Accent Image to accompany hero

Magnemitein Pokémon Heart & Soul

electricsteel
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Pokédex Entry

Magnet Pokémon

The units at its sides are extremely powerful magnets. They generate enough magnetism to draw in iron objects from over 300 feet away.

Magnemite in Pokémon Heart & Soul

Magnemite is #81 in the Pokédex for Pokémon Heart & Soul. This page covers its electric/steel typing, base stats, abilities, level-up and TM/HM moves, evolution chain, and where to find it across 6 encounter locations.

Type
ElectricSteel
Dex
#124 Johto Dex · #081 National
Abilities
Magnet Pull(Primary)

Traps Steel-type Pokémon.

Sturdy(Secondary)

Negates 1-hit KO attacks.

Analytic(Hidden)

Moving last boosts power.

Growth Rate
mediumfast
Gender Ratio
Genderless
Egg Groups
mineral
Hatch Rate
Medium Fast (20 cycles)
Catch Rate
190
pokeball
Poké Ball15.6%
greatball
Great Ball21.3%
ultraball
Ultra Ball26.1%
Base Exp
65
EV Yield
1 SpecialAttack
Wild Held Items
Weak To
fire ×2fighting ×2ground ×4
Resists
normal ×0.5electric ×0.5grass ×0.5ice ×0.5flying ×0.25psychic ×0.5bug ×0.5rock ×0.5dragon ×0.5steel ×0.25fairy ×0.5
Immune To
poison

Evolution Chain

Base form
Level up Magnemite to Lv. 30
• Level up Magneton at Route10
• Level up Magneton at Power Plant
• Use Thunder Stone on Magneton

How to Obtain

You can catch Magnemite in Power Plant (uncommon), in Route 38 (uncommon), and in Route 11 (rare), among three other areas. Wild ones range from level 19 to 48.

Wild Encounters (6)

Gen 7 Moves

The movepool a new game starts with.

Level Up (18)

SupersonicLevel: 1normal
PWR0ACC55PP20
Emits bizarre sound waves that may confuse the foe.
TackleLevel: 1normal
PWR35ACC0PP35
Charges the foe with a full- body tackle.
Thunder ShockLevel: 5electric
PWR40ACC100PP30
An electrical attack that may paralyze the foe.
Thunder WaveLevel: 7electric
PWR0ACC0PP20
A weak jolt of electricity that paralyzes the foe.
Magnet BombLevel: 11steel
PWR60ACC0PP20
Launches a magnet that strikes without fail.
Light ScreenLevel: 13psychic
PWR0ACC0PP30
Wall of light cuts special damage for 5 turns.
Sonic BoomLevel: 17normal
PWR1ACC90PP20
Launches shock waves that always inflict 20 HP damage.
SparkLevel: 19electric
PWR65ACC100PP20
An electrified tackle that may paralyze the foe.
Mirror ShotLevel: 23steel
PWR65ACC85PP10
Emits a flash of energy to damage and cut accuracy.
Metal SoundLevel: 25steel
PWR0ACC85PP40
Emits a horrible screech that sharply lowers Sp. Def.
Electro BallLevel: 29electric
PWR1ACC100PP10
Hurls an orb that does more damage to slower foes.
Flash CannonLevel: 31steel
PWR80ACC100PP10
Releases a blast of light that may lower Sp. Def.
ScreechLevel: 35normal
PWR0ACC85PP40
Emits a screech to sharply reduce the foe's Defense.
DischargeLevel: 37electric
PWR80ACC100PP15
Zaps all other {PKMN} with electricity. May paralyze.
Lock OnLevel: 41normal
PWR0ACC0PP5
Locks on to the foe to ensure the next move hits.
Magnet RiseLevel: 43electric
PWR0ACC0PP10
The user levitates with electromagnetism.
Gyro BallLevel: 47steel
PWR1ACC100PP5
A high-speed spin that does more damage to faster foes.
Zap CannonLevel: 49electric
PWR0ACC50PP5
Powerful and sure to cause paralysis, but inaccurate.

Gen 3 Moves

Used when the “Pokémon Movepool” challenge setting is set to Gen 3.

