Stat | Amount | Bar Graph |
---|---|---|
Max CP | 325 | |
Attack | 35 | |
Special Attack | 95 | |
Defense | 70 | |
Special Defense | 55 | |
HP | 25 | |
Speed | 45 |
Overview
Pokemon Let's Go Magnemite is a Electric and Steel Type pokemon also known as a Magnet Pokémon, first discovered in the Kanto region. it's weak against Fighting, Fire, Ground type moves and has a Max CP of 325, 25 HP, 35 Attack, 95 SP Attack, 70 Defense, 55 SP Defense and 45 Speed. Considering it's stats, the best nature to have is Modest, this will increase it's Sp. Atk and decrease it's Attack stats.
Pokedex Entry
Magnemite attaches itself to power lines to feed on electricity. If your house has a power outage, check your circuit breakers. You may find a large number of this Pokémon clinging to the breaker box.
Pokemon Lets Go Magnemite Evolutions
What level does Pokemon Let's Go Magnemite Evolve at?
The Unevolved Form Magnemite Evolves at level 30 into Magneton.
First | → | Second | → | Third | → | Final |
---|---|---|---|---|---|---|
Magnemite325 | 30 → | Magneton465 |
How to catch Magnemite in Pokemon Let's Go
Where to catch and find Pokemon Lets Go Magnemite Locations and their Spawn Rate Chance for that Zone.
The best place to find pokemon let's go Magnemite is in the Cerulean Cave zone, it will have a Rare Spawn% chance to spawn in the area with a level range of 51-56. This also makes Cerulean Cave the best place to Catch Combo Chain hunt Shiny Magnemite or for a Flawless IV Stats.
Pokemon | Area | Spawn Chance | Levels | Encounter | Floor |
---|---|---|---|---|---|
Power Plant | 23% | 37-42 | normal | 1F | |
Power Plant | 5% | 37-42 | normal | 1F |
The list above shows all the spawn locations of this pokemon and it's evolution forms.
Transferring and Catching
The type of Pokemon Candy you receive from Transferring and Catching Magnemite.
Best Nature for Magnemite
We recommend a Modest Nature for Magnemite, you can visit Madam Celadon to force encounter pokemon of Modest Nature.
Nature | Increases | Decreases | Choice 1 | Choice 2 |
---|---|---|---|---|
Modest | Sp. Atk | Attack | Blue | Red |
Pokemon Lets Go Magnemite Moves
Level Up Moves
Pokemon Let's Go Magnemite Moves You Learn From Leveling Up.
LVL | Move | Type | Class | Pow | PP | Acc | Effect |
---|---|---|---|---|---|---|---|
1 | Supersonic | Normal | None | -- | 20 | 55% | Confuses the target. |
1 | Tackle | Normal | Physical | 50 | 35 | 100% | Inflicts regular damage with no additional effect. |
5 | Thunder Shock | Electric | Special | 40 | 30 | 100% | deals damage and has a 10% chance of paralyzing the target. |
10 | Thunder Wave | Electric | None | -- | 20 | 100% | Paralyzes the target. |
15 | Sonic Boom | Normal | Special | -- | 20 | 90% | always deals 20 HP damage to the target, regardless of typing |
20 | Light Screen | Psychic | None | -- | 30 | -- | Reduces damage from special attacks by 50% for five turns.. |
26 | Thunderbolt | Electric | Special | 95 | 15 | 100% | Has a 10% chance to paralyze the target. |
32 | Screech | Normal | None | -- | 40 | 85% | Lowers the target's Defense by two stages. |
38 | Flash Cannon | Steel | Special | 80 | 10 | 100% | deals damage and has a 10% chance of lowering the target's Special Defense by one stage. |
44 | Thunder | Electric | Special | 95 | 15 | 100% | Has a 10% chance to paralyze the target. |
Learnable TMs Moves
These are the Technical Machines (TM) Moves that Magnemite can Learn.
Item | Move | Type | Class | Pow | PP | Acc | Effect |
---|---|---|---|---|---|---|---|
TM1 | Headbutt | Normal | Physical | 70 | 15 | 100% | Has a 30% chance to make the target flinch. |
TM4 | Teleport | Psychic | None | -- | 20 | -- | Immediately ends wild battles. No effect otherwise. |
TM5 | Rest | Psychic | None | -- | 10 | -- | User sleeps for two turns, completely healing itself. |
TM6 | Light Screen | Psychic | None | -- | 30 | -- | Reduces damage from special attacks by 50% for five turns.. |
TM7 | Protect | Normal | None | -- | 10 | -- | prevents any attacks targeted at the user from striking, for the duration of the turn. It has priority +4 so will activate before most other moves. |
TM8 | Substitute | Normal | None | -- | 10 | -- | Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. |
TM9 | Reflect | Psychic | None | -- | 20 | -- | Reduces damage from physical attacks by half. |
TM12 | Facade | Normal | Physical | 70 | 20 | 100% | deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed. |
TM16 | Thunder Wave | Electric | None | -- | 20 | 100% | Paralyzes the target. |
TM27 | Toxic | Poison | None | -- | 10 | 90% | Badly poisons the target, inflicting more damage every turn. |
TM36 | Thunderbolt | Electric | Special | 95 | 15 | 100% | Has a 10% chance to paralyze the target. |
TM38 | Thunder | Electric | Special | 95 | 15 | 100% | Has a 10% chance to paralyze the target. |
TM54 | Flash Cannon | Steel | Special | 80 | 10 | 100% | deals damage and has a 10% chance of lowering the target's Special Defense by one stage. |
Weak Against |
---|
Fighting 2x |
Fire 2x |
Ground 4x |
Strong Against |
---|
Electric 1/2 |
Normal 1/2 |
Rock 1/2 |
Bug 1/2 |
Grass 1/2 |
Psychic 1/2 |
Ice 1/2 |
Dragon 1/2 |
Fairy 1/2 |
Poison Immune |
Flying 1/4 |
Steel 1/4 |