Magneton



[OVERVIEW]

Magneton is one of the more unique Electric-types in the tier, mainly due to its solid abilities in Magnet Pull and Analytic; the former allows Magneton to trap Steel-types and weaken them severely or potentially OHKO them in order to support its teammates in sweeping, while the latter turns Magneton into a dangerous wallbreaker when coupled with Choice Specs. Magneton also has a great typing both offensively and defensively, as it has a good STAB combination that hits a large portion of the tier for at least neutral damage and it also has the most resistances to offer for any Pokemon, which makes it easy for it to switch in and pressure the foe. However, Magneton has many flaws that hold it back, including a mediocre base 70 Speed that leaves it outpaced and threatened by a number of offensive threats. Its bulk is also middling, even when boosted by Eviolite, thanks to its low HP stat, and it also has to deal with weaknesses to common offensive types. Its movepool also leaves much to be desired, as it has very little to work with aside from Hidden Power for coverage.

[SET]
name: Choice Specs
move 1: Thunderbolt
move 2: Flash Cannon
move 3: Volt Switch
move 4: Hidden Power Ice / Hidden Power Grass
item: Choice Specs
ability: Magnet Pull
evs: 252 SpA / 4 SpD / 252 Spe
nature: Timid / Modest

[SET COMMENTS]
Moves
========

Thunderbolt and Flash Cannon are Magneton's primary STAB attacks, which have good coverage just by themselves, hitting important Pokemon in the tier such as Empoleon, Florges, Suicune, and Crobat for super effective damage. Volt Switch is used to keep offensive momentum while doing a decent amount of damage to most targets, as well as gradually wearing down Magneton's potential switch-ins. The Hidden Power type of choice can usually be adjusted to preference; Hidden Power Ice hits Gligar and Mega Sceptile for super effective damage, while Hidden Power Grass gets a nice super effective hit against Swampert and Seismitoad.

Set Details
========

The given EV spread is self-explanatory, as maximum investment in Special Attack and Speed is used to make Magneton as fast and powerful as possible. A Timid nature is used to maximize Magneton's Speed, but a Modest nature is an option if you care more about Magneton's wallbreaking potential. Magnet Pull is used to trap Steel-types and weaken or KO them so that Magneton's teammates can have an easier time setting up and sweeping, although Analytic is an option if you prefer doing more damage overall.

Usage Tips
========

Because Magneton can trap and weaken Steel-types such as Empoleon and Forretress, it should be kept healthy until threats to it have been removed. Because Ground-types are immune to Volt Switch and Thunderbolt, Magneton should play cautiously around them, and it should use Flash Cannon if a switch to a Pokemon that resists Electric will be forced. Hidden Power should only be used if you're certain that the opponent will bring out a Pokemon that can be hit for super effective damage, as Hidden Power is otherwise very weak. Volt Switch should be used to gain momentum if Thunderbolt won't KO an incoming switch-in, as it lets Magneton switch into an appropriate answer to what the opponent brings in.

Team Options
========

Because Magneton is able to trap and weaken Steel-types, Pokemon that appreciate their removal, such as Slurpuff, Dragon Dance Salamence, and Haxorus, pair well with Magneton, because Steel-types such as Forretress can impede their sweep. Pokemon that can keep up offensive momentum with Magneton and form a VoltTurn core with it are also good partners, including Mega Beedrill, Crobat, and Mienshao. As Ground-types can stop Magneton from gaining momentum through Volt Switch, Pokemon that can remove these threats are appreciated; Shaymin, Swampert, and Suicune are prime examples of teammates that can fulfill this role. Magneton also benefits from entry hazard support, as many of its answers are worn down by having them in play. Again, Swampert is a very good partner, as it can deal with Fire- and Ground-types such as Darmanitan and Krookodile while also being able to set up Stealth Rock easily and also works well with Magneton's ability to check Water-types such as Suicune. Other entry hazard setters such as Roserade and Qwilfish also pair well with Magneton.


[STRATEGY COMMENTS]
Other Options
=============

Magneton can run a Choice Scarf set to patch up its average Speed stat, but this makes it much weaker and it isn't as fast as other Choice Scarf users. Magnet Rise with Eviolite can be run so that Magneton won't have to worry about Ground-type moves. Charge Beam is an option to boost Magneton's Special Attack and can turn Magneton into a decent win condition, but it usually does not have the room in its moveset to run this. Sturdy can be used if you need Magneton to serve as a backup check to offensive threats; however, this requires Magneton to not take any damage, which can be difficult due to entry hazards, Sturdy and is not as useful as Magnet Pull or Analytic. Endure + Custap Berry is also an option for Magneton to check offensive threats in an emergency.



