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LGP/E / Pokédex

Magnemite

Magnemite

#81 in the Let's Go Kanto Pokédex • Magnet Pokémon

Magnemite

#81 in the Let's Go Kanto Pokédex • Magnet Pokémon

Stats

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

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.

Mega Slowbro

Magneton

Magnemite render

Normal

Shiny Magnemite render

Shiny

Magnemite

Magnet Pokémon

#81
ElectricSteel

Height

0.3 m (1'00")

Weight

6 kg (13.2 lbs)

It's Super Effective

Damage multipliers Magnemite takes from each attacking type, sorted from worst weakness to best resistance.

Weak to

Ground

Fire

Fighting

Resists

Poison

Flying

0.25×

Steel

0.25×

Normal

0.5×

Electric

0.5×

Grass

0.5×

Ice

0.5×

Psychic

0.5×

Bug

0.5×

Rock

0.5×

Dragon

0.5×

Fairy

0.5×

Growth

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Let’s Go Kanto #81
EV yield
1 SpA
Catch rate
190
Base Exp.
65
Gender
Genderless

Lore

Version-specific Pokédex entries for this Pokémon.
Pokémon: Let's Go, Pikachu! box art

Let's Go, Pikachu!

It is hatched with the ability to defy gravity. It floats while emitting powerful electromagnetic waves.

Pokémon: Let's Go, Eevee! box art

Let's Go, Eevee!

It is hatched with the ability to defy gravity. It floats while emitting powerful electromagnetic waves.

Evolution

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

Magnemite

#81

Level 30

Magneton

Magneton

#82

Encounters

Known encounter locations for this Pokémon in this game.
Let's Go, Pikachu!
LocationMethodLevelChanceConditions

Kanto Power Plant

Power Plant

Walking in the overworld37-42100%

-

Let's Go, Eevee!
LocationMethodLevelChanceConditions

Kanto Power Plant

Power Plant

Walking in the overworld37-42100%

-

Moves

Moves this Pokémon learns naturally by reaching specific levels.
Class
Description
StartTackleNormalPhysical4010035

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

StartSupersonicNormalStatus-5520

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

5Thunder ShockElectricSpecial4010030

A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis.

10Thunder WaveElectricStatus-9020

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

15Sonic BoomNormalSpecial-9020

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

20Light ScreenPsychicStatus--30

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

26ThunderboltElectricSpecial9010015

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

32ScreechNormalStatus-8540

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

38Flash CannonSteelSpecial8010010

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

44ThunderElectricSpecial1107010

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

Machines

Moves this Pokémon can learn from Technical Machines in Pokémon Let's Go, Pikachu! & Eevee!.
Class
Description
TM01HeadbuttNormalPhysical7010015

The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch.

TM04TeleportPsychicStatus--20

The user switches places with a different Pokémon instantly, using telekinetic power.

TM05RestPsychicStatus--5

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

TM06Light ScreenPsychicStatus--30

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

TM07ProtectNormalStatus--10

Enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

TM08SubstituteNormalStatus--10

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

TM09ReflectPsychicStatus--20

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

TM12FacadeNormalPhysical7010020

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

TM16Thunder WaveElectricStatus-9020

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

TM27ToxicPoisonStatus-9010

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

TM36ThunderboltElectricSpecial9010015

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

TM38ThunderElectricSpecial1107010

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

TM54Flash CannonSteelSpecial8010010

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

#80

Mega Slowbro

#82

Magneton

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