Guides Pokedex

Pokemon Lets Go Magnemite

Magnemite Pokedex ID: 81
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
Advertisement

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.

Master Trainer

This Pokemon's Master Trainer is Murray

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