Level Up (11)

TackleLevel: 1normal
PWR35ACC0PP35
Charges the foe with a full- body tackle.
Metal SoundLevel: 1steel
PWR0ACC85PP40
Emits a horrible screech that sharply lowers Sp. Def.
Thunder ShockLevel: 6electric
PWR40ACC100PP30
An electrical attack that may paralyze the foe.
SupersonicLevel: 11normal
PWR0ACC55PP20
Emits bizarre sound waves that may confuse the foe.
Sonic BoomLevel: 16normal
PWR1ACC90PP20
Launches shock waves that always inflict 20 HP damage.
Thunder WaveLevel: 21electric
PWR0ACC0PP20
A weak jolt of electricity that paralyzes the foe.
SparkLevel: 26electric
PWR65ACC100PP20
An electrified tackle that may paralyze the foe.
Lock OnLevel: 32normal
PWR0ACC0PP5
Locks on to the foe to ensure the next move hits.
SwiftLevel: 38normal
PWR60ACC0PP20
Sprays star-shaped rays that never miss.
ScreechLevel: 44normal
PWR0ACC85PP40
Emits a screech to sharply reduce the foe's Defense.
Zap CannonLevel: 50electric
PWR0ACC50PP5
Powerful and sure to cause paralysis, but inaccurate.

TM/HM Moves (30)

Charge Beamelectric
PWR50ACC90PP10TM57
Fires a beam of electricity. May raise Sp. Atk.
Double Teamnormal
PWR0ACC0PP15TM32
Creates illusory copies to raise evasiveness.
Endurenormal
PWR0ACC0PP10TM58
Endures any attack for 1 turn, leaving at least 1HP.
Explosionnormal
PWR0ACC100PP5TM64
Inflicts severe damage but makes the user faint.
Facadenormal
PWR70ACC100PP20TM42
Boosts power when burned, paralyzed, or poisoned.
Flashnormal
PWR0ACC0PP20HM05
Looses a powerful blast of light that cuts accuracy.
Flash Cannonsteel
PWR80ACC100PP10TM91
Releases a blast of light that may lower Sp. Def.
Frustrationnormal
PWR1ACC100PP20TM21
Attack that is stronger if the Trainer is disliked.
Gyro Ballsteel
PWR1ACC100PP5TM74
A high-speed spin that does more damage to faster foes.
Hidden Powernormal
PWR0ACC100PP15TM10
The type varies with the user.The type and effectiveness vary with the user.
Light Screenpsychic
PWR0ACC0PP30TM16
Wall of light cuts special damage for 5 turns.
Natural Giftnormal
PWR1ACC100PP15TM83
The effectiveness varies with the held Berry.
Protectnormal
PWR0ACC0PP10TM17
Evades attack, but may fail if used in succession.
Psych Upnormal
PWR0ACC0PP10TM77
Copies foe's stat changes and gives to the user.
Rain Dancewater
PWR0ACC0PP5TM18
Boosts the power of Water- type moves for 5 turns.
Recyclenormal
PWR0ACC0PP10TM67
Recycles a used item for one more use.
Reflectpsychic
PWR0ACC0PP20TM33
Wall of light cuts physical damage for 5 turns.
Restpsychic
PWR0ACC0PP0TM44
The user sleeps for 2 turns, restoring HP and status.
Returnnormal
PWR1ACC100PP20TM27
Attack that increases in power with friendship.
Sandstormrock
PWR0ACC0PP10TM37
Causes a sandstorm that rages for several turns.
Secret Powernormal
PWR70ACC100PP20TM43
Attack with effects that vary by location.
Shock Waveelectric
PWR60ACC0PP20TM34
A fast and unavoidable electric attack.
Sleep Talknormal
PWR0ACC0PP10TM82
Uses an available move randomly while asleep.
Substitutenormal
PWR0ACC0PP10TM90
Creates a decoy using 1/4 of the user's maximum HP.
Sunny Dayfire
PWR0ACC0PP5TM11
Boosts the power of Fire- type moves for 5 turns.
Swaggernormal
PWR0ACC0PP15TM87
Confuses the foe, but also sharply raises its Attack.
Thunderelectric
PWR0ACC70PP10TM25
A lightning attack that may cause paralysis.
Thunderboltelectric
PWR0ACC100PP15TM24
A strong electrical attack that may paralyze the foe.
Thunder Waveelectric
PWR0ACC0PP20TM73
A weak jolt of electricity that paralyzes the foe.
Toxicpoison
PWR0ACC0PP10TM06
Poisons the foe with an intensifying toxin.

Type Summary

3
Weaknesses
11
Resistances
1
Immunities
3
Neutral

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×)

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 →

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