Magneton • Generation VIII Pokédex

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Magneton
Pokédex Page for Magneton

This is the Marriland Pokédex page for Magneton, showing its information and moves in Pokémon Sword & Shield as well as Pokémon Brilliant Diamond & Shining Pearl.

To choose which version to view Magneton's moves and location information from, please use the toggle below, or use the toggles further down in the page.

Magneton

Magneton
Sprite of Magneton in Pokémon HOME

Magneton's Type

ELECTRIC
STEEL

Magneton's Pokédex #s

National #
82
Galar #
--
Armor #
106
Crown #
--

Magneton's Base Stats

HP:
50
Attack:
60
Defense:
95
Sp. Atk:
120
Sp. Def:
70
Speed:
70
Total:
465

Misc. Info

Height:
3'3" (1m)
Weight:
132.3 lbs. (60 kg)
Gender Ratio:
Egg Groups:
Mineral
EXP At Lv. 100:
1,000,000
EV Yield:
2 Sp. Atk
Base EXP:
163
Catch Rate:
60
Base Happiness:
70

Magneton's Abilities

Here are what abilities Magneton can possibly have, along with their effects.
Magnet Pull
Prevents enemy Steel-type Pokémon from switching out or running away.
Sturdy
If Magneton has full HP and would be knocked out by a single hit, it survives with 1 HP. Also protects against OHKO moves.
Analytic
If Magneton moves last, its moves do 30% more damage.

Weaknesses & Resistances

Below is a list of what Magneton's weakness and resistance is to various types.
GROUND
FIRE
FIGHTING
½
NORMAL
ELECTRIC
GRASS
ICE
PSYCHIC
BUG
ROCK
DRAGON
FAIRY
¼
FLYING
STEEL
immune
POISON

Magneton's Evolution Line

Magneton does not evolve into any other known or available Pokémon.

Magneton's Moves in Brilliant Diamond & Shining Pearl

Below is a list of all of the moves that Magneton can learn, along with what level it learns the move, the TM or TR number, and what egg moves it can learn, if any. Hover over a move (desktop/laptop) or click the ? button next to the move (mobile/tablet) to find out more about the move.

Level Up Moves

Here are all of the moves Magneton learns via level up. Anything marked "Evo." means it learns it upon evolving. If the level is 1, it can be relearned at a Pokémon Center.
Lv. Move Type Category Power Acc.% PP Target Info
Evo.
Tri Attack
20% chance of inflicting burn, freeze, or paralysis on the target.
NORMAL
SPECIAL
80 100% 10 One Target
1
Tri Attack
20% chance of inflicting burn, freeze, or paralysis on the target.
NORMAL
SPECIAL
80 100% 10 One Target
1
Electric Terrain
Activates Electric Terrain for 5 turns, which prevents non-airborne Pokémon from falling asleep and powers up Electric-type moves by 50%.
ELECTRIC
STATUS
-- -- 10 Entire Field
1
Thunder Shock
Has a 10% chance to paralyze the target.
ELECTRIC
SPECIAL
40 100% 30 One Target
1
Tackle
Damages the target.
NORMAL
PHYSICAL
40 100% 35 One Target
1
Supersonic
Confuses the target.
NORMAL
STATUS
-- 55% 20 One Target
1
Thunder Wave
Paralyzes the target.
ELECTRIC
STATUS
-- 90% 20 One Target
12
Electro Ball
Power ranges from 60–150 based on Magneton's Speed vs. the target's.
ELECTRIC
SPECIAL
varies 100% 10 One Target
16
Gyro Ball
Does more damage based on how much lower Magneton's Speed is compared to the target's.
STEEL
PHYSICAL
varies 100% 5 One Target
20
Spark
Has a 30% chance to paralyze the target.
ELECTRIC
PHYSICAL
65 100% 20 One Target
24
Screech
Lowers the target's Defense by two stages.
NORMAL
STATUS
-- 85% 40 One Target
28
Magnet Rise
Magneton becomes immune to Ground-type moves and effects for the next 5 turns.
ELECTRIC
STATUS
-- -- 10 User
34
Flash Cannon
10% chance of lowering the target's Sp. Def by one stage.
STEEL
SPECIAL
80 100% 10 One Target
40
Discharge
Has a 30% chance to paralyze all nearby Pokémon.
ELECTRIC
SPECIAL
80 100% 15 All But Self
46
Metal Sound
Lowers the target's Special Defense by two stages.
STEEL
STATUS
-- 85% 40 One Target
52
Light Screen
Reduces damage from Special-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 30 User's Field
58
Lock-On
The next move used by Magneton will always hit the target.
NORMAL
STATUS
-- -- 5 One Target
64
Zap Cannon
Has a 100% chance to paralyze the target.
ELECTRIC
SPECIAL
120 50% 5 One Target