Checks and Counters
===================

**Specially Defensive Pokemon**: Pokemon with large natural Special Defense, such as Blissey, Snorlax, and Umbreon, can switch into Magneton's attacks and can heal off the damage with little trouble, although it is a little more difficult for the latter two to switch in if Magneton is running Analytic.

**Ground-type Pokemon**: Swampert, Seismitoad, and Quagsire are all good switch-ins to Magneton, as they are immune to Thunderbolt and Volt Switch and don't mind taking damage from Flash Cannon, although they must be wary of Hidden Power Grass. Specially defensive variants of Gligar can switch into Flash Cannon and heal off the damage, but it must be careful of Hidden Power Ice. Other Ground-types such as Krookodile, Nidoqueen, and Nidoking also put pressure on Magneton by preventing it from using Volt Switch too freely, but they cannot switch in on Flash Cannon, Hidden Power Ice, or Hidden Power Grass repeatedly.

**Faster Offensive Threats**: Fast, powerful Pokemon such as Infernape, Nidoking, Entei, Heracross, and Mienshao can take advantage of Magneton's mediocre Speed and either revenge kill it or force it out. However, none of them can directly switch into Magneton's attacks.

**Electric-types**: Offensive variants of Mega Ampharos, Heliolisk, and Rotom-H can all switch into Magneton's STAB attacks and hit Magneton for super effective damage with a coverage move or, in Rotom-H's case, Overheat. Jolteon is also a solid answer because it regains HP if hit by Volt Switch or Thunderbolt.
 
Last edited:
This is QC ready; i'd like to get some input on adding Dragon-types to C&C cause most can't switch into Flash Cannon and Magneton gets free momentum w/ Volt Switch when they switch in, but most of them also have decent coverage options to hit it for SE damage so idk
 

IronBullet

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  • Mention Specially Defensive Gligar and SpD Hippo along with the other Ground-types in C&C as they aren't 2HKOed by Flash Cannon. Gligar needs watch out for HP Ice though, but Hippo is not 2HKOed by HP.
  • Electric-types resist both of its STABs so I think they deserve a mention in C&C. Offensive Mega Amph, Helio and Rotom-H also have the coverage moves to hurt Maggy. Jolteon deserves special mention cause Maggy can't Volt Switch out of it either.
Looks good otherwise! QC 1/3
 
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Comments


Overview
########

Magneton is one of the more unique Electric-types in the tier, mainly due to its solid abilities in Magnet Pull and Analytic, the former of which traps Steel-types and weakens them severely or potentially, (AC) if not OHKOing them, in order to support its teammates in sweeping, and the latter turning Magneton into a dangerous wallbreaker when coupled with Choice Specs. Magneton also has a great typing both offensively and defensively, as Electric- and Steel- is a good STAB combination that hits a large portion of the tier for at least neutral damage, and Magneton also has the most resistances to offer for any Pokemon, which makes it easy for it to switch in and pressure the opponent. However, Magneton has many flaws that hold it back, as it has to deal with a mediocre 70 Speed that leaves it outsped outpaced and threatened by a number of offensive threats. Its bulk is also middling, even when boosted by Eviolite, thanks to its low HP stat, and has to deal with weaknesses to common offensive types. Its movepool also leaves much to be desired, as it has very little to work with aside from Hidden Power for coverage.


Choice Specs
########
name: Choice Specs
move 1: Thunderbolt
move 2: Volt Switch
move 3: Flash Cannon
move 4: Hidden Power Ice / Hidden Power Grass
ability: Magnet Pull
item: Choice Specs
evs: 252 SpA / 4 SpD / 252 Spe
nature: Timid / Modest

Moves
========

Thunderbolt and Flash Cannon are Magneton's primary STAB attacks, and have good coverage, hitting Empoleon, Florges, Suicune, and Crobat for super effective damage. Volt Switch is used to keep offensive momentum while doing a good amount of damage to most targets, as well as gradually wearing down its potential switch ins switch-ins. The Hidden Power type of choice can usually be adjusted to preference, but HP Ice hits Gligar and Mega Sceptile for super effective damage while HP Grass hits Swampert and Seismitoad for super effective damage super effectively (avoiding repetition).

