#462 Magnezone
General Location Attacks Stats Egg Moves
Gen VII Dex Gen VI Dex Gen V Dex Gen IV Dex

Picture Name Other Names No. Gender Ratio Type
Magnezone
Japan: Jibacoil
ジバコイル
French: Magnézone
German: Magnezone
Korean: 자포코일
National: #462
Alola: #056
Melemele: #056
Akala: #---
Ula'ula: #027
Poni: #---
Magnezone is Genderless
Classification Height Weight Capture Rate Base Egg Steps
Magnet Area Pokémon 3'11"
1.2m
396.8lbs
180kg
305,120
Abilities: Magnet Pull - Sturdy - Analytic (Hidden Ability)
Magnet Pull: Steel types cannot run nor switch while this Pokémon is in battle. Because the opponent’s switching is blocked, the opponent cannot switch on the turn this Pokémon switches out of battle. The opponent may still switch with Baton Pass.
Sturdy: The Pokémon will remain with 1 HP if it was going to be knocked out by a move when at full Hit Points, and it is immune to One Hit KO moves.
Hidden Ability (Available):
Analytic: Attack power increases by 30% if the Pokémon is the last Pokémon to attack this turn
Experience Growth Base Happiness Effort Values Earned S.O.S. Calling
1,000,000 Points
Medium Fast
70 3 Sp. Attack Point(s)
Not Wild
Damage Taken
*0.5 *2 *1 *0.5 *0.5 *0.5 *2 *0 *4 *0.25 *0.5 *0.5 *0.5 *1 *0.5 *1 *0.25 *0.5
Wild Hold Item Egg Groups
 
Metal Coat
- 5%
Mineral
Evolutionary Chain
Locations
Sun Evolve Magneton
Moon Evolve Magneton
Ultra Sun Evolve Magneton
Ultra Moon Evolve Magneton
Trainer Locations  Details
Flavor Text
Sun Three units generate magnetism. There have been many mistaken reports of UFO sightings when Magnezone flies through the night sky.
Moon As it zooms through the sky, this Pokémon seems to be receiving signals of unknown origin, while transmitting signals of unknown purpose.
Ultra Sun It uses radar to monitor its territory. Intruders are quickly disposed of with a hyper beam.
Ultra Moon There are still people who believe that this Pokémon came from outer space. It emanates a powerful magnetic field.

Level Up Anchors Sun/Moon Ultra Sun/Ultra Moon
Sun/Moon Level Up
LevelAttack NameTypeCat.Att.Acc.PPEffect %
Evolve Tri Attack 80 100 10 20
The user strikes with a simultaneous three-beam attack. May also burn, freeze, or paralyze the target.
Zap Cannon 120 50 5 100
The user fires an electric blast like a cannon to inflict damage and cause paralysis.
Magnetic Flux -- -- 20 --
The user manipulates magnetic fields, which raises the Defense and Sp. Def stats of ally Pokémon with the Plus or Minus Ability.
Mirror Coat ?? 100 20 --
A retaliation move that counters any special attack, inflicting double the damage taken.
Barrier -- -- 20 --
The user throws up a sturdy wall that sharply raises its Defense stat.
Electric Terrain -- -- 10 --
The user electrifies the ground for five turns, powering up Electric-type moves. Pokémon on the ground no longer fall asleep.
Tackle 40 100 35 --
A physical attack in which the user charges and slams into the target with its whole body.
Supersonic -- 55 20 --
The user generates odd sound waves from its body that confuse the target.
Thunder Shock 40 100 30 10
A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis.
Magnet Bomb 60 -- 20 --
The user launches steel bombs that stick to the target. This attack never misses.
5 Thunder Shock 40 100 30 10
A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis.
7 Magnet Bomb 60 -- 20 --
The user launches steel bombs that stick to the target. This attack never misses.
11 Thunder Wave -- 90 20 --
The user launches a weak jolt of electricity that paralyzes the target.
13 Light Screen -- -- 30 --
A wondrous wall of light is put up to reduce damage from special attacks for five turns.
17 Sonic Boom ?? 90 20 --
The target is hit with a destructive shock wave that always inflicts 20 HP damage.
19 Spark 65 100 20 30
The user throws an electrically charged tackle at the target. This may also leave the target with paralysis.
23 Mirror Shot 65 85 10 30
The user lets loose a flash of energy at the target from its polished body. This may also lower the target's accuracy.
25 Metal Sound -- 85 40 --
A horrible sound like scraping metal harshly lowers the target's Sp. Def stat.
29 Electro Ball ?? 100 10 --
The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power.
33 Flash Cannon 80 100 10 10
The user gathers all its light energy and releases it all at once. This may also lower the target's Sp. Def stat.
39 Screech -- 85 40 --
An earsplitting screech harshly lowers the target's Defense stat.
43 Discharge 80 100 15 30
The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis.
49 Lock-On -- -- 5 --
The user takes sure aim at the target. This ensures the next attack does not miss the target.
53 Magnet Rise -- -- 10 --
The user levitates using electrically generated magnetism for five turns.
59 Gyro Ball ?? 100 5 --
The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move's power.
63 Zap Cannon 120 50 5 100
The user fires an electric blast like a cannon to inflict damage and cause paralysis.

