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SwSh / Pokédex

Magnezone

Back to Pokédex

Magnezone

Isle of Armor Pokédex #107 • Magnet Area Pokémon

Magnezone in the National Pokédex

Pokédex entries

Sword

Some say that Magnezone receives signals from space via the antenna on its head and that it’s being controlled by some mysterious being.

Shield

It’s thought that a special magnetic field changed the molecular structure of this Pokémon’s body, and that’s what caused the Pokémon’s evolution.

Details

Types

ElectricSteel

Category

Magnet Area Pokémon

Height

1.2 m (3'11")

Weight

180 kg (396.8 lbs)

National Pokédex

#0462

Pokédex

Armor #107

Magnezone in Other Games

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

Min

Max

HP

70

250

344

Attack

70

130

262

Defense

115

211

361

Sp. Atk

130

238

394

Sp. Def

90

166

306

Speed

60

112

240

Total

535

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 Magnezone, 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
Isle of Armor #107
EV yield
3 SpA
Catch rate
30
Base Exp.
268
Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
Genderless
Egg cycles
20 cycles
Evolution requirements shown in a compact table or chain view.
Known encounter locations for this Pokémon in this game.
Shield
LocationMethodLevelChanceConditions

Challenge Beach

Wild Pokémon

Special Overworld Encounters36-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Challenge Beach

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Insular Sea

Wild Pokémon

Special Overworld Encounters50-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Insular Sea

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Loop Lagoon

Wild Pokémon

Special Overworld Encounters50-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Loop Lagoon

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Challenge Beach

Max Raid Battles — pool 105 (common beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 105, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 105 (common beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 105, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 105 (common beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 105, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Honeycalm Sea

Max Raid Battles — pool 105 (common beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 105, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Honeycalm Sea

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Sword
LocationMethodLevelChanceConditions

Challenge Beach

Wild Pokémon

Special Overworld Encounters36-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Challenge Beach

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Insular Sea

Wild Pokémon

Special Overworld Encounters50-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Insular Sea

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Loop Lagoon

Wild Pokémon

Special Overworld Encounters50-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Loop Lagoon

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Challenge Beach

Max Raid Battles — pool 105 (common beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 105, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 105 (common beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 105, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 105 (common beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 105, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Honeycalm Sea

Max Raid Battles — pool 105 (common beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 105, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Honeycalm Sea

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Items this Pokémon may hold when encountered in the wild.
Shield
5%
Sword
5%
Listed levels describe learning by leveling up. The Move Reminder can also teach available level-up moves regardless of the current level.
Class
StartTackle

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

Normal4010035
StartSupersonic

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

Normal-5520
StartThunder Shock

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

Electric4010030
StartThunder Wave

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

Electric-9020
StartTri Attack

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

Normal8010010
StartMirror Coat

A retaliation move that counters any special attack, inflicting double the damage taken.

Psychic-10020
StartMagnetic Flux

The user manipulates magnetic fields, which raises the Defense and Sp. Def stats of ally Pokémon with the Plus or Minus Ability.

Electric--20
StartElectric Terrain

The user electrifies the ground for five turns, powering up Electric-type moves. Pokémon on the ground no longer fall asleep.

Electric--10
12Electro 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
16Gyro 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
20Spark

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

Electric6510020
24Screech

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

Normal-8540
28Magnet Rise

The user levitates using electrically generated magnetism for five turns.

Electric--10
34Flash 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
40Discharge

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

Electric8010015
46Metal Sound

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

Steel-8540
52Light Screen

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

Psychic--30
58Lock-On

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

Normal--5
64Zap 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 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
TM14Thunder Wave

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

Electric-9020
TM16Screech

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

Normal-8540
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
TM33Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.

Water--5
TM34Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.

Fire--5
TM39Facade

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

Normal7010020
TM40Swift

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

Normal60-20
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
TM90Electric Terrain

The user electrifies the ground for five turns, powering up Electric-type moves. Pokémon on the ground no longer fall asleep.

Electric--10
TR08Thunderbolt

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

Electric9010015
TR09Thunder

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

Electric1107010
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
TR27Sleep Talk

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

Normal--10
TR46Iron Defense

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

Steel--15
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
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
TR79Heavy Slam

The user slams into the target with its heavy body. The more the user outweighs the target, the greater the move’s power.

Steel-10010
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
TR83Ally Switch

The user teleports using a strange power and switches places with one of its allies.

Psychic--15
TR86Wild Charge

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

Electric9010015
TR99Body Press

The user attacks by slamming its body into the target. The higher the user’s Defense, the more damage it can inflict on the target.

Fighting8010010
Moves this Pokémon can learn from move tutors in this game.
Class
Rising Voltage

The user attacks with electric voltage rising from the ground. This move’s power doubles when the target is on Electric Terrain.

Electric7010020
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
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
Curse

A move that works differently for the Ghost type than for all other types.

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.

Ghost--10
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
Double-Edge

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

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.

Normal12010015
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
Gravity

This move enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Moves that involve flying can’t be used.

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.

Psychic--5
Headbutt

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

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.

Normal7010015
Magic Coat

Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves.

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.

Psychic--15
Mimic

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

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--10
Psych Up

The user hypnotizes itself into copying any stat change made by the target.

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--10
Recycle

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

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--10
Rollout

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

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.

Rock309020
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
Take Down

A reckless, full-body charge attack for slamming into the target. This also damages the user a little.

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.

Normal908520
Teleport

The user switches places with a party Pokémon in waiting, if any. If a wild Pokémon uses this move, it flees.

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.

Psychic--20
Toxic

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

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.

Poison-9010
Ability options available to this Pokémon in this game.

Magnet Pull

Ability Slot 1

Prevents Steel-type Pokémon from escaping using its magnetic force.

Prevents Steel opponents from fleeing or switching out.

Sturdy

Ability Slot 2

It cannot be knocked out with one hit. One-hit KO moves cannot knock it out, either.

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 last.

Strengthens moves to 1.3× their power when moving last.

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