DP Magnezone

Colonel M

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Analysis: http://www.smogon.com/dp/pokemon/magnezone

[EDIT] 15/1/08: Did Spellcheck

[SET]
name: Steel Killer
move 1: Thunderbolt
move 2: Hidden Power Ice
move 3: Magnet Rise
move 4: Substitute
item: Leftovers
ability: Magnet Pull
nature: Modest / Timid
evs: 172 HP / 252 SpAtk / 84 Spe

[SET COMMENTS]
<p>In Advance, Magneton was graced with the Magnet Pull ability, which keeps all the Steel-types trapped for their demise. With SkarmBliss running around, Magneton was used to eliminate Skarmory with little worries, but right after it seemed like dead-weight. In D/P however, there were many changes, including a nifty evolution. Magnezone likes his base Defense of 115 and his whopping Special Attack of 130 but misses his Speed. This makes a problem that Metagross will out speed you once again. Using Timid and changing the Speed EVs will do so. A Metagross stops at 202 or 223 Speed usually, so decide on how many EVs you need to out speed what types. The major disadvantage, however, is loosing both power and taking hits to an extent.</p>

<p>Using Magnet Rise won't change your ability. Instead, it just makes you immune to Ground Attacks, just like the description of the attack says. Using this could be quite an advantage against the likes of Steel Pokemon that use Earthquake, or even to block any other incoming Earthquakes. He's just fast enough to use it too most of the time as well. Blocking even Electivire from switching in to use Earthquake on you could afford you to live another day, but still leaves you at mercy for a Cross Chop in the eye.</p>

<p>The moveset that is above is the best set for Steel Killing, and I stress this very well. Being four-times weak to Earthquake and being prone to status is something Magnezone cannot afford. Substitute can block many things; not only a Hypnosis from Bronzong, but even an Explosion for those that want a last-ditch effort. Magnet Rise is by far very important in this set, as this will prevent Metagross and such from catching onto you.</p>

<p>Of course, Shed Shell is a growing problem, and the only solution is Trick, Switheroo, Thief, Covet, or Knock Off. A neat idea to use is Tangrowth and Knock Off. Tangrowth can attract a Skarmory at times, and one Knock Off can lead you to switching in Magnezone and dooming the metal bird with a Thunderbolt. Other than Skarmory, Forretress and Metagross is probably the only other Steel that uses it nowadays.</p>

<h2>Why not to use Explosion on this set</h2>
<p>It seems like I could get a couple of question marks out of other's heads, but I didn't list it for two reasons. The first is usually it requires you to consider a -Defense nature. This shouldn't be the case, because truth to be told you want that defense incase if things come to worse. The second is the Hidden Powers will usually make it weaker (not by much) but can make a difference somewhat with the -Attack nature, nevertheless. There's also the fact of Blissey having a good chance of Softboiling off the Explosion as well right after you go boom. In simpler terms: Don't use Explosion on this set at all!</p>

[SET]
name: Offense (All-Out Attacker)
move 1: Thunderbolt
move 2: Hidden Power Ice
move 3: Magnet Rise
move 4: Explosion / Metal Sound
item: Life Orb / Leftovers
ability: Magnet Pull
nature: Mild / Rash
evs: 88 HP / 88 Atk / 248 SAtk / 84 Spe

[SET COMMENTS]
<p>Of course, one must not forget how much of a force a Magnezone can be. Coming off his base 130 Special Attack, Magnezone has the highest Special Attack of all the Electrics, and this set proves how deadly it is. You may prefer Thunderbolt a bit more just for the power, as with Life Orb and a Metal Sound used, you are 2HKOing a Blissey, so Life Orb is listed here. You can use Leftovers, but you lose a ton of power with Explosion, and also requires you to use more Attack EVs to boost your Explosion.</p>

