Magnezone
- Speed
- 60
- Gender
- Genderless
- Population
- 1
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×)
- Steel
- Immune to (0×)
- Poison
Evolution
Magnemite |
Magneton
4 EXP |
Magnezone
6 EXP |
Moves
Move | Type | Stat | Pow. | En. | Acc. | Pri. | Summary |
---|---|---|---|---|---|---|---|
Ally Switch | Psychic | — | — | 1% | — | +2 | Switches places with an ally. |
Barrier | Psychic | — | — | 2% | — | Raises the user's Defense by two stages. |
|
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. |
|
Electric Terrain | Electric | — | — | 5% | — | For six actions, prevents Pokémon on the ground from sleeping and raises their Electric-type moves' base power by 20. |
|
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. |
|
Giga Impact | Normal | Physical | 150 | 9% | 90% | Requires an action to recharge. Can be used in one action for 3% extra energy. |
|
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. |
|
Hyper Beam | Normal | Special | 150 | 9% | 90% | Requires an action to recharge. Can be used in one action for 3% extra energy. |
|
Iron Defense | Steel | — | — | 2% | — | Raises the user's Defense by two stages. |
|
Iron Head | Steel | Physical | 80 | 5% | 100% | Has a 30% chance to make the target flinch. |
|
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. |
|
Magnetic Flux | Electric | — | — | * | — | Raises the Defense and Special Defense of all friendly Pokémon with Plus or Minus by one stage. |
|
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 Coat | Psychic | Special | * | * | 100% | −5 | Counters a special move, dealing twice as much damage as the user took. |
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. |
|
Tri Attack | Normal | Special | 80 | 4% | 100% | Has a 20% chance to burn, freeze, or paralyze the target. |
|
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. |
Magnezone in the league
Name | ⚥ | Trainer | Ability | XP | :3 | Item | ||
---|---|---|---|---|---|---|---|---|
alnico | — | shy ♡ | Magnet Pull | 6 | 4 |