LC Magnemite

Nineage

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[OVERVIEW]

Magnemite is a solid Pokemon in the LC metagame, able to act as a pivot or as a powerful attacker. Its viability stems from its fantastic Special Attack, allowing it to fire off powerful attacks without requiring a boosting item. It is further set apart from other special attackers by its fantastic typing that gives it a plethora of resistances, access to Volt Switch that allows it to serve as a pivot, and access to Sturdy + Berry Juice, allowing it to recover health consistently. However, Magnemite is hindered in the LC metagame by weaknesses to the common Fighting- and Ground-type moves. Additionally, Magnemite only hits 15 Speed, leaving it reliant on a Choice Scarf if it wants to outspeed the metagame or an intact Berry Juice to take hits against offensive teams.

[SET]
name: SturdyJuice
move 1: Volt Switch
move 2: Flash Cannon
move 3: Recycle
move 4: Endure / Hidden Power Ground
item: Berry Juice
ability: Sturdy
nature: Modest / Timid
evs: 36 Def / 236 SpA / 236 Spe

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

Volt Switch allows Magnemite to act as a pivot and has decent offensive potential because of Magnemite's high Special Attack and STAB. Flash Cannon is a more powerful STAB alternative that doesn't require Magnemite to switch out, and it hits most of what resists Volt Switch. It also hits the common Fairy type for super effective damage. Recycle allows Magnemite to regenerate its Berry Juice, restoring its HP to full. In the last slot, Endure can be used to ensure that Magnemite survives an attack, even if its Sturdy is broken, allowing it to regenerate its HP and get Sturdy back intact. Alternatively, if a broken Sturdy is not a concern, Hidden Power Ground can be run to hit Electric-types, such as Chinchou and opposing Magnemite, that resist Magnemite's STAB attacks.

Set Details
========

236 Special Attack EVs and 236 Speed EVs maximize Magnemite's offensive potential. The remaining EVs go into Defense to allow Magnemite to take on physical priority attacks somewhat better. If Hidden Power Ground is run, the EV spread should be changed to 240 SpA / 236 Spe to make up for the IV drop that running Hidden Power Ground causes. This Magnemite set doesn't need to invest significantly in bulk because the point of the set is to take advantage of Sturdy to survive attacks. Berry Juice gives Magnemite a form of recovery that can be regenerated with Recycle. A Modest nature is used to maximize Magnemite's offensive potential, but a Timid one can also be used if it is essential for Magnemite to outspeed 14 Speed Pokemon, including Weak Armor variants of Vullaby before they are boosted, and most Corphish.

Usage Tips
========

This set relies on avoiding Knock Off, which removes Magnemite's ability to regenerate its Berry Juice and recover HP. While some Knock Off users are obvious, such as Pawniard, others, such as Cottonee, Abra, and Ferroseed, can be more unexpected, and a mispredict against these Pokemon can lead to Magnemite being crippled for the rest of the match. Most resisted attacks can be switched into and out of throughout the match, with Magnemite using Volt Switch to pivot in and out and Recycle to recover its health. Strong neutral and super effective attacks should not be switched into if entry hazards are on the field, or if Magnemite has taken prior damage, because Sturdy will no longer be intact. Magnemite can use Endure when its Sturdy is broken but when it has an intact Berry Juice to survive a hit that would otherwise KO it and get to full health, where it will almost always survive any attack with Sturdy. However, if an opponent expects an Endure, they can use the free turn as an opportunity to boost stats, set entry hazards, or recover their own Pokemon's health.

Team Options
========

This Magnemite set is most suited for offensive teams that appreciate its ability to act as a last-ditch counter to setup sweepers such as Shellder, Carvanha, and Rufflet. This Magnemite set deals with Fairy-types extremely effectively, being able to hit them hard with Flash Cannon without fear of being worn down thanks to Recycle and Berry Juice. Thus, Mienfoo, Scraggy, and Timburr appreciate having Magnemite on their team. Snivy and Foongus both work well with Magnemite, as they are able to switch into Chinchou and the Ground-types that Magnemite brings in and wear them down, hopefully allowing Magnemite to spam Volt Switch more freely later in the game. Foongus works especially well due to Regenerator, which allows it to pivot in and out as Magnemite does throughout the game. Magnemite also works well with Mienfoo, Larvesta, and Vullaby to form a VoltTurn core and wear down the opponent's team. Larvesta works as a Fighting-type check, a necessity when using Magnemite due to its Fighting-type weakness and the prevalence of Knock Off among Fighting-types. Other Fighting checks include Snubbull, Spritzee, and Foongus. Magnemite appreciates Rapid Spin, which keeps hazards off of the field and thus allows Magnemite to not only pivot in and out of battle without being worn down but also keep its Sturdy intact. Staryu can somewhat handle the Ground-types that threaten Magnemite, while Drilbur can somewhat handle the Electric-types that resist Magnemite's attacks. For Magnemite to be able to pivot without fear, it appreciates having Ground- and Electric-types removed from the match. Diglett and Trapinch can trap and remove opposing Electric-types handily, and both can also trap weakened Ground-types, albeit less effectively. With these Pokemon removed from the match, Volt Switch can be spammed more freely. Lastly, users of Toxic Spikes can spread poison to the opponent's team, allowing Magnemite to stall its foes out using Recycle as they lose HP. Mareanie and Skrelp both handle the Fire-types that give this Magnemite set trouble, and Trubbish can absorb Knock Off, which often comes directed at Magnemite, which makes all three of these Pokemon good partners.

[SET]
name: Choice Scarf
move 1: Volt Switch
move 2: Flash Cannon
move 3: Thunderbolt
move 4: Hidden Power Ground / Hidden Power Grass
item: Choice Scarf
ability: Analytic
nature: Modest / Timid
evs: 240 SpA / 236 Spe

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

Volt Switch is Magnemite's primary STAB attack and gives it momentum by allowing it to switch out to a teammate while weakening switch-ins. Flash Cannon is a more powerful alternative that doesn't require Magnemite to switch out, and it hits most of what resists Volt Switch. It also hits the common Fairy type for super effective damage. Thunderbolt is a more powerful alternative to Volt Switch, and it is useful in scenarios where Magnemite should be left in battle, especially later in the game. Hidden Power Ground is useful for hitting the Electric-types, such as Chinchou and opposing Magnemite, that would otherwise wall Magnemite. Hidden Power Grass still hits Chinchou and also hits Ground-types, but it generally does not do any more damage than Flash Cannon. Hidden Power Grass is useful against teams with both a Water- and a Ground-type, as it eases prediction, but it comes at the cost of dealing less damage to opposing Magnemite.

Set Details
========

Magnemite maximizes its Speed investment so that it can hit 21 Speed, or 22 with a Timid nature, when equipped with a Choice Scarf. While 21 is sufficient to outspeed the entire unboosted metagame, 22 Speed allows it to outspeed other Choice Scarf users and tie with Scraggy after a Dragon Dance. The remaining EVs go into maximizing Magnemite's naturally high Special Attack to allow it to hit as hard as possible. A Modest nature further boosts Magnemite's Special Attack stat, but at the expense of a Speed point, as discussed. Choice Scarf boosts Magnemite's low base Speed to a high enough level to put pressure on offensive teams. Analytic is the preferred ability on this set, as it allows Magnemite to punish switch-ins. However, Sturdy can also be run, allowing Magnemite to take a powerful attack once during a match if entry hazards are kept off of the field.

Usage Tips
========

Choice Scarf Magnemite is especially useful against frailer offensive teams, where it can outspeed unboosted attackers and wear them down over the course of a battle. Care should be taken not to lock Magnemite into Electric-type moves early in the game if the opponent has a Ground-type or Chinchou, which could come into the attack and potentially use it as a setup opportunity. As the game wears on, and the opponent's Electric-type checks are weakened, Magnemite can spam Volt Switch more freely. This Magnemite set does not appreciate taking unresisted, or even powerful resisted, hits, so it works best when sent in to revenge kill an opposing Pokemon, when cleaning an opponent's team late-game, or when you are sure that the foe won't use an attacking move.

