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Magneton

    Jump to Gen III Pokédex

    Tip: Moves with a double border on their right get STAB. Levels that appear in bold are below Magneton's evolution level. If you want to teach your Pokémon a Level Up move that its level does not appear in bold, then press B while it evolves; you can always evolve it later. In case you want to teach it a Level Up move that it has forgotten, you can visit the move re-learner in Pastoria City (Shinnoh).

    Diamond & Pearl Level Up Moves
    Move NameLevelTypeCat.Pw.Acc.PPEff.%C.TypeAppeal
    Tri AttackNormalSpecial801001020Beauty3
    The user strikes with a simultaneous three- beam attack. May also paralyze, burn, or freeze the target.
    No Added Effect.
    Metal SoundSteelOther--8540--Smart2
    A horrible sound like scraping metal is emitted to sharply reduce the foe’s Sp. Def stat.
    Lowers voltage of all judges by 1.
    TackleNormalPhysical359535--Tough3
    A physical attack in which the user charges and slams into the foe with its whole body.
    No Added Effect.
    ThundershockElectricSpecial401003010Cool3
    A jolt of electricity is hurled at the foe to inflict damage. It may also leave the foe paralyzed.
    No Added Effect.
    SupersonicNormalOther--5520--Smart2
    The user generates odd sound waves from its body. It may confuse the target.
    Pokemon after self cannot lower any voltage in that turn.
    Thundershock6ElectricSpecial401003010Cool3
    A jolt of electricity is hurled at the foe to inflict damage. It may also leave the foe paralyzed.
    No Added Effect.
    Supersonic11NormalOther--5520--Smart2
    The user generates odd sound waves from its body. It may confuse the target.
    Pokemon after self cannot lower any voltage in that turn.
    Sonicboom14NormalSpecial??9020--Cool3
    The foe is hit with a destructive shock wave that always inflicts 20 HP damage.
    No Added Effect.
    Thunder Wave17ElectricOther--10020--Cool2
    A weak electric charge is launched at the foe. It causes paralysis if it hits.
    Pokemon after self cannot lower any voltage in that turn.
    Spark22ElectricPhysical651002030Cool3
    The user throws an electrically charged tackle at the foe. It may also leave the target paralyzed.
    No Added Effect.
    Lock-on27NormalOther----5--Smart2
    The user takes sure aim at the foe. It ensures the next attack does not fail to hit the target.
    Points +3 if two pokemon raise a judge's voltage consecutively.
    Magnet Bomb30SteelPhysical60--20--Cool3
    The user launches a steel bomb that sticks to the target. This attack will not miss.
    No Added Effect.
    Screech34NormalOther--8540--Smart2
    An earsplitting screech is emitted to sharply reduce the foe’s Defense stat.
    Lowers voltage of all judges by 1.
    Discharge40ElectricSpecial801001530Cool2
    A flare of electricity is loosed to strike all Pokémon in battle. It may also cause paralysis.
    Points +2 if first to appeal.
    Mirror Shot46SteelSpecial65851030Cute2
    The user looses a flash of energy from its polished body. It may also lower the target’s accuracy.
    Points +2 if first to appeal.
    Magnet Rise50ElectricOther----10--Cute2
    The user levitates using electrically generated magnetism for five turns.
    Pokemon after self cannot raise any voltage in that turnt.
    Gyro Ball54SteelPhysical??1005--Beauty2
    The user tackles the foe with a high-speed spin. The slower the user, the greater the damage.
    Points doubles if last to appeal.
    Zap Cannon60ElectricSpecial120505100Cool2
    The user fires an electric blast like a cannon to inflict damage and cause paralysis.
    Increases judge's voltage by 2.
    Machine Moves
    Move NameMachineTypeCat.Pw.Acc.PPEff.%C.TypeAppeal
    ToxicTM06PoisonOther--8510--Smart2
    A move that leaves the target badly poisoned. Its poison damage worsens every turn.
    Pokemon after self cannot lower any voltage in that turn.
    Hidden PowerTM10NormalSpecial??10015--Smart1
    A unique attack that varies in type and intensity depending on the Pokémon using it.
    Points +3 if lowest number of points in that turn.
    Sunny DayTM11FireOther----5--Beauty2
    The user intensifies the sun for five turns, powering up Fire-type moves.
    Pokemon after self cannot raise any voltage in that turn.
    Hyper BeamTM15NormalSpecial150905--Cool2
    The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy.
    Points +3 if previous pokemon reaches max voltage of a judge.
    Light ScreenTM16PsychicOther----30--Beauty2
    A wondrous wall of light is put up to suppress damage from special attacks for five turns.
