Magnezone Evolution
Magnezone Abilities
Prevents Steel opponents from fleeing or switching out.
Prevents being KOed from full HP, leaving 1 HP instead. Protects against the one-hit KO moves regardless of HP.
Strengthens moves to 1.3× their power when moving last.
Magnezone Moves
| Move▲ | Type▲ | Cat.▲ | Pow▲ | Acc▲ | Method▲ | Description |
|---|---|---|---|---|---|---|
| Tackle | normal | physical | 40 | 100 | Level 1 | A physical attack in which the user charges and slams into the target with its whole body. |
| Supersonic | normal | status | – | 55 | Level 1 | The user generates odd sound waves from its body that confuse the target. |
| Thunder Shock | electric | special | 40 | 100 | Level 1 | The user attacks the target with a jolt of electricity. This may also leave the target with paralysis. |
| Thunder Wave | electric | status | – | 90 | Level 1 | The user launches a weak jolt of electricity that paralyzes the target. |
| Tri Attack | normal | special | 80 | 100 | Level 1 | The user strikes with a simultaneous three-beam attack. This may also burn, freeze, or paralyze the target. |
| Mirror Coat | psychic | special | – | 100 | Level 1 | A retaliatory attack that counters any special move, inflicting double the damage taken. |
| Magnetic Flux | electric | status | – | – | Level 1 | The user manipulates magnetic fields, which boosts the Defense and Sp. Def stats of ally Pokémon with the Plus Ability or the Minus Ability. |
| Electric Terrain | electric | status | – | – | Level 1 | The user turns the ground into Electric Terrain for five turns, powering up Electric-type moves. Pokémon on the ground can no longer fall asleep. |
| Electro Ball | electric | special | – | 100 | Level 12 | The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power. |
| Gyro Ball | steel | physical | – | 100 | Level 16 | The user tackles the target with a high-speed spin. The slower the user is than the target, the greater the move's power. |
| Spark | electric | physical | 65 | 100 | Level 20 | The user attacks the target with an electrically charged tackle. This may also leave the target with paralysis. |
| Screech | normal | status | – | 85 | Level 24 | An earsplitting screech harshly lowers the target's Defense stat. |
| Magnet Rise | electric | status | – | – | Level 28 | The user levitates using electrically generated magnetism for five turns. |
| Flash Cannon | steel | special | 80 | 100 | Level 34 | The user gathers all its light energy and releases it at once. This may also lower the target's Sp. Def stat. |
| Discharge | electric | special | 80 | 100 | Level 40 | The user strikes everything around it by letting loose a flare of electricity. This may also leave those hit by the attack with paralysis. |
| Metal Sound | steel | status | – | 85 | Level 46 | A horrible sound like scraping metal harshly lowers the target's Sp. Def stat. |
| Light Screen | psychic | status | – | – | Level 52 | A wondrous wall of light is put up to reduce damage from special moves for five turns. |
| Lock On | normal | status | – | – | Level 58 | The user takes sure aim at the target. This ensures the user's next move does not miss that target. |
| Zap Cannon | electric | special | 120 | 50 | Level 64 | The user attacks by firing an electric blast like a cannon. This also leaves the target with paralysis. |
| Body Press | fighting | physical | 80 | 100 | TM | The user attacks by slamming its body into the target. The higher the user's Defense stat, the greater the damage this move deals. |
| Body Slam | normal | physical | 85 | 100 | TM | The user attacks by dropping onto the target with its full body weight. This may also leave the target with paralysis. |
| Charge | electric | status | – | – | TM | The user becomes charged, boosting the power of the next Electric-type move it uses. This also boosts the user's Sp. Def stat. |
| Charge Beam | electric | special | 50 | 90 | TM | The user attacks the target with an electric charge. The residual electricity may also boost the user's Sp. Atk stat. |
| Confuse Ray | ghost | status | – | 100 | TM | The target is exposed to a sinister ray that causes confusion. |
| Double Edge | normal | physical | 120 | 100 | TM | A reckless life-risking tackle in which the user rushes the target. This also damages the user quite a lot. |
| Eerie Impulse | electric | status | – | 100 | TM | The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat. |
| Electroweb | electric | special | 55 | 95 | TM | The user captures opposing Pokémon in an electric net to inflict damage. This also lowers their Speed stats. |
| Endure | normal | status | – | – | TM | The user endures any attack with at least 1 HP. This move's chance of failing rises if used in succession. |
| Facade | normal | physical | 70 | 100 | TM | This move's power is doubled if the user is poisoned, burned, or paralyzed. |
| Giga Impact | normal | physical | 150 | 90 | TM | The user charges at the target using every bit of its power. The user can't move on the next turn. |
| Gravity | psychic | status | – | – | TM | Enables Flying types or Pokémon with the Levitate Ability to be hit by Ground-type moves for five turns. Moves that involve flying can't be used. |