TM Moves

Here are all of the moves that Magneton can learn via TM (Technical Machine). These moves can be taught an unlimited number of times once the TM is obtained.
TM Move Type Category Power Acc.% PP Target Info
TM08
Hyper Beam
Requires a turn to recharge (unless it misses).
NORMAL
SPECIAL
150 90% 5 One Target
TM09
Giga Impact
Requires a turn to recharge (unless it misses).
NORMAL
PHYSICAL
150 90% 5 One Target
TM14
Thunder Wave
Paralyzes the target.
ELECTRIC
STATUS
-- 90% 20 One Target
TM16
Screech
Lowers the target's Defense by two stages.
NORMAL
STATUS
-- 85% 40 One Target
TM17
Light Screen
Reduces damage from Special-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 30 User's Field
TM18
Reflect
Reduces damage from Physical-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 20 User's Field
TM21
Rest
Magneton restores its HP to full and falls asleep for two turns.
PSYCHIC
STATUS
-- -- 10 User
TM24
Snore
Can only be used while asleep. 30% chance of making the target flinch.
NORMAL
SPECIAL
50 100% 15 One Target
TM25
Protect
Protects Magneton from attacks for a turn. Low chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TM33
Rain Dance
Changes the weather to rainy for 5 turns.
WATER
STATUS
-- -- 5 Entire Field
TM34
Sunny Day
Changes the weather to sunny for 5 turns.
FIRE
STATUS
-- -- 5 Entire Field
TM39
Facade
Does double damage if Magneton is poisoned, burned, or paralyzed.
NORMAL
PHYSICAL
70 100% 20 One Target
TM40
Swift
Doesn't miss all nearby enemies.
NORMAL
SPECIAL
60 -- 20 Nearby Enemies
TM76
Round
Deals double damage if Round has already been used and causes any other Pokémon using Round to use it immediately afterward.
NORMAL
SPECIAL
60 100% 15 One Target
TM80
Volt Switch
Forces Magneton to switch out after dealing damage.
ELECTRIC
SPECIAL
70 100% 20 One Target
TM82
Electroweb
Lowers all nearby enemies' Speed by one stage.
ELECTRIC
SPECIAL
55 95% 15 Nearby Enemies
TM90
Electric Terrain
Activates Electric Terrain for 5 turns, which prevents non-airborne Pokémon from falling asleep and powers up Electric-type moves by 50%.
ELECTRIC
STATUS
-- -- 10 Entire Field

