Pokemon Brilliant Diamond and Shining Pearl Magcargo is a Fire and Rock Type Lava Pokémon, with a 9.8% Chance To Catch with a regular Pokeball. Magcargo can be found with Magma Armor, Flame Body and Weak Armor as an Ability and has a Medium Fast growth rate with a 2 Defense EV Yield. We recommend the Relaxed Nature, based on 430 combined Base Stats.
Magcargo Stats and Abilities
Based on Magcargo Base IVs we consider this pokemon D-Tier choice. Magcargo Highest IV Stat is Defense 120 and the Lowest being Speed 30.
| Tier | Stat | Base | Min | Max | 
|---|---|---|---|---|
|    F   | HP | 60 | 230 | 324 | 
|    F   | Attack | 50 | 94 | 218 | 
|    C   | Defense | 120 | 220 | 372 | 
|    C   | Special Attack | 90 | 166 | 306 | 
|    E   | Special Defense | 80 | 148 | 284 | 
|    F   | Speed | 30 | 58 | 174 | 
|    D   | Total | 430 | 
| Magcargo | Detail | 
|---|---|
| Best Nature | Relaxed 
				↑ +10% Defense↓ -10% Speed | 
| Caught in the Wild Held Item Chance | |
| Like/Dislikes | 
				 | 
| EV Yield | 2 Defense | 
| Growth Rate | Medium Fast | 
| Catch Rate | 75 (9.8% with PokéBall, full HP) | 
| Egg Groups | Amorphous | 
| Egg Cycles | 20 (4,884–5,140 steps) | 
| Abilities | Description | 
|---|---|
Magma Armor  Ability 1 | Magma Armor prevents the Pokémon from becoming frozen, for example from moves like Blizzard. | 
Flame Body  Ability 2 | If a Pokémon with Flame Body is hit by a move that makes contact, there is a 30% chance the attacker will become burned. | 
Weak Armor  Hidden Ability | When a Pokémon with Weak Armor is hit by a physical move, its Defense drops one stage, but its Speed increases by one stage. | 
How To Evolve Magcargo in BDSP
Slugma requires (Level 38) to evolve into Magcargo.
 Evolution ChartWhere To Find Magcargo in BDSP
Magcargo has spawn locations in Pokemon Brilliant Diamond and Shining Pearl. You can find the Unevolved form Lv. , within the location using the method.
| Location | How To Catch | Pokemon Spawns | 
|---|---|---|
| 
		
		 100 - 20%  | 
		  
		   Slugma 
		 Lv. 25-27 
		   | |
| 
		
		 5 - 1%  | 
		  
		   Magcargo 
		 Lv. 55-56 
		   | |
| 
		
		 National  | 
		  
		   Magcargo 
		 Lv. 16-63 
		   | |
| 
		
		 National  | 
		  
		   Slugma 
		 Lv. 16-63 
		   | |
| 
		
		 National  | 
		  
		   Magcargo 
		 Lv. 16-63 
		   | |
| 
		
		 National  | 
		  
		   Slugma 
		 Lv. 16-63 
		   | |
| 
		
		 National  | 
		  
		   Magcargo 
		 Lv. 16-63 
		   | |
| 
		
		 National  | 
		  
		   Slugma 
		 Lv. 16-63 
		   | 
 Locations ListPokemon Brilliant Diamond and Shining Pearl Magcargo Weakness
Magcargo is a Fire and Rock Type pokemon. This will cause Magcargo to take More Damage from Rock, Fighting, Ground, Water Type Moves, and Less Damage from Bug, Ice, Fairy, Normal, , Poison, Fire Type moves.
| Damage | Types | 
|---|---|
| 4.0x  More Damage  | 
					 | 
| 2.0x  More Damage  | 
					
