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Magnezone

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Magnezone in Pokémon Brilliant Diamond & Shining Pearl

#462 in the Brilliant Diamond and Shining Pearl Pokédex • Magnet Area Pokémon

Magnezone in the National Pokédex

Pokédex entries

Brilliant Diamond

It evolved from exposure to a special magnetic field. Three units generate magnetism.

Shining Pearl

It evolved from exposure to a special magnetic field. Three units generate magnetism.

Pokémon details

Types

ElectricSteel

Category

Magnet Area Pokémon

Height

1.2 m (3'11")

Weight

180 kg (396.8 lbs)

National Pokédex

#0462

Pokédex

#462

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.
268

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

Evolution requirements shown in a compact table or chain view.

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

Normal4010035
StartSupersonic

Normal-5520
StartThunder Shock

Electric4010030
StartThunder Wave

The user launches a weak jolt of electricity that paralyzes the target.

Electric-9020
StartTri Attack

Normal8010010
StartMirror Coat

Psychic-10020
StartMagnetic Flux

Electric--20
StartElectric Terrain

Electric--10
12Electro Ball

Electric-10010
16Gyro Ball

The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move's power.

Steel-1005
20Spark

Electric6510020
24Screech

Normal-8540
28Magnet Rise

Electric--10
34Flash Cannon

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

Steel8010010
40Discharge

Electric8010015
46Metal Sound

Steel-8540
52Light Screen

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

Psychic--30
58Lock-On

Normal--5
64Zap Cannon

Electric120505

Moves this Pokémon can learn from Technical Machines in Pokémon Brilliant Diamond and Shining Pearl.
Class
TM11Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.

Fire--5
TM15Hyper Beam

The target is attacked with a powerful beam. The user can't move on the next turn.

Normal150905
TM16Light Screen

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

Psychic--30
TM17Protect

This move enables the user to protect itself from 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. It lowers the power of Fire-type moves.

Water--5
TM24Thunderbolt

A strong electric blast crashes down on the target. This may also leave the target with paralysis.

Electric9010015
TM25Thunder

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

Electric1107010
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 reduce damage from physical attacks for five turns.

Psychic--20
TM34Shock Wave

The user strikes the target with a quick jolt of electricity. This attack never misses.

Electric60-20
TM42Facade

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Normal7010020
TM43Volt Switch

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

Electric7010020
TM44Rest

The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions.

Psychic--10
TM57Charge Beam

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

Electric509010
TM58Endure

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

Normal--10
TM64Explosion

The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move.

Normal2501005
TM67Recycle

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

Normal--10
TM68Giga Impact

The user charges at the target using every bit of its power. The user can't move on the next turn.

Normal150905
TM70Flash

The user flashes a light that lowers the target's accuracy. It can also be used to illuminate caves.

Normal-10020
TM73Thunder Wave

The user launches a weak jolt of electricity that paralyzes the target.

Electric-9020
TM74Gyro Ball

The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move's power.

Steel-1005
TM77Psych Up

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

Normal--10
TM82Sleep Talk

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

Normal--10
TM87Swagger

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

Normal-8515
TM90Substitute

The user creates a substitute for itself using some of its HP. The substitute serves as the user's decoy.

Normal--10
TM91Flash Cannon

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

Steel8010010

Ability options available to this Pokémon in this game.

Magnet Pull

Ability Slot 1

Prevents Steel opponents from fleeing or switching out.

Sturdy

Ability Slot 2

Prevents being KOed from full HP, leaving 1 HP instead. Protects against the one-hit KO moves regardless of HP.

Analytic(Hidden Ability)

Strengthens moves to 1.3× their power when moving last.

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