Team Options
========

Although less effective as a Fairy-type check than SturdyJuice sets, Choice Scarf Magnemite can still threaten Fairy-types, making Fighting-types, such as Mienfoo, Scraggy, and Timburr, good partners. These pokemon can also absorb Knock Off aimed at Magnemite. Snivy and Foongus both work well with this Magnemite set, able to switch into Chinchou and the Ground-types that Magnemite brings and wear them down, hopefully allowing Magnemite to spam Volt Switch more freely later in the game. Foongus works especially well due to Regenerator, which allows it to pivot in and out as Magnemite does throughout the game. Foongus also works as a Fighting-type check, a necessity when using Magnemite, with other options including Spritzee, Snubbull, and Larvesta. Choice Scarf Magnemite works well with slower pivots, which can bring it into the battle unharmed, such as Mienfoo, the previously mentioned Larvesta, and bulkier variants of Vullaby. Additionally, forming VoltTurn cores with these Pokemon works well to wear down the opponent's team. For Magnemite to be able to pivot without fear, it appreciates having Ground- and Electric-types removed from the match. Diglett and Trapinch can trap and remove opposing Electric-types handily, and both can also trap weakened Ground-types, albeit less effectively. With these Pokemon removed from the match, Volt Switch can be spammed more freely.

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

Magnemite can run Eviolite with Magnet Pull and Hidden Power Fighting to reliably trap and remove opposing Steel-types, such as Pawniard and Ferroseed. However, most teams can wear down these Pokemon in other ways or trap them with Diglett or Trapinch, and the set is much less effective as a pivot. Magnemite can also work as a rain setter, with access to Rain Dance, Thunder, and pseudo-recovery with Sturdy and Berry Juice. Magic Coat is an option to surprise foes that try to use status moves or set entry hazards to break Magnemite's Sturdy, and it can work as a last-ditch attempt to stop the opponent from setting Sticky Web. However, it is hard to find a place for this on most sets, and in most situations Magnemite would prefer to attack or pivot out anyway. Finally, Magnemite does have access to Light Screen and Reflect, but screens are mostly useless in LC.

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

**Ground-types**: Ground-types make it very hard for Magnemite to comfortably pivot thanks to their immunity to Volt Switch. Trapinch can switch into any of Magnemite's moves and trap it, and Diglett, while not able to switch in, is able to remove it from battle if Magnemite is locked into an Electric-type attack or not running a Choice Scarf. Drilbur fears Flash Cannon, it but can come in on Magnemite's Electric-type attacks and always OHKO thanks to its ability to bypass Sturdy with Mold Breaker. Mudbray gets a Defense boost from being hit by Flash Cannon, though RestTalk variants can't safely switch into either set. Lastly, specially defensive Hippopotas and Numel, though less common, can come in on any of Magnemite's attacks and easily KO with their STAB moves.

**Chinchou**: Chinchou resists Flash Cannon and is immune to Volt Switch and Thunderbolt thanks to Volt Absorb. While Magnemite's Hidden Power can do some damage on the switch, Chinchou forces predictions that are difficult for the Magnemite user to make. Chinchou can also burn Magnemite with Scald, effectively neutering the SturdyJuice set.

**Fighting-types**: Fighting-type Pokemon take significant damage from Magnemite's attacks, but if they get into the battle, they can cripple it with Knock Off or restore their own health using Drain Punch. Additionally, priority attacks from Fighting-types such as Timburr and Croagunk can significantly damage Magnemite and revenge kill it later in a game.

**Specially Bulky Pokemon**: Specially bulky Pokemon such as Munchlax take little damage from Magnemite's attacks, and they can heal off the damage they do take while either setting up against Magnemite or simply KOing it. However, Magnemite can simply pivot out of these Pokemon with Volt Switch.
 
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Hidden Power Ground can be run to hit Electric-types such as Chinchou and Magnemite that resist Magnemite's STAB attacks.

Hidden Power Ground is useful for hitting the Electric-types, such as Chinchou and Magnemite, that would otherwise wall Magnemite.

Not QC, but imo you should change both of these instances where you name Magnemite as an opponent to opposing Magnemite. I feel like the sentence would flow a bit better then.
 
Your formatting for the team options sections for both sets is wrong. It should be the same as the team options as opposed to checks+counters.

Sturdyjuice: this is very well done, good job.

Scarf:
set details: Scarf mag only ties scraggy with a Timid nature.

OO: Mention magic Coat here. It can be useful for deflecting hazards or WoW.

Checks+Counters: Mention Mudbray under Ground-types.
Mention that Magnemite can safely Volt Switch out of most special walls. I'm also not sure that Lickitung is worth mentioning here.

Good work, 1/3
 
- Put the HP Ground spread in SturdyJuice set details (240 SpA / 236 Spe)
- Build on the Knock Off point in usage tips a little more, common users like Pawniard could be good to mention, but especially less obvious users like Abra/Cottonee can really screw up the set
- Mention HP Fighting specifically when you give Magnet Pull a mention

Looks good my dude, QC 2/3
 
SturdyJuice Usage Tips:
Say that offensive teams in general will appreciate how Magnemite functions as a safety net to a variety of sweepers such as Shellder, Carvanha, and Rufflet.
Mention good switch-ins to Fighting-types. Foongus, Larvesta, Spritzee are examples of these.

Choice Scarf:
Mentioning Sturdy in Set Details is fine but I don't think it deserves a slash - Analytic is so much more useful most of the time.
Usage Tips:
Again, mention Fighting-type switch-ins.

Other Options:
Magic Coat is fine on Scarf as well since it's mostly just used when you have no other way to beat webs, which makes it worth being locked into.

Checks and Counters:
Ground-types - mention that Specially Defensive Hippopotas hard walls Magnemite. Also, Numel could just use its more accurate Ground STAB to KO Magnemite, no need to specify Fire STAB

QC 3/3
 
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Add Remove Comments (RC)RemoveComma (AC)AddComma
[OVERVIEW]

Magnemite finds a solid place in the LC metagame (AC) performing several different roles in the LC metagame. Magnemite's viability stems from its fantastic Special Attack stat, allowing it to fire off powerful attacks without requiring a boosting item. Magnemite is further set apart from other special attackers by a its fantastic typing that gives it a plethora of resistances, its access to Volt Switch which allows it to serve as a pivot, and its access to Sturdy + Berry Juice, allowing it to recover health consistently. However, Magnemite is hindered in the LC metagame by due to its weaknesses to the common Fighting- and Ground-type moves. Additionally, Magnemite only hits 15 speed, leaving it reliant on a Choice Scarf if it wants to outspeed the metagame, or an intact Berry Juice to take hits against offensive teams.

[SET]
name: SturdyJuice
move 1: Volt Switch
move 2: Flash Cannon
move 3: Recycle
move 4: Endure / Hidden Power Ground
item: Berry Juice
ability: Sturdy
nature: Modest / Timid
evs: 36 Def / 236 SpA / 236 Spe

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

Volt Switch allows Magnemite to act as a pivot, and has decent offensive potential because of Magnemite's high Special Attack and STAB. Flash Cannon is a more powerful STAB alternative that doesn't require Magnemite to switch out, and hits most of what resists Volt Switch. It also hits the common Fairy-type for super effective damage. Recycle allows Magnemite to regenerate its Berry Juice, restoring its HP to full. In the last slot, Endure can be used to ensure that Magnemite survives an attack, even if its Sturdy is broken, allowing it to regenerate its HP and get Sturdy back intact. Alternatively, if a broken Sturdy is not a concern, Hidden Power Ground can be run to hit Electric-types (AC) such as Chinchou and Magnemite (AC) that resist Magnemite's STAB attacks.

