| National Dex 462 |
Johto Dex - |
Hoenn Dex - |
Sinnoh Dex - |
| Strengths and Weaknesses This table shows the strenths and weaknesses of this Pokemon, numbers less than one means the effect of those types of attacks are reduced by that factor, and numbers greater than one are increased by that factor. So for example, if the number is 2, then this Pokemon will incur about twice the damage as normal, 0.5, only half the normal damage. |
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| Level Moves | Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this. | |||||||
| Move | Level | Type | Class | Power | Accuracy | PP | Description | Games |
|---|---|---|---|---|---|---|---|---|
| Barrier | 1 | psychic | none | 0 | 100% | 30 | The user throws up a sturdy wall that sharply raises its Defense stat. | IV |
| Metal Sound | 1 | steel | none | 0 | 85% | 40 | A horrible sound like scraping metal is emitted to sharply reduce the foe's Sp. Def stat. | IV |
| Mirror Coat | 1 | psychic | special | n/a | 100% | 20 | A retaliation move that counters any special attack, inflicting double the damage taken. | IV |
| Supersonic | 1 | normal | none | 0 | 55% | 20 | The user generates odd sound waves from its body. It may confuse the target. | IV |
| Tackle | 1 | normal | physical | 35 | 95% | 35 | A physical attack in which the user charges and slams into the foe with its whole body. | IV |
| ThunderShock | 1 | electric | special | 40 | 100% | 30 | A jolt of electricity is hurled at the foe to inflict damage. It may also leave the foe paralyzed. | IV |
| SonicBoom | 14 | normal | special | n/a | 90% | 20 | The foe is hit with a destructive shock wave that always inflicts 20 HP damage. | IV |
| Thunder Wave | 17 | electric | none | 0 | 100% | 20 | A weak electric charge is launched at the foe. It causes paralysis if it hits. | IV |
| Spark | 22 | electric | physical | 65 | 100% | 20 | The user throws an electrically charged tackle at the foe. It may also leave the target paralyzed. | IV |
| Lock-On | 27 | normal | none | 0 | 100% | 5 | The user takes sure aim at the foe. It ensures the next attack does not fail to hit the target. | IV |
| Magnet Bomb | 30 | steel | physical | 60 | 0% | 20 | The user launches a steel bomb that sticks to the target. This attack will not miss. | IV |
| Screech | 34 | normal | none | 0 | 85% | 40 | An earsplitting screech is emitted to sharply reduce the foe's Defense stat. | IV |
| Discharge | 40 | electric | special | 80 | 100% | 15 | A flare of electricity is loosed to strike all Pokemon in battle. It may also cause paralysis. | IV |
| Mirror Shot | 46 | steel | special | 65 | 85% | 10 | The user looses a flash of energy from its polished body. It may also lower the target's accuracy. | IV |
| Magnet Rise | 50 | electric | none | 0 | 0% | 10 | The user levitates using electrically generated magnetism for five turns. | IV |
| Gyro Ball | 54 | steel | physical | n/a | 100% | 5 | The user tackles the foe with a high-speed spin. The slower the user, the greater the damage. | IV |
| Zap Cannon | 60 | electric | special | 120 | 50% | 5 | The user fires an electric blast like a cannon to inflict damage and cause paralysis. | IV |
| Machine Moves | Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this. | |||||||
| Move | TM | Type | Class | Power | Accuracy | PP | Description | Games |
|---|---|---|---|---|---|---|---|---|
| Toxic | TM06 | poison | none | 0 | 85% | 10 | A move that leaves the target badly poisoned. Its poison damage worsens every turn. | IV |
| Hidden Power | TM10 | normal | special | n/a | 100% | 15 | A unique attack that varies in type and intensity depending on the Pokemon using it. | IV |
| Sunny Day | TM11 | fire | none | 0 | 0% | 5 | The user intensifies the sun for five turns, powering up Fire-type moves. | IV |
| Hyper Beam | TM15 | normal | special | 150 | 90% | 5 | The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy. | IV |
| Light Screen | TM16 | psychic | none | 0 | 100% | 30 | A wondrous wall of light is put up to suppress damage from special attacks for five turns. | IV |
| Protect | TM17 | normal | none | 0 | 0% | 10 | It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. | IV |
| Rain Dance | TM18 | water | none | 0 | 0% | 5 | The user summons a heavy rain that falls for five turns, powering up Water-type moves. | IV |
| Frustration | TM21 | normal | physical | n/a | 100% | 20 | A full-power attack that grows more powerful the less the user likes its Trainer. | IV |
| Thunderbolt | TM24 | electric | special | 95 | 100% | 15 | A strong electric blast is loosed at the foe. It may also leave the foe paralyzed. | IV |
| Thunder | TM25 | electric | special | 120 | 70% | 10 | A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed. | IV |
| Return | TM27 | normal | physical | n/a | 100% | 20 | A full-power attack that grows more powerful the more the user likes its Trainer. | IV |
| Double Team | TM32 | normal | none | 0 | 100% | 15 | By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. | IV |
| Reflect | TM33 | psychic | none | 0 | 100% | 20 | A wondrous wall of light is put up to suppress damage from physical attacks for five turns. | IV |
| Facade | TM42 | normal | physical | 70 | 100% | 20 | An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. | IV |
| Secret Power | TM43 | normal | physical | 70 | 100% | 20 | The user attacks with a secret power. Its added effects vary depending on the user's environment. | IV |
| Rest | TM44 | psychic | none | 0 | 100% | 10 | The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. | IV |