<p>This set can work pretty well if you have someone Baton Passing Speed toward it. Zapdos comes to mind, as they both cooperate with their weaknesses (other than Fire). Another interesting part is the ability of forcing switches with Metal Sound, so even a couple of field obstacles can prove worthy with this set too.</p>

[SET]
name: Rain Dance Supporter
move 1: Thunder
move 2: Hidden Power Ice
move 3: Rain Dance
move 4: Reflect / Light Screen
item: Leftovers / Damp Rock
ability: Magnet Pull
nature: Modest
evs: 172 HP / 252 SAtk / 84 Spe

[SET COMMENTS]
<p>With Sandstorm increasing into play, this set is pretty interesting to try on Rain Dance themed teams. The biggest plus is using a 100% accuracy Thunder, with an addition to have a 20% chance to paralyze, which basically sums it up as a combination of Discharge and Thunderbolt. Reflect and Light Screen are thrown in here to not only make you more sturdy, but to help support those that will switch in to gain the benefit of the rain.</p>

<p>Leftovers can be used, but Damp Rock can increase the number of turns for Rain Dance. Hidden Power Water can be used as well thanks to the rain boost, but you loose a bit of coverage. This also makes me think of using Magnet Rise, but Ground types won't switch in much thanks to the rain.</p>

[SET]
name: Rest Talker
move 1: Discharge
move 2: Hidden Power Ice
move 3: Rest
move 4: Sleep Talk
item: Leftovers / Life Orb
ability: Magnet Pull
nature: Modest
evs: 172 HP / 252 SAtk / 84 Spe

[SET COMMENTS]
<p>70/115/90 defenses are pretty good, which is why this set is viable. Discharge could be practiced a bit more since you can take hits now. You can try Life Orb for a bit boost of power even. Basically your average Sleep Talker with the ability to paralyze sometimes.</p>

<p>Using Hidden Power Ice is especially useful here, as this gives you a chance to counter your Dragons that are locked onto that one move that you dread most: Outrage, Draco Meteor, or Dragon Claw.</p>

[SET]
name: Choice Attacker
move 1: Explosion
move 2: Thunderbolt
move 3: Hidden Power Ice / Grass
move 4: Flash Cannon
item: Choice Specs / Scarf
ability: Magnet Pull
nature: Mild / Rash
evs: 172 Atk / 252 SAtk / 84 Spe

[SET COMMENTS]
<p>Above is the EVs for Choice Specs. For Choice Scarf, take EVs from Attack to make 228 Speed EVs.</p>

<p>Of course Specs or a Scarf is useful on Magnezone. His Speed is just useful enough to make use of a Scarf, but don't expect to hit Blissey other than blowing yourself up. Specs are quite powerful, as you can at least hit something hard with Flash Cannon, especially Cradily in that freaking Sandstorm. Thunderbolt is definitely mandatory here for your sweeping capabilities.</p>

<p>Your Hidden Power really depends on what item that you are using. Using Choice Scarf and Hidden Power Ice is a decent choice, especially as revenge-killing a Dragon that lacks Dragon Dance or a Choice Scarf. Usually though it's a good idea to use Flash Cannon and Hidden Power Grass since you can hit the ones that resist Hidden Power Grass with Flash Cannon instead, since Swampert resists Steel.</p>

[Other Options]
<p>Offense wise, there isn't much. Flash Cannon is a secondary STAB that's okay to use, but then again steel has horrible coverage. It's usable to at least hit a Cradily if you choose Hidden Power Grass. Tri-Attack may sound stupid at first, but remember that you gain a 20% chance to paralyze, freeze, or burn. You can use Tri-Attack on the Choice user over Flash Cannon or Explosion.</p>

<p>I want to make a note about Explosion, however, because as great as a move as it is, it's nigh useless without some Attack EVs and a Life Orb attached. It is, however, an option on the majority of the sets, but I would advise to keep it away from the Steel Trapper especially. Remember, you also will have to use a -Defense nature, which limits your ability to switch into attacks more frequently.</p>