TR Moves

Here are all of the moves that Magneton can learn via TR (Technical Record). These moves can be taught only once per TR, but TRs can be obtained in the Wild Area and other locations.
TR Move Type Category Power Acc.% PP Target Info
TR08
Thunderbolt
Has a 10% chance to paralyze the target.
ELECTRIC
SPECIAL
90 100% 15 One Target
TR09
Thunder
30% chance of paralyzing the target. 100% accuracy in the rain and 50% accuracy in sunny weather.
ELECTRIC
SPECIAL
110 70% 10 One Target
TR19
Tri Attack
20% chance of inflicting burn, freeze, or paralysis on the target.
NORMAL
SPECIAL
80 100% 10 One Target
TR20
Substitute
Costs 25% of Magneton's max HP. Sets up a Substitute to block effects and damage.
NORMAL
STATUS
-- -- 10 User
TR26
Endure
Will survive any hit with at least 1 HP left this turn. 50% chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TR27
Sleep Talk
Can only be used while asleep. Uses one of Magneton's moves at random.
NORMAL
STATUS
-- -- 10 User
TR46
Iron Defense
Raises Magneton's Defense by two stages.
STEEL
STATUS
-- -- 15 User
TR52
Gyro Ball
Does more damage based on how much lower Magneton's Speed is compared to the target's.
STEEL
PHYSICAL
varies 100% 5 One Target
TR70
Flash Cannon
10% chance of lowering the target's Sp. Def by one stage.
STEEL
SPECIAL
80 100% 10 One Target
TR80
Electro Ball
Power ranges from 60–150 based on Magneton's Speed vs. the target's.
ELECTRIC
SPECIAL
varies 100% 10 One Target
TR86
Wild Charge
Magneton takes 25% of Wild Charge's damage as recoil damage.
ELECTRIC
PHYSICAL
90 100% 15 One Target

Move Tutor Moves

Here are all of the moves that Magneton can learn from Move Tutors. Most of these require the Expansion Pass and can be found in the Isle of Armor's Dojo, costing some Armorite Ore to teach. However, there are a few moves that can be taught aside from this.
Move Type Category Power Acc.% PP Target Info
TUTOR
Rising Voltage
If used during Electric Terrain, Rising Voltage does double damage.
ELECTRIC
SPECIAL
70 100% 20 One Target

Level Up Moves

Here are all of the moves Magneton learns via level up. Anything marked "Evo." means it learns it upon evolving. If the level is 1, it can be relearned at a Pokémon Center.
Lv. Move Type Category Power Acc.% PP Target Info
Evo.
Tri Attack
20% chance of inflicting burn, freeze, or paralysis on the target.
NORMAL
SPECIAL
80 100% 10 One Target
1
Tri Attack
20% chance of inflicting burn, freeze, or paralysis on the target.
NORMAL
SPECIAL
80 100% 10 One Target
1
Electric Terrain
Activates Electric Terrain for 5 turns, which prevents non-airborne Pokémon from falling asleep and powers up Electric-type moves by 50%.
ELECTRIC
STATUS
-- -- 10 Entire Field
1
Thunder Shock
Has a 10% chance to paralyze the target.
ELECTRIC
SPECIAL
40 100% 30 One Target
1
Tackle
Damages the target.
NORMAL
PHYSICAL
40 100% 35 One Target
1
Supersonic
Confuses the target.
NORMAL
STATUS
-- 55% 20 One Target
1
Thunder Wave
Paralyzes the target.
ELECTRIC
STATUS
-- 90% 20 One Target
12
Electro Ball
Power ranges from 60–150 based on Magneton's Speed vs. the target's.
ELECTRIC
SPECIAL
varies 100% 10 One Target
16
Gyro Ball
Does more damage based on how much lower Magneton's Speed is compared to the target's.
STEEL
PHYSICAL
varies 100% 5 One Target
20
Spark
Has a 30% chance to paralyze the target.
ELECTRIC
PHYSICAL
65 100% 20 One Target
24
Screech
Lowers the target's Defense by two stages.
NORMAL
STATUS
-- 85% 40 One Target
28
Magnet Rise
Magneton becomes immune to Ground-type moves and effects for the next 5 turns.
ELECTRIC
STATUS
-- -- 10 User
34
Flash Cannon
10% chance of lowering the target's Sp. Def by one stage.
STEEL
SPECIAL
80 100% 10 One Target
40
Discharge
Has a 30% chance to paralyze all nearby Pokémon.
ELECTRIC
SPECIAL
80 100% 15 All But Self
46
Metal Sound
Lowers the target's Special Defense by two stages.
STEEL
STATUS
-- 85% 40 One Target
52
Light Screen
Reduces damage from Special-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 30 User's Field
58
Lock-On
The next move used by Magneton will always hit the target.
NORMAL
STATUS
-- -- 5 One Target
64
Zap Cannon
Has a 100% chance to paralyze the target.
ELECTRIC
SPECIAL
120 50% 5 One Target