Set Details
========

236 Special Attack EVs and 236 Speed EVs go to maximize Magnemite's offensive potential. The remaining EVs go into Defense, to allow Magnemite to somewhat better take on physical priority attacks somewhat better. If Hidden Power Ground is run, the EV spread should be changed to 240 SpA / 236 Spe to make up for the IV drop that running Hidden Power Ground causes. This Magnemite set doesn't need to invest significantly in bulk because the point of the set is to abuse Sturdy to survive attacks. Berry Juice is the crux of the set, giving Magnemite a form of recovery that can be regenerated with Recycle. Modest is used to maximize Magnemite's offensive potential, but Timid can also be used if it is essential for Magnemite to outspeed 14 Speed Pokemon, including Weak Armor variants of Vullaby before they are boosted, and most Corphish.

Usage Tips
========

This set relies on avoiding Knock Off, which removes its ability to regenerate its Berry Juice and recover HP. While some Knock Off users are obvious, such as Pawniard, others, such as Cottonee, Abra, and Ferroseed, can be more unexpected, and a mispredict against these Pokemon can lead to Magnemite being crippled throughout the match. Most resisted attacks can be switched into in and out of the match, with Magnemite using Volt Switch to pivot in and out and Recycle to recover its health. Strong neutral and Super Effective attacks should not be switched into if entry hazards are on the field, or if Magnemite has taken prior damage, because Sturdy will no longer be intact. Magnemite can use Endure when its Sturdy is broken but when it has an intact Berry Juice to survive a hit that would otherwise KO it and get to full health, where it will almost always survive any attack with Sturdy. However, if an opponent expects an Endure, they can use the free turn as an opportunity to boost stats, set entry hazards, or recover their own health.

Team Options
========

This Magnemite set is most suited to for offensive teams, (RC) which appreciate its ability to act as a last ditch counter to setup sweepers, including such as Shellder, Carvanha, and Rufflet. This Magnemite set deals with Fairy-types extremely effectively, able to hit them hard with Flash Cannon without fear of being worn down thanks to Recycle and Berry Juice. Thus, Mienfoo, Scraggy, and Timburr appreciate having Magnemite on a their team. Snivy and Foongus both work well with Magnemite, able to switch into Chinchou and the Ground-types that Magnemite brings baits in (AC) and wear them down, hopefully allowing Magnemite to spam Volt Switch more freely later in the game. Foongus works especially well due to Regenerator, which allows it to pivot in and out as Magnemite does throughout the game. Magnemite also works well with Mienfoo, Larvesta, and Vullaby to form a VoltTurn core and wear down the opponents team. Larvesta works as a Fighting-type check, a necessity when using Magnemite due to its Fighting-type weakness and the prevalence of Knock Off among Fighting-types. Other Fighting checks include Snubbull, Spritzee, and Foongus. Magnemite appreciates Rapid Spin, which keeps hazards off of the field and thus allows Magnemite to not only pivot in and out of battle without being worn down, but also to keep its Sturdy intact. Staryu can somewhat handle the Ground-types that threaten Magnemite, while Drilbur can somewhat handle the Electric-types that resist Magnemite's attacks. For Magnemite to be able to pivot without fear, it appreciates having Ground- and Electric-types removed from the match. Diglett and Trapinch can trap and remove opposing Electric-types handily, and both can also trap weakened Ground-types, albeit less effectively. With these Pokemon removed from the match, Volt Switch can be spammed more freely. Lastly, users of Toxic Spikes can spread Poison to the opponent's team, allowing Magnemite to stall them out using Recycle as they lose HP. Mareanie and Skrelp both handle the Fire-types that give this Magnemite set trouble, and Trubbish can absorb Knock Off, which often comes directed at Magnemite, which makes all three of these Pokemon good partners.

[SET]
name: Choice Scarf
move 1: Volt Switch
move 2: Flash Cannon
move 3: Thunderbolt
move 4: Hidden Power Ground / Hidden Power Grass
item: Choice Scarf
ability: Analytic
nature: Modest / Timid
evs: 240 SpA / 236 Spe

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

Volt Switch is Magnemite's primary STAB attack, and gives it momentum by allowing it to switch out to a teammate while weakening switch ins. Flash Cannon is a more powerful alternative that doesn't require Magnemite to switch out, and hits most of what resists Volt Switch. It also hits the common Fairy-type for super effective damage. Thunderbolt is a more powerful alternative to Volt Switch, and is useful in scenarios where Magnemite should be left in battle, especially later in the game. Hidden Power Ground is useful for hitting the Electric-types, such as Chinchou and opposing Magnemite, that would otherwise wall Magnemite. Hidden Power Grass still hits Chinchou and also hits Ground-types, but generally does not do any more damage than Flash Cannon. Hidden Power Grass is useful against teams with both a Water- and a Ground-type as it eases prediction, but comes at the cost of dealing less damage to opposing Magnemite.

Set Details
========

Magnemite maximizes its Speed investment so that it can hit 21 Speed, or 22 with a Timid nature, when equipped with a Choice Scarf. While 21 is sufficient to outspeed the entire unboosted metagame, 22 Speed allows it to outspeed other Choice Scarf users, and tie with Scraggy after a Dragon Dance. The remaining EVs go into maximizing Special Attack, boosting Magnemite's naturally high Special Attack to allow it to hit as hard as possible. A Modest nature further boosts Magnemite's Special Attack stat, but at the expense of a Speed point, as discussed above. Choice Scarf is the main feature of the set, boosting Magnemite's low base Speed to a high enough level to put pressure on offensive teams. Analytic is the preferred ability on this set for its ability to allow as it allows Magnemite to punish switch-ins. However, Sturdy can also be run, allowing Magnemite to take a powerful attack once during a match if entry hazards are kept off of the field.

Usage Tips
========

Choice Scarf Magnemite is especially useful against frailer offensive teams, where it can outspeed unboosted attackers and wear down their health over the course of a battle. Care should be taken not to lock Magnemite into Electric-type moves early in the game if the opponent has a Ground-type or Chinchou which could come into the attack and potentially use it as a setup opportunity. As the game wears on, and the opponent's Electric-type checks are weakened, Magnemite can spam Volt Switch more freely. This Magnemite set does not appreciate taking unresisted, or even powerful resisted, hits, so it works best when sent in to revenge kill an opposing Pokemon, when cleaning an opponent's team late-game, or when you can be sure are sure that the opponent won't use an attacking move.

Team Options
========

Although less effective as a Fairy-type check than the SturdyJuice set, Choice Scarf Magnemite can still threaten Fairy-types, making Fighting-types, such as Mienfoo, Scraggy, and Timburr, good partners. These pokemon can also absorb Knock Offs aimed at Magnemite. Snivy and Foongus both work well with this Magnemite set, able to switch into Chinchou and the Ground-types that Magnemite brings and wear them down, hopefully allowing Magnemite to spam Volt Switch more freely later in the game. Foongus works especially well due to Regenerator, which allows it to pivot in and out as Magnemite does throughout the game. Foongus also works as a Fighting-type check, a necessity when using Magnemite, with other options including Spritzee, Snubbull, and Larvesta. Choice Scarf Magnemite works well with slower pivots, which can bring it into the battle unharmed, such as Mienfoo, the previously mentioned Larvesta, and bulkier variants of Vullaby. Additionally, forming VoltTurn cores with these Pokemon works well to wear down the opponent's team. For Magnemite to be able to pivot without fear, it appreciates having Ground- and Electric-types removed from the match. Diglett and Trapinch can trap and remove opposing Electric-types handily, and both can also trap weakened Ground-types, albeit less effectively. With these Pokemon removed from the match, Volt Switch can be spammed more freely.