<p>Support wise, there are a lot of possibilities. Reflect and Light Screen can be used on the first two sets, but you may realize that there are better moves anyways in place of them. Mirror Coat can bounce back a special attack that's aimed at Magnezone, say, a Fire Blast from Garchomp. Toxic is barely recommended, but is there to deal some damage to Ground types. The problem is is that it's stealing a moveslot and Magnezone needs all the good moves that he can get. You can try Toxic on the Rest Talker set over Hidden Power. Screech can boost your Explosion and can force switches. Thunder Wave, obviously, slows the majority of Pokemon down, but usually is turned down in the sets since Discharge has a good chance of paralyzing on its own or the fact that you don't want to waste any more time than you have to doing something else. Charge Beam is the only way you can raise your Special Attack outside of being Baton Passed Calm Minds or Nasty Plots.</p>

<p>There are still a couple of Hidden Powers that could be used. Hidden Power Water was touched in the Rain Dance supporter set, and is decent enough to use under the rain. Ground could prove useful as well, hitting enemy Magnezones. The only reason to mention Fighting is to 2HKO Tyranitar, even on max HP 'Tar, however, you will need to invest more EVs into Speed to play catch-up. Hidden Power Grass was mentioned in the Specs set, but really it works better when paired with Flash Cannon. Magnezone can at least use Hidden Power Ice to his advantage, even if he is slower than the Dragons, to at least kill them if they're locked on their Dragon-type move. Just beware of Fire Blast and especially Earthquake, as that might put you close to your death.</p>

<p>Discharge has been discussed, however, it can be an option on most of the sets. The debate on Thunderbolt versus Discharge comes down between if you want to hit harder or you want a better chance to paralyze your foes (10% for Thunderbolt versus 30% for Discharge). Magnezone is a bulky enough Pokemon to try Discharge, but sometimes you want that extra power to guarantee your thrashing, so most people choose Thunderbolt, especially on the Attacker set.</p>

<p>Item wise, Shed Shell is a decent idea if you lack Magnet Rise to escape Dugtrio and perhaps other Magnezones. It's probably more useful in the SleepTalker set, but could be practiced on the Rain Dance set if you want.</p>

<p>If you don't care about being bulky, you can try putting a Petaya Berry or a Salac Berry on a Magnezone with Substitute. Usually you won't out speed Naive Azelf, so you may just prefer to use 228 Speed EVs to outpace Gengar, but you can place a little bit more to out speed Starmie (236 Speed EVs needed).</P>

[EVs]
<p>172 HP / 252 SAtk / 84 Spe are the normal EVs to use for the majority of the sets. 84 Speed EVs generate a grand total of 177 Speed, which will usually out speed Skarmory. You can play the out speeding other Skarmory game by just snatching EVs from HP (in example, 88 will eliminate a Skarmory with investing +1 Speed point). You can, if you want, put more Speed into Magnezone if you don't care about being extremely sturdy or just want to out speed things. If you use Timid with Speed EVs, it can be used to out speed Metagross. Usually, as said before, he runs around 202 or 223 Speed, so those are the numbers to look over. 204 Speed EVs with Timid will do it as far as Agiligross goes.</p>

<p>The Rest Talker set can play more defensively. 252 HP / 252 Def with a Bold nature can take physical hits pretty well, or you could invest into your Special Defense (252 HP / 252 SpDef Calm).</p>

<p>The Special Attacker has 88 Attack EVs, however, you could pump it up to 96 to garuntee the KO on max / max Blissey. As far as standard Blissey (148 HP / 252 Def Bold), you can use 68 attack to garuntee the KO on her as well, though take note that even with 0 Attack EVs, you've putten Blissey into an OHKO if she steps into Stealth Rock.</p>

