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Magnet Pokémon

Uses antigravity to stay suspended. Appears without warning and uses THUNDER WAVE and similar moves.
Traps STEEL-type POKéMON.
Negates 1-hit KO attacks.
Boosts move power when the Pokémon moves last.
| Name | Version | Level | TM / HM | Egg move | Tutor | Other | Details | Open calc with this move |
|---|---|---|---|---|---|---|---|---|
Metal Sound SteelStatus | Emerald | 1 | — | — | — | — | Acc 85PP 40 A horrible metallic screech is used to sharply lower the foe’s SP. DEF. | Open calc with this move |
Tackle NormalPhysical | Emerald | 1 | — | — | — | — | Power 40Acc 100PP 35 | |
Thunder Shock ElectricSpecial | Emerald | 6 | — | — | — | — | Power 40Acc 100PP 30 | |
Supersonic NormalStatus | Emerald | 11 | — | — | — | — | Acc 55PP 20 The user generates odd sound waves. It may confuse the foe. | Open calc with this move |
Sonic Boom NormalSpecial | Emerald | 16 | — | — | — | — | Acc 90PP 20 The foe is hit with a shock wave that always inflicts 20- HP damage. | Open calc with this move |
Thunder Wave ElectricStatus | Emerald | 21 | — | — | ✓ | — | Acc 90PP 20 A weak electric shock that is sure to cause paralysis if it hits. | Open calc with this move |
Spark ElectricPhysical | Emerald | 26 | — | — | — | — | Power 65Acc 100PP 20 | |
Lock-On NormalStatus | Emerald | 32 | — | — | — | — | PP 5 The user locks on to the foe, making the next move sure to hit. | Open calc with this move |
Swift NormalSpecial | Emerald | 38 | — | — | ✓ | — | Power 60PP 20 Star-shaped rays that never miss are fired at all foes in battle. | Open calc with this move |
Screech NormalStatus | Emerald | 44 | — | — | — | — | Acc 85PP 40 An ear-splitting screech is emitted to sharply reduce the foe’s DEFENSE. | Open calc with this move |
Zap Cannon ElectricSpecial | Emerald | 50 | — | — | — | — | Power 120Acc 50PP 5 | |
Double Team NormalStatus | Emerald | — | TM32 | — | — | — | PP 15 The user creates illusory copies of itself to raise its evasiveness. | Open calc with this move |
Facade NormalPhysical | Emerald | — | TM42 | — | — | — | Power 70Acc 100PP 20 | |
Flash NormalStatus | Emerald | — | HM05 | — | — | — | Acc 100PP 20 A blast of light that cuts the foe’s accuracy. It also illuminates caves. | Open calc with this move |
Frustration NormalPhysical | Emerald | — | TM21 | — | — | — | Acc 100PP 20 This attack move grows more powerful the less the user likes its TRAINER. | Open calc with this move |
Hidden Power NormalSpecial | Emerald | — | TM10 | — | — | — | Power 60Acc 100PP 15 | |
Protect NormalStatus | Emerald | — | TM17 | — | — | — | PP 10 Enables the user to evade all attacks. It may fail if used in succession. | Open calc with this move |
Rain Dance WaterStatus | Emerald | — | TM18 | — | — | — | PP 5 A heavy rain falls for five turns, powering up WATER- type moves. | Open calc with this move |
Reflect PsychicStatus | Emerald | — | TM33 | — | — | — | PP 20 A wall of light cuts damage from physical attacks for five turns. | Open calc with this move |
Rest PsychicStatus | Emerald | — | TM44 | — | — | — | PP 5 The user sleeps for two turns to fully restore HP and heal any status problem. | Open calc with this move |
Return NormalPhysical | Emerald | — | TM27 | — | — | — | Acc 100PP 20 This attack move grows more powerful the more the user likes its TRAINER. | Open calc with this move |
Secret Power NormalPhysical | Emerald | — | TM43 | — | — | — | Power 70Acc 100PP 20 | |
Shock Wave ElectricSpecial | Emerald | — | TM34 | — | — | — | Power 60PP 20 A rapid jolt of electricity strikes the foe. It can’t be evaded. | Open calc with this move |
Sunny Day FireStatus | Emerald | — | TM11 | — | — | — | PP 5 The sun blazes for five turns, powering up FIRE-type moves. | Open calc with this move |
Thunder ElectricSpecial | Emerald | — | TM25 | — | — | — | Power 110Acc 70PP 10 | |
Thunderbolt ElectricSpecial | Emerald | — | TM24 | — | — | — | Power 90Acc 100PP 15 | |
Toxic PoisonStatus | Emerald | — | TM06 | — | — | — | Acc 90PP 10 A move that badly poisons the foe. Its poison damage worsens every turn. | Open calc with this move |
Double-Edge NormalPhysical | Emerald | — | — | — | ✓ | — | Power 120Acc 100PP 15 | |
Endure NormalStatus | Emerald | — | — | — | ✓ | — | PP 10 The user endures any hit with 1 HP left. It may fail if used in succession. | Open calc with this move |
Mimic NormalStatus | Emerald | — | — | — | ✓ | — | PP 10 The user copies the move last used by the foe for the rest of the battle. | Open calc with this move |
Rollout RockPhysical | Emerald | — | — | — | ✓ | — | Power 30Acc 90PP 20 | |
Sleep Talk NormalStatus | Emerald | — | — | — | ✓ | — | PP 10 While asleep, the user randomly uses one of the moves it knows. | Open calc with this move |
Snore NormalSpecial | Emerald | — | — | — | ✓ | — | Power 50Acc 100PP 15 | |
Substitute NormalStatus | Emerald | — | — | — | ✓ | — | PP 10 The user creates a decoy using one- quarter of its full HP. | Open calc with this move |
Swagger NormalStatus | Emerald | — | — | — | ✓ | — | Acc 85PP 15 A move that makes the foe confused, but also sharply raises its ATTACK. | Open calc with this move |
A physical attack in which the user charges, full body, into the foe.
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An electric shock attack that may also leave the foe paralyzed.
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An electrically charged tackle that may also paralyze the foe.
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An electric blast is fired like a cannon to inflict damage and paralyze.
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An attack that is boosted if user is burned, poisoned, or paralyzed.
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An attack that varies in type and intensity depending on the user.
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An attack that may have an additional effect that varies with the terrain.
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A brutal lightning attack that may also leave the foe paralyzed.
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A strong electrical attack that may also leave the foe paralyzed.
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A reckless, life- risking tackle that also hurts the user a little.
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A 5-turn rolling attack that becomes stronger each time it hits.
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An attack that can be used only while asleep. It may cause flinching.
| Open calc with this move |