TM Moves

Here are all of the moves that Magneton can learn via TM (Technical Machine). These moves can be taught once per use of the TM.
TM Move Type Category Power Acc.% PP Target Info
TM11
Sunny Day
Changes the weather to sunny for 5 turns.
FIRE
STATUS
-- -- 5 Entire Field
TM15
Hyper Beam
Requires a turn to recharge (unless it misses).
NORMAL
SPECIAL
150 90% 5 One Target
TM16
Light Screen
Reduces damage from Special-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 30 User's Field
TM17
Protect
Protects Magneton from attacks for a turn. Low chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TM18
Rain Dance
Changes the weather to rainy for 5 turns.
WATER
STATUS
-- -- 5 Entire Field
TM24
Thunderbolt
Has a 10% chance to paralyze the target.
ELECTRIC
SPECIAL
90 100% 15 One Target
TM25
Thunder
30% chance of paralyzing the target. 100% accuracy in the rain and 50% accuracy in sunny weather.
ELECTRIC
SPECIAL
110 70% 10 One Target
TM32
Double Team
Raises Magneton's Evasion by one stage.
NORMAL
STATUS
-- -- 15 User
TM33
Reflect
Reduces damage from Physical-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 20 User's Field
TM34
Shock Wave
Doesn't miss the target.
ELECTRIC
SPECIAL
60 -- 20 One Target
TM42
Facade
Does double damage if Magneton is poisoned, burned, or paralyzed.
NORMAL
PHYSICAL
70 100% 20 One Target
TM43
Volt Switch
Forces Magneton to switch out after dealing damage.
ELECTRIC
SPECIAL
70 100% 20 One Target
TM44
Rest
Magneton restores its HP to full and falls asleep for two turns.
PSYCHIC
STATUS
-- -- 10 User
TM57
Charge Beam
Has a 70% chance to raise Magneton's Special Attack by one stage.
ELECTRIC
SPECIAL
50 90% 10 One Target
TM58
Endure
Will survive any hit with at least 1 HP left this turn. 50% chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TM64
Explosion
Magneton is knocked out after using Explosion.
NORMAL
PHYSICAL
250 100% 5 All But Self
TM67
Recycle
If Magneton used a held item previously, it reequips that item.
NORMAL
STATUS
-- -- 10 User
TM68
Giga Impact
Requires a turn to recharge (unless it misses).
NORMAL
PHYSICAL
150 90% 5 One Target
TM70
Flash
Lowers the target's Accuracy by one stage.
NORMAL
STATUS
-- 100% 20 One Target
TM73
Thunder Wave
Paralyzes the target.
ELECTRIC
STATUS
-- 90% 20 One Target
TM74
Gyro Ball
Does more damage based on how much lower Magneton's Speed is compared to the target's.
STEEL
PHYSICAL
varies 100% 5 One Target
TM77
Psych Up
Copies all stat modifiers on the target.
NORMAL
STATUS
-- -- 10 One Target
TM82
Sleep Talk
Can only be used while asleep. Uses one of Magneton's moves at random.
NORMAL
STATUS
-- -- 10 User
TM87
Swagger
Raises the target's Attack by two stages and confuses it.
NORMAL
STATUS
-- 85% 15 One Target
TM90
Substitute
Costs 25% of Magneton's max HP. Sets up a Substitute to block effects and damage.
NORMAL
STATUS
-- -- 10 User
TM91
Flash Cannon
10% chance of lowering the target's Sp. Def by one stage.
STEEL
SPECIAL
80 100% 10 One Target

Magneton's Detailed Stats

Below you'll find a more detailed table containing Magneton's calculated stats, which are the stats that you actually see displayed in game. These are affected by a variety of things, such as level, Effort Values (EVs), Individual Values (IVs), and Magneton's Nature.

