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Magneton

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Magneton in Pokémon Omega Ruby & Alpha Sapphire

#85 in the Omega Ruby and Alpha Sapphire Pokédex • Magnet Pokémon

Magneton in the National Pokédex

Pokédex entries

Omega Ruby

Magneton emits a powerful magnetic force that is fatal to mechanical devices. As a result, large cities sound sirens to warn citizens of large-scale outbreaks of this Pokémon.

Alpha Sapphire

Magneton emits a powerful magnetic force that is fatal to electronics and precision instruments. Because of this, it is said that some towns warn people to keep this Pokémon inside a Poké Ball.

Pokémon details

Types

ElectricSteel

Category

Magnet Pokémon

Height

1 m (3'03")

Weight

60 kg (132.3 lbs)

National Pokédex

#0082

Pokédex

#85

Magneton in Other Games

National Dex page

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

Min

Max

HP

50

210

304

Attack

60

112

240

Defense

95

175

317

Sp. Atk

120

220

372

Sp. Def

70

130

262

Speed

70

130

262

Total

465

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 Magneton, 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
New Hoenn #85
EV yield
2 SpA
Catch rate
60
Base Exp.
163

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

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

Magnemite

#84

Level 30

Magneton

Magneton

#85

Magneton

Magneton

#85

Level up in the special magnetic field in New Mauville.

Magnezone

Magnezone

#86

Evolution

Evolve Magnemite (Level 30). Magnemite appears in Route 110 Horde Encounters and at New Mauville.

Items this Pokémon may hold when encountered in the wild.
Alpha Sapphire
5%
Omega Ruby
5%

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

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

Normal5010035
StartSupersonic

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

Normal-5520
StartSonic Boom

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

Normal-9020
StartThunder Shock

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

Electric4010030
StartZap Cannon

The user fires an electric blast like a cannon to inflict damage and cause paralysis.

Electric120505
StartElectric Terrain

The user electrifies the ground under everyone’s feet for five turns. Pokémon on the ground no longer fall asleep.

Electric--10
5Supersonic

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

Normal-5520
7Thunder Shock

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

Electric4010030
11Sonic Boom

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

Normal-9020
13Thunder Wave

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

Electric-10020
17Magnet Bomb

The user launches steel bombs that stick to the target. This attack never misses.

Steel60-20
19Spark

The user throws an electrically charged tackle at the target. This may also leave the target with paralysis.

Electric6510020
23Mirror Shot

The user lets loose a flash of energy at the target from its polished body. This may also lower the target’s accuracy.

Steel658510
25Metal Sound

A horrible sound like scraping metal harshly lowers the target’s Sp. Def stat.

Steel-8540
29Electro Ball

The user hurls an electric orb at the target. The faster the user is than the target, the greater the move’s power.

Electric-10010
30Tri Attack

The user strikes with a simultaneous three-beam attack. May also burn, freeze, or leave the target with paralysis.

Normal8010010
33Flash Cannon

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

Steel8010010
39Screech

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

Normal-8540
43Discharge

The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis.

Electric8010015
49Lock-On

The user takes sure aim at the target. This ensures the next attack does not miss the target.

Normal--5
53Magnet Rise

The user levitates using electrically generated magnetism for five turns.

Electric--10
59Gyro 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
63Zap Cannon

The user fires an electric blast like a cannon to inflict damage and cause paralysis.

Electric120505

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Omega Ruby and Alpha Sapphire.
Class
TM06Toxic

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

Poison-9010
TM10Hidden Power

A unique attack that varies in type depending on the Pokémon using it.

Normal6010015
TM11Sunny Day

The user intensifies the sun for five turns, powering up Fire-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

Enables the user to evade 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.

Water--5
TM21Frustration

A full-power attack that grows more powerful the less the user likes its Trainer.

Normal-10020
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
TM27Return

A full-power attack that grows more powerful the more the user likes its Trainer.

Normal-10020
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
TM42Facade

An attack move that doubles its power if the user is poisoned, burned, or has paralysis.

Normal7010020
TM44Rest

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

Psychic--10
TM48Round

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

Normal6010015
TM57Charge Beam

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

Electric509010
TM64Explosion

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

Normal2501005
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 bright light that cuts the target’s accuracy. It can also be used to illuminate dark caves.

Normal-10020
TM72Volt Switch

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

Electric7010020
TM73Thunder Wave

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

Electric-10020
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
TM87Swagger

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

Normal-9015
TM88Sleep Talk

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

Normal--10
TM90Substitute

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

Normal--10
TM91Flash Cannon

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

Steel8010010
TM93Wild Charge

The user shrouds itself in electricity and smashes into its target. This also damages the user a little.

Electric9010015
TM94Secret Power

An attack whose additional effects depend upon where it was used. Can also be used to make a Secret Base.

Normal7010020
TM100Confide

The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.

Normal--20

Moves this Pokémon can learn from move tutors in this game.
Class
Electroweb

The user attacks and captures opposing Pokémon using an electric net. This lowers their Speed stat.

Electric559515
Gravity

Gravity is intensified for five turns, making moves involving flying unusable and negating Levitate.

Psychic--5
Iron Defense

The user hardens its body’s surface like iron, sharply raising its Defense stat.

Steel--15
Magic Coat

A barrier reflects back to the target moves like Leech Seed and moves that damage status.

Psychic--15
Magnet Rise

The user levitates using electrically generated magnetism for five turns.

Electric--10
Recycle

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

Normal--10
Shock Wave

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

Electric60-20
Signal Beam

The user attacks with a sinister beam of light. This may also confuse the target.

Bug7510015
Snore

An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal5010015

Transfers, local trades, historical distributions, Sketch and costume changes have separate requirements. These options do not guarantee every four-move combination.
Class
Acquisition source
Double-Edge

A reckless, life-risking tackle. This also damages the user quite a lot.

Normal12010015

Generation III–V import via Poké Transporter and Pokémon Bank

Endure

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

Normal--10

Generation III–V import via Poké Transporter and Pokémon Bank

Mimic

The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.

Normal--10

Generation III–V import via Poké Transporter and Pokémon Bank

Natural Gift

The user draws power to attack by using its held Berry. The Berry determines the move’s type and power.

Normal-10015

Generation III–V import via Poké Transporter and Pokémon Bank

Rollout

The user continually rolls into the target over five turns. It becomes more powerful each time it hits.

Rock309020

Generation III–V import via Poké Transporter and Pokémon Bank

Swift

Star-shaped rays are shot at the opposing Pokémon. This attack never misses.

Normal60-20

Generation III–V import via Poké Transporter and Pokémon Bank

Ability options available to this Pokémon in this game.

Magnet Pull

Ability Slot 1

Prevents Steel-type Pokémon from escaping.

Prevents Steel opponents from fleeing or switching out.

Sturdy

Ability Slot 2

It cannot be knocked out with one hit.

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

Analytic(Hidden Ability)

Boosts move power when the Pokémon moves after the target.

Strengthens moves to 1.3× their power when moving last.

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