Set Details
========

The given EV spread is self-explanatory, as max investment in Special Attack and Speed are used to make Magneton as fast and powerful as possible. A Timid nature is used to maximize Magneton's speed, but a Modest nature can be run if you care more about Magneton's wallbreaking potential. Magnet Pull is used to trap Steel-types and weaken / or KO them so that partners teammates can have an easier time setting up and sweeping, although Analytic is an option if you prefer doing more overall damage.

Usage Tips
========

Since Magneton can trap and weaken Steel-types like Empoleon and Forretress, it should be kept healthy until it has threats have (I'm assuming?) been removed. Since Ground-types are immune to Volt Switch and Thunderbolt, Magneton should play cautiously around those, and it should usually use Flash Cannon in response if Magneton is going to force a Pokemon out that is weak to Electric-type attacks a switch to a Pokemon that resists Electric- will be forced. Hidden Power should only be used if you're certain that the opponent will switch in a Pokemon weak to it bring out a Pokemon that can be hit super effectively (repetition), as otherwise Hidden Power is very weak and does little minimal damage. Volt Switch should be used to gain momentum if Thunderbolt won't KO an incoming switch-in, as it lets Magneton switch into an appropriate answer to what they bring in.

Team Options
========

Since Magneton traps and weakens Steel-types, Pokemon that appreciate their removal, like Slurpuff, Dragon Dance Salamence, and Haxorus pair well with Magneton, as Steel-types like Forretress can usually impede their sweep. Pokemon that can keep up offensive momentum with Magneton and form a VoltTurn core are also good partners, like Mega Beedrill, Crobat, and Mienshao. As Ground-types can stop Magneton from gaining momentum through Volt Switch, Pokemon that can get rid of them remove the threat are appreciated, like Shaymin, Swampert, and Suicune. Magneton also appreciates benefits from (repetition) hazard support, as many of its answers are worn down by them. The aforementioned Swampert is a very good partner, as it can deal with Fire- and Ground-types like Darmanitan, Hippowdon, and Krookodile while also being able to set up Stealth Rock easily, and appreciates works well with Magneton Magneton's checking of Water-types like such as Suicune (Not 100% about this change, but the over-use of 'appreciate' is an issue). Other hazard setters like Hippowdon, Roserade, and Qwilfish also pair well with Magneton.

Other Options
########

Magneton can run a Choice Scarf set to patch up its average Speed stat, but this makes it much weaker and isn't as cannot utilize it as well faster as other Choice Scarf users. Magnet Rise with Eviolite can be run so that Magneton won't have to worry about Ground-types. Charge Beam is an option to boost Magneton's Special Attack and can turn Magneton into a decent win condition, but it usually does not have the room to run this. Sturdy can be run if you need Magneton to serve as a backup check to offensive threats, however this requires Magneton to not take any damage, which can be difficult thanks due to hazards, and is also not as useful as Magnet Pull or Analytic. Endure Custap is also an option for Magneton to check offensive threats in an emergency.


Checks & Counters
########

**Specially Defensive Pokemon**: Pokemon with large natural Special Defense, like Blissey, Snorlax, and Umbreon can switch into Magneton's attacks and can heal off the damage with little trouble, although it is a little more difficult for the latter two to switch in if Magneton is running Analytic.

**Ground-type Pokemon**: Swampert, Seismitoad, and Quagsire are all good switch ins switch-ins to Magneton as they are immune to Thunderbolt and Volt Switch and don't mind taking damage from Flash Cannon, although they must be wary of Hidden Power Grass. Specially defensive variants of Hippowdon and Gligar can switch into Flash Cannon and heal off the damage, but Gligar must be careful of Hidden Power Ice. Other Ground-types like Krookodile, Nidoqueen, and Nidoking also put pressure on Magneton in that they prevent it from using Volt Switch too freely, however they cannot switch in on Flash Cannon, (AC) or Hidden Power Ice, (AC) and Hidden Power Grass repeatedly.

**Faster Offensive Threats**: While none of them can switch into Magneton's attacks, Pokemon like Infernape, Nidoking, Entei, Heracross, and Mienshao can all take advantage of Magneton's mediocre speed and revenge kill or force it out if they are brought in safely.

**Electric-types**: Offensive variants of Mega Ampharos, Heliolisk, and Rotom-H can all switch into Magneton's STAB attacks and hit Magneton for super effective damage with a coverage move, or in Rotom-H's case, Overheat. Jolteon is also a good answer as it regains HP if targeted by Volt Switch or Thunderbolt.


Tagging Goddess Briyella for a check.
 

