Chinmite #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.