					 | 
| 0.5x  Less Damage  | 
					
					 | 
| 0.25x  Less Damage  | 
					
					 | 
| Immune to Damage | 
What pokemon is Magcargo Weak Against?
 Type Weakness ChartBest Moves Magcargo in BDSP
Best Moveset for Magcargo Lv Up Moves based on Power.
| Lvl | Best Moves | Type | Class | Power | Acc | PP | Effect | 
|---|---|---|---|---|---|---|---|
| 58 |  
						 Earth Power  
						 |   | Special |   90   | 100 | 10 | May lower opponent's Special Defense. | 
| 54 |  
						 Flamethrower  
						 |   | Special |   135  | 100 | 15 | May burn opponent. | 
| 43 |  
						 Body Slam  
						 |   | Physical |   85   | 100 | 15 | May paralyze opponent. | 
| 34 |  
						 Lava Plume  
						 |   | Special |   120  | 100 | 15 | May burn opponent. | 
Best Moveset for Magcargo TM Moves based on Power.
| TM | Best Moves | Type | Class | Power | Acc | PP | Effect | 
|---|---|---|---|---|---|---|---|
| TM64 |  
						 Explosion  
						 |   | Physical |   250   | 100 | 5 | User faints. | 
| TM68 |  
						 Giga Impact  
						 |   | Physical |   150   | 90 | 5 | User must recharge next turn. | 
| TM15 |  
						 Hyper Beam  
						 |   | Special |   150   | 90 | 5 | User must recharge next turn. | 
| TM50 |  
						 Overheat  
						 |   | Special |   195  | 90 | 5 | Sharply lowers user's Special Attack. | 
Magcargo Level Up Moves
List of Moves Magcargo can learn by reaching higher levels in Pokemon Brilliant Diamond and Shining Pearl.
| Lvl | Move | Desc | 
|---|---|---|
| 1 |  
					    	 Shell Smash  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: — 
					    	PP: 15 
					    	Sharply raises user's Attack, Special Attack and Speed but lowers Defense and Special Defense.  
					    	 | 
| 58 |  
					    	 Earth Power  
					    	
					    	 |  
					    	 Power: 90 
					    	Acc: 100 
					    	PP: 10 
					    	May lower opponent's Special Defense.  
					    	 | 
| 1 |  
					    	 Yawn  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: — 
					    	PP: 10 
					    	Puts opponent to sleep in the next turn.  
					    	 | 
| 1 |  
					    	 Smog  
					    	
					    	 |  
					    	 Power: 30 
					    	Acc: 70 
					    	PP: 20 
					    	May poison opponent.  
					    	 | 
| 6 |  
					    	 Ember  
					    	
					    	 |  
					    	 Power:  
					    	60 Acc: 100 
					    	PP: 25 
					    	May burn opponent.  
					    	 | 
| 8 |  
					    	 Rock Throw  
					    	
					    	 |  
					    	 Power:  
					    	75 Acc: 90 
					    	PP: 15 
					    	 | 
| 13 |  
					    	 Harden  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: — 
					    	PP: 30 
					    	Raises user's Defense.  
					    	 | 
| 15 |  
					    	 Incinerate  
					    	
					    	 |  
					    	 Power:  
					    	90 Acc: 100 
					    	PP: 15 
					    	Destroys the target's held berry.  
					    	 | 
| 20 |  
					    	 Clear Smog  
					    	
					    	 |  
					    	 Power: 50 
					    	Acc: — 
					    	PP: 15 
					    	Removes all of the target's stat changes.  
					    	 | 
| 22 |  
					    	 Ancient Power  
					    	
					    	 |  
					    	 Power:  
					    	90 Acc: 100 
					    	PP: 5 
					    	May raise all user's stats at once.  
					    	 | 
| 29 |  
					    	 Rock Slide  
					    	
					    	 |  
					    	 Power:  
					    	112.5 Acc: 90 
					    	PP: 10 
					    	May cause flinching.  
					    	 | 
| 34 |  
					    	 Lava Plume  
					    	
					    	 |  
					    	 Power:  
					    	120 Acc: 100 
					    	PP: 15 
					    	May burn opponent.  
					    	 | 
| 36 |  
					    	 Amnesia  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: — 
					    	PP: 20 
					    	Sharply raises user's Special Defense.  
					    	 | 
| 43 |  
					    	 Body Slam  
					    	
					    	 |  
					    	 Power: 85 
					    	Acc: 100 
					    	PP: 15 
					    	May paralyze opponent.  
					    	 | 
| 47 |  
					    	 Recover  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: — 
					    	PP: 10 
					    	User recovers half its max HP.  
					    	 | 
| 54 |  
					    	 Flamethrower  
					    	
					    	 |  
					    	 Power:  
					    	135 Acc: 100 
					    	PP: 15 
					    	May burn opponent.  
					    	 | 
Magcargo TM Moves
List of Moves Magcargo can learn using (TMs) Technical Machine Items.
| TM | Move | Desc | 
|---|---|---|
| TM11 |  
					    	 Sunny Day  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: — 
					    	PP: 5 
					    	Makes it sunny for 5 turns.  
					    	 | 
| TM15 |  
					    	 Hyper Beam  
					    	
					    	 |  
					    	 Power: 150 
					    	Acc: 90 
					    	PP: 5 
					    	User must recharge next turn.  
					    	 | 
| TM16 |  
					    	 Light Screen  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: — 
					    	PP: 30 
					    	Halves damage from Special attacks for 5 turns.  
					    	 | 
| TM17 |  
					    	 Protect  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: — 
					    	PP: 10 
					    	Protects the user, but may fail if used consecutively.  
					    	 | 
| TM22 |  
					    	 Solar Beam  
					    	
					    	 |  
					    	 Power: 120 
					    	Acc: 100 
					    	PP: 10 
					    	Charges on first turn, attacks on second.  
					    	 | 
| TM26 |  
					    	 Earthquake  
					    	