Goddess Briyella

Banned deucer.
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Comments

Overview
########

Magneton is one of the more unique Electric-types in the tier, mainly due to its solid abilities in Magnet Pull and Analytic—the former of which traps Steel-types and weakens them severely or potentially OHKOing them,(RC) in order to support its teammates in sweeping, and while the latter turning turns Magneton into a dangerous wallbreaker when coupled with Choice Specs. Magneton also has a great typing both offensively and defensively, as Electric- and Steel- is it has a good STAB combination that hits a large portion of the tier for at least neutral damage, and Magneton it also has the most resistances to offer for any Pokemon, which makes it easy for it to switch in and pressure the opponent. However, Magneton has many flaws that hold it back, as it has to deal with including a mediocre base 70 Speed that leaves it outpaced and threatened by a number of offensive threats. Its bulk is also middling, even when boosted by Eviolite, thanks to its low HP stat, and has to deal with weaknesses to common offensive types. Its movepool also leaves much to be desired, as it has very little to work with aside from Hidden Power for coverage.


Choice Specs
########
name: Choice Specs
move 1: Thunderbolt
move 2: Volt Switch
move 3: Flash Cannon
move 4: Hidden Power Ice / Hidden Power Grass
ability: Magnet Pull
item: Choice Specs
evs: 252 SpA / 4 SpD / 252 Spe
nature: Timid / Modest

Moves
========

Thunderbolt and Flash Cannon are Magneton's primary STAB attacks, and which have good coverage just by themselves (STAB moves aren't usually referred to as coverage), hitting important Pokemon in the tier such as Empoleon, Florges, Suicune, and Crobat for super effective damage. Volt Switch is used to keep offensive momentum while doing a good decent (I think you're using the descriptive term "good" too much) amount of damage to most targets, as well as gradually wearing down its potential switch-ins. The Hidden Power type of choice can usually be adjusted to preference;(replace comma with semicolon) but HP Ice hits Gligar and Mega Sceptile for super effective damage while HP Grass hits gets a nice super effective hit against Swampert and Seismitoad super effectively.

Set Details
========

The given EV spread is self-explanatory, as max investment in Special Attack and Speed are used to make Magneton as fast and powerful as possible. A Timid nature is used to maximize Magneton's speed, but a Modest nature can be run if you care more about Magneton's wallbreaking potential. Magnet Pull is used to trap Steel-types and weaken or KO them so that teammates can have an easier time setting up and sweeping, although Analytic is an option if you prefer doing more overall damage overall.

Usage Tips
========

Since Magneton can trap and weaken Steel-types like Empoleon and Forretress, it should be kept healthy until threats to it have been removed. Since Because Ground-types are immune to Volt Switch and Thunderbolt, Magneton should play cautiously around those, and it should usually use Flash Cannon in response if a switch to a Pokemon that resists Electric-(remove hyphen) will be forced. Hidden Power should only be used if you're certain that the opponent will bring out a Pokemon that can be hit super effectively for super effective damage, as otherwise Hidden Power is otherwise very weak and does minimal damage. Volt Switch should be used to gain momentum if Thunderbolt won't KO an incoming switch-in, as it lets Magneton switch into an appropriate answer to what they bring in.

Team Options
========

Since Because Magneton is able to trap traps and weaken weakens Steel-types, Pokemon that appreciate their removal, like such as Slurpuff, Dragon Dance Salamence, and Haxorus,(AC) pair well with Magneton, as because Steel-types like Forretress can usually otherwise impede their sweep. Pokemon that can keep up offensive momentum with Magneton and form a VoltTurn core with it are also good partners, like including Mega Beedrill, Crobat, and Mienshao. As Ground-types can stop Magneton from gaining momentum through Volt Switch, Pokemon that can remove the threat these threats are appreciated;(replace comma with semicolon) like Shaymin, Swampert, and Suicune are prime examples of teammates that can fulfill this role. Magneton also benefits from entry hazard support, as many of its answers are worn down by having them in play. The aforementioned Swampert is a very good partner, as it can deal with Fire- and Ground-types like Darmanitan, Hippowdon, and Krookodile while also being able to set up Stealth Rock easily, and also works well with Magneton's checking of ability to check Water-types such as Suicune. Other hazard setters like Hippowdon, Roserade, and Qwilfish also pair well with Magneton.

