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Pokemon Lets Go Magneton

Magneton Pokedex ID: 82
StatAmountBar Graph
Max CP465
Attack60
Special Attack120
Defense95
Special Defense70
HP50
Speed70

Overview

Pokemon Let's Go Magneton 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 465, 50 HP, 60 Attack, 120 SP Attack, 95 Defense, 70 SP Defense and 70 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

Magneton emits a powerful magnetic force that is fatal to mechanical devices. As a result, large cities sound sirens to warn citizens of large-scale outbreaks of this Pokémon.

Pokemon Lets Go Magneton Evolutions

What level does Pokemon Let's Go Magneton Evolve at?

The Unevolved Form Magnemite Evolves at level 30 into Magneton.

FirstSecondThirdFinal
Magnemite325
30 Magneton465

How to catch Magneton in Pokemon Let's Go

Where to catch and find Pokemon Lets Go Magneton Locations and their Spawn Rate Chance for that Zone.

The best place to find pokemon let's go Magneton is in the Power Plant zone, it will have a 23% chance to spawn in the area with a level range of 37-42. This also makes Power Plant the best place to Catch Combo Chain hunt Shiny Magneton or for a Flawless IV Stats.

PokemonAreaSpawn ChanceLevelsEncounterFloor
Power Plant23%37-42normal1F
Power Plant5%37-42normal1F

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 Magneton.

Best Nature for Magneton

We recommend a Modest Nature for Magneton, you can visit Madam Celadon to force encounter pokemon of Modest Nature.

NatureIncreasesDecreasesChoice 1Choice 2
ModestSp. AtkAttackBlueRed
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Pokemon Lets Go Magneton Moves

Level Up Moves

Pokemon Let's Go Magneton Moves You Learn From Leveling Up.

LVLMoveTypeClassPowPPAccEffect
0Tri AttackNormalSpecial8010100%Has a 20% chance to burn, freeze, or paralyze the target.
1SupersonicNormalNone--2055%Confuses the target.
1TackleNormalPhysical5035100%Inflicts regular damage with no additional effect.
1Thunder ShockElectricSpecial4030100%deals damage and has a 10% chance of paralyzing the target.
1Thunder WaveElectricNone--20100%Paralyzes the target.
1Tri AttackNormalSpecial8010100%Has a 20% chance to burn, freeze, or paralyze the target.
5Thunder ShockElectricSpecial4030100%deals damage and has a 10% chance of paralyzing the target.
10Thunder WaveElectricNone--20100%Paralyzes the target.
15Sonic BoomNormalSpecial--2090%always deals 20 HP damage to the target, regardless of typing
20Light ScreenPsychicNone--30--Reduces damage from special attacks by 50% for five turns..
26ThunderboltElectricSpecial9515100%Has a 10% chance to paralyze the target.
36ScreechNormalNone--4085%Lowers the target's Defense by two stages.
46Flash CannonSteelSpecial8010100%deals damage and has a 10% chance of lowering the target's Special Defense by one stage.
56ThunderElectricSpecial9515100%Has a 10% chance to paralyze the target.

Learnable TMs Moves

These are the Technical Machines (TM) Moves that Magneton can Learn.

ItemMoveTypeClassPowPPAccEffect
TM1HeadbuttNormalPhysical7015100%Has a 30% chance to make the target flinch.
TM4TeleportPsychicNone--20--Immediately ends wild battles. No effect otherwise.
TM5RestPsychicNone--10--User sleeps for two turns, completely healing itself.
TM6Light ScreenPsychicNone--30--Reduces damage from special attacks by 50% for five turns..
TM7ProtectNormalNone--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.
TM8SubstituteNormalNone--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.
TM9ReflectPsychicNone--20--Reduces damage from physical attacks by half.
TM12FacadeNormalPhysical7020100%deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed.
TM16Thunder WaveElectricNone--20100%Paralyzes the target.
TM27ToxicPoisonNone--1090%Badly poisons the target, inflicting more damage every turn.
TM28Tri AttackNormalSpecial8010100%Has a 20% chance to burn, freeze, or paralyze the target.
TM36ThunderboltElectricSpecial9515100%Has a 10% chance to paralyze the target.
TM38ThunderElectricSpecial9515100%Has a 10% chance to paralyze the target.
TM48Hyper BeamNormalSpecial150590%User foregoes its next turn to recharge.
TM54Flash CannonSteelSpecial8010100%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 Julian

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