Magnemite Profile



Home>Pokeprofile>Team Rocket>Electric


Magnemite Team Rocket
Magnemite C-18 Aquapolis
Magnemite C-36 Aquapolis
Magnemite SkyRidge
Lt. Surge's Magnemite Gym Heroes
Magneton Fossil
Magneton Aquapolis
Magneton F-65 SkyRidge
Magneton F-71 SkyRidge
Dark Magneton Team Rocket
Lt. Surge's Magneton Gym Heroes


Magnemite TR



Links for this card are the same as above.

Magnemite
40 HP
Basic Pokemon
Attack 1: Tackle 20
Attack 1 Energy Cost: 2 Colorless
Attack 2: Magnetism 10+
Attack 2 Energy Cost: 1 Electric, 1 Colorless
Attack 2 Special: Does 10 damage plus 10 more damage for each Magnemite, Magneton, and Dark Magneton on your Bench.
Weakness: Fighting
Retreat Cost: 1
Recommendation: This one starts on the Bench, because a 2 Energy Tackle does all right. Magnetism has a catch. Since you can only have 4 Magnemite max, it can only do 40 damage, but then again, it's better than 20.

Magnemite Aquapolis


Home>Pokeprofile>Aquapolis>Electric

Magnemite C-18
50 HP
Basic Pokemon
Pokemon Power: Poke-Body: Conductive Body: You pay 1 less to retreat Magnemite for each Magnemite on your Bench.
Attack 1: Magnetic Bomb 20+
Attack 1 Energy Cost: 1 Electric, 1 Colorless
Attack 1 Special: Flip a coin. If heads, this attack does 20 damage plus 10 more damage. If tails, Magnemite does 10 damage to itself.
Weakness: Fighting
Retreat Cost: 1
E-Reader: Part 1 of 4 for a Voltorb mini-game.
Recommendation: This is a nice little card. It may not be a perfect starter, but if you have a secondary Magnemite, you can switch the other one out. You can also counteract effects like Sticky Goo, which adds to your Retreat Cost. Magnetic Bomb is actually pretty good. It can do a max of 30 damage, but it does 10 to yourself half the time. Even so, that could take out a Pokemon before you switch out.

Home>Pokeprofile>Aquapolis>Steel

Magnemite C-36
40 HP
Basic Pokemon
Attack 1: Attract
Attack 1 Energy Cost: 1 Steel
Attack 1 Special: Choose 1 of your opponent's Benched Pokemon and switch the Defending Pokemon with it.
Attack 2: Tackle 20
Attack 2 Energy Cost: 2 Colorless
Weakness: Fire
Resistance: Grass
Retreat Cost: 1
E-Reader: Part 4 of 4 for a Voltorb mini-game.
Recommendation: This card is weak, but if you can get that Steel Energy on it, this card can get a completely weak Pokemon out into the open so you can attack with Tackle the next turn. Better evolve it in a hurry though.

Magnemite Sky



Home>Pokeprofile>SkyRidge>Electric

Lt. Surge's Magnemite GH



Home>Pokeprofile>Gym Heroes>Electric

Lt. Surge's Magnemite
40 HP
Basic Pokemon
Attack 1: Thundershock 10
Attack 1 Energy Cost: 1 Electric
Attack 1 Special: Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
Attack 2: Tackle 20
Attack 2 Energy Cost: 2 Colorless
Weakness: Fighting
Retreat Cost: 1
Recommendation: A starter that has a bonus of Paralysis for the first attack isn't bad at all. Tackle follows up a little later, when the Defending Pokemon has only 20 HP left.

Magneton Fossil



Home>Pokeprofile>Fossil>Electric

Magneton
80 HP
Stage 1 Pokemon
Attack 1: Sonicboom 20
Attack 1 Energy Cost: 1 Electric, 1 Colorless
Attack 1 Special: Don't apply Weakness and Resistance for this attack. (Any other effects that would happen after applying Weakness and Resistance still happen.)
Attack 2: Selfdestruct 100
Attack 2 Energy Cost: 4 Electric
Attack 2 Special: Does 20 damage to each Pokemon on each player's Bench. (Don't apply Weakness and Resistance for Benched Pokemon.) Magneton does 100 damage to itself.
Weakness: Fighting
Retreat Cost: 2
Recommendation: Sonicboom buys you enough time to power up Selfdestruct, or you could power it up on the Bench. If you did that, and used one of your Bench Destroyers, then you could Knock Out multiple Pokemon.

