Accent Image to accompany hero

Magnemitein Pokémon SoulGold

electricsteel

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 SoulGold

Magnemite is #81 in the Pokédex for Pokémon SoulGold. This page covers its electric/steel typing, base stats, abilities, level-up and TM/HM moves, evolution chain, and where to find it across 4 encounter locations.

Type
ElectricSteel
Dex
#081
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 Railwaycave
• Use Thunder Stone on Magneton

How to Obtain

You can catch Magnemite in Route 38 (uncommon), in Route 39 (uncommon), and in Railway Cave 2F (rare), among one other area. Wild ones range from level 20 to 28.

Wild Encounters (4)

Level Up Moves (15)

TackleLevel: 1normal
PWR35ACC0PP35
Charges the foe with a full- body tackle.
Thunder ShockLevel: 1electric
PWR40ACC100PP30
An electrical attack that may paralyze the foe.
SupersonicLevel: 4normal
PWR0ACC55PP20
Emits bizarre sound waves that may confuse the foe.
Thunder WaveLevel: 8electric
PWR0ACC0PP20
A weak jolt of electricity that paralyzes the foe.
Electro BallLevel: 12electric
PWR1ACC100PP10
Hurls an orb that does more damage to slower foes.
Gyro BallLevel: 16steel
PWR1ACC100PP5
A high-speed spin that does more damage to faster foes.
SparkLevel: 20electric
PWR65ACC100PP20
An electrified tackle that may paralyze the foe.
ScreechLevel: 24normal
PWR0ACC85PP40
Emits a screech to sharply reduce the foe's Defense.
Magnet RiseLevel: 28electric
PWR0ACC0PP10
The user levitates with electromagnetism.
Flash CannonLevel: 32steel
PWR80ACC100PP10
Releases a blast of light that may lower Sp. Def.
DischargeLevel: 36electric
PWR80ACC100PP15
Zaps all other {PKMN} with electricity. May paralyze.
Metal SoundLevel: 40steel
PWR0ACC85PP40
Emits a horrible screech that sharply lowers Sp. Def.
Light ScreenLevel: 44psychic
PWR0ACC0PP30
Wall of light cuts special damage for 5 turns.
Lock OnLevel: 48normal
PWR0ACC0PP5
Locks on to the foe to ensure the next move hits.
Zap CannonLevel: 52electric
PWR0ACC50PP5
Powerful and sure to cause paralysis, but inaccurate.

TM/HM Moves (24)

Charge Beamelectric
PWR50ACC90PP10TM57
Fires a beam of electricity. May raise Sp. Atk.
Double Teamnormal
PWR0ACC0PP15TM32
Creates illusory copies to raise evasiveness.
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
An 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.
Protectnormal
PWR0ACC0PP10TM17
Evades attack, but may fail if used in succession.
Rain Dancewater
PWR0ACC0PP5TM18
Boosts the power of Water- type moves for 5 turns.
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
An attack that increases in power with friendship.
Roundnormal
PWR60ACC100PP15TM48
A song that inflicts damage. Others can join in too.
Sandstormrock
PWR0ACC0PP10TM37
Causes a sandstorm that rages for several turns.
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.
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.
Volt Switchelectric
PWR70ACC100PP20TM72
Does damage then switches out the user.
Wild Chargeelectric
PWR90ACC100PP15TM93
An electrical tackle that also hurts the user.

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 →

Related tools
Use ← → arrow keys to navigate