Ultra Sun/Ultra Moon Level Up
LevelAttack NameTypeCat.Att.Acc.PPEffect %
Tri Attack 80 100 10 20
The user strikes with a simultaneous three-beam attack. May also burn, freeze, or paralyze the target.
Zap Cannon 120 50 5 100
The user fires an electric blast like a cannon to inflict damage and cause paralysis.
Magnetic Flux -- -- 20 --
The user manipulates magnetic fields, which raises the Defense and Sp. Def stats of ally Pokémon with the Plus or Minus Ability.
Mirror Coat ?? 100 20 --
A retaliation move that counters any special attack, inflicting double the damage taken.
Barrier -- -- 20 --
The user throws up a sturdy wall that sharply raises its Defense stat.
Electric Terrain -- -- 10 --
The user electrifies the ground for five turns, powering up Electric-type moves. Pokémon on the ground no longer fall asleep.
Tackle 40 100 35 --
A physical attack in which the user charges and slams into the target with its whole body.
Supersonic -- 55 20 --
The user generates odd sound waves from its body that confuse the target.
Thunder Shock 40 100 30 10
A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis.
Thunder Wave -- 90 20 --
The user launches a weak jolt of electricity that paralyzes the target.
5 Thunder Shock 40 100 30 10
A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis.
7 Thunder Wave -- 90 20 --
The user launches a weak jolt of electricity that paralyzes the target.
11 Magnet Bomb 60 -- 20 --
The user launches steel bombs that stick to the target. This attack never misses.
13 Light Screen -- -- 30 --
A wondrous wall of light is put up to reduce damage from special attacks for five turns.
17 Sonic Boom ?? 90 20 --
The target is hit with a destructive shock wave that always inflicts 20 HP damage.
19 Spark 65 100 20 30
The user throws an electrically charged tackle at the target. This may also leave the target with paralysis.
23 Mirror Shot 65 85 10 30
The user lets loose a flash of energy at the target from its polished body. This may also lower the target's accuracy.
25 Metal Sound -- 85 40 --
A horrible sound like scraping metal harshly lowers the target's Sp. Def stat.
29 Electro Ball ?? 100 10 --
The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power.
33 Flash Cannon 80 100 10 10
The user gathers all its light energy and releases it all at once. This may also lower the target's Sp. Def stat.
39 Screech -- 85 40 --
An earsplitting screech harshly lowers the target's Defense stat.
43 Discharge 80 100 15 30
The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis.
49 Lock-On -- -- 5 --
The user takes sure aim at the target. This ensures the next attack does not miss the target.
53 Magnet Rise -- -- 10 --
The user levitates using electrically generated magnetism for five turns.
59 Gyro Ball ?? 100 5 --
The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move's power.
63 Zap Cannon 120 50 5 100
The user fires an electric blast like a cannon to inflict damage and cause paralysis.