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

Magnemite can run Eviolite with Magnet Pull and Hidden Power Fighting to reliable trap and remove opposing Steel-types, such as Pawniard and Ferroseed. However, most teams can wear down these Pokemon in other ways, or trap them with Diglett or Trapinch, and the set is much less effective as a pivot. Magnemite can also work as a rain setter, with access to Rain Dance, Thunder, and pseudo-recovery with Sturdy and Berry Juice. Magic Coat is an option to surprise opponents that try to use status moves or set hazards to break Magnemite's Sturdy, and can work as a last ditch attempt to stop the opponent from setting Sticky Web. However, it is hard to find a place for this on either set, and in most situations Magnemite would prefer to attack or pivot out anyway. Finally, Magnemite does have access to Light Screen and Reflect, but screens are mostly useless in LC.

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

**Ground-types**: Ground-types make it very hard for Magnemite to comfortably pivot thanks to their immunity to Volt Switch. Trapinch can switch in on into any move of Magnemite's moves and trap it, and Diglett, while not able to switch in, is able to remove it from battle if Magnemite is locked into an Electric-type attack, or not running a Choice Scarf. Drilbur fears Flash Cannon, but can come in on Magnemite's Electric-type attacks and always OHKO thanks to its ability to bypass Sturdy with Mold Breaker. Mudbray gets a Defense boost from being hit by Flash Cannon, though RestTalk variants cant can't safely switch into either set. Lastly, Specially Defensive Hippopotas and Numel, though less common, can come in on any of Magnemite's attacks and easily KO with their STAB moves.

**Chinchou**: Chinchou resists Magnemite's Flash Cannon and is immune to Volt Switch and Thunderbolt thanks to Volt Absorb. While Magnemite's Hidden Power can do some damage on the switch, Chinchou forces predictions that are difficult for the Magnemite user to make. Chinchou can also burn Magnemite with Scald, effectively neutering the SturdyJuice set.

**Fighting-types**: Fighting-type Pokemon take significant damage from Magnemite's attacks, but if they get into the battle, they can cripple it with Knock Off, and or restore their own health using Drain Punch. Additionally, priority attacks from Fighting-types such as Timburr and Croagunk can significantly damage Magnemite and revenge kill it later in a game.

**Specially Bulky Pokemon**: Specially bulky Pokemon, (RC) such as Munchlax, (RC) take little damage from Magnemite's attacks, and can heal off the damage they do take while either setting up against Magnemite, (RC) or simply KOing it. However, Magnemite can simply pivot out of these Pokemon with Volt Switch.
 
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[OVERVIEW]

Magnemite finds a solid place in the LC metagame (AC) performing several different roles in the LC metagame. Magnemite's viability stems from its fantastic Special Attack stat, allowing it to fire off powerful attacks without requiring a boosting item. Magnemite is further set apart from other special attackers by a its fantastic typing that gives it a plethora of resistances, its access to Volt Switch which allows it to serve as a pivot, and its access to Sturdy + Berry Juice, allowing it to recover health consistently. However, Magnemite is hindered in the LC metagame by due to its weaknesses to the common Fighting- and Ground-type moves. Additionally, Magnemite only hits 15 speed, leaving it reliant on a Choice Scarf if it wants to outspeed the metagame, or an intact Berry Juice to take hits against offensive teams.

[SET]
name: SturdyJuice
move 1: Volt Switch
move 2: Flash Cannon
move 3: Recycle
move 4: Endure / Hidden Power Ground
item: Berry Juice
ability: Sturdy
nature: Modest / Timid
evs: 36 Def / 236 SpA / 236 Spe

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

Volt Switch allows Magnemite to act as a pivot, and has decent offensive potential because of Magnemite's high Special Attack and STAB. Flash Cannon is a more powerful STAB alternative that doesn't require Magnemite to switch out, and hits most of what resists Volt Switch. It also hits the common Fairy-type for super effective damage. Recycle allows Magnemite to regenerate its Berry Juice, restoring its HP to full. In the last slot, Endure can be used to ensure that Magnemite survives an attack, even if its Sturdy is broken, allowing it to regenerate its HP and get Sturdy back intact. Alternatively, if a broken Sturdy is not a concern, Hidden Power Ground can be run to hit Electric-types (AC) such as Chinchou and Magnemite (AC) that resist Magnemite's STAB attacks.

Set Details
========

236 Special Attack EVs and 236 Speed EVs go to maximize Magnemite's offensive potential. The remaining EVs go into Defense, to allow Magnemite to somewhat better take on physical priority attacks somewhat better. If Hidden Power Ground is run, the EV spread should be changed to 240 SpA / 236 Spe to make up for the IV drop that running Hidden Power Ground causes. This Magnemite set doesn't need to invest significantly in bulk because the point of the set is to abuse Sturdy to survive attacks. Berry Juice is the crux of the set, giving Magnemite a form of recovery that can be regenerated with Recycle. Modest is used to maximize Magnemite's offensive potential, but Timid can also be used if it is essential for Magnemite to outspeed 14 Speed Pokemon, including Weak Armor variants of Vullaby before they are boosted, and most Corphish.

Usage Tips
========

This set relies on avoiding Knock Off, which removes its ability to regenerate its Berry Juice and recover HP. While some Knock Off users are obvious, such as Pawniard, others, such as Cottonee, Abra, and Ferroseed, can be more unexpected, and a mispredict against these Pokemon can lead to Magnemite being crippled throughout the match. Most resisted attacks can be switched into in and out of the match, with Magnemite using Volt Switch to pivot in and out and Recycle to recover its health. Strong neutral and Super Effective attacks should not be switched into if entry hazards are on the field, or if Magnemite has taken prior damage, because Sturdy will no longer be intact. Magnemite can use Endure when its Sturdy is broken but when it has an intact Berry Juice to survive a hit that would otherwise KO it and get to full health, where it will almost always survive any attack with Sturdy. However, if an opponent expects an Endure, they can use the free turn as an opportunity to boost stats, set entry hazards, or recover their own health.

Team Options
========

This Magnemite set is most suited to for offensive teams, (RC) which appreciate its ability to act as a last ditch counter to setup sweepers, including such as Shellder, Carvanha, and Rufflet. This Magnemite set deals with Fairy-types extremely effectively, able to hit them hard with Flash Cannon without fear of being worn down thanks to Recycle and Berry Juice. Thus, Mienfoo, Scraggy, and Timburr appreciate having Magnemite on a their team. Snivy and Foongus both work well with Magnemite, able to switch into Chinchou and the Ground-types that Magnemite brings baits in (AC) and wear them down, hopefully allowing Magnemite to spam Volt Switch more freely later in the game. Foongus works especially well due to Regenerator, which allows it to pivot in and out as Magnemite does throughout the game. Magnemite also works well with Mienfoo, Larvesta, and Vullaby to form a VoltTurn core and wear down the opponents team. Larvesta works as a Fighting-type check, a necessity when using Magnemite due to its Fighting-type weakness and the prevalence of Knock Off among Fighting-types. Other Fighting checks include Snubbull, Spritzee, and Foongus. Magnemite appreciates Rapid Spin, which keeps hazards off of the field and thus allows Magnemite to not only pivot in and out of battle without being worn down, but also to keep its Sturdy intact. Staryu can somewhat handle the Ground-types that threaten Magnemite, while Drilbur can somewhat handle the Electric-types that resist Magnemite's attacks. For Magnemite to be able to pivot without fear, it appreciates having Ground- and Electric-types removed from the match. Diglett and Trapinch can trap and remove opposing Electric-types handily, and both can also trap weakened Ground-types, albeit less effectively. With these Pokemon removed from the match, Volt Switch can be spammed more freely. Lastly, users of Toxic Spikes can spread Poison to the opponent's team, allowing Magnemite to stall them out using Recycle as they lose HP. Mareanie and Skrelp both handle the Fire-types that give this Magnemite set trouble, and Trubbish can absorb Knock Off, which often comes directed at Magnemite, which makes all three of these Pokemon good partners.

