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
Steps to Hatch
Effort Values Yielded
Gender Ratio
Capture Rate
Base Experience
| Pokémon | Requires | Evolution |
|---|---|---|
![]() Magnemite #81 | Level 30 | ![]() Magneton #82 |
FireRed
| Location | Method | Level | Chance | Conditions |
|---|---|---|---|---|
Kanto Power Plant Power Plant | Walking in tall grass or a cave | 22 | 20% | - |
Kanto Power Plant Power Plant | Walking in tall grass or a cave | 25 | 10% | - |
LeafGreen
| Location | Method | Level | Chance | Conditions |
|---|---|---|---|---|
Kanto Power Plant Power Plant | Walking in tall grass or a cave | 22 | 20% | - |
Kanto Power Plant Power Plant | Walking in tall grass or a cave | 25 | 10% | - |

Normal

Shiny
Magnemite
Magnet Pokémon


HP
25
Attack
35
Defense
70
Sp. Atk
95
Sp. Def
55
Speed
45
Total
325
Type Chart
Weaknesses
Takes 4× from

Takes 2× from


Resistances
Takes 0× from

Takes 0.25× from


Takes 0.5× from










| Class | Description | ||||||
|---|---|---|---|---|---|---|---|
| Start | Tackle | ![]() | Physical | 35 | 95 | 35 | A physical attack in which the user charges, full body, into the foe. |
| Start | Metal Sound | ![]() | Status | - | 85 | 40 | A horrible metallic screech is used to sharply lower the foe’s SP. DEF. |
| 6 | Thunder Shock | ![]() | Special | 40 | 100 | 30 | An electric shock attack that may also leave the foe paralyzed. |
| 11 | Supersonic | ![]() | Status | - | 55 | 20 | The user generates odd sound waves. It may confuse the foe. |
| 16 | Sonic Boom | ![]() | Special | - | 90 | 20 | The foe is hit with a shock wave that always inflicts 20- HP damage. |
| 21 | Thunder Wave | ![]() | Status | - | 100 | 20 | A weak electric shock that is sure to cause paralysis if it hits. |
| 26 | Spark | ![]() | Physical | 65 | 100 | 20 | An electrically charged tackle that may also paralyze the foe. |
| 32 | Lock-On | ![]() | Status | - | - | 5 | The user locks on to the foe, making the next move sure to hit. |
| 38 | Swift | ![]() | Special | 60 | - | 20 | Star-shaped rays that never miss are fired at all foes in battle. |
| 44 | Screech | ![]() | Status | - | 85 | 40 | An ear-splitting screech is emitted to sharply reduce the foe’s DEFENSE. |
| 50 | Zap Cannon | ![]() | Special | 100 | 50 | 5 | An electric blast is fired like a cannon to inflict damage and paralyze. |
| Class | Description | ||||||
|---|---|---|---|---|---|---|---|
| HM05 | Flash | ![]() | Status | - | 70 | 20 | A blast of light that cuts the foe’s accuracy. It also illuminates caves. |
| TM06 | Toxic | ![]() | Status | - | 85 | 10 | A move that badly poisons the foe. Its poison damage worsens every turn. |
| TM10 | Hidden Power | ![]() | Special | 1 | 100 | 15 | An attack that varies in type and intensity depending on the user. |
| TM11 | Sunny Day | ![]() | Status | - | - | 5 | The sun blazes for five turns, powering up FIRE-type moves. |
| TM17 | Protect | ![]() | Status | - | - | 10 | Enables the user to evade all attacks. It may fail if used in succession. |
| TM18 | Rain Dance | ![]() | Status | - | - | 5 | A heavy rain falls for five turns, powering up WATER- type moves. |
| TM21 | Frustration | ![]() | Physical | - | 100 | 20 | This attack move grows more powerful the less the user likes its TRAINER. |
| TM24 | Thunderbolt | ![]() | Special | 95 | 100 | 15 | A strong electrical attack that may also leave the foe paralyzed. |
| TM25 | Thunder | ![]() | Special | 120 | 70 | 10 | A brutal lightning attack that may also leave the foe paralyzed. |
| TM27 | Return | ![]() | Physical | - | 100 | 20 | This attack move grows more powerful the more the user likes its TRAINER. |
| TM32 | Double Team | ![]() | Status | - | - | 15 | The user creates illusory copies of itself to raise its evasiveness. |
| TM33 | Reflect | ![]() | Status | - | - | 20 | A wall of light cuts damage from physical attacks for five turns. |
| TM34 | Shock Wave | ![]() | Special | 60 | - | 20 | A rapid jolt of electricity strikes the foe. It can’t be evaded. |
| TM42 | Facade | ![]() | Physical | 70 | 100 | 20 | An attack that is boosted if user is burned, poisoned, or paralyzed. |
| TM43 | Secret Power | ![]() | Physical | 70 | 100 | 20 | An attack that may have an additional effect that varies with the terrain. |
| TM44 | Rest | ![]() | Status | - | - | 5 | The user sleeps for two turns to fully restore HP and heal any status problem. |
| Class | Description | |||||
|---|---|---|---|---|---|---|
| Double-Edge | ![]() | Physical | 120 | 100 | 15 | A reckless, life- risking tackle that also hurts the user a little. |
| Mimic | ![]() | Status | - | - | 10 | The user copies the move last used by the foe for the rest of the battle. |
| Substitute | ![]() | Status | - | - | 10 | The user creates a decoy using one- quarter of its full HP. |
| Thunder Wave | ![]() | Status | - | 100 | 20 | 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.




















Physical
Status
Special