| Charge Beam | TM57 | electric | special | 50 | 90% | 10 | The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat. | IV |
| Endure | TM58 | normal | none | 0 | 100% | 10 | The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession. | IV |
| Explosion | TM64 | normal | physical | 250 | 100% | 5 | The user explodes to inflict damage on all Pokemon in battle. The user faints upon using this move. | IV |
| Recycle | TM67 | normal | none | 0 | 100% | 10 | The user recycles a single-use item that has been used in battle so it can be used again. | IV |
| Giga Impact | TM68 | normal | physical | 150 | 90% | 5 | The user charges at the foe using every bit of its power. The user must rest on the next turn. | IV |
| Flash | TM70 | normal | none | 0 | 100% | 20 | The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves. | IV |
| Thunder Wave | TM73 | electric | none | 0 | 100% | 20 | A weak electric charge is launched at the foe. It causes paralysis if it hits. | IV |
| Gyro Ball | TM74 | steel | physical | n/a | 100% | 5 | The user tackles the foe with a high-speed spin. The slower the user, the greater the damage. | IV |
| Psych Up | TM77 | normal | none | 0 | 100% | 10 | The user hypnotizes itself into copying any stat change made by the foe. | IV |
| Sleep Talk | TM82 | normal | none | 0 | 100% | 10 | While it is asleep, the user randomly uses one of the moves it knows. | IV |
| Natural Gift | TM83 | normal | physical | n/a | 100% | 15 | The user draws power to attack by using its held Berry. The Berry determines its type and power. | IV |
| Swagger | TM87 | normal | none | 0 | 90% | 15 | The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. | IV |
| Substitute | TM90 | normal | none | 0 | 100% | 10 | The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. | IV |
| Flash Cannon | TM91 | steel | special | 80 | 100% | 10 | The user gathers all its light energy and releases it at once. It may also lower the foe's Sp. Def stat. | IV |
| Member: bladekin99 i see your point bugsteelice i didn't mean to put spark i meant to put Discharge and mirror coat protects you from fire types since most fire attacks are special attacks which makes it worthwhile to use.
12 Oct 09 12:09
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| Member: bugsteelice I think bladkin99 is wrong no offense bladkin99 mirror coat is olny good on special attacks I find that and counter a waste since fire is the only one of magnezone's weaknesses to use mainly special moves and if somthing used a fire move on magnezone he would most likely die. and I get why people use mirror shot because of the 30% chance of lowering foes accurecy but at only 85% accurecy and 65 power it is not worth it I recemend flash cannon 100% accurecy and 80 power it is better. Thunder wave is alright. But spark honestly spark that is the worst move choice for magnezone only 65 power and it is a phyisical attack and magnezone has better is better in special attacks use thunder,thunderblot, or even charge beam for the 70% chance of raising your speical attack any of those three would be better then spark.
30 Jun 09 22:10
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| Member: bladekin99 i think it should have: mirror coat (for double damage) mirror shot thunderwave (to paralize your foe) spark (for normal damage) these moves rock!
26 May 09 14:52
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Member: Downington magnezone is just awsome. it is one of the best trickroomers in the game. i hav 1 holding a life orb on my team with a quiet nature. moves are... explosion (When nearly fainted) magnet rise (Stops Ground Weakness) thunderbolt (STAB) flash cannon (STAB)
16 May 09 05:56
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| Member: pokedude5000 its a need to have pokemon and easy to obtain mine is a shiny its colour is black level 100 it knows thunderbolt zap cannon gyro ball and charge beam item held is magnet but zap plate is jut as good
9 Sep 08 10:42
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| Member: stevew83 A great pokemon to use but with one warning: If your opponent has Earthquake and uses it before you get a chance to use Magnet Rise.......GOODBYE Magnezone! Magnozone can switch in on lots of pokemon due to its high number of resistances and good Def. A useful moveset if you don't want to be too defensive: Item: Quick Claw Magnet Rise (to remove horrible 4x ground weakness) Thunderbolt(accuracy)/Thunder(power) (nice STAB, hits Skarmory & Gyarados hard) Flash Cannon (hits Rhyperior/Aerodactyl) HP Water (4x effective against Rhyperior) Another more defensive set: Item: Leftovers Magnet Rise (as above) Rest/Barrier/Light Screen (dependant on who you are likely to face) Toxic/Mirror Shot (reasonable chance of lowering foe's accuracy) Thunder Wave/Thunderbolt
18 Jun 08 04:37
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Member: pok3mon 2 great pokemon only can be beaten with super effective moves
6 Jun 08 08:31
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| Member: HJD Make sure this pokemon knows Lock On to hit with Zap Cannon every time.
10 May 08 15:55
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Member: -R.R. Magnezone is the most defensive pokemon in the game. With extremely high defense, and up to 14 resitances (with magnet rise). Great to have on wifi.
1 Apr 08 18:59
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Member: Zeppelin33 I found Magnezone very good in causing parylisis with Zap Cannon and Thunder
7 Jan 08 20:43
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