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Chinmite #170.81

xoto. #170.81

When it senses danger, it discharges positive and negative electricity from its two antennae. They generate enough magnetism to draw in iron objects from over 300 feet away.

HP
58
Attack
36
Defense
59
Sp. Atk
69
Sp. Def
55
Speed
52
Total
329
Height
40 cm
Weight
9 kg
Category
Angler Magnet Pokémon
Abilities
Magnet Pull

Prevents Steel-type Pokémon from fleeing by pulling them in with magnetism.

Volt Absorb

If hit by an Electric-type move, the Pokémon has its HP restored instead of taking damage.

Hidden Abilities
Illuminate

By illuminating its surroundings, the Pokémon prevents its accuracy from being lowered.

Sturdy

The Pokémon cannot be knocked out by a single hit as long as its HP is full. One-hit KO moves will also fail to knock it out.

Analytic

Boosts the power of the Pokémon's move if it is the last to act that turn.

Water Absorb

If hit by a Water-type move, the Pokémon has its HP restored instead of taking damage.

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