					    	 |  
					    	 Power: 100 
					    	Acc: 100 
					    	PP: 10 
					    	Power is doubled if opponent is underground from using Dig.  
					    	 | 
| TM32 |  
					    	 Double Team  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: — 
					    	PP: 15 
					    	Raises user's Evasiveness.  
					    	 | 
| TM33 |  
					    	 Reflect  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: — 
					    	PP: 20 
					    	Halves damage from Physical attacks for 5 turns.  
					    	 | 
| TM35 |  
					    	 Flamethrower  
					    	
					    	 |  
					    	 Power:  
					    	135 Acc: 100 
					    	PP: 15 
					    	May burn opponent.  
					    	 | 
| TM37 |  
					    	 Sandstorm  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: — 
					    	PP: 10 
					    	Creates a sandstorm for 5 turns.  
					    	 | 
| TM38 |  
					    	 Fire Blast  
					    	
					    	 |  
					    	 Power:  
					    	165 Acc: 85 
					    	PP: 5 
					    	May burn opponent.  
					    	 | 
| TM39 |  
					    	 Rock Tomb  
					    	
					    	 |  
					    	 Power:  
					    	90 Acc: 95 
					    	PP: 15 
					    	Lowers opponent's Speed.  
					    	 | 
| TM42 |  
					    	 Facade  
					    	
					    	 |  
					    	 Power: 70 
					    	Acc: 100 
					    	PP: 20 
					    	Power doubles if user is burned, poisoned, or paralyzed.  
					    	 | 
| TM44 |  
					    	 Rest  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: — 
					    	PP: 10 
					    	User sleeps for 2 turns, but user is fully healed.  
					    	 | 
| TM45 |  
					    	 Attract  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: 100 
					    	PP: 15 
					    	If opponent is the opposite gender, it's less likely to attack.  
					    	 | 
| TM50 |  
					    	 Overheat  
					    	
					    	 |  
					    	 Power:  
					    	195 Acc: 90 
					    	PP: 5 
					    	Sharply lowers user's Special Attack.  
					    	 | 
| TM58 |  
					    	 Endure  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: — 
					    	PP: 10 
					    	Always left with at least 1 HP, but may fail if used consecutively.  
					    	 | 
| TM61 |  
					    	 Will-O-Wisp  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: 85 
					    	PP: 15 
					    	Burns opponent.  
					    	 | 
| TM64 |  
					    	 Explosion  
					    	
					    	 |  
					    	 Power: 250 
					    	Acc: 100 
					    	PP: 5 
					    	User faints.  
					    	 | 
| TM68 |  
					    	 Giga Impact  
					    	
					    	 |  
					    	 Power: 150 
					    	Acc: 90 
					    	PP: 5 
					    	User must recharge next turn.  
					    	 | 
| TM69 |  
					    	 Rock Polish  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: — 
					    	PP: 20 
					    	Sharply raises user's Speed.  
					    	 | 
| TM71 |  
					    	 Stone Edge  
					    	
					    	 |  
					    	 Power:  
					    	150 Acc: 80 
					    	PP: 5 
					    	High critical hit ratio.  
					    	 | 
| TM74 |  
					    	 Gyro Ball  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: 100 
					    	PP: 5 
					    	The slower the user, the stronger the attack.  
					    	 | 
| TM76 |  
					    	 Stealth Rock  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: — 
					    	PP: 20 
					    	Damages opponent switching into battle.  
					    	 | 
| TM80 |  
					    	 Rock Slide  
					    	
					    	 |  
					    	 Power:  
					    	112.5 Acc: 90 
					    	PP: 10 
					    	May cause flinching.  
					    	 | 
| TM82 |  
					    	 Sleep Talk  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: — 
					    	PP: 10 
					    	User performs one of its own moves while sleeping.  
					    	 | 
| TM83 |  
					    	 Bulldoze  
					    	
					    	 |  
					    	 Power: 60 
					    	Acc: 100 
					    	PP: 20 
					    	Lowers opponent's Speed.  
					    	 | 
| TM87 |  
					    	 Swagger  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: 85 
					    	PP: 15 
					    	Opponent becomes confused, but its Attack is sharply raised.  
					    	 | 
| TM90 |  
					    	 Substitute  
					    	
					    	 |  
					    	 Power: — 
					    	Acc: — 
					    	PP: 10 
					    	Uses HP to creates a decoy that takes hits.  
					    	 | 
| TM96 |  
					    	 Strength  
					    	
					    	 |  
					    	 Power: 80 
					    	Acc: 100 
					    	PP: 15 
					    	 | 
| TM98 |  
					    	 Rock Smash  
					    	
					    	 |  
					    	 Power: 40 
					    	Acc: 100 
					    	PP: 15 
					    	May lower opponent's Defense.  
					    	 | 
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