<p>Any set with Explosion could have any attack up to max, for a better chance to OHKO Blissey.</p>
<p>224 Attack is a guaranteed KO on Blissey if it has taken a max Special Attack Thunderbolt.</p>
<p>232 Attack guarantees the KO after a max Special Attack Discharge.</p>
<p>In a Sand Stream, only 208 Attack with Thunderbolt and 216 with Discharge are needed.</p>
<p>If you have Life Orb you only need 198 to Guarantee the KO at max health.</p>

[Opinion]
<p>Magnezone is so close to being a star Pokemon that it's almost not funny. The only thing that he seriously lacks is the Speed of his, and even though it's decent enough to do most of his jobs, he wishes to have Magneton's Speed. Having a unique typing allows him to switch in pretty easily, especially being only one of the only Pokemon (excluding Lanturn and Shedinja) to resist Thunderbolt and Ice Beam. Having the highest Special Attack of all the Electric-types and having a &quot;decent&quot; movepool to deal with, Magnezone is an interesting Pokemon indeed.</p>

<p>The main problem nowadays is Shed Shell, as it allows Skarmory and friends to escape the deadly Magnet Pull. Let us also not forget U-Turn from a Jirachi will allow him to escape. The Shed Shell problem could be fixed with someone like Tangrowth knocking off the Shed Shell and quickly switching in Magnezone. Also, usually Skarmory and the rare occasion of Metagross and Forretress use Shed Shell.</p>

<p>Still, Magnezone has more than meets the eye of his, and can sweep decently and still block some hits all at the same time. Magnezone might still be a bit niche just to trap Steels, yet his ability to use Metal Sound can cause major irritation to one's team.</p>

[Counters]
<p>Since Magnet Rise will be (or should be, at the very least) seen, it can stop some of the switch-ins that would carry Earthquake. As far as switching into Magnezone and surviving: if the Pokemon switching in has less than 177 Speed and does not carry a move that would otherwise be threatening to Magnezone, it could be assumed that it is not a counter for the duration of the Magnet Rise. This means Pokemon like Hippowdon, Rhyperior, Steelix, Donphan, etc., will be at Magnezone's mercy, even if you want to factor that some of his Hidden Powers will only 3HKO some of the ones listed. Steelix suffers even worse because he gets trapped by Magnet Pull, oh what a disaster that would be! As for the rest of the group that is faster, if Magnezone has not had the time to rise or is not hiding behind a Substitute and is preparing to rise, they can be considered a counter.</p>

<p>Otherwise, there are Pokemon that can switch into Magnezone. Electivire can steal a Motor Drive boost and can either OHKO with Earthquake or 2HKO with Cross Chop. Dugtrio, though cannot switch into a Hidden Power, can trap and KO with Earthquake, and could be used as a revenge killer, but watch out if Magnezone is under a Substitute or is activating Magnet Rise, as that ruins your chances of taking Magnezone on one on one. Blissey is obviously the best Magnezone counter, as Blissey can just use Seismic Toss on Magnezone's Substitutes and can take minimal damage from most of his attacks. However, Magnezone can attempt to scare off Blissey herself with Metal Sound or Explosion, but ONLY IF Magnezone has a Life Orb attached.</p>

<p>Hidden Power is the next one to consider. Without Grass, Swampert and Lanturn can step in and attempt to put Magnezone at his mercy. Without Ice, Garchomp, Flygon, and Gliscor can step in. Another note is that a Grass-type that at least has a Fighting move or Fire move. Surprisingly enough Camerupt is the best one: it has STAB Fire to fight him off and is neutral to both of the standard Hidden Powers.</p>

<p>Sandstorm boost on Rock types make other problems too, which is why Tyranitar could be considered as a decent counter, especially if it's a mixed set without the -Special Defense nature. This makes Regirock and Cradily (but watch out for Hidden Power Ice and Flash Cannon!) able to ruin Magnezone's fun. The Rain Dance set can ruin some of the other Rock type's ability to switch in since the Sandstorm will leave and then the basic Water-type brigade will walk in, but Tyranitar has the benefit of canceling that out too by switching out and then back in again.</p>

