PokeRogue Pokedex /
Magnemite
View Magnemite's detailed stats, abilities, types, evolution and moves in PokeRogue Dex.
Magnemite Pokédex Data
key | value |
---|---|
Type | Electric Steel |
Starter Cost | 3 |
Weight | 6 kg |
Biomes | |
Ability | Magnet Pull Prevents Steel-type Pokémon from escaping using its magnetic force. Sturdy It cannot be knocked out with one hit. One-hit KO moves cannot knock it out, either. |
Analytic Boosts move power when the Pokémon moves last. |
Magnemite Base Stats
key | value |
---|---|
HP | 25 |
Attack | 35 |
Defense | 70 |
Sp. Atk | 95 |
Sp. Def | 55 |
Speed | 45 |
BST | 325 |
Magnemite Evolution
Magnemite Type Chart
Electric Type Strength
Normal
1
Fire
1
Water
2
Electric
0.5
Grass
0.5
Ice
1
Fighting
1
Poison
1
Ground
0
Flying
2
Psychic
1
Bug
1
Rock
1
Ghost
1
Dragon
0.5
Dark
1
Steel
1
Fairy
1
Steel Type Strength
Normal
1
Fire
0.5
Water
0.5
Electric
0.5
Grass
1
Ice
2
Fighting
1
Poison
1
Ground
1
Flying
1
Psychic
1
Bug
1
Rock
2
Ghost
1
Dragon
1
Dark
1
Steel
0.5
Fairy
2
Electric + Steel Type Weakness
Normal
0.5
Fire
2
Water
1
Electric
0.5
Grass
0.5
Ice
0.5
Fighting
2
Poison
0
Ground
4
Flying
0.25
Psychic
0.5
Bug
0.5
Rock
0.5
Ghost
1
Dragon
0.5
Dark
1
Steel
0.25
Fairy
0.5
Magnemite Egg Moves
Name | Type | Category | Power | Accuracy | PP | Effect |
---|---|---|---|---|---|---|
Parabolic Charge | Electric | Special | 65 | 100 | 20 | The user attacks everything around it. The user's HP is restored by half the damage taken by those hit. |
Body Press | Fighting | Physical | 80 | 100 | 10 | The user attacks by slamming its body into the target. The higher the user's Defense, the more damage it can inflict on the target. |
Ice Beam | Ice | Special | 90 | 100 | 10 | The target is struck with an icy-cold beam of energy. This may also leave the target frozen. |
Thunderclap | Electric | Special | 70 | 100 | 5 | This move enables the user to attack first with a jolt of electricity. This move fails if the target is not readying an attack. |
Magnemite Moves learned by level up
Total 15 move
Level | Name | Type | Category | Power | Accuracy | PP | Effect |
---|---|---|---|---|---|---|---|
1 | Tackle | Normal | Physical | 40 | 100 | 35 | A physical attack in which the user charges and slams into the target with its whole body. |
1 | Thunder Shock | Electric | Special | 40 | 100 | 30 | A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis. |
4 | Supersonic | Normal | Status | - | 55 | 20 | The user generates odd sound waves from its body that confuse the target. |
8 | Thunder Wave | Electric | Status | - | 90 | 20 | The user launches a weak jolt of electricity that paralyzes the target. |
12 | Electro Ball | Electric | Special | - | 100 | 10 | The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power. |
16 | Gyro Ball | Steel | Physical | - | 100 | 5 | The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move's power. |
20 | Spark | Electric | Physical | 65 | 100 | 20 | The user throws an electrically charged tackle at the target. This may also leave the target with paralysis. |
24 | Screech | Normal | Status | - | 85 | 40 | An earsplitting screech harshly lowers the target's Defense stat. |
28 | Magnet Rise | Electric | Status | - | - | 10 | The user levitates using electrically generated magnetism for five turns. |
32 | Flash Cannon | Steel | Special | 80 | 100 | 10 | The user gathers all its light energy and releases it all at once. This may also lower the target's Sp. Def stat. |
36 | Discharge | Electric | Special | 80 | 100 | 15 | The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis. |
40 | Metal Sound | Steel | Status | - | 85 | 40 | A horrible sound like scraping metal harshly lowers the target's Sp. Def stat. |
44 | Light Screen | Psychic | Status | - | - | 30 | A wondrous wall of light is put up to reduce damage from special attacks for five turns. |
48 | Lock-On | Normal | Status | - | - | 5 | The user takes sure aim at the target. This ensures the next attack does not miss the target. |
52 | Zap Cannon | Electric | Special | 120 | 50 | 5 | The user fires an electric blast like a cannon to inflict damage and cause paralysis. |
Magnemite Moves learned by TM/HM
Total 53 move
Name | Type | Category | Power | Accuracy | PP | Effect |
---|---|---|---|---|---|---|
Take Down | Normal | Physical | 90 | 85 | 20 | A reckless, full-body charge attack for slamming into the target. This also damages the user a little. |
Double-Edge | Normal | Physical | 120 | 100 | 15 | A reckless, life-risking tackle in which the user rushes the target. This also damages the user quite a lot. |
Thunderbolt | Electric | Special | 90 | 100 | 15 | A strong electric blast crashes down on the target. This may also leave the target with paralysis. |
Thunder Wave | Electric | Status | - | 90 | 20 | The user launches a weak jolt of electricity that paralyzes the target. |
Thunder | Electric | Special | 110 | 70 | 10 | A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. |
Toxic | Poison | Status | - | 90 | 10 | A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
Screech | Normal | Status | - | 85 | 40 | An earsplitting screech harshly lowers the target's Defense stat. |
Double Team | Normal | Status | - | - | 15 | By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
Confuse Ray | Ghost | Status | - | 100 | 10 | The target is exposed to a sinister ray that triggers confusion. |
Light Screen | Psychic | Status | - | - | 30 | A wondrous wall of light is put up to reduce damage from special attacks for five turns. |
Reflect | Psychic | Status | - | - | 20 | A wondrous wall of light is put up to reduce damage from physical attacks for five turns. |
Swift | Normal | Special | 60 | - | 20 | Star-shaped rays are shot at opposing Pokémon. This attack never misses. |
Flash | Normal | Status | - | 100 | 20 | The user flashes a bright light that cuts the target's accuracy. |
Explosion | Normal | Physical | 250 | 100 | 5 | The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move. |
Rest | Psychic | Status | - | - | 5 | The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions. |
Substitute | Normal | Status | - | - | 10 | The user creates a substitute for itself using some of its HP. The substitute serves as the user's decoy. |
Snore | Normal | Special | 50 | 100 | 15 | This attack can be used only if the user is asleep. The harsh noise may also make the target flinch. |
Curse | Ghost | Status | - | - | 10 | A move that works differently for the Ghost type than for all other types. |
Protect | Normal | Status | - | - | 10 | This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. |
Sandstorm | Rock | Status | - | - | 10 | A five-turn sandstorm is summoned to hurt all combatants except Rock, Ground, and Steel types. It raises the Sp. Def stat of Rock types. |