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Magnemite

#81 in the FireRed and LeafGreen Pokédex • Magnet Pokémon

FireRed

It moves while constantly hovering. It discharges THUNDER WAVE and so on from the units at its sides.

LeafGreen

Uses antigravity to stay suspended. Appears without warning and uses THUNDER WAVE and similar moves.

Egg Group

Mineral

Steps to Hatch

5,120

Effort Values Yielded

1 SpA

Gender Ratio

Genderless

Capture Rate

190

Base Experience

65
PokémonRequiresEvolution
Magnemite

Magnemite

#81

Level 30

Magneton

Magneton

#82

FireRed

LocationMethodLevelChanceConditions

Kanto Power Plant

Power Plant

Walking in tall grass or a cave2220%

-

Kanto Power Plant

Power Plant

Walking in tall grass or a cave2510%

-

LeafGreen

LocationMethodLevelChanceConditions

Kanto Power Plant

Power Plant

Walking in tall grass or a cave2220%

-

Kanto Power Plant

Power Plant

Walking in tall grass or a cave2510%

-

Slowbro

Magneton

Magnemite normal sprite

Normal

Shiny Magnemite sprite

Shiny

Magnemite

Magnet Pokémon

#81
ElectricSteel

Height

0.3 m

Weight

6 kg

Base XP

65

Abilities

Magnet PullSturdy

HP

25

Attack

35

Defense

70

Sp. Atk

95

Sp. Def

55

Speed

45

Total

325

Type Chart

Weaknesses

Takes 4× from

Ground

Takes 2× from

FireFighting

Resistances

Takes 0× from

Poison

Takes 0.25× from

FlyingSteel

Takes 0.5× from

NormalElectricGrassIcePsychicBugRockGhostDragonDark
Class
Description
StartTackleNormalPhysical359535

A physical attack in which the user charges, full body, into the foe.

StartMetal SoundSteelStatus-8540

A horrible metallic screech is used to sharply lower the foe’s SP. DEF.

6Thunder ShockElectricSpecial4010030

An electric shock attack that may also leave the foe paralyzed.

11SupersonicNormalStatus-5520

The user generates odd sound waves. It may confuse the foe.

16Sonic BoomNormalSpecial-9020

The foe is hit with a shock wave that always inflicts 20- HP damage.

21Thunder WaveElectricStatus-10020

A weak electric shock that is sure to cause paralysis if it hits.

26SparkElectricPhysical6510020

An electrically charged tackle that may also paralyze the foe.

32Lock-OnNormalStatus--5

The user locks on to the foe, making the next move sure to hit.

38SwiftNormalSpecial60-20

Star-shaped rays that never miss are fired at all foes in battle.

44ScreechNormalStatus-8540

An ear-splitting screech is emitted to sharply reduce the foe’s DEFENSE.

50Zap CannonElectricSpecial100505

An electric blast is fired like a cannon to inflict damage and paralyze.

Class
Description
HM05FlashNormalStatus-7020

A blast of light that cuts the foe’s accuracy. It also illuminates caves.

TM06ToxicPoisonStatus-8510

A move that badly poisons the foe. Its poison damage worsens every turn.

TM10Hidden PowerNormalSpecial110015

An attack that varies in type and intensity depending on the user.

TM11Sunny DayFireStatus--5

The sun blazes for five turns, powering up FIRE-type moves.

TM17ProtectNormalStatus--10

Enables the user to evade all attacks. It may fail if used in succession.

TM18Rain DanceWaterStatus--5

A heavy rain falls for five turns, powering up WATER- type moves.

TM21FrustrationNormalPhysical-10020

This attack move grows more powerful the less the user likes its TRAINER.

TM24ThunderboltElectricSpecial9510015

A strong electrical attack that may also leave the foe paralyzed.

TM25ThunderElectricSpecial1207010

A brutal lightning attack that may also leave the foe paralyzed.

TM27ReturnNormalPhysical-10020

This attack move grows more powerful the more the user likes its TRAINER.

TM32Double TeamNormalStatus--15

The user creates illusory copies of itself to raise its evasiveness.

TM33ReflectPsychicStatus--20

A wall of light cuts damage from physical attacks for five turns.

TM34Shock WaveElectricSpecial60-20

A rapid jolt of electricity strikes the foe. It can’t be evaded.

TM42FacadeNormalPhysical7010020

An attack that is boosted if user is burned, poisoned, or paralyzed.

TM43Secret PowerNormalPhysical7010020

An attack that may have an additional effect that varies with the terrain.

TM44RestPsychicStatus--5

The user sleeps for two turns to fully restore HP and heal any status problem.

Class
Description
Double-EdgeNormalPhysical12010015

A reckless, life- risking tackle that also hurts the user a little.

MimicNormalStatus--10

The user copies the move last used by the foe for the rest of the battle.

SubstituteNormalStatus--10

The user creates a decoy using one- quarter of its full HP.

Thunder WaveElectricStatus-10020

A weak electric shock that is sure to cause paralysis if it hits.

Magnet Pull

Traps STEEL-type Pokémon.

Prevents Steel opponents from fleeing or switching out.

Sturdy

Negates 1-hit KO attacks.

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

Dittobase

© 2026 dittobase.com. All rights reserved.

This website is an independent platform and is not associated with, validated, backed, or sponsored by Nintendo, Game Freak, Niantic, or The Pokémon Company.