TM & HM Attacks
TM/HM #Attack NameTypeCat.Att.Acc.PPEffect %
TM06 Toxic -- 90 10 --
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
TM10 Hidden Power 60 100 15 --
A unique attack that varies in type depending on the Pokémon using it.
TM11 Sunny Day -- -- 5 --
The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.
TM15 Hyper Beam 150 90 5 --
The target is attacked with a powerful beam. The user can't move on the next turn.
TM16 Light Screen -- -- 30 --
A wondrous wall of light is put up to reduce damage from special attacks for five turns.
TM17 Protect -- -- 10 --
Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
TM18 Rain Dance -- -- 5 --
The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.
TM21 Frustration ?? 100 20 --
This full-power attack grows more powerful the less the user likes its Trainer.
TM24 Thunderbolt 90 100 15 10
A strong electric blast crashes down on the target. This may also leave the target with paralysis.
TM25 Thunder 110 70 10 30
A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.
TM27 Return ?? 100 20 --
This full-power attack grows more powerful the more the user likes its Trainer.
TM32 Double Team -- -- 15 --
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
TM33 Reflect -- -- 20 --
A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
TM42 Facade 70 100 20 --
This attack move doubles its power if the user is poisoned, burned, or paralyzed.
TM44 Rest -- -- 10 --
The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions.
TM48 Round 60 100 15 --
The user attacks the target with a song. Others can join in the Round to increase the power of the attack.
TM57 Charge Beam 50 90 10 70
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
TM64 Explosion 250 100 5 --
The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move.
TM68 Giga Impact 150 90 5 --
The user charges at the target using every bit of its power. The user can't move on the next turn.
TM72 Volt Switch 70 100 20 --
After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
TM73 Thunder Wave -- 90 20 --
The user launches a weak jolt of electricity that paralyzes the target.
TM74 Gyro Ball ?? 100 5 --
The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move's power.
TM77 Psych Up -- -- 10 --
The user hypnotizes itself into copying any stat change made by the target.
TM87 Swagger -- 85 15 --
The user enrages and confuses the target. However, this also sharply raises the target's Attack stat.
TM88 Sleep Talk -- -- 10 --
While it is asleep, the user randomly uses one of the moves it knows.
TM90 Substitute -- -- 10 --
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
TM91 Flash Cannon 80 100 10 10
The user gathers all its light energy and releases it all at once. This may also lower the target's Sp. Def stat.
TM93 Wild Charge 90 100 15 --
The user shrouds itself in electricity and smashes into its target. This also damages the user a little.
TM100 Confide -- -- 20 100
The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat.
Ultra Sun/Ultra Moon Move Tutor Attacks
Attack NameTypeCat.Att.Acc.PPEffect %
Signal Beam751001510
The user attacks with a sinister beam of light. This may also confuse the target.
Iron Head801001530
The user slams the target with its steel-hard head. This may also make the target flinch.
Magic Coat----15--
A barrier reflects back to the target moves like Leech Seed and moves that damage status.
Gravity----5--
Enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Flying moves can't be used.
Magnet Rise----10--
The user levitates using electrically generated magnetism for five turns.
Iron Defense----15--
The user hardens its body's surface like iron, sharply raising its Defense stat.
Electroweb559515100
The user attacks and captures opposing Pokémon using an electric net. This lowers their Speed stat.
Snore501001530
This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.
Shock Wave60--20--
The user strikes the target with a quick jolt of electricity. This attack never misses.
Recycle----10--
The user recycles a held item that has been used in battle so it can be used again.
Ally Switch----15--
The user teleports using a strange power and switches places with one of its allies.
Usable Z Moves
Attack NameTypeCat.Max Att.Acc.PPEffect %
Breakneck Blitz 200(Phy)/200(Spe) -- 1 --
The user builds up its momentum using its Z-Power and crashes into the target at full speed. The power varies, depending on the original move.
Savage Spin-Out 140 -- 1 --
The user binds the target with full force with threads of silk that the user spits using its Z-Power. The power varies, depending on the original move.
Corkscrew Crash 160(Phy)/160(Spe) -- 1 --
The user spins very fast and rams into the target with the full force of its Z-Power. The power varies, depending on the original move.
Gigavolt Havoc 175(Phy)/190(Spe) -- 1 --
The user hits the target with a powerful electric current collected by its Z-Power. The power varies, depending on the original move.
Shattered Psyche 100 -- 1 --
The user controls the target with its Z-Power and hurts the target with full force. The power varies, depending on the original move.
Usable Z Moves (Transfer Only/Improved)
Attack NameTypeCat.Max Att.Acc.PPEffect %
Continental Crush
Gen V or earlier
100 -- 1 --
The user summons a huge rock mountain using its Z-Power and drops it onto the target with full force. The power varies, depending on the original move.


Transfer Only Moves (Details)
Attack NameTypeCat.Att.Acc.PPEffect %Method
Flash -- 100 20 -- Gen VI TM70
The user flashes a bright light that cuts the target's accuracy.
Secret Power 70 100 20 30 Gen VI TM94 (ΪRαS)
The additional effects of this attack depend upon where it was used.
Secret Power 70 100 20 30 Gen IV TM43
The additional effects of this attack depend upon where it was used.
Endure -- -- 10 -- Gen IV TM58
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
Natural Gift ?? 100 15 -- Gen IV TM83
The user draws power to attack by using its held Berry. The Berry determines the move's type and power.
Swift 60 -- 20 -- Move Tutor - PtHGSS
Star-shaped rays are shot at the opposing Pokémon. This attack never misses.
Rollout 30 90 20 -- Move Tutor - PtHGSS
The user continually rolls into the target over five turns. It becomes more powerful each time it hits.
Headbutt 70 100 15 30 Move Tutor - HGSS
The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 535 70 70 115 130 90 60
Max Stats
Hindering Nature
Lv. 50 130 - 177 67 - 109 108 - 150 121 - 163 85 - 127 58 - 100
Lv. 100 250 - 344 130 - 215 211 - 296 238 - 323 166 - 251 112 - 197
Max Stats
Neutral Nature
Lv. 50 130 - 177 75 - 122 120 - 167 135 - 182 95 - 142 65 - 112
Lv. 100 250 - 344 145 - 239 235 - 329 265 - 359 185 - 279 125 - 219
Max Stats
Beneficial Nature
Lv. 50 130 - 177 82 - 134 132 - 183 148 - 200 104 - 156 71 - 123
Lv. 100 250 - 344 159 - 262 258 - 361 291 - 394 203 - 306 137 - 240

<--- #461
Weavile
#463
Lickilicky
--->

 
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