Other Options
########

Magneton can run a Choice Scarf set to patch up its average Speed stat, but this makes it much weaker and it isn't as fast as other Choice Scarf users. Magnet Rise with Eviolite can be run so that Magneton won't have to worry about Ground-types. Charge Beam is an option to boost Magneton's Special Attack and can turn Magneton into a decent win condition, but it usually does not have the room in its moveset to run this. Sturdy can be run used if you need Magneton to serve as a backup check to offensive threats;(replace comma with semicolon) however,(AC) this requires Magneton to not take any damage, which can be difficult due to entry hazards,(RC) and is also not as useful as Magnet Pull or Analytic. Endure + Custap Berry is also an option for Magneton to check offensive threats in an emergency.


Checks & Counters
########

**Specially Defensive Pokemon**: Pokemon with large natural Special Defense, like such as Blissey, Snorlax, and Umbreon,(AC) can switch into Magneton's attacks and can heal off the damage with little trouble, although it is a little more difficult for the latter two to switch in if Magneton is running Analytic.

**Ground-type Pokemon**: Swampert, Seismitoad, and Quagsire are all good switch-ins to Magneton as they are immune to Thunderbolt and Volt Switch and don't mind taking damage from Flash Cannon, although they must be wary of Hidden Power Grass. Specially defensive variants of Hippowdon and Gligar can switch into Flash Cannon and heal off the damage, but Gligar must be careful of Hidden Power Ice. Other Ground-types like Krookodile, Nidoqueen, and Nidoking also put pressure on Magneton in that they prevent it from using Volt Switch too freely, however but they cannot switch in on Flash Cannon, Hidden Power Ice, and Hidden Power Grass repeatedly.

**Faster Offensive Threats**: While none of them can switch into Magneton's attacks, Pokemon like Infernape, Nidoking, Entei, Heracross, and Mienshao can all take advantage of Magneton's mediocre speed and revenge kill or force it out if they are brought in safely.

**Electric-types**: Offensive variants of Mega Ampharos, Heliolisk, and Rotom-H can all switch into Magneton's STAB attacks and hit Magneton for super effective damage with a coverage move, or in Rotom-H's case, Overheat. Jolteon is also a good solid answer as because it regains HP if targeted by Volt Switch or Thunderbolt.


Very well written. Sorry, Starbloom~, I've been so busy lately. ♥

GP 1/2
 

Empress

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Ah well, AM check anyway.
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Overview
########

Magneton is one of the more unique Electric-types in the tier, mainly due to its solid abilities in Magnet Pull and Analytic;(space)the former of which traps Steel-types and weakens them severely or potentially OHKOing OHKOes them (Careful! Magnet Pull isn't what's doing the OHKOing.) in order to support its Magneton's teammates in sweeping, while the latter turns Magneton into a dangerous wallbreaker when coupled with Choice Specs. Magneton also has a great typing both offensively and defensively, as it has a good STAB combination that hits a large portion of the tier for at least neutral damage, (RC) and it also has the most resistances to offer for any Pokemon, which makes it easy for it to switch in and pressure the opponent foe (I think you're referring to the Pokemon. If you're referring to the player, "opponent" is fine.). However, Magneton has many flaws that hold it back, including a mediocre base 70 Speed that leaves it outpaced and threatened by a number of offensive threats. Its bulk is also middling, even when boosted by Eviolite, thanks to its low HP stat, and it also has to deal with weaknesses to common offensive types. Its movepool also leaves much to be desired, as it has very little to work with aside from Hidden Power for coverage.
(remove line)

Choice Specs
########
name: Choice Specs
move 1: Thunderbolt
move 2: Volt Switch Flash Cannon
move 3: Flash Cannon Volt Switch
move 4: Hidden Power Ice / Hidden Power Grass
ability: Magnet Pull
item: Choice Specs
evs: 252 SpA / 4 SpD / 252 Spe
nature: Timid / Modest

Moves
========

Thunderbolt and Flash Cannon are Magneton's primary STAB attacks, which have good coverage just by themselves, hitting important Pokemon in the tier such as Empoleon, Florges, Suicune, and Crobat for super effective damage. Volt Switch is used to keep offensive momentum while doing a decent amount of damage to most targets, as well as gradually wearing down its Magneton's potential switch-ins. The Hidden Power type of choice can usually be adjusted to preference; HP Hidden Power Ice hits Gligar and Mega Sceptile for super effective damage while HP Hidden Power Grass gets a nice super effective hit against Swampert and Seismitoad.

Set Details
========

The given EV spread is self-explanatory, as max maximum investment in Special Attack and Speed are is used to make Magneton as fast and powerful as possible. A Timid nature is used to maximize Magneton's speed Speed, but a Modest nature can be run is an option (subjective change, but I think this flows better) if you care more about Magneton's wallbreaking potential. Magnet Pull is used to trap Steel-types and weaken or KO them so that Magneton's teammates can have an easier time setting up and sweeping, although Analytic is an option if you prefer doing more damage overall.