Magneton Aqua



Home>Pokeprofile>Aquapolis>Steel

Magneton
70 HP
Stage 1 Pokemon
Pokemon Power: Poke-Power: Magnetic Flow: Once during your turn (before you attack), if Magneton is your Active Pokemon, you may flip a coin. If heads, choose 2 of your opponent's Pokemon that have Energy cards attached to them. Choose 1 of the Energy cards attached to each of those Pokemon and switch them between the Pokemon. This power can't be used if Magneton is affected by a Special Condition.
Attack 1: Steel Wave 30
Attack 1 Energy Cost: 3 Colorless
Attack 1 Special: This attack does 10 damage to each of your opponent's Benched Pokemon that are the same type (color) as the Defending Pokemon. (Don't apply Weakness and Resistance for Benched Pokemon.)
Weakness: Fire
Resistance: Grass
Retreat Cost: 2
Recommendation: This is an oddball card. Magnetic Flow can switch an Energy card on 2 Pokemon to make the attack and the Energy Cost incompatible. Steel Wave is a great Bench Destroyer when against a single Energy deck, but not much on a triple Energy deck.

Magneton F-65 and F-71 Sky



Home>Pokeprofile>SkyRidge>Electric

Magneton F-65
80 HP
Stage 1 Pokemon
Pokemon Power: Poke-Power: Attract Energy: When you play Magneton from your hand to evolve 1 of your Pokemon, you may move and number of basic Energy cards attached to your other Pokemon to Magneton.
Attack 1: Electric Blast 40
Attack 1 Energy Cost: 1 Electric, 2 Colorless
Attack 1 Special: You may discard all Electric Energy cards attached to Magneton when you use this attack. If you do, put damage counters equal to the amount of your opponent's Benched Pokemon in the way you like. (For example, if you discard 3 Electric Energy cards, you can put 1 damage counter on 1 of your opponent's Benched Pokemon and 2 counters on another.)
Weakness: Fighting
Retreat Cost: 1
Recommendation: This is a great Bench Destroyer. Attract Energy calls every Energy you've got, and Electric Blast gets rid of them while doing tons of damage.

Home>Pokeprofile>SkyRidge>Steel

Magneton F-71
70 HP
Stage 1 Pokemon
Attack 1: Bounce Off 20
Attack 1 Energy Cost: 2 Colorless
Attack 1 Special: If Magneton and the Defending Pokemon don't have the same number of Energy cards attached to them, the player controlling the Active Pokemon with the fewest number of Energy cards attached to it switches 1 of his or her Benched Pokemon with his or her Active Pokemon.
Attack 2: Magnetic Wave 30+
Attack 2 Energy Cost: 2 Steel, 1 Colorless
Attack 2 Special: This attack does 30 damage plus 10 damage times the number of your Benched Pokemon minus the number of your opponent's Benched Pokemon. (For example, if your opponent has 1 Benched Pokemon and you have 3, this attack does 30 damage plus 20 more damage.)
Weakness: Fire
Resistance: Grass
Retreat Cost: 2
Recommendation: This is a very clever card to have in your deck. Bounce Off can switch one Active Pokemon, but you can control which one depending on the conditions. Say, you are Poisoned, but you don't want to discard 2 Energy cards to retreat. Make sure you have less Energy on Magneton so you can switch out while doing damage. You can also switch your opponent to a weak Pokemon. Magnetic Wave can do a max of 80 damage, but it is unlikely that your opponent would have so few Benched Pokemon. It is a weak attack overall.

Dark Magneton TR



Home>Pokeprofile>Team Rocket>Electric

Dark Magneton
60 HP
Stage 1 Pokemon
Attack 1: Sonicboom 20
Attack 1 Energy Cost: 2 Colorless
Attack 1 Special: Don't apply Weakness and Resistance for this attack. (Any other effects that would happen after applying Weakness and Resistance still happen.)
Attack 2: Magnetic Lines 30
Attack 2 Energy Cost: 2 Electric
Attack 2 Special: If the Defending Pokemon has any basic Energy cards attached to it, choose 1 of them. If your opponent has any Benched Pokemon, choose 1 of them and attach that energy card to it.
Weakness: Fighting
Retreat Cost: 2
Recommendation: At least you don't have to put any Energy cards on when you evolve it. Sonicboom is good for Pokemon that are Resistant to that type. Magnetic Lines keep the Defending Pokemon from using its most powerful attack while placing the Energy on a Pokemon that doesn't need it. This also keeps the Defender from retreating.

Lt. Surge's Magneton GH



Home>Pokeprofile>Gym Heroes>Electric

Lt. Surge's Magneton
70 HP
Stage 1 Pokemon
Pokemon Power: Energy Charge: As often as you like during your turn (before your attack), if Lt. Surge's Magneton is your Active Pokemon, you may take 1 Electric Energy card attached to 1 of your Pokemon and attach it to Lt. Surge's Magneton. This power can't be used if Lt. Surge's Magneton is Asleep, Confused, or Paralyzed.
Attack 1: Mega Shock 50
Attack 1 Energy Cost: 3 Electric, 1 Colorless
Attack 1 Special: Flip a coin. If tails, Lt. Surge's Magneton does 20 damage to itself.
Weakness: Fighting
Retreat Cost: 2
Recommendation: When you evolve from Lt. Surge's Magnemite, you may not have enough Energy to attack straight off. This Pokemon's power can take care of that. Mega Shock is good, but it has a risk. Make sure to have a Healing Item ready.