magneton #82 magneton

Datos del Pokémon

electric steel
Altura: 1 m
Peso: 60 kg

Habilidades

  • magnet-pull

    Prevents steel opponents from fleeing or switching out.

  • sturdy

    Prevents being KOed from full HP, leaving 1 HP instead. Protects against the one-hit KO moves regardless of HP.

  • analytic

    Strengthens moves to 1.3× their power when moving last.

Movimientos Descripción
headbutt Has a 30% chance to make the target flinch.
tackle Inflicts regular damage with no additional effect.
take-down User receives 1/4 the damage it inflicts in recoil.
double-edge User receives 1/3 the damage inflicted in recoil.
supersonic Confuses the target.
sonic-boom Inflicts 20 points of damage.
hyper-beam User foregoes its next turn to recharge.
thunder-shock Has a 10% chance to paralyze the target.
thunderbolt Has a 10% chance to paralyze the target.
thunder-wave Paralyzes the target.
thunder Has a 30% chance to paralyze the target.
toxic Badly poisons the target, inflicting more damage every turn.
rage If the user is hit after using this move, its Attack rises by one stage.
teleport Immediately ends wild battles. No effect otherwise.
mimic Copies the target’s last used move.
screech Lowers the target’s Defense by two stages.
double-team Raises the user’s evasion by one stage.
confuse-ray Confuses the target.
light-screen Reduces damage from special attacks by 50% for five turns.
reflect Reduces damage from physical attacks by half.
bide User waits for two turns, then hits back for twice the damage it took.
swift Never misses.
flash Lowers the target’s accuracy by one stage.
explosion User faints.
rest User sleeps for two turns, completely healing itself.
tri-attack Has a 20% chance to burn, freeze, or paralyze the target.
substitute Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
snore Has a 30% chance to make the target flinch. Only works if the user is sleeping.
curse Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
protect Prevents any moves from hitting the user this turn.
zap-cannon Has a 100% chance to paralyze the target.
lock-on Ensures that the user’s next move will hit the target.
sandstorm Changes the weather to a sandstorm for five turns.
endure Prevents the user’s HP from lowering below 1 this turn.
rollout Power doubles every turn this move is used in succession after the first, resetting after five turns.
swagger Raises the target’s Attack by two stages and confuses the target.
spark Has a 30% chance to paralyze the target.
sleep-talk Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
return Power increases with happiness, up to a maximum of 102.
frustration Power increases as happiness decreases, up to a maximum of 102.
hidden-power Power and type depend upon user’s IVs. Power can range from 30 to 70.
rain-dance Changes the weather to rain for five turns.
sunny-day Changes the weather to sunny for five turns.
psych-up Discards the user’s stat changes and copies the target’s.
facade Power doubles if user is burned, paralyzed, or poisoned.
charge Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
helping-hand Ally’s next move inflicts half more damage.
magic-coat Reflects back the first effect move used on the user this turn.
recycle User recovers the item it last used up.
secret-power Has a 30% chance to inflict a status effect which depends upon the terrain.
metal-sound Lowers the target’s Special Defense by two stages.
signal-beam Has a 10% chance to confuse the target.
iron-defense Raises the user’s Defense by two stages.
shock-wave Never misses.
gravity Disables moves and immunities that involve flying or levitating for five turns.
gyro-ball Power raises when the user has lower Speed, up to a maximum of 150.
natural-gift Power and type depend on the held berry.
magnet-rise User is immune to Ground moves and effects for five turns.
giga-impact User foregoes its next turn to recharge.
mirror-shot Has a 30% chance to lower the target’s accuracy by one stage.
flash-cannon Has a 10% chance to lower the target’s Special Defense by one stage.
discharge Has a 30% chance to paralyze the target.
iron-head Has a 30% chance to make the target flinch.
magnet-bomb Never misses.
charge-beam Has a 70% chance to raise the user’s Special Attack by one stage.
heavy-slam Power is higher when the user weighs more than the target, up to a maximum of 120.
electro-ball Power is higher when the user has greater Speed than the target, up to a maximum of 150.
round Has double power if it’s used more than once per turn.
volt-switch User must switch out after attacking.
electroweb Lowers the target’s Speed by one stage.
wild-charge User receives 1/4 the damage it inflicts in recoil.
confide Lowers the target’s Special Attack by one stage.
eerie-impulse Lowers the target’s Special Attack by two stages.
electric-terrain For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power.
steel-beam Inflicts damage, and the user takes damage equal to half of its max HP, rounded up.
rising-voltage Inflicts regular damage with no additional effect.
tera-blast

Estadísticas Base

hp 50
attack 60
defense 95
special attack 120
special defense 70
speed 70