Usage Tips
========

Since Because Magneton can trap and weaken Steel-types like such as Empoleon and Forretress, it should be kept healthy until threats to it have been removed. Because Ground-types are immune to Volt Switch and Thunderbolt, Magneton should play cautiously around those, them and it should usually use Flash Cannon in response if a switch to a Pokemon that resists Electric will be forced. Hidden Power should only be used if you're certain that the opponent will bring out a Pokemon that can be hit for super effective damage, as Hidden Power is otherwise very weak and does minimal damage (redundant). Volt Switch should be used to gain momentum if Thunderbolt won't KO an incoming switch-in, as it lets Magneton switch into an appropriate answer to what they bring the opponent brings in.

Team Options
========

Because Magneton is able to trap and weaken Steel-types, Pokemon that appreciate their removal, such as Slurpuff, Dragon Dance Salamence, and Haxorus, pair well with Magneton, because Steel-types like such as Forretress can usually otherwise impede their sweep. Pokemon that can keep up offensive momentum with Magneton and form a VoltTurn core with it are also good partners, including Mega Beedrill, Crobat, and Mienshao. As Ground-types can stop Magneton from gaining momentum through Volt Switch, Pokemon that can remove these threats are appreciated; Shaymin, Swampert, and Suicune are prime examples of teammates that can fulfill this role. Magneton also benefits from entry(space)hazard support, as many of its answers are worn down by having them in play. The aforementioned Again, Swampert is a very good partner, as it can deal with Fire- and Ground-types like such as Darmanitan, Hippowdon, and Krookodile while also being able to set up Stealth Rock easily,(RC) and also works well with Magneton's ability to check Water-types such as Suicune. Other entry hazard setters like such as Hippowdon, Roserade, and Qwilfish also pair well with Magneton.

Other Options
########

Magneton can run a Choice Scarf set to patch up its average Speed stat, but this makes it much weaker and it isn't as fast as other Choice Scarf users. Magnet Rise with Eviolite can be run so that Magneton won't have to worry about Ground-types Ground-type moves (it still fears EQ as a coverage move). Charge Beam is an option to boost Magneton's Special Attack and can turn Magneton into a decent win condition, but it usually does not have the room in its moveset to run this. Sturdy can be used if you need Magneton to serve as a backup check to offensive threats; however, this requires Magneton to not take any damage, which can be difficult due to entry hazards; Sturdy and (you have two separate ideas, so you should split them with a semicolon or simply use two sentences) is also not as useful as Magnet Pull or Analytic. Endure + Custap Berry is also an option for Magneton to check offensive threats in an emergency.


Checks & Counters
########

**Specially Defensive Pokemon**: Pokemon with large natural Special Defense, such as Blissey, Snorlax, and Umbreon, can switch into Magneton's attacks and can heal off the damage with little trouble, although it is a little more difficult for the latter two to switch in if Magneton is running Analytic.

**Ground-type Pokemon**: Swampert, Seismitoad, and Quagsire are all good switch-ins to Magneton,(AC) as they are immune to Thunderbolt and Volt Switch and don't mind taking damage from Flash Cannon, although they must be wary of Hidden Power Grass. Specially defensive variants of Hippowdon and Gligar can switch into Flash Cannon and heal off the damage, but Gligar must be careful of Hidden Power Ice. Other Ground-types like such as Krookodile, Nidoqueen, and Nidoking also put pressure on Magneton in that they prevent by preventing (subjective change; don't implement if you don't want to) it from using Volt Switch too freely, but they cannot switch in on Flash Cannon, Hidden Power Ice, and or Hidden Power Grass repeatedly.

**Faster Offensive Threats**: While none of them can switch into Magneton's attacks, Pokemon like Infernape, Nidoking, Entei, Heracross, and Mienshao can all take advantage of Magneton's mediocre speed and revenge kill or force it out if they are brought in safely. (I really dislike this wording; try "Fast, powerful Pokemon such as Infernape, Nidoking, Entei, Heracross, and Mienshao can take advantage of Magneton's mediocre speed and either revenge kill it or force it out. However, none of them can directly switch into Magneton's attacks.")

**Electric-types**: Offensive variants of Mega Ampharos, Heliolisk, and Rotom-H can all switch into Magneton's STAB attacks and hit Magneton for super effective damage with a coverage move,(RC) or,(AC) in Rotom-H's case, Overheat. Jolteon is also a solid answer because it regains HP if targeted hit by Volt Switch or Thunderbolt.
 