[SET]
name: Choice Scarf
move 1: Volt Switch
move 2: Flash Cannon
move 3: Thunderbolt
move 4: Hidden Power Ground / Hidden Power Grass
item: Choice Scarf
ability: Analytic
nature: Modest / Timid
evs: 240 SpA / 236 Spe

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

Volt Switch is Magnemite's primary STAB attack, and gives it momentum by allowing it to switch out to a teammate while weakening switch ins. Flash Cannon is a more powerful alternative that doesn't require Magnemite to switch out, and hits most of what resists Volt Switch. It also hits the common Fairy-type for super effective damage. Thunderbolt is a more powerful alternative to Volt Switch, and is useful in scenarios where Magnemite should be left in battle, especially later in the game. Hidden Power Ground is useful for hitting the Electric-types, such as Chinchou and opposing Magnemite, that would otherwise wall Magnemite. Hidden Power Grass still hits Chinchou and also hits Ground-types, but generally does not do any more damage than Flash Cannon. Hidden Power Grass is useful against teams with both a Water- and a Ground-type as it eases prediction, but comes at the cost of dealing less damage to opposing Magnemite.

Set Details
========

Magnemite maximizes its Speed investment so that it can hit 21 Speed, or 22 with a Timid nature, when equipped with a Choice Scarf. While 21 is sufficient to outspeed the entire unboosted metagame, 22 Speed allows it to outspeed other Choice Scarf users, and tie with Scraggy after a Dragon Dance. The remaining EVs go into maximizing Special Attack, boosting Magnemite's naturally high Special Attack to allow it to hit as hard as possible. A Modest nature further boosts Magnemite's Special Attack stat, but at the expense of a Speed point, as discussed above. Choice Scarf is the main feature of the set, boosting Magnemite's low base Speed to a high enough level to put pressure on offensive teams. Analytic is the preferred ability on this set for its ability to allow as it allows Magnemite to punish switch-ins. However, Sturdy can also be run, allowing Magnemite to take a powerful attack once during a match if entry hazards are kept off of the field.

Usage Tips
========

Choice Scarf Magnemite is especially useful against frailer offensive teams, where it can outspeed unboosted attackers and wear down their health over the course of a battle. Care should be taken not to lock Magnemite into Electric-type moves early in the game if the opponent has a Ground-type or Chinchou which could come into the attack and potentially use it as a setup opportunity. As the game wears on, and the opponent's Electric-type checks are weakened, Magnemite can spam Volt Switch more freely. This Magnemite set does not appreciate taking unresisted, or even powerful resisted, hits, so it works best when sent in to revenge kill an opposing Pokemon, when cleaning an opponent's team late-game, or when you can be sure are sure that the opponent won't use an attacking move.

Team Options
========

Although less effective as a Fairy-type check than the SturdyJuice set, Choice Scarf Magnemite can still threaten Fairy-types, making Fighting-types, such as Mienfoo, Scraggy, and Timburr, good partners. These pokemon can also absorb Knock Offs aimed at Magnemite. Snivy and Foongus both work well with this Magnemite set, able to switch into Chinchou and the Ground-types that Magnemite brings and wear them down, hopefully allowing Magnemite to spam Volt Switch more freely later in the game. Foongus works especially well due to Regenerator, which allows it to pivot in and out as Magnemite does throughout the game. Foongus also works as a Fighting-type check, a necessity when using Magnemite, with other options including Spritzee, Snubbull, and Larvesta. Choice Scarf Magnemite works well with slower pivots, which can bring it into the battle unharmed, such as Mienfoo, the previously mentioned Larvesta, and bulkier variants of Vullaby. Additionally, forming VoltTurn cores with these Pokemon works well to wear down the opponent's team. For Magnemite to be able to pivot without fear, it appreciates having Ground- and Electric-types removed from the match. Diglett and Trapinch can trap and remove opposing Electric-types handily, and both can also trap weakened Ground-types, albeit less effectively. With these Pokemon removed from the match, Volt Switch can be spammed more freely.

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

Magnemite can run Eviolite with Magnet Pull and Hidden Power Fighting to reliable trap and remove opposing Steel-types, such as Pawniard and Ferroseed. However, most teams can wear down these Pokemon in other ways, or trap them with Diglett or Trapinch, and the set is much less effective as a pivot. Magnemite can also work as a rain setter, with access to Rain Dance, Thunder, and pseudo-recovery with Sturdy and Berry Juice. Magic Coat is an option to surprise opponents that try to use status moves or set hazards to break Magnemite's Sturdy, and can work as a last ditch attempt to stop the opponent from setting Sticky Web. However, it is hard to find a place for this on either set, and in most situations Magnemite would prefer to attack or pivot out anyway. Finally, Magnemite does have access to Light Screen and Reflect, but screens are mostly useless in LC.

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

**Ground-types**: Ground-types make it very hard for Magnemite to comfortably pivot thanks to their immunity to Volt Switch. Trapinch can switch in on into any move of Magnemite's moves and trap it, and Diglett, while not able to switch in, is able to remove it from battle if Magnemite is locked into an Electric-type attack, or not running a Choice Scarf. Drilbur fears Flash Cannon, but can come in on Magnemite's Electric-type attacks and always OHKO thanks to its ability to bypass Sturdy with Mold Breaker. Mudbray gets a Defense boost from being hit by Flash Cannon, though RestTalk variants cant can't safely switch into either set. Lastly, Specially Defensive Hippopotas and Numel, though less common, can come in on any of Magnemite's attacks and easily KO with their STAB moves.

**Chinchou**: Chinchou resists Magnemite's Flash Cannon and is immune to Volt Switch and Thunderbolt thanks to Volt Absorb. While Magnemite's Hidden Power can do some damage on the switch, Chinchou forces predictions that are difficult for the Magnemite user to make. Chinchou can also burn Magnemite with Scald, effectively neutering the SturdyJuice set.

**Fighting-types**: Fighting-type Pokemon take significant damage from Magnemite's attacks, but if they get into the battle, they can cripple it with Knock Off, and or restore their own health using Drain Punch. Additionally, priority attacks from Fighting-types such as Timburr and Croagunk can significantly damage Magnemite and revenge kill it later in a game.

**Specially Bulky Pokemon**: Specially bulky Pokemon, (RC) such as Munchlax, (RC) take little damage from Magnemite's attacks, and can heal off the damage they do take while either setting up against Magnemite, (RC) or simply KOing it. However, Magnemite can simply pivot out of these Pokemon with Volt Switch.

Implemented most of this, always nice to get a good amcheck. Thank you!
 
add remove comments
[OVERVIEW]

Magnemite finds a solid place in the LC metagame, performing several different roles. (i dont really think the place can be "solid"; however magnemite can be a solid choice in LC because of [whatever it does]. personally i'd change this to "Magnemite is a solid Pokemon in LC since it is able to perform multiple roles" or something similar) Magnemite's viability stems from its fantastic Special Attack, allowing it to fire off powerful attacks without requiring a boosting item. Magnemite is further set apart from other special attackers by its fantastic typing that gives it a plethora of resistances, access to Volt Switch which that allows it to serve as a pivot, and access to Sturdy + Berry Juice, allowing it to recover health consistently. However, Magnemite is hindered in the LC metagame by weaknesses to the common Fighting- and Ground-type moves. Additionally, Magnemite only hits 15 speed, leaving it reliant on a Choice Scarf if it wants to outspeed the metagame, or an intact Berry Juice to take hits against offensive teams.

