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Magnemite (QC 0/2)

Discussion in 'Locked / Outdated Analyses' started by KingTorterraXIV, Apr 12, 2012.

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  1. KingTorterraXIV

    KingTorterraXIV

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    So yeah, sorry if this sucks, cause I did it lol.

    [​IMG]


    [OVERVIEW]


    • Quite a heavy hitter (Max Sp. Atk = 20)
    • Magnet Pull
    • Decent Scarfer
    • Not that versatile move pool
    • Quite frail
    • Good Ice-Type and Steel-Type check
    • 4x Weakness to Ground Types
    [SET]

    Name: Steel Trapper
    Move 1: Thunderbolt
    Move 2: Substitute
    Move 3: Magnet Rise
    Move 4: Hidden Power Fire/Hidden Power Grass
    Ability: Magnet Pull
    Item: Air Balloon / Eviolite
    Nature: Timid
    Evs: 240 Sp Atk / 240 Spe


    [SET COMMENTS]
    • Substitute lets it survive a hit
    • Hidden Power Fire hits Steel-Types and bulky Grass-Types, and Hidden Power Grass hits Chinchou, Barboach, and Wooper (which completely wall Magnemite)
    • Air Balloon helps dodge ground type attacks, and lets it get up Substitutes
    • Eviolite gives it a little bulk to back it up
    [ADDITIONAL COMMENTS]
    • Destroys Steel Types right out
    • Consider Rapid Spin support, as Spikes can eat into it's low HP
    • Checks Murkrow, Snover, and Shellder to a degree
    • Still destroys Steel-Types, and can let Dragon-Types sweep
    • It also helps Drilbur's situation, as it takes care of Slowoke, Murkrow, and most notably, Bronzor
    [SET]

    Name: Choice Scarf
    Move 1: Thunderbolt
    Move 2: Volt Switch
    Move 3: Hidden Power Fire
    Move 4: Flash Cannon
    Item: Choice Scarf
    Ability: Magnet Pull
    Nature: Modest/Timid
    Evs: 240 Sp.Atk / 240 Spe


    [SET COMMENTS]


    • Hits very hard, in exchange for bulk
    • Choice Scarf outspeeds the whole unboosted tier
    • Magnet Pull allows to kill or wittle down Steel-Types, with Volt Switch or Hidden Power Fire
    • STAB moves hurt a lot
    • Gains momentum with Volt Switch
    [ADDITIONAL COMMENTS]



    • Timid gives you 14 speed (with Hidden Power Fire), and 20 Sp. Atk with Modest
    • Magnemite is still quite frail, so dual screens help it survive a hit or two
    • Magnemite gets rid of Steel-Types, so is a good partner for any Dragon-Type
    • Flash Cannon can hit ground types on the switch
    • Choice Scarf checks Murkrow
    • Drilbur still outspeeds and destroys it with Earthquake
    [OTHER OPTIONS]
    • Life Orb; eats through it's HP really fast
    • Defensive; Magnmemite doesn't have enough bulk to pull it off
    • Analytic; Abuse Gyro Ball, and Magnemite's “meh” speed
    • Thunder; only consider if on a Rain Dance team, or if you want to use Zoom Lens
    • Explosion; Would be better to eat through walls like Munchlax, but the 5th gen nerf makes it out of the question
    • Charge Beam; You could try Charge Beam as it's Magnemite's only boosting move, but Thunderbolt is very important to Magnemite

    • Flash Cannon; You could put this on the Steel Trapper, but it really doesn't do much for Magnemite
    [CHECKS AND COUNTERS]


    • Chinchou walls Magnemite that don't have Hidden Power Grass for days. Chinchou is probally the best Magnemite counter due to it resisting all of its moves (again, outside of Hidden Power Grass)
    • Diglett traps Choice into an Electric-Type move, or just destroys Steel Trapper
    • Misdreavus can take a hit, or just outspeed with Choice Scarf and kills with Hidden Power Fighting
    • Croagunk can priority kill Magnemite with Vacuum Wave
    • Drilbur outspeeds and kills with Earthquake
    • Basically any Fighting-Type, can either outspeed or take a hit, and kill with their Fighting STAB
    • Shroomish has enough bulk to wall Magnemite, outside of a Hidden Power Fire
    • Anything else that I can't think of at the moment
  2. prem

    prem failed abortion
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    for the evs on both it should be 240 SpA / 240 Spe

    for choice: remove specs its really not that good and in lc because the difference between specs and lo is so neligible lo is just the better item. still i wouldnt slash it because scarf is a really cool revenger. remove modest mention the 20 spa means nothing if you cant outspeed murkrow and staryu.

    steel trapper: get rid of charge beam thunderbolt is just too important. oran better would be cool if the opponents steels can trap you. but just keep it evio/ balloon. i would remove the hp grass slash ( which should be done Hidden Power Fire / Hidden Power Grass) and put Magnet rise there instead of Flash Cannon. most steels cannot break Magnemites subs, especially after a magnetrise. you can easily just kill everything with thunderbolt.

    counter section:
    get rid of porygon it loses.
    mention chinchou because its probably like the best magnemite counter.
    mention things that can take one of its stabs (snover on tbolt, staryu on flash cannon) as checks.
    mention shroomish cause it can stall you out for days when you arent on hp fire (and it still probably can when it has hp fire lol)
  3. Rowan

    Rowan not a professor
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    Actually, Timid gives you 15 speed, so it still gets to 21 speed with a modest nature.
  4. Furai

    Furai a Ωdefender // a αguardian
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    False; Modest nature reaches 14, thus with the Choice Scarf boost it becomes exactly 21, whereas Timid nature reaches 15, therefore with the boost it becoms 22.5, which is rounded down to 22.
  5. comatthew6

    comatthew6 Uther's Noble [Ball]Sack
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    @Prem: Snover isn't a check to Magnemite it can't really do anything to it except for maybe a weak HP Fire since Magnemite is often a switch-in to Snover.

    Overview: This part of the section should highlight what Magnemite is capable of doing. It should highlight its ability to trap Steel-types and resist common attacking types (Ghost, Dark, Normal, Steel, Ice, Grass) but unfortunately having a typing that leaves it vulnerable to Ground and Fighting.

    Steel Trapper: Focus on how Magnet Rise and Substitute work in conjunction to take out Bronzor (really the most important threat you'll be switching in to) and how Substitute blocks Ferroseed's Leech Seed (the other thing you'll be switching in to).

    In additional comments for both, Drilbur is actually a very solid PARTNER for Magnemite as the latter can trap Bronzor (huge threat), revenge kill Murkrow (huge threat), beat Slowpoke (walls it) and Snover (revenge kills), and Drilbur works wonders against Chinchou and other Electric-types. Croagunk is also a good partner as it tends to beat other Fighting-type Pokemon.

    Checks and Counters: Electric-types in general (though they are quite uncommon outside of Chinchou) are good checks to Magnemite because they resist both STAB attacks.
  6. Elevator Music

    Elevator Music
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    Numel is also a very good switchin, as like Chinchou its immune to Thunderbolt/Volt Switch and resists Flash Cannon/Hidden Power
  7. Ray Jay

    Ray Jay "The sky's the limit, okey-dokey!"
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    Also I don't see the validity of the Choice Scarf set. Honestly if I'm using Magnemite it's to trap Steels, and even moreso to trap Bronzor. I'd recommend flip flopping the current order.
  8. Ray Jay

    Ray Jay "The sky's the limit, okey-dokey!"
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    Locking due to inactivity. If the OP wants to continue work on it, he'll let me know.

    Aerrow Edit: Moving to L&O.
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