Magnemitein Pokémon Crystal Advance Redux
Pokédex Entry
Magnet Pokémon
It moves while constantly hovering. It discharges Thunder Wave and so on from the units at its sides.
Magnemite in Pokémon Crystal Advance Redux
Magnemite is #81 in the Pokédex for Pokémon Crystal Advance Redux. This page covers its electric/steel typing, base stats, abilities, level-up and TM/HM moves, evolution chain, and where to find it across 12 encounter locations.
Traps Steel-type Pokémon.
Cannot be KO'd from full HP.
Evolution Chain
How to Obtain
| Location | Level | Method | Form | Held Item | Prerequisite |
|---|---|---|---|---|---|
| Rocket Hideout | Lv. 23 | static | - | - | - |
Wild Encounters (12)
Level Up Moves (17)
| Level | Move | Type | Cat. | Power | Acc. | PP |
|---|---|---|---|---|---|---|
| TackleLevel: 1Tackle | normal | PWR40 | ACC100 | PP35 | ||
| A physical attack in which the user charges, full body, into the foe. | ||||||
| Metal SoundLevel: 3Metal Sound | steel | PWR0 | ACC85 | PP40 | ||
| A horrible metallic screech is used to sharply lower the foe's Sp. Def. | ||||||
| ThundershockLevel: 5Thundershock | electric | PWR40 | ACC100 | PP30 | ||
| An electric shock attack that may also leave the foe paralyzed. | ||||||
| SupersonicLevel: 7Supersonic | normal | PWR0 | ACC55 | PP20 | ||
| The user generates odd sound waves. It may confuse the foe. | ||||||
| SonicboomLevel: 10Sonicboom | normal | PWR1 | ACC90 | PP20 | ||
| The foe is hit with a shock wave that always inflicts 20- HP damage. | ||||||
| Thunder WaveLevel: 13Thunder Wave | electric | PWR0 | ACC90 | PP20 | ||
| A weak electric shock that is sure to cause paralysis if it hits. | ||||||
| Magnet BombLevel: 17Magnet Bomb | steel | PWR60 | ACC0 | PP20 | ||
| A steel bomb is stuck to the foe. It is sure to hit. | ||||||
| Charge BeamLevel: 20Charge Beam | electric | PWR50 | ACC90 | PP10 | ||
| The user fires a load of electricity that may raise the user's Sp. Atk. | ||||||
| Lock-OnLevel: 23Lock-On | normal | PWR0 | ACC0 | PP5 | ||
| The user locks on to the foe, making the next move sure to hit. | ||||||
| Signal BeamLevel: 26Signal Beam | bug | PWR75 | ACC100 | PP15 | ||
| The foe is hit with a flashing beam that may also cause confusion. | ||||||
| Electro BallLevel: 28Electro Ball | electric | PWR1 | ACC100 | PP10 | ||
| The ball of light that has more power if the user is slower than the foe. | ||||||
| ScreechLevel: 31Screech | normal | PWR0 | ACC85 | PP40 | ||
| An ear-splitting screech is emitted to sharply reduce the foe's Defense. | ||||||
| Mirror ShotLevel: 35Mirror Shot | steel | PWR65 | ACC85 | PP10 | ||
| The user looses a flash of energy to damage and lower accuracy. | ||||||
| DischargeLevel: 38Discharge | electric | PWR80 | ACC100 | PP15 | ||
| The user looses an electric flare that hits all Pokémon and may paralyze. | ||||||
| Magnet RiseLevel: 42Magnet Rise | electric | PWR0 | ACC0 | PP10 | ||
| The user levitates using electrically magnetism for five turns. | ||||||
| Flash CannonLevel: 46Flash Cannon | steel | PWR80 | ACC100 | PP10 | ||
| Light energy is shot at the foe. It may also lower the foe's Sp. Def. | ||||||
| Zap CannonLevel: 51Zap Cannon | electric | PWR120 | ACC50 | PP5 | ||
| An electric blast is fired like a cannon to inflict damage and paralyze. | ||||||
Egg Moves (8)
