Magnemite
#119 in the HeartGold & SoulSilver Pokédex • Magnet Pokémon
Magnemite
#119 in the HeartGold & SoulSilver 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 | Updated Johto #119 |
|---|---|
| EV yield | 1 SpA |
| Catch rate | 190 |
| Base Exp. | 65 |
Eggs
| Egg Groups | |
|---|---|
| Gender | Genderless |
| Egg cycles | 20 (5,120 steps) |
Lore

HeartGold
It is attracted by electromagnetic waves. It may approach Trainers if they are using their Pokégear.

SoulSilver
The units at the sides of its body generate antigravity energy to keep it aloft in the air.
Evolution
| Pokémon | Requires | Evolution |
|---|---|---|
![]() Magnemite #119 | Level 30 | ![]() Magneton #120 |
![]() Magneton #120 | Use Thunder Stone | ![]() Magnezone #462 |
Encounters
| Location | Method | Level | Chance | Conditions |
|---|---|---|---|---|
Route 38 Road 38 | Walking in tall grass or a cave | 16 | 10% | Radio off |
Route 38 Road 38 | Walking in tall grass or a cave | 16 | 10% | Radio off |
Route 39 Road 39 | Walking in tall grass or a cave | 16 | 10% | Radio off |
Route 39 Road 39 | Walking in tall grass or a cave | 16 | 10% | Radio off |
Route 6 Road 6 | Walking in tall grass or a cave | 15 | 5% | - |
Route 6 Road 6 | Walking in tall grass or a cave | 15 | 5% | - |
Route 11 Road 11 | Walking in tall grass or a cave | 15 | 10% | Radio off |
Route 11 Road 11 | Walking in tall grass or a cave | 15 | 10% | Radio off |
Johto Safari Zone Safari Zone Peak | Walking in tall grass or a cave | 15 | 10% | In the morning |
Johto Safari Zone Safari Zone Peak | Walking in tall grass or a cave | 15 | 10% | During the day |
Johto Safari Zone Safari Zone Peak | Walking in tall grass or a cave | 15 | 10% | At night |
Johto Safari Zone Safari Zone Peak | Walking in tall grass or a cave | 16 | 10% | In the morning |
Johto Safari Zone Safari Zone Peak | Walking in tall grass or a cave | 16 | 10% | During the day |
Johto Safari Zone Safari Zone Peak | Walking in tall grass or a cave | 16 | 10% | At night |
Johto Safari Zone Safari Zone Wasteland | Walking in tall grass or a cave | 15 | 10% | During the day |
Johto Safari Zone Safari Zone Wasteland | Walking in tall grass or a cave | 15 | 10% | In the morning |
Johto Safari Zone Safari Zone Wasteland | Walking in tall grass or a cave | 15 | 10% | At night |
Johto Safari Zone Safari Zone Wasteland | Walking in tall grass or a cave | 16 | 10% | During the day |
Johto Safari Zone Safari Zone Wasteland | Walking in tall grass or a cave | 16 | 10% | In the morning |
Johto Safari Zone Safari Zone Wasteland | Walking in tall grass or a cave | 16 | 10% | At night |
Johto Safari Zone Safari Zone Wasteland | Walking in tall grass or a cave | 17 | 10% | In the morning |
Johto Safari Zone Safari Zone Wasteland | Walking in tall grass or a cave | 17 | 10% | At night |
Johto Safari Zone Safari Zone Wasteland | Walking in tall grass or a cave | 17 | 10% | During the day |
| Location | Method | Level | Chance | Conditions |
|---|---|---|---|---|
Route 38 Road 38 | Walking in tall grass or a cave | 16 | 10% | Radio off |
Route 38 Road 38 | Walking in tall grass or a cave | 16 | 10% | Radio off |
Route 39 Road 39 | Walking in tall grass or a cave | 16 | 10% | Radio off |
Route 39 Road 39 | Walking in tall grass or a cave | 16 | 10% | Radio off |
Route 6 Road 6 | Walking in tall grass or a cave | 15 | 5% | - |
Route 6 Road 6 | Walking in tall grass or a cave | 15 | 5% | - |
Route 11 Road 11 | Walking in tall grass or a cave | 15 | 10% | Radio off |
Route 11 Road 11 | Walking in tall grass or a cave | 15 | 10% | Radio off |
Johto Safari Zone Safari Zone Peak | Walking in tall grass or a cave | 15 | 10% | In the morning |
Johto Safari Zone Safari Zone Peak | Walking in tall grass or a cave | 15 | 10% | During the day |
Johto Safari Zone Safari Zone Peak | Walking in tall grass or a cave | 15 | 10% | At night |
Johto Safari Zone Safari Zone Peak | Walking in tall grass or a cave | 16 | 10% | In the morning |
Johto Safari Zone Safari Zone Peak | Walking in tall grass or a cave | 16 | 10% | During the day |
Johto Safari Zone Safari Zone Peak | Walking in tall grass or a cave | 16 | 10% | At night |
Johto Safari Zone Safari Zone Wasteland | Walking in tall grass or a cave | 15 | 10% | During the day |
Johto Safari Zone Safari Zone Wasteland | Walking in tall grass or a cave | 15 | 10% | In the morning |
Johto Safari Zone Safari Zone Wasteland | Walking in tall grass or a cave | 15 | 10% | At night |
Johto Safari Zone Safari Zone Wasteland | Walking in tall grass or a cave | 16 | 10% | During the day |
Johto Safari Zone Safari Zone Wasteland | Walking in tall grass or a cave | 16 | 10% | In the morning |
Johto Safari Zone Safari Zone Wasteland | Walking in tall grass or a cave | 16 | 10% | At night |
Johto Safari Zone Safari Zone Wasteland | Walking in tall grass or a cave | 17 | 10% | In the morning |
Johto Safari Zone Safari Zone Wasteland | Walking in tall grass or a cave | 17 | 10% | At night |
Johto Safari Zone Safari Zone Wasteland | Walking in tall grass or a cave | 17 | 10% | During the day |
Held Items
Moves
| Class | Description | ||||||
|---|---|---|---|---|---|---|---|
