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Magnezone

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Magnezone in Pokémon Black & White

#462 in the National Pokédex • Magnet Area Pokémon

Magnezone in the National Pokédex
Magnezone sprite

Normal

Shiny Magnezone sprite

Shiny

Pokédex entries

Pokémon Black

A group tried to use scientific means to make Magnezone evolve, but their efforts ended in failure.

Pokémon White

A group tried to use scientific means to make Magnezone evolve, but their efforts ended in failure.

Pokémon details

Types

ElectricSteel

Category

Magnet Area Pokémon

Height

1.2 m (3'11")

Weight

180 kg (396.8 lbs)

National Pokédex

#0462

Magnezone in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

70

250

344

Attack

70

130

262

Defense

115

211

361

Sp. Atk

130

238

394

Sp. Def

90

166

306

Speed

60

112

240

Total

535

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.

Type-only matchups for Magnezone, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
-
EV yield
3 SpA
Catch rate
30
Base Exp.
241

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
Genderless
Egg cycles
20

Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Magnemite

Magnemite

#81

Level 30

Magneton

Magneton

#82

Magneton

Magneton

#82

Level up in Chargestone Cave.

Magnezone

Magnezone

#462

Programmed wild held-item entries. Some species require imports and have no wild Black/White encounter.
Black
5%
White
5%

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartTackle

A physical attack in which the user charges and slams into the target with its whole body.

Normal5010035
StartSupersonic

The user generates odd sound waves from its body. It may confuse the target.

Normal-5520
StartThunder Shock

A jolt of electricity is hurled at the target to inflict damage. It may also leave the target with paralysis.

Electric4010030
StartBarrier

The user throws up a sturdy wall that sharply raises its Defense stat.

Psychic--30
StartMirror Coat

A retaliation move that counters any special attack, inflicting double the damage taken.

Psychic-10020
StartMetal Sound

A horrible sound like scraping metal harshly reduces the target’s Sp. Def stat.

Steel-8540
6Thunder Shock

A jolt of electricity is hurled at the target to inflict damage. It may also leave the target with paralysis.

Electric4010030
11Supersonic

The user generates odd sound waves from its body. It may confuse the target.

Normal-5520
14Sonic Boom

The target is hit with a destructive shock wave that always inflicts 20 HP damage.

Normal-9020
17Thunder Wave

A weak electric charge is launched at the target. It causes paralysis if it hits.

Electric-10020
22Spark

The user throws an electrically charged tackle at the target. It may also leave the target with paralysis.

Electric6510020
27Electro Ball

The user hurls an electric orb at the target. The faster the user is than the target, the greater the damage.

Electric-10010
30Lock-On

The user takes sure aim at the target. It ensures the next attack does not fail to hit the target.

Normal--5
34Magnet Bomb

The user launches steel bombs that stick to the target. This attack will not miss.

Steel60-20
40Screech

An earsplitting screech harshly reduces the target’s Defense stat.

Normal-8540
46Discharge

A flare of electricity is loosed to strike the area around the user. It may also cause paralysis.

Electric8010015
50Mirror Shot

The user looses a flash of energy at the target from its polished body. It may also lower the target’s accuracy.

Steel658510
54Magnet Rise

The user levitates using electrically generated magnetism for five turns.

Electric--10
60Gyro Ball

The user tackles the target with a high-speed spin. The slower the user, the greater the damage.

Steel-1005
66Zap Cannon

The user fires an electric blast like a cannon to inflict damage and cause paralysis.

Electric120505

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
TM06Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Poison-9010
TM10Hidden Power

A unique attack that varies in type and intensity depending on the Pokémon using it.

Varies

30–7010015
TM11Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves.

Fire--5
TM15Hyper Beam

The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy.

Normal150905
TM16Light Screen

A wondrous wall of light is put up to suppress damage from special attacks for five turns.

Psychic--30
TM17Protect

It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

Water--5
TM21Frustration

A full-power attack that grows more powerful the less the user likes its Trainer.

Normal-10020
TM24Thunderbolt

A strong electric blast is loosed at the target. It may also leave the target with paralysis.