Last edited:

Lumari

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me, with the risk of making this somewhat hard to decipher
add (Capitalize)
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(comments); (AC=add comma; RC=remove comma; SC=semicolon)
(reversals)

Overview
########

[OVERVIEW]

Magneton is one of the more unique Electric-types in the tier, mainly due to its solid abilities in Magnet Pull and Analytic;(space)the former of which traps allows Magneton to trap Steel-types and weakens weaken them severely or potentially OHKOing OHKOes OHKO them (Careful! Magnet Pull isn't what's doing the OHKOing.) (correct, which is why some additional rewording is needed)in order to support its Magneton's (don't have to implement this one because it's made unnecessary by my addition of Magneton in the previous part, but it would have been necessary otherwise) teammates in sweeping, while the latter turns Magneton into a dangerous wallbreaker when coupled with Choice Specs. Magneton also has a great typing both offensively and defensively, as it has a good STAB combination that hits a large portion of the tier for at least neutral damage, (RC) and it also has the most resistances to offer for any Pokemon, which makes it easy for it to switch in and pressure the opponent foe (I think you're referring to the Pokemon. If you're referring to the player, "opponent" is fine.). However, Magneton has many flaws that hold it back, including a mediocre base 70 Speed that leaves it outpaced and threatened by a number of offensive threats. Its bulk is also middling, even when boosted by Eviolite, thanks to its low HP stat, and it also has to deal with weaknesses to common offensive types. Its movepool also leaves much to be desired, as it has very little to work with aside from Hidden Power for coverage.
(remove line)

Choice Specs
########
[SET]

name: Choice Specs
move 1: Thunderbolt
move 2: Volt Switch Flash Cannon
move 3: Flash Cannon Volt Switch
move 4: Hidden Power Ice / Hidden Power Grass
item: Choice Specs
ability: Magnet Pull
item: Choice Specs
evs: 252 SpA / 4 SpD / 252 Spe
nature: Timid / Modest

[SET COMMENTS]
Moves
========

Thunderbolt and Flash Cannon are Magneton's primary STAB attacks, which have good coverage just by themselves, hitting important Pokemon in the tier such as Empoleon, Florges, Suicune, and Crobat for super effective damage. Volt Switch is used to keep offensive momentum while doing a decent amount of damage to most targets, as well as gradually wearing down its Magneton's potential switch-ins. The Hidden Power type of choice can usually be adjusted to preference; HP Hidden Power Ice hits Gligar and Mega Sceptile for super effective damage, (AC cause strong contrast of sorts) while HP Hidden Power Grass gets a nice super effective hit against Swampert and Seismitoad.

Set Details
========

The given EV spread is self-explanatory, as max maximum investment in Special Attack and Speed are is used to make Magneton as fast and powerful as possible. A Timid nature is used to maximize Magneton's speed Speed, but a Modest nature can be run is an option (subjective change, but I think this flows better) if you care more about Magneton's wallbreaking potential. Magnet Pull is used to trap Steel-types and weaken or KO them so that Magneton's teammates can have an easier time setting up and sweeping, although Analytic is an option if you prefer doing more damage overall.

Usage Tips
========

Since Because Magneton can trap and weaken Steel-types like such as Empoleon and Forretress, it should be kept healthy until threats to it have been removed. Because Ground-types are immune to Volt Switch and Thunderbolt, Magneton should play cautiously around those, them, (AC) and it (I think it's better to keep the comma before 'and' and maintain the new subject; I don't think this second part is codependent on the because clause since the mons that resist Electric have nothing directly to do with Ground-types being immune to Electric) should usually use Flash Cannon in response if a switch to a Pokemon that resists Electric will be forced. Hidden Power should only be used if you're certain that the opponent will bring out a Pokemon that can be hit for super effective damage, as Hidden Power is otherwise very weak and does minimal damage (redundant). Volt Switch should be used to gain momentum if Thunderbolt won't KO an incoming switch-in, as it lets Magneton switch into an appropriate answer to what they bring the opponent brings in.