By default, the stats you see in the table below show four different possibilities, all assuming Magneton is level 100: its stats with 0 EVs, 252+ (max) EVs, 0 IVs, and 31 (max) IVs. Nature is not shown by default, so its maximum is 10% higher than shown here, and minium 10% lower.
Stats at
level 100
0 EVs 252+ EVs Base Stat
Min Max Min Max
HP
210 241 273 304 50
Attack
125 156 188 219 60
Defense
195 226 258 289 95
Sp. Atk
245 276 308 339 120
Sp. Def
145 176 208 239 70
Speed
145 176 208 239 70
Total
465

Where to Find Magneton in Brilliant Diamond & Shining Pearl

If you're looking for where to find Magneton, you'll find the various methods listed down below, along with any notes or special locations. This should help you figure out how to get Magneton in Pokémon Sword & Shield. (Currently this does not show most "strong" static encounters or Max Raid Battles.)

Special Ways to Get Magneton

Catchable (with Hidden Ability) during Dynamax Adventures in Crown Tundra (DLC), level 65.

Getting Magneton By Evolution

Evolves from Magnemite at level 30.
Location information on where to find Magneton in Pokémon Brilliant Diamond & Shining Pearl will be coming to the Marriland Pokédex in a future update! Thank you for your patience!

Pokédex Entries for Magneton

Generation 8 Pokédex Entries

Sword
This Pokémon is three Magnemite that have linked together. Magneton sends out powerful radio waves to study its surroundings.
Shield
This Pokémon is constantly putting out a powerful magnetic force. Most computers go haywire when a Magneton approaches.

Generation 7 Pokédex Entries

Sun
When three Magnemite link together, their brains also become one. They do not become three times more intelligent.
Moon
It has about three times the electrical power of Magnemite. For some reason, outbreaks of this Pokémon happen when lots of sunspots appear.
Ultra Sun
Delicate equipment can malfunction in areas inhabited by Magneton, which send out mysterious electrical signals.
Ultra Moon
When rain clouds form, many Magneton gather in high places to wait for lightning to strike.

Generation 6 Pokédex Entries

X
A linked cluster formed of several Magnemite. It discharges powerful magnetic waves at high voltage.
Y
Generates strange radio signals. It raises the temperature by 3.6 degrees Fahrenheit within 3,300 feet.
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.

Generation 5 Pokédex Entries

Black White
Many mysteriously appear when more sunspots dot the sun. They stop TV sets from displaying properly.
Black 2 White 2
The stronger electromagnetic waves from the three linked Magnemite are enough to dry out surrounding moisture.

Generation 4 Pokédex Entries

Diamond Pearl
It is actually three MAGNEMITE linked by magnetism. A group can set off a magnetic storm.
Platinum
Many mysteriously appear when more sunspots dot the sun. They stop TV sets from displaying properly.
HeartGold
Three MAGNEMITE are linked by a strong magnetic force. Earaches will occur if you get too close.
SoulSilver
The MAGNEMITE are united by a magnetism so powerful, it dries all moisture in its vicinity.

Generation 3 Pokédex Entries

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.
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.
Emerald
It is actually three MAGNEMITE linked by magnetism. It generates powerful radio waves that raise temperatures by 3.6 degrees F within a 3,300-foot radius.
FireRed
A linked cluster formed of several MAGNEMITE. It discharges powerful magnetic waves at high voltage.
LeafGreen
Formed by several MAGNEMITE linked together. They frequently appear when sunspots flare up.

Generation 2 Pokédex Entries

Gold
Three MAGNEMITE are linked by a strong magnetic force. Earaches will occur if you get too close.
Silver
The MAGNEMITE are united by a mag­netism so power­ful, it dries all moisture in its vicinities.
Crystal
When many MAGNETON gather together, the resulting magnetic storm disrupts radio waves.

Generation 1 Pokédex Entries

Red Blue
Formed by several MAGNEMITEs linked together. They frequently appear when sunspots flare up.
Yellow
Generates strange radio signals. It raises the tem­perature by 3.6F degrees within 3,300 feet.
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