Electric9510015
TM25Thunder

A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis.

Electric1207010
TM27Return

A full-power attack that grows more powerful the more the user likes its Trainer.

Normal-10020
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM33Reflect

A wondrous wall of light is put up to suppress damage from physical attacks for five turns.

Psychic--20
TM42Facade

An attack move that doubles its power if the user is poisoned, burned, or has paralysis.

Normal7010020
TM44Rest

The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

Psychic--10
TM48Round

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

Normal6010015
TM57Charge Beam

The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Electric509010
TM64Explosion

The user explodes to inflict damage on those around it. The user faints upon using this move.

Normal2501005
TM68Giga Impact

The user charges at the target using every bit of its power. The user must rest on the next turn.

Normal150905
TM70Flash

The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate caves.

Normal-10020
TM72Volt Switch

After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

Electric7010020
TM73Thunder Wave

A weak electric charge is launched at the target. It causes paralysis if it hits.

Electric-10020
TM74Gyro Ball

The user tackles the target with a high-speed spin. The slower the user, the greater the damage.

Steel-1005
TM77Psych Up

The user hypnotizes itself into copying any stat change made by the target.

Normal--10
TM87Swagger

The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat.

Normal-9015
TM90Substitute

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

Normal--10
TM91Flash Cannon

The user gathers all its light energy and releases it at once. It may also lower the target’s Sp. Def stat.

Steel8010010
TM93Wild Charge

The user shrouds itself in electricity and smashes into its target. It also damages the user a little.

Electric9010015

Learn these before evolving. The source describes the earlier form’s method; egg and Light Ball moves must be retained through evolution. Four-move combinations are not certified by this list.
Class
Acquisition
Tri Attack

The user strikes with a simultaneous three-beam attack. May also burn, freeze, or leave the target with paralysis.

Normal8010010

Prior evolution: level-up (Lv. 1)

These require the labeled breeding, transfer, trade or historical distribution route. Historical gifts and Dream World services are no longer ordinary active acquisition sources.
Class
Acquisition
Electroweb

The user captures and attacks opposing Pokémon by using an electric net. It reduces the targets’ Speed stat.

Electric559515

Trade from Black 2 or White 2

Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10

PokéTransfer from Generation IV

Gravity

Gravity is intensified for five turns, making moves involving flying unusable and negating Levitate.

Psychic--5

PokéTransfer from Generation IV

Iron Defense

The user hardens its body’s surface like iron, sharply raising its Defense stat.

Steel--15

PokéTransfer from Generation IV

Iron Head

The user slams the target with its steel-hard head. It may also make the target flinch.

Steel8010015

PokéTransfer from Generation IV

Magic Coat

A barrier reflects back to the target moves like Leech Seed and moves that damage status.

Psychic--15

PokéTransfer from Generation IV

Natural Gift

The user draws power to attack by using its held Berry. The Berry determines its type and power.

Varies

-10015

PokéTransfer from Generation IV

Recycle

The user recycles a held item that has been used in battle so it can be used again.

Normal--10

PokéTransfer from Generation IV

Rollout

The user continually rolls into the target over five turns. It becomes stronger each time it hits.

Rock309020

PokéTransfer from Generation IV

Secret Power

The user attacks the target with a secret power. Its added effects vary depending on the user’s environment.

Normal7010020

PokéTransfer from Generation IV

Shock Wave

The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.

Electric60-20

PokéTransfer from Generation IV

Signal Beam

The user attacks with a sinister beam of light. It may also confuse the target.

Bug7510015

PokéTransfer from Generation IV

Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10

PokéTransfer from Generation IV

Snore

An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal4010015

PokéTransfer from Generation IV

Swift

Star-shaped rays are shot at the opposing team. This attack never misses.

Normal60-20

PokéTransfer from Generation IV

Ability options available to this Pokémon in this game.

Hidden Ability entries show the game’s programmed slots. Obtaining one can require a historical Dream World promotion, a special gift or a trade from Black 2 and White 2. A programmed slot does not establish that the Hidden Ability was officially obtainable in Generation V.

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.

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