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%
Formed by several Magnemites linked together. They frequently appear when sunspots flare up.
Blue
Yellow
Generates strange radio signals. It raises the temperature by 3.6F degrees within 3,300 feet.
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.
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 Magnemites linked together. They frequently appear when sunspots flare up.
Diamond
It is actually three MAGNEMITE linked by magnetism. A group can set off a magnetic storm.
Pearl
Stadium 1
Formed by MAGNEMITE that link together when the number of black spots on the sun increases. Fires high-voltage power, etc.
Stadium 2
Three MAGNEMITE are linked by a strong magnetic force. Earaches will occur if you get too close.
TCG
Dark Magneton: The number of incidents of hackers using Magnetons to damage computer systems is steadily increasing.
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.)