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Magneton Moves & Learnsetin Pokémon Modern Emerald

electricsteel32 total moves

Complete moveset and learnset for Magneton in Pokémon Modern Emerald. Learn which moves Magneton can learn by level up, TM/HM, egg moves, and move tutors.

Move Summary

15
Level Up
17
TM/HM
0
Move Tutor
0
Egg Moves
32
Total

Level Up Moves (15)

Moves that Magneton learns naturally as it levels up.

Metal SoundLevel: 1steel
08540
Emits a horrible screech that sharply lowers Sp. Def.
TackleLevel: 1normal
4010035
Charges the foe with a full- body tackle.
Thunder ShockLevel: 1electric
4010030
An electrical attack that may paralyze the foe.
SupersonicLevel: 1normal
05520
Emits bizarre sound waves that may confuse the foe.
Thunder ShockLevel: 6electric
4010030
An electrical attack that may paralyze the foe.
SupersonicLevel: 11normal
05520
Emits bizarre sound waves that may confuse the foe.
Light ScreenLevel: 13psychic
0030
Creates a wall of light that lowers Sp. Atk damage.
Sonic BoomLevel: 16normal
19020
Launches shock waves that always inflict 20 HP damage.
Thunder WaveLevel: 21electric
09020
A weak jolt of electricity that paralyzes the foe.
SparkLevel: 26electric
6510020
An electrified tackle that may paralyze the foe.
Flash CannonLevel: 33steel
8010010
Releases a blast of light that may lower Sp. Def.
Lock OnLevel: 35normal
01005
Locks on to the foe to ensure the next move hits.
Tri AttackLevel: 44normal
8010010
Fires three types of beams at the same time.
ScreechLevel: 53normal
08540
Emits a screech to sharply reduce the foe's Defense.
Zap CannonLevel: 62electric
120505
Powerful and sure to cause paralysis, but inaccurate.

TM/HM Moves (17)

Moves that Magneton can learn via Technical Machines (TMs) and Hidden Machines (HMs).

Toxicpoison
07010TM06
Poisons the foe with an intensifying toxin.
Hidden Powernormal
6010015TM10
The effectiveness varies with the user.
Sunny Dayfire
005TM11
Boosts the power of Fire- type moves for 5 turns.
Hyper Beamnormal
150905TM15
Powerful, but leaves the user immobile the next turn.
Protectnormal
0010TM17
Evades attack, but may fail if used in succession.
Rain Dancewater
005TM18
Boosts the power of Water- type moves for 5 turns.
Frustrationnormal
110020TM21
An attack that is stronger if the Trainer is disliked.
Thunderboltelectric
9010015TM24
A strong electrical attack that may paralyze the foe.
Thunderelectric
1107010TM25
A lightning attack that may cause paralysis.
Returnnormal
110020TM27
An attack that increases in power with friendship.
Double Teamnormal
0015TM32
Creates illusory copies to raise evasiveness.
Reflectpsychic
0020TM33
Creates a wall of light that weakens physical attacks.
Shock Waveelectric
60020TM34
A fast and unavoidable electric attack.
Facadenormal
7010020TM42
Boosts Attack when burned, paralyzed, or poisoned.
Secret Powernormal
7010020TM43
An attack with effects that vary by location.
Restpsychic
005TM44
The user sleeps for 2 turns, restoring HP and status.
Flashnormal
010020HM05
Looses a powerful blast of light that cuts accuracy.