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Magnemite Moves & Learnsetin Pokémon PokeOrange

electricsteel26 total moves

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

Move Summary

12
Level Up
14
TM/HM
0
Move Tutor
0
Egg Moves
26
Total

Level Up Moves (12)

Moves that Magnemite learns naturally as it levels up.

TackleLevel: 1normal
4010035
A full-body charge attack.
ThundershockLevel: 6electric
4010030
An attack that may cause paralysis.
SupersonicLevel: 11normal
05520
Sound waves that cause confusion.
SonicboomLevel: 16normal
209020
Always inflicts 20HP damage.
Thunder WaveLevel: 21electric
09020
A move that may cause paralysis.
SparkLevel: 26electric
6510020
An attack that may cause paralysis.
Lock OnLevel: 30normal
01005
Ensures the next attack will hit.
Flash CannonLevel: 34steel
8010010
An attack that may lower SPCL.DEF.
ThunderboltLevel: 37electric
9010015
An attack that may cause paralysis.
SelfdestructLevel: 40normal
2001005
Powerful but makes the user faint.
ScreechLevel: 44normal
08540
Sharply reduces the foe's DEFENSE.
Zap CannonLevel: 48electric
120505
An attack that always paralyzes.

TM/HM Moves (14)

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

Toxicpoison
09010TM06
A poison move with increasing damage.
Sunny Dayfire
0905TM11
Boosts fire-type moves for 5 turns.
Lock Onnormal
01005TM12
Ensures the next attack will hit.
Protectnormal
010010TM17
Foils attack that turn. It may fail.
Rain Dancewater
0905TM18
Boosts water-type moves for 5 turns.
Thunderboltelectric
9010015TM24
An attack that may cause paralysis.
Thunderelectric
1107010TM25
An attack that may cause paralysis.
Returnnormal
110020TM27
An attack that is based on loyalty.
Double Teamnormal
010015TM32
Heightens evasiveness.
Flash Cannonsteel
8010010TM41
An attack that may lower SPCL.DEF.
Facadenormal
7010020TM42
Double damage with PSN, BRN, or PRZ.
Zap Cannonelectric
120505TM43
An attack that always paralyzes.
Restpsychic
010010TM44
Sleep for 2 turns to fully recover.
Flashnormal
010020TM50
Blinds the foe to reduce accuracy.