| Hard Press | steel | physical | 0 | 100 | TM | The target is crushed with an arm, a claw, or the like to inflict damage. The more HP the target has left, the greater the move's power. |
| Heavy Slam | steel | physical | – | 100 | TM | The user slams into the target with its heavy body. The more the user outweighs the target, the greater the move's power. |
| Helping Hand | normal | status | – | – | TM | The user assists an ally by boosting the power of that ally's attack. |
| Hyper Beam | normal | special | 150 | 90 | TM | The target is attacked with a powerful beam. The user can't move on the next turn. |
| Iron Defense | steel | status | – | – | TM | The user hardens its body's surface like iron, sharply boosting its Defense stat. |
| Iron Head | steel | physical | 80 | 100 | TM | The user slams the target with its steel-hard head. This may also make the target flinch. |
| Protect | normal | status | – | – | TM | This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. |
| Rain Dance | water | status | – | – | TM | The user summons a heavy rain that falls for five turns, powering up Water-type attacks. The rain also lowers the power of Fire-type attacks. |
| Reflect | psychic | status | – | – | TM | A wondrous wall of light is put up to reduce damage from physical moves for five turns. |
| Rest | psychic | status | – | – | TM | The user goes to sleep for two turns. This fully restores the user's HP and cures any status conditions. |
| Sandstorm | rock | status | – | – | TM | A five-turn sandstorm is summoned to damage all Pokémon except Rock, Ground, and Steel types. The sandstorm also boosts the Sp. Def stats of Rock types. |
| Sleep Talk | normal | status | – | – | TM | The user randomly uses one of the moves it knows. This move can only be used while the user is asleep. |
| Steel Beam | steel | special | 140 | 95 | TM | The user fires a beam of steel that it collected from its entire body. This also damages the user. |
| Substitute | normal | status | – | – | TM | The user creates a substitute for itself using some of its own HP. The substitute serves as the user's decoy. |
| Sunny Day | fire | status | – | – | TM | The user intensifies the sun for five turns, powering up Fire-type attacks. The sunlight also lowers the power of Water-type attacks. |
| Supercell Slam | electric | physical | 100 | 95 | TM | The user electrifies its body and drops onto the target to inflict damage. If this move misses, the user takes damage instead. |
| Swift | normal | special | 60 | – | TM | Star-shaped rays are shot at opposing Pokémon. This attack never misses. |
| Take Down | normal | physical | 90 | 85 | TM | A reckless full-body charge attack for slamming into the target. This also damages the user a little. |
| Tera Blast | normal | special | 80 | 100 | TM | If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user. |
| Thunder | electric | special | 110 | 70 | TM | A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. |
| Thunderbolt | electric | special | 90 | 100 | TM | The user attacks the target with a strong electric blast. This may also leave the target with paralysis. |
| Volt Switch | electric | special | 70 | 100 | TM | After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
| Wild Charge | electric | physical | 90 | 100 | TM | The user shrouds itself in electricity and smashes into its target. This also damages the user a little. |
Magnezone Sprites
It evolved from exposure to a special magnetic field. Three units generate magnetism.
A group tried to use scientific means to make MAGNEZONE evolve, but their efforts ended in failure.
Exposure to a special magnetic field changed MAGNETON’s molecular structure, turning it into MAGNEZONE.
A group tried to use scientific means to make Magnezone evolve, but their efforts ended in failure.
Sometimes the magnetism emitted by Magnezone is too strong, making them attract each other so they cannot move.
Magnezone's Japanese name is Jibacoil (ジバコイル). Here are all the official names for Magnezone across different languages:
Magnezone Breeding
How to Get Magnezone
Magnezone is not catchable in the wild – it is typically obtained through gifts, events, or in-game trades. Here is how to obtain Magnezone in every game where it is available:
About Magnezone
Magnezone is a Electric/Steel-type Pokemon introduced in Generation 4. With a Base Stat Total (BST) of 535, Magnezone is classified as a Magnet Area Pokémon and is part of the Magnemite → Magneton → Magnezone evolution line.
In competitive play, Magnezone is placed in the RU tier where it holds a 4.87% usage rate. Its key abilities are Magnet Pull and Sturdy and Analytic, which allow it to function as a reliable lead with built-in survivability. Magnezone is weak to Ground, Fire, Fighting-type moves, so trainers should plan around these vulnerabilities.
Magnezone can learn 81 moves across Level-up, TM, Tutor, and Egg methods. Its most popular competitive moves include Flash Cannon, Volt Switch, Thunderbolt, Body Press. Standing at 1.2m tall and weighing 180kg, Magnezone has been a fan favorite since its debut in the Sinnoh region games.