémon compatibili

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Magnezone: Moves

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

Magnetic Flux20

Raises the Defense and Special Defense of all friendly Pokémon with Plus or Minus by one stage.

Mirror Coat*100%20-5

Inflicts twice the damage the user received from the last special hit it took.

Barrier20

Raises the user's Defense by two stages.

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.
Ally Switch15+2

User switches places with the friendly Pokémon opposite it.

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.

Iron Head80100%15

Has a 30% chance to make the target flinch.

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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