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Magnezone

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Magnezone in Pokémon Ultra Sun & Ultra Moon

#56 in the Ultra Sun & Ultra Moon Pokédex • Magnet Area Pokémon

Magnezone in the National Pokédex

Pokédex entries

Ultra Sun

It uses radar to monitor its territory. Intruders are quickly disposed of with a hyper beam.

Ultra Moon

There are still people who believe that this Pokémon came from outer space. It emanates a powerful magnetic field.

Pokémon details

Types

ElectricSteel

Category

Magnet Area Pokémon

Height

1.2 m (3'11")

Weight

180 kg (396.8 lbs)

National Pokédex

#0462

Pokédex

#56

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
Alola #56Melemele #56Ula'ula #27
EV yield
3 SpA
Catch rate
30
Base Exp.
241

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

#54

Level 30

Magneton

Magneton

#55

Magneton

Magneton

#55

Level up in the special magnetic field at Blush Mountain or Vast Poni Canyon.

Magnezone

Magnezone

#56

Items this Pokémon may hold when encountered in the wild.
Ultra Moon
5%
Ultra Sun
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.

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
StartBarrier

The user throws up a sturdy wall that sharply raises its Defense stat.

Psychic--20
StartTri Attack

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

Normal8010010
StartZap Cannon

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

Electric120505
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
5Thunder Shock

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

Electric4010030
7Thunder Wave

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

Electric-9020
11Magnet Bomb

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

Steel60-20
13Light Screen

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

Psychic--30
17Sonic Boom

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

Normal-9020
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
33Flash 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
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 in Pokémon Ultra Sun and Ultra Moon.
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. It lowers the power of Water-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. It lowers the power of Fire-type moves.

Water--5
TM21Frustration

This full-power attack 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

This full-power attack 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

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

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 to increase the power of the attack.

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
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-9020
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-8515
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 all 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
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
Ally Switch

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

Psychic--15
Electroweb

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

Electric559515
Gravity

Enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Flying moves can’t be used.

Psychic--5
Iron Defense

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

Steel--15
Iron Head

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

Steel8010015
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

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

Normal5010015

Imports, special breeding, event gifts and copied moves have separate requirements. Individual options do not guarantee every four-move combination; historical transfer services require eligible software and Pokémon.
Class
Acquisition source
Bide

The user endures attacks for two turns, then strikes back to cause double the damage taken.

Normal--10

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Curse

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

Ghost--10

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Double-Edge

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

Normal12010015

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Double-Edge

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

Normal12010015

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Endure

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

Normal--10

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Endure

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

Normal--10

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Flash

The user flashes a bright light that cuts the target’s accuracy.

Normal-10020

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Flash

The user flashes a bright light that cuts the target’s accuracy.

Normal-10020

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Mimic

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

Normal--10

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Mimic

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

Normal--10

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Natural Gift

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

Normal-10015

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Rage

As long as this move is in use, the power of rage raises the Attack stat each time the user is hit in battle.

Normal2010020

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Rollout

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

Rock309020

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Rollout

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

Rock309020

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Secret Power

The additional effects of this attack depend upon where it was used.

Normal7010020

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Swift

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

Normal60-20

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Swift

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

Normal60-20

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Take Down

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

Normal908520

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Teleport

Use it to flee from any wild Pokémon.

Psychic--20

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

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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