<p>Gravity is a big enemy to Magnet Rise, and as such Probopass will be the best counter in that situation, especially because Probopass is neutral to his usual Hidden Powers, resistant to Flash Cannon, and can take a Thunderbolt to a decent extent with some Special Defense EVs pumped into him. Not only that, but Probopass gets Magnet Pull even, so it would be a scary face off indeed.</p>
 

Colonel M

I COULD BE BORED!
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*Grumble*. Probably should've left this into the "minor changes thread" as a suggestion. Ah well, if it seems unnecessary, just say so. >_>;
 

eric the espeon

maybe I just misunderstood
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can we add that it can be useful in trick room in other options and sugest an ev spread for the trick room set.
 

Great Sage

Banned deucer.
That won't be necessary; players should be intelligent enough to realize whether something is slow enough for Trick Room and capitalize on that. There are tons of other slow Pokemon that work well in Trick Room, and they don't have specialized EV spreads or IV spreads, or even mentions in Other Options; generally, only sets that have Trick Room are geared towards it.
 

The.Lost.Hylian

Conquer your Shadow
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But new players who've never been exposed to competitive Pokemon, at least DP (like me) wouldn't know what Trick Room is or what it does, so mentioning Trick Room wouldn't be that bad of an idea. This site isn't just a reference for people familiar with DP, but for newcomers, too.
 

aamto

on whom the three Fates smile
I think Hidden Power should be Ice by default, with a mention of Grass's (limited) usefulness in other options or something. The dragons (plus Gliscor, who loves to switch in on T-bolts and chase you away with a faster EQ) are just too common to warrant picking Grass.

As for Nature, I don't think Timid should even be a choice. Just because you outspeed Metagross doesn't mean you want to stay in; Thunderbolt will not OHKO if Gross is at 100%. And if Meta is not Choice'd into Thunder/Ice punch or Meteor Mash, it'll just smack you with EQ/Hammer Arm on the next turn anyway, taking the ~56-66% from Thunderbolt. On the other hand, if it is Choice'd and you switch in on a resist, it doesn't matter how fast you are as you're gonna take negligible damage anyway.

This is strictly speaking Steel Killer set.
 

Colonel M

I COULD BE BORED!
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Uh, but if you're smart and used Magnet Rise, the only thing you'd have to worry is... Explosion? And pulling off a faster Substitute for that will help you out. And I guess I do stress that not many Metagross use Hammer Arm...

I don't know how much we want to warrant HP Grass, because I don't see this thing killing dragons either (I can probably say that it won't take much beating when it comes to a Fire Blast in it's face). HP Grass can hit Swampert however, which could be a decent benefit (since usually you're fast enough to pull a Magnet Rise on him).
 

Colonel M

I COULD BE BORED!
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Alright, I've attempted to re-write it a little bit. Sorry if I'm not the best, but I did the best that I could do to take a crack at it. Feel free to suggest / ask / complain about anything that you see.

If you want a simple summary of what I did, I'll show you with this post:

- I've put Discharge down into Other Options and mentioned the pros and cons of using it.
- I eliminated Flash Cannon from all of the sets except the Choice set. I debated to myself if I should put Tri-Attack as a "/" on it but then decided not to.
- Added a bit more about the Hidden Powers down in Other Options.
- Added Tyranitar as a counter as well as Cradily with a Sandstorm boost.
- Modified the Rest Talker set and the Rain Dancer set.

Thank you for your time for reading and such, seriously.
 

eric the espeon

maybe I just misunderstood
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Added Tyranitar as a counter as well as Cradily with a Sandstorm boost.
Something to note is that a magnezone with Substitute and magnet rise can trap and kill bronzong unless it swiches in on hypnosis and the bronzong has earthquake, charge beam on this set makes some sense as you will probably have several turns where your oponent can do nothing (exept explode if they have it, or hit you with a weak resisted gyro ball). a magnezone behind a Substitute with 2-3 charge beam boosts and hidden power grass/water is not counterd by tyranitar or infenape they can not even revenge kill it.
 