| Start | Tackle | ![]() | Physical | 35 | 95 | 35 | A physical attack in which the user charges and slams into the foe with its whole body. |
| Start | Metal Sound | ![]() | Status | - | 85 | 40 | A horrible sound like scraping metal is emitted to sharply reduce the foe’s Sp. Def stat. |
| 6 | Thunder Shock | ![]() | Special | 40 | 100 | 30 | A jolt of electricity is hurled at the foe to inflict damage. It may also leave the foe paralyzed. |
| 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 foe 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 foe. It causes paralysis if it hits. |
| 22 | Spark | ![]() | Physical | 65 | 100 | 20 | The user throws an electrically charged tackle at the foe. It may also leave the target paralyzed. |
| 27 | Lock-On | ![]() | Status | - | - | 5 | The user takes sure aim at the foe. It ensures the next attack does not fail to hit the target. |
| 30 | Magnet Bomb | ![]() | Physical | 60 | - | 20 | The user launches a steel bomb that sticks to the target. This attack will not miss. |
| 33 | Screech | ![]() | Status | - | 85 | 40 | An earsplitting screech is emitted to sharply reduce the foe’s Defense stat. |
| 38 | Discharge | ![]() | Special | 80 | 100 | 15 | A flare of electricity is loosed to strike all Pokémon in battle. It may also cause paralysis. |
| 43 | Mirror Shot | ![]() | Special | 65 | 85 | 10 | The user looses a flash of energy from its polished body. It may also lower the target’s accuracy. |
| 46 | Magnet Rise | ![]() | Status | - | - | 10 | The user levitates using electrically generated magnetism for five turns. |
| 49 | Gyro Ball | ![]() | Physical | - | 100 | 5 | The user tackles the foe with a high-speed spin. The slower the user, the greater the damage. |
| 54 | 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 | - | 85 | 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 foe. It may also leave the foe paralyzed. |
| TM25 | Thunder | ![]() | Special | 120 | 70 | 10 | A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed. |
| 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. |
| TM34 | Shock Wave | ![]() | Special | 60 | - | 20 | The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded. |
| TM42 | Facade | ![]() | Physical | 70 | 100 | 20 | An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. |
| TM43 | Secret Power | ![]() | Physical | 70 | 100 | 20 | The user attacks with a secret power. Its added effects vary depending on the user’s environment. |
| TM44 | Rest | ![]() | Status | - | - | 5 | The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem. |
| TM57 | Charge Beam | ![]() | Special | 50 | 90 | 10 | The user fires a concentrated bundle of electricity. It may also raise the user’s Sp. Atk stat. |
| TM58 | Endure | ![]() | Status | - | - | 10 | The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
| TM64 | Explosion | ![]() | Physical | 250 | 100 | 5 | The user explodes to inflict damage on all Pokémon in battle. The user faints upon using this move. |
| TM67 | Recycle | ![]() | Status | - | - | 10 | The user recycles a held item that has been used in battle so it can be used again. |
| TM70 | Flash | ![]() | Status | - | 100 | 20 | The user flashes a light that cuts the foe’s accuracy. It can also be used to illuminate caves. |
| TM73 | Thunder Wave | ![]() | Status | - | 100 | 20 | A weak electric charge is launched at the foe. It causes paralysis if it hits. |
| TM74 | Gyro Ball | ![]() | Physical | - | 100 | 5 | The user tackles the foe 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 foe. |
| TM82 | Sleep Talk | ![]() | Status | - | - | 10 | While it is asleep, the user randomly uses one of the moves it knows. |
| TM83 | Natural Gift | ![]() | Physical | - | 100 | 15 | The user draws power to attack by using its held Berry. The Berry determines its type and power. |
| TM87 | Swagger | ![]() | Status | - | 90 | 15 | The user enrages the foe into confusion. However, it also sharply raises the foe’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 foe’s Sp. Def stat. |
Tutors
| Class | Description | |||||
|---|---|---|---|---|---|---|
| Gravity | ![]() | Status | - | - | 5 | Gravity is intensified for five turns, making moves involving flying unusable and negating Levitation. |
| Iron Defense | ![]() | Status | - | - | 15 | The user hardens its body’s surface like iron, sharply raising its Defense stat. |
| Magic Coat | ![]() | Status | - | - | 15 | A barrier reflects back to the foe moves like Leech Seed and moves that damage status. |
| Magnet Rise | ![]() | Status | - | - | 10 | The user levitates using electrically generated magnetism for five turns. |
| Rollout | ![]() | Physical | 30 | 90 | 20 | The user continually rolls into the foe over five turns. It becomes stronger each time it hits. |
| Signal Beam | ![]() | Special | 75 | 100 | 15 | The user attacks with a sinister beam of light. It may also confuse the target. |
| Snore | ![]() | Special | 40 | 100 | 15 | An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch. |
| Swift | ![]() | Special | 60 | - | 20 | Star-shaped rays are shot at the foe. This attack never misses. |
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 is protected against 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