[SET]
name: SturdyJuice
move 1: Volt Switch
move 2: Flash Cannon
move 3: Recycle
move 4: Endure / Hidden Power Ground
item: Berry Juice
ability: Sturdy
nature: Modest / Timid
evs: 36 Def / 236 SpA / 236 Spe

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

Volt Switch allows Magnemite to act as a pivot, pivot and has decent offensive potential because of Magnemite's high Special Attack and STAB. Flash Cannon is a more powerful STAB alternative that doesn't require Magnemite to switch out, and it hits most of what resists Volt Switch. It also hits the common Fairy-type for super effective damage. Recycle allows Magnemite to regenerate its Berry Juice, restoring its HP to full. In the last slot, Endure can be used to ensure that Magnemite survives an attack, even if its Sturdy is broken, allowing it to regenerate its HP and get Sturdy back intact. Alternatively, if a broken Sturdy is not a concern, Hidden Power Ground can be run to hit Electric-types, such as Chinchou and opposing Magnemite, that resist Magnemite's STAB attacks.

Set Details
========

236 Special Attack EVs and 236 Speed EVs go to maximize Magnemite's offensive potential. The remaining EVs go into Defense, Defense to allow Magnemite to take on physical priority attacks somewhat better. If Hidden Power Ground is run, the EV spread should be changed to 240 SpA / 236 Spe to make up for the IV drop that running Hidden Power Ground causes. This Magnemite set doesn't need to invest significantly in bulk because the point of the set is to abuse take advantage of Sturdy to survive attacks. Berry Juice is the crux of the set, giving gives Magnemite a form of recovery that can be regenerated with Recycle. A Modest nature is used to maximize Magnemite's offensive potential, but a Timid one can also be used if it is essential for Magnemite to outspeed 14 Speed Pokemon, including Weak Armor variants of Vullaby before they are boosted, and most Corphish.

Usage Tips
========

This set relies on avoiding Knock Off, which removes its Magnemite's ability to regenerate its Berry Juice and recover HP. While some Knock Off users are obvious, such as Pawniard, others, such as Cottonee, Abra, and Ferroseed, can be more unexpected, and a mispredict against these Pokemon can lead to Magnemite being crippled throughout for the rest of the match. Most resisted attacks can be switched into in and out of throughout the match, with Magnemite using Volt Switch to pivot in and out and Recycle to recover its health. Strong neutral and Super Effective super effective attacks should not be switched into if entry hazards are on the field, or if Magnemite has taken prior damage, because Sturdy will no longer be intact. Magnemite can use Endure when its Sturdy is broken but when it has an intact Berry Juice to survive a hit that would otherwise KO it and get to full health, where it will almost always survive any attack with Sturdy. However, if an opponent expects an Endure, they can use the free turn as an opportunity to boost stats, set entry hazards, or recover their own Pokemon's health.

Team Options
========

This Magnemite set is most suited for offensive teams which that appreciate its ability to act as a last ditch counter to setup sweepers such as Shellder, Carvanha, and Rufflet. This Magnemite set deals with Fairy-types extremely effectively, being able to hit them hard with Flash Cannon without fear of being worn down thanks to Recycle and Berry Juice. Thus, Mienfoo, Scraggy, and Timburr appreciate having Magnemite on their team. Snivy and Foongus both work well with Magnemite, as they are able to switch into Chinchou and the Ground-types that Magnemite brings in and wear them down, hopefully allowing Magnemite to spam Volt Switch more freely later in the game. Foongus works especially well due to Regenerator, which allows it to pivot in and out as Magnemite does throughout the game. Magnemite also works well with Mienfoo, Larvesta, and Vullaby to form a VoltTurn core and wear down the opponents opponent's team. Larvesta works as a Fighting-type check, a necessity when using Magnemite due to its Fighting-type weakness and the prevalence of Knock Off among Fighting-types. Other Fighting checks include Snubbull, Spritzee, and Foongus. Magnemite appreciates Rapid Spin, which keeps hazards off of the field and thus allows Magnemite to not only pivot in and out of battle without being worn down, but also to keep its Sturdy intact. Staryu can somewhat handle the Ground-types that threaten Magnemite, while Drilbur can somewhat handle the Electric-types that resist Magnemite's attacks. For Magnemite to be able to pivot without fear, it appreciates having Ground- and Electric-types removed from the match. Diglett and Trapinch can trap and remove opposing Electric-types handily, and both can also trap weakened Ground-types, albeit less effectively. With these Pokemon removed from the match, Volt Switch can be spammed more freely. Lastly, users of Toxic Spikes can spread Poison poison to the opponent's team, allowing Magnemite to stall them its foes out using Recycle as they lose HP. Mareanie and Skrelp both handle the Fire-types that give this Magnemite set trouble, and Trubbish can absorb Knock Off, which often comes directed at Magnemite, which makes all three of these Pokemon good partners.

[SET]
name: Choice Scarf
move 1: Volt Switch
move 2: Flash Cannon
move 3: Thunderbolt
move 4: Hidden Power Ground / Hidden Power Grass
item: Choice Scarf
ability: Analytic
nature: Modest / Timid
evs: 240 SpA / 236 Spe

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

Volt Switch is Magnemite's primary STAB attack, attack and gives it momentum by allowing it to switch out to a teammate while weakening switch ins. switch-ins. Flash Cannon is a more powerful alternative that doesn't require Magnemite to switch out, and it hits most of what resists Volt Switch. It also hits the common Fairy-type for super effective damage. Thunderbolt is a more powerful alternative to Volt Switch, and is useful in scenarios where Magnemite should be left in battle, especially later in the game. Hidden Power Ground is useful for hitting the Electric-types, such as Chinchou and opposing Magnemite, that would otherwise wall Magnemite. Hidden Power Grass still hits Chinchou and also hits Ground-types, but generally does not do any more damage than Flash Cannon. Hidden Power Grass is useful against teams with both a Water- and a Ground-type Ground-type, as it eases prediction, prediction but comes at the cost of dealing less damage to opposing Magnemite.

Set Details
========

Magnemite maximizes its Speed investment so that it can hit 21 Speed, or 22 with a Timid nature, when equipped with a Choice Scarf. While 21 is sufficient to outspeed the entire unboosted metagame, 22 Speed allows it to outspeed other Choice Scarf users, users and tie with Scraggy after a Dragon Dance. The remaining EVs go into maximizing Magnemite's naturally high Special Attack, boosting Magnemite's naturally high Special Attack to allow it to hit as hard as possible. A Modest nature further boosts Magnemite's Special Attack stat, but at the expense of a Speed point, as discussed above. Choice Scarf is the main feature of the set, boosting boosts Magnemite's low base Speed to a high enough level to put pressure on offensive teams. Analytic is the preferred ability on this set set, as it allows Magnemite to punish switch-ins. However, Sturdy can also be run, allowing Magnemite to take a powerful attack once during a match if entry hazards are kept off of the field.

Usage Tips
========

Choice Scarf Magnemite is especially useful against frailer offensive teams, where it can outspeed unboosted attackers and wear down their health over the course of a battle. Care should be taken not to lock Magnemite into Electric-type moves early in the game if the opponent has a Ground-type or Chinchou Chinchou, which could come into the attack and potentially use it as a setup opportunity. As the game wears on, and the opponent's Electric-type checks are weakened, Magnemite can spam Volt Switch more freely. This Magnemite set does not appreciate taking unresisted, or even powerful resisted, hits, so it works best when sent in to revenge kill an opposing Pokemon, when cleaning an opponent's team late-game, or when you are sure that the opponent foe won't use an attacking move.

