Magneton
ElectricSteel
In SDL
Base stats
HP50
Atk60
Def95
SpA120
SpD70
Spe70
BST465
Abilities
- Primary
- Magnet Pull
- Secondary
- Sturdy
- Hidden
- Analytic
Doubles analysis
What this movepool and ability set qualify for under the Doubles on Gen 9 role checks used by league synergy and the roster builder.
Base 70 Speed: Tailwind tier, doubled Speed clears 140.
Speed control
- Icy Wind / Electroweb
- Electroweb
- Thunder Wave
Tempo / support
- Helping Hand
Pivoting
- Pivot (U-turn/Volt Switch/Flip Turn)
- Volt Switch
Screens
- Screens
- Reflect, Light Screen
Moves — Gen 9
47 of 47 moves
| Details | |||||||
|---|---|---|---|---|---|---|---|
| Charge | Electric | Status | — | — | 20 | +1 SpD, user's next Electric move 2x power. | |
| Charge Beam | Electric | Special | 50 | 90 | 10 | 70% chance to raise the user's Sp. Atk by 1. | |
| Confuse Ray | Ghost | Status | — | 100 | 10 | Confuses the target. | |
| Discharge | Electric | Special | 80 | 100 | 15 | 30% chance to paralyze adjacent Pokemon. | |
| Eerie Impulse | Electric | Status | — | 100 | 15 | Lowers the target's Sp. Atk by 2. | |
| Electric Terrain | Electric | Status | — | — | 10 | 5 turns. Grounded: +Electric power, can't sleep. | |
| Electro Ball | Electric | Special | — | 100 | 10 | More power the faster the user is than the target. | |
| Electroweb | Electric | Special | 55 | 95 | 15 | 100% chance to lower the foe(s) Speed by 1. | |
| Endure | Normal | Status | — | — | 10 | User survives attacks this turn with at least 1 HP. | |
| Explosion | Normal | Physical | 250 | 100 | 5 | Hits adjacent Pokemon. The user faints. | |
| Facade | Normal | Physical | 70 | 100 | 20 | Power doubles if user is burn/poison/paralyzed. | |
| Flash Cannon | Steel | Special | 80 | 100 | 10 | 10% chance to lower the target's Sp. Def by 1. | |
| Gravity | Psychic | Status | — | — | 5 | 5 turns: no Ground immunities, 1.67x accuracy. | |
| Gyro Ball | Steel | Physical | — | 100 | 5 | More power the slower the user than the target. | |
| Heavy Slam | Steel | Physical | — | 100 | 10 | More power the heavier the user than the target. | |
| Helping Hand | Normal | Status | — | — | 20 | One adjacent ally's move power is 1.5x this turn. | |
| Hyper Beam | Normal | Special | 150 | 90 | 5 | User cannot move next turn. | |
| Iron Defense | Steel | Status | — | — | 15 | Raises the user's Defense by 2. | |
| Iron Head | Steel | Physical | 80 | 100 | 15 | 30% chance to make the target flinch. | |
| Light Screen | Psychic | Status | — | — | 30 | For 5 turns, special damage to allies is halved. | |
| Lock-On | Normal | Status | — | — | 5 | User's next move will not miss the target. | |
| Magnet Rise | Electric | Status | — | — | 10 | For 5 turns, the user has immunity to Ground. | |
| Metal Sound | Steel | Status | — | 85 | 40 | Lowers the target's Sp. Def by 2. | |
| Protect | Normal | Status | — | — | 10 | Prevents moves from affecting the user this turn. | |
| Rain Dance | Water | Status | — | — | 5 | For 5 turns, heavy rain powers Water moves. |