Magnet Pull: Prevents Steel Pokemon from switching/fleeing
[Field Action - EMERALD ONLY] If this Pokemon is in the lead spot, the rate of encountering a Steel-type Pokemon increases by 50%
RSE & FRLG
Sturdy: Negates one-hit KOs.
Diamond & Pearl
Magnet Pull: Prevents Steel Pokemon from switching/fleeing
[Field Action] If this Pokemon is in the lead spot, the rate of encountering a Steel-type Pokemon increases by 50%
Uses anti-gravity to stay suspended. Appears without warning and uses Thunder Wave and similar moves.
Blue
Yellow
It is born with the ability to defy gravity. It floats in air on powerful electromagnetic waves.
Gold
It is attracted by electromagnetic waves. It may approach trainers if they are using their POKéGEAR.
Silver
The units at the sides of its body generate anti-gravity energy to keep it aloft in the air.
Crystal
The electricity emitted by the units on each side of its body cause it to become a strong magnet.
Ruby
MAGNEMITE always attaches itself to power lines to feed on electricity. If your house has a power outage, check you circuit breakers. You may find a large number of this POKéMON clinging to the breaker box.
Sapphire
MAGNEMITE floats in the air by emitting electromagnetic waves from the units at its sides. These waves block gravity. This POKéMON becomes incapable of flight if its internal electrical supply is depleted.
Emerald
The units at its sides are extremely powerful magnets. They generate enough magnetism to draw in iron objects from over 300 feet away.
FireRed
It moves while constantly hovering. It discharges THUNDER WAVE and so on from the units at its sides.
LeafGreen
Uses anti-gravity to stay suspended. Appears without warning and uses Thunder Wave and similar moves.
Diamond
The units at its sides generate electromagnetic waves that keep it airborne. It feeds on electricity.
Pearl
Stadium 1
Appears as if out of nowhere. It floats using anti-gravity and discharges electricity from two side-mounted units.
Stadium 2
It is attracted by electromagnetic waves. It may approach trainers if they are using their POKéGEAR.
TCG
Magnemite: It is said that if enough Magnemites and Magnetons gather in one place, they can create a powerful magnetic barrier.
This move ensures that the user's next attack will hit against its current target. Even if the user switches out, its replacement's next move will always hit too. Lock-On fails against Pokemon in the middle of using Protect, Detect, Dig or Fly, as well as Pokemon behind a Substitute.
This move ensures that the user's next attack will hit against its current target. This effect can be Baton Passed to another Pokemon. Lock-On fails against Pokemon in the middle of using Protect, Detect, DigFly, Bounce or Dive, as well as Pokemon behind a Substitute.
This move ensures that the user's next attack will hit against its current target. This effect can be Baton Passed to another Pokemon. Lock-On fails against Pokemon in the middle of using Protect, Detect, DigFly, Bounce or Dive, as well as Pokemon behind a Substitute. If the target uses Protect or Detect during its next turn, the user's next move has a [100 - move's normal accuracy]% chance to hit through Protect or Detect. OHKO moves do not benefit from this trait.
Power is determined from the speeds of the user and the target; stat modifiers are taken into account. Max power, 150 BP, is achieved when the user is much slower than the target.
This move is temporarily replaced by the target's last move; the replacement move will have 5 PP and become part of the user's moveset until the user switches out or the battle ends. Mimic copies attacks even if they miss or the user has immunity toward their type; it cannot copy itself, Struggle, Transform, Sketch, Metronome or moves that the user already knows, and it will fail if the target has yet to use a move.
The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Tickle, Hail, Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes.
Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure.
The user attacks uncontrollably for five turns; this move's power doubles after each turn and also if Defense Curl was used beforehand. Its power resets after five turns have ended or if the attack misses.
Does nothing if the user is awake. If the user asleep, it randomly performs one of its attacks. Rest will fail if it is selected. Sleep Talk's generated attacks do not cost PP, but it cannot generate moves with 0 PP, itself, Assist, Bide, Disabled attacks, Focus Punch, Metronome, Mirror Move, Uproar, or attacks with a charge-up turn like Fly or Skull Bash. (Moves with a recharge turn like Hyper Beam can be generated.)