    Pokemon after self cannot raise any voltage in that turn.
    ProtectTM17NormalOther----10--Cute0
    It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
    Points equal 4 minus voltage of judge.
    Rain DanceTM18WaterOther----5--Tough2
    The user summons a heavy rain that falls for five turns, powering up Water- type moves.
    Pokemon after self cannot raise any voltage in that turn.
    FrustrationTM21NormalPhysical??10020--Cute2
    A full-power attack that grows more powerful the less the user likes its Trainer.
    Points +2 if last to appeal.
    ThunderboltTM24ElectricSpecial951001510Cool2
    A strong electric blast is loosed at the foe. It may also leave the foe paralyzed.
    Points +2 if first to appeal.
    ThunderTM25ElectricSpecial120701030Cool2
    A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed.
    Points +2 if first to appeal.
    ReturnTM27NormalPhysical??10020--Cute2
    A full-power attack that grows more powerful the more the user likes its Trainer.
    Points +2 if first to appeal.
    Double TeamTM32NormalOther----15--Cool2
    By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
    Appeals first in the next turn.
    ReflectTM33PsychicOther----20--Smart2
    A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
    Pokemon after self cannot raise any voltage in that turn.
    Shock WaveTM34ElectricSpecial60--20--Cool2
    The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded.
    Points +2 if first to appeal.
    FacadeTM42NormalPhysical7010020--Cute2
    An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn.
    Points doubles if last to appeal.
    Secret PowerTM43NormalPhysical701002030Smart2
    The user attacks with a secret power. Its added effects vary depending on the user’s environment.
    Order of appealing is random in the next turn.
    RestTM44PsychicOther----10--Cute0
    The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.
    Points equal to the voltage of judge.
    Charge BeamTM57ElectricSpecial50901070Beauty2
    The user fires a concentrated bundle of electricity. It may also raise the user’s Sp. Atk stat.
    Points +2 if firt to appeal.
    EndureTM58NormalOther----10--Tough2
    The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession.
    Pokemon after self cannot raise any voltage in that turn.
    ExplosionTM64NormalPhysical2501005--Beauty0
    The user explodes to inflict damage on all Pokémon in battle. The user faints upon using this move.
    Points +15 if all pokemon appeal to the same judge.
    RecycleTM67NormalOther----10--Smart0
    The user recycles a single-use item that has been used in battle so it can be used again.
    Receives voltage points if previous pokemon reaches max voltage.
    Giga ImpactTM68NormalPhysical150905--Beauty2
    The user charges at the foe using every bit of its power. The user must rest on the next turn.
    Points +3 if previous pokemon reaches max voltage of a judge.
    FlashTM70NormalOther--10020--Beauty2
    The user flashes a light that cuts the foe’s accuracy. It can also be used to illuminate caves.
    Lowers voltage of all judges by 1.
    Thunder WaveTM73ElectricOther--10020--Cool2
    A weak electric charge is launched at the foe. It causes paralysis if it hits.
    Pokemon after self cannot lower any voltage in that turn.
    Gyro BallTM74SteelPhysical??1005--Beauty2
    The user tackles the foe with a high-speed spin. The slower the user, the greater the damage.
    Points doubles if last to appeal.
    Psych UpTM77NormalOther----10--Smart0
    The user hypnotizes itself into copying any stat change made by the foe.
    Points of next appeal doubles.
    Sleep TalkTM82NormalOther----10--Cute3
    While it is asleep, the user randomly uses one of the moves it knows.
    No Added Effect.
    Natural GiftTM83NormalPhysical??10015--Cool2
    The user draws power to attack by using its held Berry. The Berry determines its type and power.
    Points +2 if last to appeal.
    SwaggerTM87NormalOther--9015--Cute2
    The user enrages the foe into confusion. However, it also sharply raises the foe’s Attack stat.
    Pokemon after self cannot lower any voltage in that turn.
    SubstituteTM90NormalOther----10--Smart1
    The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.
    Points +3 if lowest number of points in that turn.
    Flash CannonTM91SteelSpecial801001010Smart2
    The user gathers all its light energy and releases it at once. It may also lower the foe’s Sp. Def stat.
    Points +2 if first to appeal.

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