Team Options
========

Although less effective as a Fairy-type check than the SturdyJuice set, Choice Scarf Magnemite can still threaten Fairy-types, making Fighting-types, such as Mienfoo, Scraggy, and Timburr, good partners. These pokemon can also absorb Knock Offs Off aimed at Magnemite. Snivy and Foongus both work well with this Magnemite set, able to switch into Chinchou and the Ground-types that Magnemite brings and wear them down, hopefully allowing Magnemite to spam Volt Switch more freely later in the game. Foongus works especially well due to Regenerator, which allows it to pivot in and out as Magnemite does throughout the game. Foongus also works as a Fighting-type check, a necessity when using Magnemite, with other options including Spritzee, Snubbull, and Larvesta. Choice Scarf Magnemite works well with slower pivots, which can bring it into the battle unharmed, such as Mienfoo, the previously mentioned Larvesta, and bulkier variants of Vullaby. Additionally, forming VoltTurn cores with these Pokemon works well to wear down the opponent's team. For Magnemite to be able to pivot without fear, it appreciates having Ground- and Electric-types removed from the match. Diglett and Trapinch can trap and remove opposing Electric-types handily, and both can also trap weakened Ground-types, albeit less effectively. With these Pokemon removed from the match, Volt Switch can be spammed more freely.

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

Magnemite can run Eviolite with Magnet Pull and Hidden Power Fighting to reliable trap and remove opposing Steel-types, such as Pawniard and Ferroseed. However, most teams can wear down these Pokemon in other ways, or trap them with Diglett or Trapinch, and the set is much less effective as a pivot. Magnemite can also work as a rain setter, with access to Rain Dance, Thunder, and pseudo-recovery with Sturdy and Berry Juice. Magic Coat is an option to surprise opponents foes that try to use status moves or set hazards to break Magnemite's Sturdy, and it can work as a last ditch attempt to stop the opponent from setting Sticky Web. However, it is hard to find a place for this on either set, and in most situations Magnemite would prefer to attack or pivot out anyway. Finally, Magnemite does have access to Light Screen and Reflect, but screens are mostly useless in LC.

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

**Ground-types**: Ground-types make it very hard for Magnemite to comfortably pivot thanks to their immunity to Volt Switch. Trapinch can switch into any of Magnemite's moves and trap it, and Diglett, while not able to switch in, is able to remove it from battle if Magnemite is locked into an Electric-type attack, attack or not running a Choice Scarf. Drilbur fears Flash Cannon, it but can come in on Magnemite's Electric-type attacks and always OHKO thanks to its ability to bypass Sturdy with Mold Breaker. Mudbray gets a Defense boost from being hit by Flash Cannon, though RestTalk variants can't safely switch into either set. Lastly, Specially Defensive specially defensive Hippopotas and Numel, though less common, can come in on any of Magnemite's attacks and easily KO with their STAB moves.

**Chinchou**: Chinchou resists Magnemite's Flash Cannon and is immune to Volt Switch and Thunderbolt thanks to Volt Absorb. While Magnemite's Hidden Power can do some damage on the switch, Chinchou forces predictions that are difficult for the Magnemite user to make. Chinchou can also burn Magnemite with Scald, effectively neutering the SturdyJuice set.

**Fighting-types**: Fighting-type Pokemon take significant damage from Magnemite's attacks, but if they get into the battle, they can cripple it with Knock Off, Off or restore their own health using Drain Punch. Additionally, priority attacks from Fighting-types such as Timburr and Croagunk can significantly damage Magnemite and revenge kill it later in a game.

**Specially Bulky Pokemon**: Specially bulky Pokemon such as Munchlax take little damage from Magnemite's attacks, and can heal off the damage they do take while either setting up against Magnemite or simply KOing it. However, Magnemite can simply pivot out of these Pokemon with Volt Switch.
1/2
 
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personally i can appreciate a good passive-voice sentence, but i would try to cut down on them here. takes a little longer for readers to process i think
GP 2/2
[OVERVIEW]

Magnemite is a solid Pokemon in the LC metagame, able to perform several different roles. Its Magnemite's viability stems from its fantastic Special Attack, allowing it to fire off powerful attacks without requiring a boosting item. It Magnemite is further set apart from other special attackers by its fantastic typing that gives it a plethora of resistances, access to Volt Switch that allows it to serve as a pivot, and access to Sturdy + Berry Juice, allowing it to recover health consistently. However, Magnemite is hindered in the LC metagame by weaknesses to the common Fighting- and Ground-type moves. Additionally, Magnemite only hits 15 Speed, leaving it reliant on a Choice Scarf if it wants to outspeed the metagame, (RC) or an intact Berry Juice to take hits against offensive teams.

[SET]
name: SturdyJuice
move 1: Volt Switch
move 2: Flash Cannon
move 3: Recycle
move 4: Endure / Hidden Power Ground
item: Berry Juice
ability: Sturdy
nature: Modest / Timid
evs: 36 Def / 236 SpA / 236 Spe

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

Volt Switch allows Magnemite to act as a pivot and has decent offensive potential because of Magnemite's high Special Attack and STAB. Flash Cannon is a more powerful STAB alternative that doesn't require Magnemite to switch out, and it hits most of what resists Volt Switch. It also hits the common Fairy type for super effective damage. Recycle allows Magnemite to regenerate its Berry Juice, restoring its HP to full. In the last slot, Endure can be used to ensure that Magnemite survives an attack, even if its Sturdy is broken, allowing it to regenerate its HP and get Sturdy back intact. Alternatively, if a broken Sturdy is not a concern, Hidden Power Ground can be run to hit Electric-types, such as Chinchou and opposing Magnemite, that resist Magnemite's STAB attacks.

Set Details
========

236 Special Attack EVs and 236 Speed EVs maximize Magnemite's offensive potential. The remaining EVs go into Defense to allow Magnemite to take on physical priority attacks somewhat better. If Hidden Power Ground is run, the EV spread should be changed to 240 SpA / 236 Spe to make up for the IV drop that running Hidden Power Ground causes. This Magnemite set doesn't need to invest significantly in bulk because the point of the set is to take advantage of Sturdy to survive attacks. Berry Juice gives Magnemite a form of recovery that can be regenerated with Recycle. A Modest nature is used to maximize Magnemite's offensive potential, but a Timid one can also be used if it is essential for Magnemite to outspeed 14 Speed Pokemon, including Weak Armor variants of Vullaby before they are boosted, and most Corphish.

Usage Tips
========

This set relies on avoiding Knock Off, which removes Magnemite's ability to regenerate its Berry Juice and recover HP. While some Knock Off users are obvious, such as Pawniard, others, such as Cottonee, Abra, and Ferroseed, can be more unexpected, and a mispredict against these Pokemon can lead to Magnemite being crippled for the rest of the match. Most resisted attacks can be switched into and out of throughout the match, with Magnemite using Volt Switch to pivot in and out and Recycle to recover its health. Strong neutral and super effective attacks should not be switched into if entry hazards are on the field, or if Magnemite has taken prior damage, because Sturdy will no longer be intact. Magnemite can use Endure when its Sturdy is broken but when it has an intact Berry Juice to survive a hit that would otherwise KO it and get to full health, where it will almost always survive any attack with Sturdy. However, if an opponent expects an Endure, they can use the free turn as an opportunity to boost stats, set entry hazards, or recover their own Pokemon's health.

Team Options
========

This Magnemite set is most suited for offensive teams that appreciate its ability to act as a last-ditch counter to setup sweepers such as Shellder, Carvanha, and Rufflet. This Magnemite set deals with Fairy-types extremely effectively, being able to hit them hard with Flash Cannon without fear of being worn down thanks to Recycle and Berry Juice. Thus, Mienfoo, Scraggy, and Timburr appreciate having Magnemite on their team. Snivy and Foongus both work well with Magnemite, as they are able to switch into Chinchou and the Ground-types that Magnemite brings in them down, (not sure what's happening in the last four words there) hopefully allowing Magnemite to spam Volt Switch more freely later in the game. Foongus works especially well due to Regenerator, which allows it to pivot in and out as Magnemite does throughout the game. Magnemite also works well with Mienfoo, Larvesta, and Vullaby to form a VoltTurn core and wear down the opponent's team. Larvesta works as a Fighting-type check, a necessity when using Magnemite due to its Fighting-type weakness and the prevalence of Knock Off among Fighting-types. Other Fighting checks include Snubbull, Spritzee, and Foongus. Magnemite appreciates Rapid Spin, which keeps hazards off of the field and thus allows Magnemite to not only pivot in and out of battle without being worn down, (RC) but also to keep its Sturdy intact. Staryu can somewhat handle the Ground-types that threaten Magnemite, while Drilbur can somewhat handle the Electric-types that resist Magnemite's attacks. For Magnemite to be able to pivot without fear, it appreciates having Ground- and Electric-types removed from the match. Diglett and Trapinch can trap and remove opposing Electric-types handily, and both can also trap weakened Ground-types, albeit less effectively. With these Pokemon removed from the match, Volt Switch can be spammed more freely. Lastly, users of Toxic Spikes can spread poison to the opponent's team, allowing Magnemite to stall its foes out using Recycle as they lose HP. Mareanie and Skrelp both handle the Fire-types that give this Magnemite set trouble, and Trubbish can absorb Knock Off, which often comes directed at Magnemite, which makes all three of these Pokemon good partners.

