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Magneton Moves & Learnset

electricsteel34 total moves

Complete moveset and learnset for Magneton in Pokémon Polished Crystal. Learn which moves Magneton can learn by level up, TM/HM, egg moves, and move tutors.

Move Summary

16
Level Up
18
TM/HM
0
Move Tutor
0
Egg Moves
34
Total

Level Up Moves (16)

Moves that Magneton learns naturally as it levels up.

Metal SoundLevel: 1
steel
status category
08540
Emits a horrible screech that sharply lowers SP. DEF.
TackleLevel: 1
normal
physical category
3510035
Charges the foe with a full- body tackle.
Thunder ShockLevel: 1
electric
special category
4010030
An electrical attack that may paralyze the foe.
SupersonicLevel: 1
normal
status category
07020
Emits bizarre sound waves that may confuse the foe.
Thunder ShockLevel: 6
electric
special category
4010030
An electrical attack that may paralyze the foe.
SupersonicLevel: 11
normal
status category
07020
Emits bizarre sound waves that may confuse the foe.
Sonic BoomLevel: 16
normal
physical category
110020
Launches shock waves that always inflict 20 HP damage.
ScreechLevel: 19
normal
status category
08540
Emits a screech to sharply reduce the foe's DEFENSE.
Thunder WaveLevel: 22
electric
status category
010020
A weak jolt of electricity that paralyzes the foe.
SparkLevel: 26
electric
special category
6510020
An electrified tackle that may paralyze the foe.
Tri AttackLevel: 30
normal
physical category
8510015
Fires three types of beams at the same time.
ThunderboltLevel: 36
electric
special category
9510015
A strong electrical attack that may paralyze the foe.
Light ScreenLevel: 40
psychic
status category
0030
Creates a wall of light that lowers SP. ATK damage.
Lock OnLevel: 50
normal
status category
01005
Locks on to the foe to ensure the next move hits.
Zap CannonLevel: 50
electric
special category
1007010
Powerful and sure to cause paralysis, but inaccurate.
RefreshLevel: 57
normal
status category
010020
Heals poisoning, paralysis, or a burn.

TM/HM Moves (18)

Moves that Magneton can learn via Technical Machines (TMs) and Hidden Machines (HMs).

Toxic
poison
status category
08510TM06
Poisons the foe with an intensifying toxin.
Hidden Power
normal
physical category
110015TM10
The effectiveness varies with the user.
Sunny Day
fire
status category
0010TM11
Boosts the power of FIRE- type moves for 5 turns.
Hyper Beam
normal
physical category
150905TM15
Powerful, but leaves the user immobile the next turn.
Light Screen
psychic
status category
0030TM16
Creates a wall of light that lowers SP. ATK damage.
Protect
normal
status category
0010TM17
Evades attack, but may fail if used in succession.
Rain Dance
water
status category
0010TM18
Boosts the power of WATER- type moves for 5 turns.
Frustration
normal
physical category
110020TM21
An attack that is stronger if the TRAINER is disliked.
Thunderbolt
electric
special category
9510015TM24
A strong electrical attack that may paralyze the foe.
Thunder
electric
special category
1207010TM25
A lightning attack that may cause paralysis.
Return
normal
physical category
110020TM27
An attack that increases in power with friendship.
Double Team
normal
status category
0015TM32
Creates illusory copies to raise evasiveness.
Reflect
psychic
status category
0020TM33
Creates a wall of light that weakens physical attacks.
Shock Wave
electric
special category
60020TM34
A fast and unavoidable electric attack.
Facade
normal
physical category
7010020TM42
Boosts ATTACK when burned, paralyzed, or poisoned.
Secret Power
normal
physical category
7010020TM43
An attack with effects that vary by location.
Rest
psychic
status category
0010TM44
The user sleeps for 2 turns, restoring HP and status.
Flash
normal
status category
010020HM05
Looses a powerful blast of light that cuts accuracy.