The Cave of Dragonflies ASB Database

Magnemite

ElectricSteel
Speed
45
Rarity
3 ($10)
Gender
Genderless
Population
7

Abilities

Magnet Pull

Prevents Steel-type opponents from switching out or escaping. Can pull in Steel-types or reveal them when hidden with the use of an action.

Sturdy

Prevents being knocked out by any move that would have done more than 10% damage.

Analytic

(Hidden ability.) Multiplies damage dealt by 1.3 when moving after the target.

Type matchups

Very weak to (2×)
Ground
Weak to (1.5×)
FireFighting
Resistant to (0.67×)
NormalGrassElectricIcePsychicBugRockDragonFairy
Very resistant to (0.5×)
FlyingSteel
Immune to (0×)
Poison

Evolution

Magnemite
Magneton

4 EXP

Magnezone

6 EXP

Moves

Move Type Stat Pow. En. Acc. Pri. Summary
Bide Normal Physical * * +1

Stores energy for three actions, then damages the target for twice the total damage taken.

Charge Beam Electric Special 50 4% 90%

Has a 70% chance to raise the user's Special Attack by one stage.

Confide Normal 1%

Lowers the target's Special Attack by one stage.

Curse Ghost *

Ghost users: costs half health; deals damage to the target after each round. Others: raises Attack and Defense but lowers Speed by one stage.

Discharge Electric Special 80 5% 100%

Has a 30% chance to paralyze each target.

Double-Edge Normal Physical 120 7% 100%

Deals recoil damage to the user equal to 1/3 the damage dealt.

Double Team Normal *

Produces a number of illusory clones which act as decoys for single-target moves.

Electro Ball Electric Special * * 100%

Power ranges from 60 to 150 depending on how fast the user is compared to the target.

Electroweb Electric Special 55 4% 95%

Has a 100% chance to lower each target's Speed by one stage.

Endure Normal * +4

Prevents direct damage from lowering the user's health below 1% this action.

Explosion Normal Physical 250 14% 100%

Knocks the user out.

Facade Normal Physical 70 4% 100%

Base power is doubled if the user has a major status ailment, excluding sleep.

Flash Normal 1% 100%

Lowers the target's Accuracy by one stage if it relies on sight.

Flash Cannon Steel Special 80 4% 100%

Has a 10% chance to lower the target's Special Defense by one stage.

Frustration Normal Physical * * 100%

Base power and energy cost vary with the user's mood.

Gravity Psychic 4%

For five actions, prevents Pokémon from flying or levitating and lowers their Evasion by two levels.

Gyro Ball Steel Physical * * 100%

Deals more damage the slower the user is compared to the target.

Hidden Power Normal Special 60 3% 100%

Type is randomized per Pokémon per battle.

Iron Defense Steel 2%

Raises the user's Defense by two stages.

Light Screen Psychic *

Halves damage taken from special moves for five actions.

Lock-On Normal 4%

Ensures that the user's next move against the target will hit.

Magic Coat Psychic 4% +4

Reflects moves in the "reflectable" category back at their user.

Magnet Bomb Steel Physical 60 3%

Lowers the target's Speed by one stage if it is Steel-type.

Magnet Rise Electric 4%

Grants the user Levitate for five actions in addition to all other abilities.

Metal Sound Steel 2% 85%

Lowers the target's Special Defense by two stages.

Mimic Normal 1%

Becomes any move used by any Pokémon since the user entered battle; reverts when the user leaves battle.

Mirror Shot Steel Special 65 5% 85%

Has a 30% chance to lower the target's Accuracy by one stage.

Natural Gift Normal Physical * * 100%

Varies based on the user's signature move.

Protect Normal * +4

Protects the user against all moves this action.

Psych Up Normal *

Copies the target's stat stages.

Rage Normal Physical 20 1% 100%

If the user damaged between this move and the next, its Attack will increase.

Rain Dance Water 5%

Changes the weather to rain for nine actions.

Recycle Normal 3%

Restores the user's held item.

Reflect Psychic *

Halves damage taken from physical moves for five actions.

Rest Psychic *

Puts the user to sleep and fully heals it over three actions.

Return Normal Physical * * 100%

Base power and energy cost vary with the user's mood.

Rollout Rock Physical 30 2% 90%

Base power doubles with each consecutive use.

Round Normal Special 60 3% 100%

Has double power if used by multiple Pokémon in one action.

Screech Normal 2% 85%

Lowers the target's Defense by two stages.

Secret Power Normal Physical 70 5% 100%

Has a 30% chance of inflicting an extra effect that depends on the terrain.

Shock Wave Electric Special 60 3%

Never misses.

Signal Beam Bug Special 75 4% 100%

Has a 10% chance to confuse the target.

Sleep Talk Normal *

Randomly uses any move the user has used since entering battle. Only works while asleep.

Snore Normal Special 50 4% 100%

Has a 30% chance to make the target flinch. Only works while asleep.

Sonic Boom Normal Special * 1% 90%

Always does exactly 2% damage, unless the target is immune.

Spark Electric Physical 65 5% 100%

Has a 30% chance to paralyze the target.

Substitute Normal *

Transfers 10%, 15%, or 20% of the user's health into a doll, which blocks moves targetting the user until the doll's health reaches 0.

Sunny Day Fire 5%

Changes the weather to strong sunlight for nine actions.

Supersonic Normal 1% 55%

Confuses the target.

Swagger Normal 3% 85%

Confuses the target and raises its Attack by two stages.

Swift Normal Special 60 3%

Never misses.

Tackle Normal Physical 40 2% 100%

Deals damage. No other effect.

Take Down Normal Physical 90 5% 85%

Deals recoil damage to the user equal to 1/4 the damage dealt.

Teleport Psychic 3%

Teleports the user to another location within the arena.

Thunder Electric Special 110 8% 70%

Has a 30% chance to paralyze the target.

Thunderbolt Electric Special 90 5% 100%

Has a 10% chance to paralyze the target.

Thunder Shock Electric Special 40 2% 100%

Has a 10% chance to paralyze the target.

Thunder Wave Electric 4% 90%

Severely paralyzes the target.

Toxic Poison 4% 90%

Badly poisons the target. Never misses if the user is Poison-type.

Volt Switch Electric Special 70 4% 100%

Makes the user switch out.

Wild Charge Electric Physical 90 5% 100%

Deals recoil damage to the user equal to 1/4 the damage dealt.

Zap Cannon Electric Special 120 8% 50%

Has a 100% chance to paralyze the target.

Magnemite in the league

Name Trainer Ability XP :3 Item
Aimant Faith Magnet Pull 0 0
Chrome Dome (am not OT) M&F Magnet Pull 0 0
Colbur Stryke Sturdy 0 0
Electric Three Bluberry Bat Magnet Pull 0 0
Faraday TruetoCheese Magnet Pull 0 0 Lucky Egg
Kelvin Coloursfall Magnet Pull 0 0
Magnemite Zexion Analytic 0 0 Lagging Tail