[SET]
name: Choice Scarf
move 1: Volt Switch
move 2: Flash Cannon
move 3: Thunderbolt
move 4: Hidden Power Ground / Hidden Power Grass
item: Choice Scarf
ability: Analytic
nature: Modest / Timid
evs: 240 SpA / 236 Spe

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

Volt Switch is Magnemite's primary STAB attack and gives it momentum by allowing it to switch out to a teammate while weakening switch-ins. Flash Cannon is a more powerful alternative that doesn't require Magnemite to switch out, and it hits most of what resists Volt Switch. It also hits the common Fairy type for super effective damage. Thunderbolt is a more powerful alternative to Volt Switch, and it is useful in scenarios where Magnemite should be left in battle, especially later in the game. Hidden Power Ground is useful for hitting the Electric-types, such as Chinchou and opposing Magnemite, that would otherwise wall Magnemite. Hidden Power Grass still hits Chinchou and also hits Ground-types, but it generally does not do any more damage than Flash Cannon. Hidden Power Grass is useful against teams with both a Water- and a Ground-type, as it eases prediction, (AC) but it comes at the cost of dealing less damage to opposing Magnemite.

Set Details
========

Magnemite maximizes its Speed investment so that it can hit 21 Speed, or 22 with a Timid nature, when equipped with a Choice Scarf. While 21 is sufficient to outspeed the entire unboosted metagame, 22 Speed allows it to outspeed other Choice Scarf users and tie with Scraggy after a Dragon Dance. The remaining EVs go into maximizing Magnemite's naturally high Special Attack to allow it to hit as hard as possible. A Modest nature further boosts Magnemite's Special Attack stat, but at the expense of a Speed point, as discussed above (if "above" is referring to the previous set--do not assume people have read or will read the previous set, or that the previous set will stay in the dex; rewrite the relevant info here). Choice Scarf boosts Magnemite's low base Speed to a high enough level to put pressure on offensive teams. Analytic is the preferred ability on this set, as it allows Magnemite to punish switch-ins. However, Sturdy can also be run, allowing Magnemite to take a powerful attack once during a match if entry hazards are kept off of the field.

Usage Tips
========

Choice Scarf Magnemite is especially useful against frailer offensive teams, where it can outspeed unboosted attackers and wear them down their health over the course of a battle. Care should be taken not to lock Magnemite into Electric-type moves early in the game if the opponent has a Ground-type or Chinchou, which could come into the attack and potentially use it as a setup opportunity. As the game wears on, and the opponent's Electric-type checks are weakened, Magnemite can spam Volt Switch more freely. This Magnemite set does not appreciate taking unresisted, or even powerful resisted, hits, so it works best when sent in to revenge kill an opposing Pokemon, when cleaning an opponent's team late-game, or when you are sure that the foe won't use an attacking move.

Team Options
========

Although less effective as a Fairy-type check than the SturdyJuice sets, Choice Scarf Magnemite can still threaten Fairy-types, making Fighting-types, such as Mienfoo, Scraggy, and Timburr, good partners. These pokemon can also absorb Knock Off aimed at Magnemite. Snivy and Foongus both work well with this Magnemite set, able to switch into Chinchou and the Ground-types that Magnemite brings and wear them down, hopefully allowing Magnemite to spam Volt Switch more freely later in the game. Foongus works especially well due to Regenerator, which allows it to pivot in and out as Magnemite does throughout the game. Foongus also works as a Fighting-type check, a necessity when using Magnemite, with other options including Spritzee, Snubbull, and Larvesta. Choice Scarf Magnemite works well with slower pivots, which can bring it into the battle unharmed, such as Mienfoo, the previously mentioned Larvesta, and bulkier variants of Vullaby. Additionally, forming VoltTurn cores with these Pokemon works well to wear down the opponent's team. For Magnemite to be able to pivot without fear, it appreciates having Ground- and Electric-types removed from the match. Diglett and Trapinch can trap and remove opposing Electric-types handily, and both can also trap weakened Ground-types, albeit less effectively. With these Pokemon removed from the match, Volt Switch can be spammed more freely.

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

Magnemite can run Eviolite with Magnet Pull and Hidden Power Fighting to reliable reliably trap and remove opposing Steel-types, such as Pawniard and Ferroseed. However, most teams can wear down these Pokemon in other ways, (RC) or trap them with Diglett or Trapinch, and the set is much less effective as a pivot. Magnemite can also work as a rain setter, with access to Rain Dance, Thunder, and pseudo-recovery with Sturdy and Berry Juice. Magic Coat is an option to surprise foes that try to use status moves or set entry hazards to break Magnemite's Sturdy, and it can work as a last-ditch attempt to stop the opponent from setting Sticky Web. However, it is hard to find a place for this on either most sets, and in most situations Magnemite would prefer to attack or pivot out anyway. Finally, Magnemite does have access to Light Screen and Reflect, but screens are mostly useless in LC.

Checks and Counters
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**Ground-types**: Ground-types make it very hard for Magnemite to comfortably pivot thanks to their immunity to Volt Switch. Trapinch can switch into any of Magnemite's moves and trap it, and Diglett, while not able to switch in, is able to remove it from battle if Magnemite is locked into an Electric-type attack or not running a Choice Scarf. Drilbur fears Flash Cannon, it but can come in on Magnemite's Electric-type attacks and always OHKO thanks to its ability to bypass Sturdy with Mold Breaker. Mudbray gets a Defense boost from being hit by Flash Cannon, though RestTalk variants can't safely switch into either set. Lastly, specially defensive Hippopotas and Numel, though less common, can come in on any of Magnemite's attacks and easily KO with their STAB moves.

**Chinchou**: Chinchou resists Flash Cannon and is immune to Volt Switch and Thunderbolt thanks to Volt Absorb. While Magnemite's Hidden Power can do some damage on the switch, Chinchou forces predictions that are difficult for the Magnemite user to make. Chinchou can also burn Magnemite with Scald, effectively neutering the SturdyJuice set.

**Fighting-types**: Fighting-type Pokemon take significant damage from Magnemite's attacks, but if they get into the battle, they can cripple it with Knock Off or restore their own health using Drain Punch. Additionally, priority attacks from Fighting-types such as Timburr and Croagunk can significantly damage Magnemite and revenge kill it later in a game.

**Specially Bulky Pokemon**: Specially bulky Pokemon such as Munchlax take little damage from Magnemite's attacks, and they can heal off the damage they do take while either setting up against Magnemite or simply KOing it. However, Magnemite can simply pivot out of these Pokemon with Volt Switch.
 
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Summarize those roles in the first sentence of the overview so I know to read on if I'm looking for something like that on my team. Right now the overview isn't answering specifically why Magnemite is useful (useful: checks X, Y, Z threats, which happens because it has many resistances, etc.), which is one of the main reasons to read (or not read) an analysis.
 
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