| Move | Type | Cat. | Power | Acc. | PP |
|---|---|---|---|---|---|
| ChargeCharge | electric | PWR0 | ACC0 | PP20 | |
| The user charges power to boost the Electric move it uses next. | |||||
| Confuse RayConfuse Ray | ghost | PWR0 | ACC100 | PP10 | |
| The foe is exposed to a sinister ray that triggers confusion. | |||||
| ElectrowebElectroweb | electric | PWR55 | ACC95 | PP15 | |
| The user traps the foe in an electric net. It also lowers the foe's Speed. | |||||
| ExplosionExplosion | normal | PWR250 | ACC100 | PP5 | |
| The user explodes to inflict terrible damage even while fainting itself. | |||||
| Light ScreenLight Screen | psychic | PWR0 | ACC0 | PP30 | |
| A wall of light cuts damage from Special attacks for five turns. | |||||
| Quick AttackQuick Attack | normal | PWR40 | ACC100 | PP30 | |
| An almost invisibly fast attack that is certain to strike first. | |||||
| ReflectReflect | psychic | PWR0 | ACC0 | PP20 | |
| A wall of light cuts damage from physical attacks for five turns. | |||||
| Wild ChargeWild Charge | electric | PWR90 | ACC100 | PP15 | |
| The user throws an electrified tackle. It hurts the user a little. | |||||
TM/HM Moves (16)
| Move | Type | Cat. | Power | Acc. | PP | |
|---|---|---|---|---|---|---|
| CurseCurse | ghost | PWR0 | ACC0 | PP10 | TM03TM03 | |
| A move that works differently for the Ghost type and all the other types. | ||||||
| RolloutRollout | rock | PWR30 | ACC90 | PP20 | TM04TM04 | |
| A 5-turn rolling attack that becomes stronger each time it hits. | ||||||
| ToxicToxic | poison | PWR0 | ACC85 | PP10 | TM06TM06 | |
| A move that badly poisons the foe. Its poison damage worsens every turn. | ||||||
| Zap CannonZap Cannon | electric | PWR120 | ACC50 | PP5 | TM07TM07 | |
| An electric blast is fired like a cannon to inflict damage and paralyze. | ||||||
| An attack that varies in type and intensity depending on the user. | ||||||
| Sunny DaySunny Day | fire | PWR0 | ACC0 | PP5 | TM11TM11 | |
| The sun blazes for five turns, powering up Fire-type moves. | ||||||
| ProtectProtect | normal | PWR0 | ACC0 | PP10 | TM17TM17 | |
| Enables the user to evade all attacks. It may fail if used in succession. | ||||||
| Rain DanceRain Dance | water | PWR0 | ACC0 | PP5 | TM18TM18 | |
| A heavy rain falls for five turns, powering up Water- type moves. | ||||||
| ThunderThunder | electric | PWR120 | ACC70 | PP10 | TM25TM25 | |
| A brutal lightning attack that may also leave the foe paralyzed. | ||||||
| ReturnReturn | normal | PWR1 | ACC100 | PP20 | TM27TM27 | |
| This attack move grows more powerful the more the user likes its Trainer. | ||||||
| Double TeamDouble Team | normal | PWR0 | ACC0 | PP15 | TM32TM32 | |
| The user creates illusory copies of itself to raise its evasiveness. | ||||||
| SwaggerSwagger | normal | PWR0 | ACC90 | PP15 | TM34TM34 | |
| A move that makes the foe confused, but also sharply raises its Attack. | ||||||
| SwiftSwift | normal | PWR60 | ACC0 | PP20 | TM39TM39 | |
| Star-shaped rays that never miss are fired at all foes in battle. | ||||||
| Shock WaveShock Wave | electric | PWR60 | ACC0 | PP20 | TM41TM41 | |
| A rapid jolt of electricity strikes the foe. It can't be evaded. | ||||||
| RestRest | psychic | PWR0 | ACC0 | PP10 | TM44TM44 | |
| The user sleeps for two turns to fully restore HP and heal any status problem. | ||||||