Team Options
========

Because Magneton is able to trap and weaken Steel-types, Pokemon that appreciate their removal, such as Slurpuff, Dragon Dance Salamence, and Haxorus, pair well with Magneton, because Steel-types like such as Forretress can usually otherwise impede their sweep. Pokemon that can keep up offensive momentum with Magneton and form a VoltTurn core with it are also good partners, including Mega Beedrill, Crobat, and Mienshao. As Ground-types can stop Magneton from gaining momentum through Volt Switch, Pokemon that can remove these threats are appreciated; Shaymin, Swampert, and Suicune are prime examples of teammates that can fulfill this role. Magneton also benefits from entry(space)hazard support, as many of its answers are worn down by having them in play. The aforementioned Again, Swampert is a very good partner, as it can deal with Fire- and Ground-types like such as Darmanitan, Hippowdon, and Krookodile while also being able to set up Stealth Rock easily,(RC) and also works well with Magneton's ability to check Water-types such as Suicune. Other entry hazard setters like such as Hippowdon, Roserade, and Qwilfish also pair well with Magneton.

Other Options
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[STRATEGY COMMENTS]
Other Options
=============


Magneton can run a Choice Scarf set to patch up its average Speed stat, but this makes it much weaker and it isn't as fast as other Choice Scarf users. Magnet Rise with Eviolite can be run so that Magneton won't have to worry about Ground-types Ground-type moves (it still fears EQ as a coverage move). Charge Beam is an option to boost Magneton's Special Attack and can turn Magneton into a decent win condition, but it usually does not have the room in its moveset to run this. Sturdy can be used if you need Magneton to serve as a backup check to offensive threats; however, this requires Magneton to not take any damage, which can be difficult due to entry hazards; (put a comma here and don't change anything otherwise) Sturdy and (you have two separate ideas, so you should split them with a semicolon or simply use two sentences) (I... don't really see how this is the case? There's a single idea, which is 'Sturdy is generally not the greatest idea', as conveyed by 'however'; admittedly the reason is twofold, but this isn't enough to warrant splitting the sentence, and using multiple consecutive semicolons is a lot more undesirable anyway. So yeah, original is fine :< although a comma should be put after 'hazards') is also (redundant with 'and') not as useful as Magnet Pull or Analytic. Endure + Custap Berry is also an option for Magneton to check offensive threats in an emergency.


Checks & Counters
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Checks and Counters
===================


**Specially Defensive Pokemon**: Pokemon with large natural Special Defense, such as Blissey, Snorlax, and Umbreon, can switch into Magneton's attacks and can heal off the damage with little trouble, although it is a little more difficult for the latter two to switch in if Magneton is running Analytic.

**Ground-type Pokemon**: Swampert, Seismitoad, and Quagsire are all good switch-ins to Magneton,(AC) as they are immune to Thunderbolt and Volt Switch and don't mind taking damage from Flash Cannon, although they must be wary of Hidden Power Grass. Specially defensive variants of Hippowdon and Gligar can switch into Flash Cannon and heal off the damage, but Gligar must be careful of Hidden Power Ice. Other Ground-types like such as Krookodile, Nidoqueen, and Nidoking also put pressure on Magneton in that they prevent by preventing (subjective change; don't implement if you don't want to) it from using Volt Switch too freely, but they cannot switch in on Flash Cannon, Hidden Power Ice, and or Hidden Power Grass repeatedly.

**Faster Offensive Threats**: While none of them can switch into Magneton's attacks, Pokemon like Infernape, Nidoking, Entei, Heracross, and Mienshao can all take advantage of Magneton's mediocre speed and revenge kill or force it out if they are brought in safely. (I really dislike this wording; try "Fast, powerful Pokemon such as Infernape, Nidoking, Entei, Heracross, and Mienshao can take advantage of Magneton's mediocre Speed and either revenge kill it or force it out. However, none of them can directly switch into Magneton's attacks.") (and if you do keep the original make sure you capitalise 'Speed'. Regarding changing 'Pokemon like' to 'Pokemon such as', it isn't all that necessary because 'like' means 'similar to', which works here because the following threats aren't arbitrary examples from the category Pokemon, but 'such as' is still absolutely fine)

**Electric-types**: Offensive variants of Mega Ampharos, Heliolisk, and Rotom-H can all switch into Magneton's STAB attacks and hit Magneton for super effective damage with a coverage move,(RC) or,(AC) in Rotom-H's case, Overheat. Jolteon is also a solid answer because it regains HP if targeted hit by Volt Switch or Thunderbolt.



GP 2/2, gj sno-balt
 
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Martin

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I know its been GP checked twice already, so sorry that I'm a little late. When you mention Magnet Rise in OO, give Air Balloon a mention as it allows it to switch in on Ground-types and set up Magnet Rise as they pop your balloon, allowing the set to beat them more reliably.
 
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