Magnemite
#81 in the Black and White Pokédex • Magnet Pokémon
Magnemite
#81 in the Black and White Pokédex • Magnet Pokémon
Stats
Min
Max
HP
25
160
254
Attack
35
67
185
Defense
70
130
262
Sp. Atk
95
175
317
Sp. Def
55
103
229
Speed
45
85
207
Total
325
Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Normal

Shiny
Magnemite
Magnet Pokémon


Growth
| Pokédexes | - |
|---|---|
| EV yield | 1 SpA |
| Catch rate | 190 |
| Base Exp. | 65 |
Eggs
| Egg Groups | |
|---|---|
| Gender | Genderless |
| Egg cycles | 20 (5,120 steps) |
Lore

Pokémon Black
The faster the units at its sides rotate, the greater the magnetic force they generate.

Pokémon White
The faster the units at its sides rotate, the greater the magnetic force they generate.
Evolution
| Pokémon | Requires | Evolution |
|---|---|---|
![]() Magnemite #81 | Level 30 | ![]() Magneton #82 |
![]() Magneton #82 | Level up in a special magnetic field | ![]() Magnezone #462 |
Moves
| Class | Description | ||||||
|---|---|---|---|---|---|---|---|
| Start | Tackle | ![]() | Physical | 50 | 100 | 35 | A physical attack in which the user charges and slams into the target with its whole body. |
| Start | Metal Sound | ![]() | Status | - | 85 | 40 | A horrible sound like scraping metal harshly reduces the target’s Sp. Def stat. |
| 6 | Thunder Shock | ![]() | Special | 40 | 100 | 30 | A jolt of electricity is hurled at the target to inflict damage. It may also leave the target with paralysis. |
| 11 | Supersonic | ![]() | Status | - | 55 | 20 | The user generates odd sound waves from its body. It may confuse the target. |
| 14 | Sonic Boom | ![]() | Special | - | 90 | 20 | The target is hit with a destructive shock wave that always inflicts 20 HP damage. |
| 17 | Thunder Wave | ![]() | Status | - | 100 | 20 | A weak electric charge is launched at the target. It causes paralysis if it hits. |
| 22 | Spark | ![]() | Physical | 65 | 100 | 20 | The user throws an electrically charged tackle at the target. It may also leave the target with paralysis. |
| 27 | Electro Ball | ![]() | Special | - | 100 | 10 | The user hurls an electric orb at the target. The faster the user is than the target, the greater the damage. |
| 30 | Lock-On | ![]() | Status | - | - | 5 | The user takes sure aim at the target. It ensures the next attack does not fail to hit the target. |
| 33 | Magnet Bomb | ![]() | Physical | 60 | - | 20 | The user launches steel bombs that stick to the target. This attack will not miss. |
| 38 | Screech | ![]() | Status | - | 85 | 40 | An earsplitting screech harshly reduces the target’s Defense stat. |
| 43 | Discharge | ![]() | Special | 80 | 100 | 15 | A flare of electricity is loosed to strike the area around the user. It may also cause paralysis. |
| 46 | Mirror Shot | ![]() | Special | 65 | 85 | 10 | The user looses a flash of energy at the target from its polished body. It may also lower the target’s accuracy. |
| 49 | Magnet Rise | ![]() | Status | - | - | 10 | The user levitates using electrically generated magnetism for five turns. |
| 54 | Gyro Ball | ![]() | Physical | - | 100 | 5 | The user tackles the target with a high-speed spin. The slower the user, the greater the damage. |
| 59 | Zap Cannon | ![]() | Special | 120 | 50 | 5 | The user fires an electric blast like a cannon to inflict damage and cause paralysis. |
Machines
| Class | Description | ||||||
|---|---|---|---|---|---|---|---|
| TM06 | Toxic | ![]() | Status | - | 90 | 10 | A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
| TM10 | Hidden Power | ![]() | Special | 1 | 100 | 15 | A unique attack that varies in type and intensity depending on the Pokémon using it. |
| TM11 | Sunny Day | ![]() | Status | - | - | 5 | The user intensifies the sun for five turns, powering up Fire-type moves. |
| TM16 | Light Screen | ![]() | Status | - | - | 30 | A wondrous wall of light is put up to suppress damage from special attacks for five turns. |
| TM17 | Protect | ![]() | Status | - | - | 10 | It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
| TM18 | Rain Dance | ![]() | Status | - | - | 5 | The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
| TM21 | Frustration | ![]() | Physical | - | 100 | 20 | A full-power attack that grows more powerful the less the user likes its Trainer. |
| TM24 | Thunderbolt | ![]() | Special | 95 | 100 | 15 | A strong electric blast is loosed at the target. It may also leave the target with paralysis. |
| TM25 | Thunder | ![]() | Special | 120 | 70 | 10 | A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis. |
| TM27 | Return | ![]() | Physical | - | 100 | 20 | A full-power attack that grows more powerful the more the user likes its Trainer. |
| TM32 | Double Team | ![]() | Status | - | - | 15 | By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
| TM33 | Reflect | ![]() | Status | - | - | 20 | A wondrous wall of light is put up to suppress damage from physical attacks for five turns. |
| TM42 | Facade | ![]() | Physical | 70 | 100 | 20 | An attack move that doubles its power if the user is poisoned, burned, or has paralysis. |
| TM44 | Rest | ![]() | Status | - | - | 5 | The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem. |
| TM48 | Round | ![]() | Special | 60 | 100 | 15 | The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. |
| TM57 | Charge Beam | ![]() | Special | 50 | 90 | 10 | The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. |
| TM64 | Explosion | ![]() | Physical | 250 | 100 | 5 | The user explodes to inflict damage on those around it. The user faints upon using this move. |
| TM70 | Flash | ![]() | Status | - | 100 | 20 | The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate caves. |
| TM72 | Volt Switch | ![]() | Special | 70 | 100 | 20 | After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
| TM73 | Thunder Wave | ![]() | Status | - | 100 | 20 | A weak electric charge is launched at the target. It causes paralysis if it hits. |
| TM74 | Gyro Ball | ![]() | Physical | - | 100 | 5 | The user tackles the target with a high-speed spin. The slower the user, the greater the damage. |
| TM77 | Psych Up | ![]() | Status | - | - | 10 | The user hypnotizes itself into copying any stat change made by the target. |
| TM87 | Swagger | ![]() | Status | - | 90 | 15 | The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat. |
| TM90 | Substitute | ![]() | Status | - | - | 10 | The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. |
| TM91 | Flash Cannon | ![]() | Special | 80 | 100 | 10 | The user gathers all its light energy and releases it at once. It may also lower the target’s Sp. Def stat. |
| TM93 | Wild Charge | ![]() | Physical | 90 | 100 | 15 | The user shrouds itself in electricity and smashes into its target. It also damages the user a little. |
Traits
Magnet Pull
Ability Slot 1
Prevents Steel-type Pokémon from escaping.
Prevents Steel opponents from fleeing or switching out.
Sturdy
Ability Slot 2
It cannot be knocked out with one hit.
Prevents being KOed from full HP, leaving 1 HP instead. Protects against the one-hit KO moves regardless of HP.
Analytic(Hidden Ability)
Boosts move power when the Pokémon moves last.
Strengthens moves to 1.3× their power when moving last.













































Physical
Status
Special