Colonel M

I COULD BE BORED!
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I can see that Bronzong could possibly be a counter if it has invested some SpDefense into itself. I don't know how much I want to value Charge Beam, since some will think of it more as a novelty. However, I guess you could have something like:

- Charge Beam
- Hidden Power Ice / Grass
- Substitute
- Thunderbolt / Magnet Rise

Still, I'll leave that to chaos and them to decide if to make a moveset like that or not.
 

Blue Kirby

Never back down.
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I honestly don't think you'll be on the field enough in most situations long enough to use Charge Beam. Even if you are in that scenario where you trap Bronzong, as soon as it goes down, something will surely switch in and force you to switch.

The problem is that Magnezone is not fast enough to attempt something like a Charge Beam sweep. At most, I think it's worth a mention in "Other Options".
 

eric the espeon

maybe I just misunderstood
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I honestly don't think you'll be on the field enough in most situations long enough to use Charge Beam. Even if you are in that scenario where you trap Bronzong, as soon as it goes down, something will surely switch in and force you to switch.
the thing is that you will have time to set up a sub up and magnet rise againt bronzong (unless it explodes) so whatever switches in will have to take down the sub and take a boosted hit, two if it is slower, before hurting magnezone.

The problem is that Magnezone is not fast enough to attempt something like a Charge Beam switch. At most, I think it's worth a mention in "Other Options".
true if it was faster it would be much better, but i think that it should be mentiond that sub and magnet rise together let it take down bronzong and charge beam makes at least some sense on that set.
I can see that Bronzong could possibly be a counter (i was sugesting a magnezone set that could counter bronzong, not that you should add bronzong to the counters list)if it has invested some SpDefense into itself. I don't know how much I want to value Charge Beam, since some will think of it more as a novelty. However, I guess you could have something like:
i run this set on shoddy

- Charge Beam
- Hidden Power Ice / Grass water its more powerful that charge beam against things like infernape.
- Substitute
- Thunderbolt / Magnet Rise

Still, I'll leave that to chaos and them to decide if to make a moveset like that or not.
i dont think it will get a set but at least a mention in other options about sub+rise beating bronzong and charge beam being somewhat efective on that set would be good
 
eric I really don't think your idea of countering bronzong is helping too much. charge beam isn't really worth it on a trapper like magnezone.
 

Colonel M

I COULD BE BORED!
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Basically Cornflake and Blue Kirby have summed up what I was about to say.

1) 60 Speed is NOT sweeping speed. This makes Charge Beam look a bit off on paper.
2) Bronzong is still fucked if you play it right: if you have someone else asleep and you pulled off Magnet Rise, you've basically put Bronzong in doom. The most he can do is Explode, and Substitute will prevent that usually (you block the hit, in other words). Substitute will also prevent Bronzong from putting you asleep.
3) Charge Beam is already in Other Options.

Now, if you played with Substitute, you can use Salac Berry to catch up, but you're still only reaching to about Gengar if you choose Modest + all your Speed EVs. You miss Naive Azelf by a point either way, unless you chose Timid. Not worth a moveset IMO.

I myself can't do much else otherwise, so it's up to badge-users on what they want / don't want. >_>;
 

Great Sage

Banned deucer.
Your <p> tags look wrong. You need to put one at the end of every intended paragraph. For example, if you want your Steel Killer description to be split up right, you have to do:

<p>In Advanced, Magneton was graced with the Magnet Pull ability, which keeps all the Steel-types trapped for their demise. With SkarmBliss running around, Magneton was used to eliminate Skarmory with little worries, but right after it seemed like dead-weight. In D/P however, there were many changes, including a nifty evolution. Magnezone likes his base Defense of 115 and his whopping Special Attack of 130 but misses his Speed. This makes a problem that Metagross will outspeed you once again. Using Timid and changing the Speed EVs will do so. A Metagross stops at 202 or 223 Speed usually, so decide on how many EVs you need to outspeed what types. The major disadvantage, however, is loosing either power and sturdiness.</p>