| FlashFlash | normal | PWR0 | ACC100 | PP20 | HM05HM05 | |
| A blast of light that cuts the foe's accuracy. It also illuminates caves. | ||||||
Move Tutor Moves (13)
| Move | Type | Cat. | Power | Acc. | PP | Location | |
|---|---|---|---|---|---|---|---|
| Charge Beam(Saffron City)Charge Beam | electric | PWR50 | ACC90 | PP10 | TutorTutor | ||
| The user fires a load of electricity that may raise the user's Sp. Atk. | |||||||
| Thunderbolt(Celadon City)Thunderbolt | electric | PWR95 | ACC100 | PP15 | TutorTutor | ||
| A strong electrical attack that may also leave the foe paralyzed. | |||||||
| Sleep Talk(Ecruteak City)Sleep Talk | normal | PWR0 | ACC0 | PP10 | TutorTutor | ||
| While asleep, the user randomly uses one of the moves it knows. | |||||||
| Gyro Ball(Olivine City, Underwater Sevii)Gyro Ball | steel | PWR1 | ACC100 | PP5 | TutorTutor | ||
| A high-speed spin. The slower the user is than the foe, the greater the damage. | |||||||
| Flash Cannon(Vermilion City)Flash Cannon | steel | PWR80 | ACC100 | PP10 | TutorTutor | ||
| Light energy is shot at the foe. It may also lower the foe's Sp. Def. | |||||||
| Signal Beam(Saffron City)Signal Beam | bug | PWR75 | ACC100 | PP15 | TutorTutor | ||
| The foe is hit with a flashing beam that may also cause confusion. | |||||||
| Facade(Goldenrod Dept., Ice Path)Facade | normal | PWR70 | ACC100 | PP20 | TutorTutor | ||
| An attack that is boosted if user is burned, poisoned, or paralyzed. | |||||||
| Mimic(Goldenrod Dept., Saffron City)Mimic | normal | PWR0 | ACC100 | PP10 | TutorTutor | ||
| The user copies the move last used by the foe for the rest of the battle. | |||||||
| Thunder Wave(Goldenrod Dept.)Thunder Wave | electric | PWR0 | ACC90 | PP20 | TutorTutor | ||
| A weak electric shock that is sure to cause paralysis if it hits. | |||||||
| Wild Charge(Blackthorn City)Wild Charge | electric | PWR90 | ACC100 | PP15 | TutorTutor | ||
| The user throws an electrified tackle. It hurts the user a little. | |||||||
| Tri Attack(Blackthorn City)Tri Attack | normal | PWR80 | ACC100 | PP10 | TutorTutor | ||
| A simultaneous 3-beam attack that may paralyze, burn, or freeze the foe. | |||||||
| Volt Switch(Battle Tower, Power Plant)Volt Switch | electric | PWR70 | ACC100 | PP20 | TutorTutor | ||
| After attacking, the user switches places with a party Pokémon. | |||||||
| Iron Head(Blackthorn City)Iron Head | steel | PWR80 | ACC100 | PP15 | TutorTutor | ||
| The foe is slammed with its hard head. It may also make the foe flinch. | |||||||
Type Summary
Weaknesses
Types that deal increased damage to Magnemite. Use these types to counter it effectively.
Resistances & Immunities
Types that Magnemite resists or is immune to. Avoid using these types against it.
Immunities (0×)
Best Counters
Pokémon that have type advantages against Magnemite, either offensively or defensively.
Base Stats
Also in
This Pokémon appears in other games we cover. Typing and base stats shown are that game's own — differences from the game you're viewing are marked.
See how Magnemite differs across the games we cover →
magnemite in 9 gamesPolished CrystalSoulGoldHeart & SoulEmerald LegacyModern EmeraldSour CrystalPokémon OrangeJohto LegendsAmbrosiaelectricsteelSame typing and stats as this game
magnemite in Red++electricsteelSp. Def 95 +40