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Magearna Original

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Magearna Original in Pokémon Sword & Shield

National Pokédex #801 • Artificial Pokémon

Magearna Original in the National Pokédex

Pokémon details

Types

SteelFairy

Category

Artificial Pokémon

Abilities

Height

1 m (3'03")

Weight

80.5 kg (177.5 lbs)

National Pokédex

#0801

Pokédex

Nat. #801

Magearna Original in Other Games

National Dex page

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

Min

Max

HP

80

270

364

Attack

95

175

317

Defense

115

211

361

Sp. Atk

130

238

394

Sp. Def

115

211

361

Speed

65

121

251

Total

600

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 Magearna Original, 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
-
EV yield
3 SpA
Catch rate
3
Base Exp.
300

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
Genderless
Egg cycles
Cannot breed

Evolution requirements shown in a compact table or chain view.
Magearna

Magearna

Nat. #801

No evolutions

Listed levels describe learning by leveling up. The Move Reminder can also teach available level-up moves regardless of the current level.
Class
StartHelping Hand

The user assists an ally by boosting the power of that ally’s attack.

Normal--20
StartGyro 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
6Defense Curl

The user curls up to conceal weak spots and raise its Defense stat.

Normal--40
12Rollout

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

Rock309020
18Iron Defense

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

Steel--15
24Gear Up

The user engages its gears to raise the Attack and Sp. Atk stats of ally Pokémon with the Plus or Minus Ability.

Steel--20
30Psybeam

The target is attacked with a peculiar ray. This may also leave the target confused.

Psychic6510020
36Aurora Beam

The target is hit with a rainbow-colored beam. This may also lower the target’s Attack stat.

Ice6510020
42Mind Reader

The user senses the target’s movements with its mind to ensure its next attack does not miss the target.

Normal--5
48Shift Gear

The user rotates its gears, raising its Attack stat and sharply raising its Speed stat.

Steel--10
54Crafty Shield

The user protects itself and its allies from status moves with a mysterious power. This does not stop moves that do damage.

Fairy--10
60Iron Head

The user slams the target with its steel-hard head. This may also make the target flinch.

Steel8010015
66Aura Sphere

The user lets loose a blast of aura power from deep within its body at the target. This attack never misses.

Fighting80-20
72Flash Cannon

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

Steel8010010
78Pain Split

The user adds its HP to the target’s HP, then equally shares the combined HP with the target.

Normal--20
84Zap Cannon

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

Electric120505
90Fleur Cannon

The user unleashes a strong beam. The attack’s recoil harshly lowers the user’s Sp. Atk stat.

Fairy130905

Moves this Pokémon can learn from Technical Machines and Technical Records in Pokémon Sword and Shield.
Class
TM08Hyper Beam

The target is attacked with a powerful beam. The user can’t move on the next turn.

Normal150905
TM09Giga Impact

The user charges at the target using every bit of its power. The user can’t move on the next turn.

Normal150905
TM11Solar Beam

In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn.

Grass12010010
TM14Thunder Wave

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

Electric-9020
TM17Light Screen

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

Psychic--30
TM18Reflect

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

Psychic--20
TM20Self-Destruct

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

Normal2001005
TM21Rest

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

Psychic--10
TM24Snore

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

Normal5010015
TM25Protect

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

Normal--10
TM41Helping Hand

The user assists an ally by boosting the power of that ally’s attack.

Normal--20
TM43Brick Break

The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect.

Fighting7510015
TM44Imprison

If opposing Pokémon know any move also known by the user, they are prevented from using it.

Psychic--10
TM60Power Swap

The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target.

Psychic--10
TM61Guard Swap

The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target.

Psychic--10
TM62Speed Swap

The user exchanges Speed stats with the target.

Psychic--10
TM70Trick Room

The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Psychic--5
TM76Round

The user attacks the target with a song. Others can join in the Round to increase the power of the attack.

Normal6010015
TM80Volt Switch

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

Electric7010020
TM82Electroweb

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

Electric559515
TM87Draining Kiss

The user steals the target’s HP with a kiss. The user’s HP is restored by over half of the damage taken by the target.

Fairy5010010
TM93Eerie Impulse

The user’s body generates an eerie impulse. Exposing the target to it harshly lowers the target’s Sp. Atk stat.

Electric-10015
TM94False Swipe

A restrained attack that prevents the target from fainting. The target is left with at least 1 HP.

Normal4010040
TR05Ice Beam

The target is struck with an icy-cold beam of energy. This may also leave the target frozen.

Ice9010010
TR08Thunderbolt

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

Electric9010015
TR12Agility

The user relaxes and lightens its body to move faster. This sharply raises the Speed stat.

Psychic--30
TR19Tri Attack

The user strikes with a simultaneous three-beam attack. This may also burn, freeze, or paralyze the target.

Normal8010010
TR20Substitute

The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy.

Normal--10
TR26Endure

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

Normal--10
TR29Baton Pass

The user switches places with a party Pokémon in waiting and passes along any stat changes.

Normal--40
TR30Encore

The user compels the target to keep using the move it encored for three turns.

Normal-1005
TR33Shadow Ball

The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat.

Ghost8010015
TR38Trick

The user catches the target off guard and swaps its held item with its own.

Psychic-10010
TR46Iron Defense

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

Steel--15
TR49Calm Mind

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Psychic--20
TR52Gyro 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
TR56Aura Sphere

The user lets loose a blast of aura power from deep within its body at the target. This attack never misses.

Fighting80-20
TR64Focus Blast

The user heightens its mental focus and unleashes its power. This may also lower the target’s Sp. Def stat.

Fighting120705
TR65Energy Ball

The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def stat.

Grass9010010
TR69Zen Headbutt

The user focuses its willpower to its head and attacks the target. This may also make the target flinch.

Psychic809015
TR70Flash Cannon

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

Steel8010010
TR74Iron Head

The user slams the target with its steel-hard head. This may also make the target flinch.

Steel8010015
TR77Grass Knot

The user snares the target with grass and trips it. The heavier the target, the greater the move’s power.

Grass-10020
TR80Electro 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
TR82Stored Power

The user attacks the target with stored power. The more the user’s stats are raised, the greater the move’s power.

Psychic2010010
TR92Dazzling Gleam

The user damages opposing Pokémon by emitting a powerful flash.

Fairy8010010

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

The user attacks everything around it and faints upon using this move. This move’s power is increased on Misty Terrain.

Fairy1001005
Steel Beam

The user fires a beam of steel that it collected from its entire body. This also damages the user.

Steel140955
Steel Roller

The user attacks while destroying the terrain. This move fails when the ground hasn’t turned into a terrain.

Steel1301005

Individual options, not a guarantee that every four-move combination is legal or eligible for Ranked Battles. Imports require the indicated transfer path; later games use separate HOME movesets.
Class
After You

The user helps the target and makes it use its move right after the user.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--15
Charge Beam

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric509010
Confide

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--20
Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--15
Echoed Voice

The user attacks the target with an echoing voice. If this move is used every turn, its power is increased.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal4010015
Explosion

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal2501005
Heal Bell

The user makes a soothing bell chime to heal the status conditions of all the party Pokémon.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--5
Last Resort

This move can be used only after the user has used all the other moves it knows in the battle.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal1401005
Magnet Rise

The user levitates using electrically generated magnetism for five turns.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric--10
Shock Wave

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric60-20
Swagger

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal-8515

Ability options available to this Pokémon in this game.

Soul-Heart

Ability Slot 1

Boosts its Sp. Atk stat every time a Pokémon faints.

This Pokémon's Special Attack rises by one stage every time any Pokémon faints.

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