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Pokemon Lets Go Magneton

Magneton Pokedex ID: 82
Stat Amount Bar Graph
Max CP 465
Attack 60
Special Attack 120
Defense 95
Special Defense 70
HP 50
Speed 70

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.

First Second Third Final
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.

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 Magneton.

Best Nature for Magneton

We recommend a Modest Nature for Magneton, 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
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Pokemon Lets Go Magneton Moves

Level Up Moves

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

LVL Move Type Class Pow PP Acc Effect
0 Tri Attack Normal Special 80 10 100% Has a 20% chance to burn, freeze, or paralyze the target.
1 Supersonic Normal None -- 20 55% Confuses the target.
1 Tackle Normal Physical 50 35 100% Inflicts regular damage with no additional effect.
1 Thunder Shock Electric Special 40 30 100% deals damage and has a 10% chance of paralyzing the target.
1 Thunder Wave Electric None -- 20 100% Paralyzes the target.
1 Tri Attack Normal Special 80 10 100% Has a 20% chance to burn, freeze, or paralyze the target.
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.
36 Screech Normal None -- 40 85% Lowers the target's Defense by two stages.
46 Flash Cannon Steel Special 80 10 100% deals damage and has a 10% chance of lowering the target's Special Defense by one stage.
56 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 Magneton 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.
TM28 Tri Attack Normal Special 80 10 100% Has a 20% chance to burn, freeze, or paralyze the target.
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.
TM48 Hyper Beam Normal Special 150 5 90% User foregoes its next turn to recharge.
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 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