FR/LG / Pokédex

Magnemite

Magnemite

#81 in the FireRed and LeafGreen Pokédex • Magnet Pokémon

FireRed

It moves while constantly hovering. It discharges THUNDER WAVE and so on from the units at its sides.

LeafGreen

Uses antigravity to stay suspended. Appears without warning and uses THUNDER WAVE and similar moves.

Egg Group

Mineral

Steps to Hatch

5,120

Effort Values Yielded

1 SpA

Gender Ratio

Genderless

Capture Rate

190

Base Experience

65
PokémonRequiresEvolution
Magnemite

Magnemite

#81

Level 30

Magneton

Magneton

#82

FireRed

LocationMethodLevelChanceConditions

Kanto Power Plant

Power Plant

Walking in tall grass or a cave2220%

-

Kanto Power Plant

Power Plant

Walking in tall grass or a cave2510%

-

LeafGreen

LocationMethodLevelChanceConditions

Kanto Power Plant

Power Plant

Walking in tall grass or a cave2220%

-

Kanto Power Plant

Power Plant

Walking in tall grass or a cave2510%

-

Slowbro

Magneton

Magnemite normal sprite

Normal

Shiny Magnemite sprite

Shiny

Magnemite

Magnet Pokémon

#81
ElectricSteel

Height

0.3 m

Weight

6 kg

Base XP

65

Abilities

Magnet PullSturdy

HP

25

Attack

35

Defense

70

Sp. Atk

95

Sp. Def

55

Speed

45

Total

325

Type Chart

Weaknesses

Takes 4× from

Ground

Takes 2× from

FireFighting

Resistances

Takes 0× from

Poison

Takes 0.25× from

FlyingSteel

Takes 0.5× from

NormalElectricGrassIcePsychicBugRockGhostDragonDark
Class
Description
StartTackleNormalPhysical359535

A physical attack in which the user charges, full body, into the foe.

StartMetal SoundSteelStatus-8540

A horrible metallic screech is used to sharply lower the foe’s SP. DEF.

6Thunder ShockElectricSpecial4010030

An electric shock attack that may also leave the foe paralyzed.

11SupersonicNormalStatus-5520

The user generates odd sound waves. It may confuse the foe.

16Sonic BoomNormalSpecial-9020

The foe is hit with a shock wave that always inflicts 20- HP damage.

21Thunder WaveElectricStatus-10020

A weak electric shock that is sure to cause paralysis if it hits.

26SparkElectricPhysical6510020

An electrically charged tackle that may also paralyze the foe.

32Lock-OnNormalStatus--5

The user locks on to the foe, making the next move sure to hit.

38SwiftNormalSpecial60-20

Star-shaped rays that never miss are fired at all foes in battle.

44ScreechNormalStatus-8540

An ear-splitting screech is emitted to sharply reduce the foe’s DEFENSE.

50Zap CannonElectricSpecial100505

An electric blast is fired like a cannon to inflict damage and paralyze.

Class
Description
HM05FlashNormalStatus-7020

A blast of light that cuts the foe’s accuracy. It also illuminates caves.

TM06ToxicPoisonStatus-8510

A move that badly poisons the foe. Its poison damage worsens every turn.

TM10Hidden PowerNormalSpecial110015

An attack that varies in type and intensity depending on the user.

TM11Sunny DayFireStatus--5

The sun blazes for five turns, powering up FIRE-type moves.

TM17ProtectNormalStatus--10

Enables the user to evade all attacks. It may fail if used in succession.

TM18Rain DanceWaterStatus--5

A heavy rain falls for five turns, powering up WATER- type moves.

TM21FrustrationNormalPhysical-10020

This attack move grows more powerful the less the user likes its TRAINER.

TM24ThunderboltElectricSpecial9510015

A strong electrical attack that may also leave the foe paralyzed.

TM25ThunderElectricSpecial1207010

A brutal lightning attack that may also leave the foe paralyzed.

TM27ReturnNormalPhysical-10020

This attack move grows more powerful the more the user likes its TRAINER.

TM32Double TeamNormalStatus--15

The user creates illusory copies of itself to raise its evasiveness.

TM33ReflectPsychicStatus--20

A wall of light cuts damage from physical attacks for five turns.

TM34Shock WaveElectricSpecial60-20

A rapid jolt of electricity strikes the foe. It can’t be evaded.

TM42FacadeNormalPhysical7010020

An attack that is boosted if user is burned, poisoned, or paralyzed.

TM43Secret PowerNormalPhysical7010020

An attack that may have an additional effect that varies with the terrain.

TM44RestPsychicStatus--5

The user sleeps for two turns to fully restore HP and heal any status problem.

Class
Description
Double-EdgeNormalPhysical12010015

A reckless, life- risking tackle that also hurts the user a little.

MimicNormalStatus--10

The user copies the move last used by the foe for the rest of the battle.

SubstituteNormalStatus--10

The user creates a decoy using one- quarter of its full HP.

Thunder WaveElectricStatus-10020

A weak electric shock that is sure to cause paralysis if it hits.

Magnet Pull

Traps STEEL-type Pokémon.

Prevents Steel opponents from fleeing or switching out.

Sturdy

Negates 1-hit KO attacks.

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

Dittobase

© 2026 dittobase.com. All rights reserved.

This website is an independent platform and is not associated with, validated, backed, or sponsored by Nintendo, Game Freak, Niantic, or The Pokémon Company.