<p>Using Magnet Rise won't change your ability. Instead, it just makes you immune to Ground Attacks, just like the description of the attack says. Using this could be quite an advantage against the likes of Steel Pokemon that use Earthquake, or even to block any other incoming Earthquakes. He's just fast enough to use it too most of the time as well. Blocking even Electivire from switching in to use Earthquake on you could afford you to live another day, but still leaves you at mercy for a Cross Chop in the eye.</p>

<p>Using Substitute or Thunder Wave should be considered as your fourth move. Substitute can help you pull off a free Magnet Rise when used at the right time (in other words, while the opponent switches). Thunder Wave can slow things down, which can help kill off your opponent even easier thanks to the Speed drop.</p>

Of course, Shed Shell is a growing problem, and the only solution is Trick, Switheroo, Thief, Covet, or Knock Off. A neat idea to use is Tangrowth and Knock Off. Tangrowth can attract a Skarmory at times, and one Knock Off can lead you to switching in Magnezone and dooming the metal bird with a Thunderbolt. Other than Skarmory, Metagross is probably the only other Steel that uses it nowadays.</p>

[Why not to use Explosion on this set]
</p>It seems like I could get a couple of question marks out of other's heads, but I didn't list it for two reasons. The first is usually it requires you to consider a -Defense nature. This shouldn't be the case, because truth to be told you want that defense incase if things come to worse. The second is the Hidden Powers will usually make it weaker (not by much) but can make a difference somewhat with the -Attack nature, nevertheless. There's also the fact of Blissey having a good chance of Softboiling off the Explosion as well right after you go boom.</p>
 

Colonel M

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I think I want to "re-word" Bulky Grounds as being a counter, because some of them cannot even switch in easily. Since Magnet Rise screws up the vast majority of them, I've decided to re-word the counter list:

<p>Since Magnet Rise will be (or should be, at the very least) seen, it can stop some of the switch-ins that would carry Earthquake. As far as switching into Magnezone and surviving: if the Pokemon switch in in has less tha 177 Speed and does not carry a move that would otherwise be threatening to Magnezone, it could be assumed that it is not a counter for the duration of the Magnet Rise. This means Pokemon like Hippowdon, Rhyperior, Steelix, Donphan, etc., will be at Magnezone's mercy, even if you want to factor that some of his Hidden Powers will only 3HKO some of the ones listed. Steelix suffers even worse because he gets trapped by Magnet Pull, oh what a disaster that would be! As for the rest of the group that is faster, if Magnezone has not had the time to rise or is not hiding behind a Substitute and is preparing to rise, they can be considered a counter.</p>

<p>Otherwise, there are Pokemon that can switch into Magnezone. Electivire can steal a Motor Drive boost and can either OHKO with Earthquake or 2HKO with Cross Chop. Dugtrio, though cannot switch into a Hidden Power, can trap and KO with Earthquake, and could be used as a revenge kill. Blissey is obviously the best Magnezone counter, as Blissey can just use Seismic Toss on Magnezone's Substitutes and can take minimal damage from most of his attacks. However, Magnezone can attempt to scare of Blissey herself with Metal Sound or Explosion, but ONLY IF Magnezone has a Life Orb attatched.</p>

<p>Hidden Power is the next one to consider. Without Grass, Swampert can step in and attempt to put Magnezone at his mercy. Without Ice, Garchomp, Flygon, and Gliscor can step in. Another note is that a Grass-type that at least has a Fighting move or Fire move. Suprisingly enough Camerupt is the best one: it has STAB Fire to fight him off and is resistant to both of the standard Hidden Powers.</p>

<p>Sandstorm boost on Rock types make other problems too, which is why Tyranitar could be considered as a decent counter, especially if it's a mixed set without the -Special Defense nature. This makes Regirock and Cradily (but watch out for Hidden Power Ice!) able to ruin Magnezone's fun. The Rain Dance set can ruin some of the other Rock type's ability to switch in since the Sandstorm will leave and then the basic Water-type brigade will walk in, but Tyranitar has the benefit of cancelling that out too by switching out and then back in again.</p>
Sorry if it's worded weird, but I attempted to do what I could.

