So yeah, sorry if this sucks, cause I did it lol.
[OVERVIEW]
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]
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]
[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
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
- 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
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
- 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
- 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
- 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