Magneton

Magnet Pull
Prevents Steel-type Pokemon from switching. Increases the chance of encountering a Steel-type Pokemon in the wild.
Sturdy
If the wielder is at full HP, it will survive any attack. OHKO moves will fail.
Analytic
Raises the power of all moves by 30% if the wielder moves last.
Type Tier
Electric / Steel RU
Level 5 Statistics (see level 5, 50, 100)
Min- Min Max Max+
HP
50
- 21 24 -
Atk
60
10 12 15 16
Def
95
14 16 19 20
SpA
120
16 18 21 23
SpD
70
11 13 16 17
Spe
70
11 13 16 17
Name Power Accuracy PP Target Description
Charge Beam 50 90% 10 Single non-user 70% chance to boost user's Special Attack by 1 stage.
Discharge 80 100% 15 All others 30% chance to paralyze the opponent.
Double Team - - 15 User Boosts evasion by 1 stage.
Electro Ball 1 100% 10 Single non-user Inflicts more damage the faster the user is compared to the target.
Explosion 250 100% 5 All others Faints the user.
Facade 70 100% 20 Single non-user Has 140 power when user is burned, paralyzed, or poisoned.
Flash - 100% 20 Single non-user Lowers target's accuracy by 1 stage.
Flash Cannon 80 100% 10 Single non-user 10% chance to lower target's Special Defense by 1 stage.
Frustration 1 100% 20 Single non-user No additional effect.
Giga Impact 150 90% 5 Single non-user User cannot move next turn.
Gyro Ball 1 100% 5 Single non-user Does damage based on both the user's and the target's Speed.
Hidden Power 1 100% 15 Single non-user Has 30-70 Base Power and can be any type but Normal, depending on the user's IVs.
Hyper Beam 150 90% 5 Single non-user The user cannot attack next turn.
Light Screen - - 30 User party Doubles your team's Special Defense for 5 turns.
Lock-On - - 5 Single non-user The next move will not miss.
Magnet Bomb 60 - 20 Single non-user Ignores evasion modifiers.
Magnet Rise - - 10 User User becomes immune to Ground moves for 5 turns.
Metal Sound - 85% 40 Single non-user Lowers target's Special Defense by 2 stages.
Mirror Shot 65 85% 10 Single non-user 30% chance to lower target's accuracy by 1 stage.
Protect - - 10 User Protects the user from attacks.
Psych Up - - 10 Single non-user Copies the target's stat changes.
Rain Dance - - 5 All Summons rain for five turns.
Reflect - - 20 User party Lowers damage from physical attacks to the user's team for 5 turns.
Rest - - 10 User The user goes to sleep for two turns and restores all HP.
Return 1 100% 20 Single non-user Does more damage the happier the user is.
Round 60 100% 15 Single non-user Power doubles if a teammate uses Round in the same turn.
Screech - 85% 40 Single non-user Lowers target's Defense by 2 stages.
SonicBoom 1 90% 20 Single non-user Does 20 HP damage. Ghosts are immune.
Spark 65 100% 20 Single non-user 30% chance to paralyze the target.
Substitute - - 10 User Takes 1/4 the user's max HP to create a Substitute that takes damage for the user.
Sunny Day - - 5 All Summons sunlight for five turns.
Supersonic - 55% 20 Single non-user Confuses the target.
Swagger - 90% 15 Single non-user Confuses the target and boosts the target's Attack by 2 stages.
Tackle 50 100% 35 Single non-user No additional effect.
Thunder 120 70% 10 Single non-user 30% chance to paralyze the target.
Thunder Wave - 100% 20 Single non-user Paralyzes the target.
Thunderbolt 95 100% 15 Single non-user 10% chance to paralyze the target.
ThunderShock 40 100% 30 Single non-user 10% chance to paralyze the target.
Toxic - 90% 10 Single non-user Badly poisons the target.
Tri Attack 80 100% 10 Single non-user 20% chance to paralyze, burn, or freeze the target.
Volt Switch 70 100% 20 Single non-user Forces user to switch.
Wild Charge 90 100% 15 Single non-user Has 1/4 recoil.
Zap Cannon 120 50% 5 Single non-user Paralyzes the target.