Also, on the All-Out Attacker, I've decided that putting both Explosion and Metal sound is unnecessary and that Magnet Rise should be a solid third option. So what I did was like this:

- Thunderbolt
- Hidden Power Ice / Grass
- Magnet Rise
- Explosion / Metal Sound

If anyone has anything to correct or argue with the suggestions, please do so. I just wanted to do as much as I could to get it fixed. I won't add the re-written counter section just yet, just more so for comparison of whether to add it or not. >_>;;
 
I would remove HP Grass from most sets and mention it in Other Options. The only set I think it has real merit in the Choice Specs set, simply because Flash Cannon does a lot of damage to Garchomp, Gliscor, Flygon and various Grass types (especially Cradily). He can't really afford to switch into Dragons safely, but with HP Ice he can revenge kill Dragonite and Garchomp if they're stuck on Outrage. Much more important than being able to kill Swampert, I'd say.

Sub and Magnet Rise should be the only options for the Steel Killer in slots 3 and 4. Sub against Bronzong's Hypnosis, Magnet Rise to avoid Earthquake. Then finish him with two or three Thunderbolts, leaving Magnezone with an intact Sub after Bronzong dies. That way you can get in a free hit on Heatran, Infernape, Heracross, etc. instead of being forced to switch. Same thing happens if you trap a CB Metagross stuck on Meteor Mash, Bullet Punch, Thunderpunch, etc.

Probopass should be mentioned in Counters. Gravity + Earth Power means even if Magnezone has Magnet Rise he isn't safe. He takes Thunderbolts really well, especially with Sandstorm support.
 

Colonel M

I COULD BE BORED!
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@Conflake: Yup, but he also has STAB Fire and Ground to fire back at him.

@Phuquoph: Hm... I see what you mean. I guess I can drop it as that will allow space. I guess I can also mention Thunder Wave could work somewhere in other options. If I mention Probopass as a counter due to Gravity, I could just mention also that Gravity will screw up the Magnet Rise stratgy. I am keeping Hidden Power Grass and Ice as an option at least on the Specs / Scarf set, since here they both have their weigh-ins (Scarf + Hidden Power Ice makes sense).

Before I go too far on this, does Magnet Rise allow Magnezone to escape from Arena Trap? I'm thinking not, but it would be neato know.
 
He doesn't need to. If he has Magnet Rise active, Duggy can't do shit to him and he can just batter the little sod with Hidden Power (which OHKOs easily, Duggy has a slim of surviving if Magnezone is Timid).
 

Colonel M

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Ok, that's what I thought. Thanks.

Alright, I put Probopass and Gravity in the counters, and I removed Hidden Power Grass from all sets but the Choice Set (but I left HP Ice as an option there). I added a bit more on the comments for the sets, and also added what to use with Specs and Scarf version as far as Hidden Power goes.

EDIT: Sorry cornflake, I noticed what you meant on the Camerupt mistake I made. Changed that to neutral.
 

eric the espeon

maybe I just misunderstood
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Of course, Shed Shell is a growing problem, and the only solution is Trick, Switheroo, Thief, Covet, or Knock Off. A neat idea to use is Tangrowth and Knock Off. Tangrowth can attract a Skarmory at times, and one Knock Off can lead you to switching in Magnezone and dooming the metal bird with a Thunderbolt. Other than Skarmory, Metagross is probably the only other Steel that uses it nowadays.
foretress uses shed shell more than gross and i have never seen a gross with shed shell
 

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