LC Magnemite

Melon

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Overview
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Magnemite can fill a variety of roles and hit harder than almost all other special attackers in the Little Cup metagame. Thanks to Magnemite's access to Sturdy and Recycle, it is able to keep itself healthy while dealing great damage. This sets it apart from other special attackers in the tier, such as Abra, which relies on Focus Sash to live a hit. Magnemite also has Analytic to help Choice Scarf sets hit harder when moving second. Magnemite also hits the 14 Speed tier without a Timid nature, allowing it to hold a Choice Scarf and outspeed the whole unboosted metagame. Its Steel / Electric typing gives it a lot of useful resistances, including those to Psychic, Flying, and Fairy. Magnemite's Flying-type resistance along with its ability to recover health makes it one of the best Fletching checks in Little Cup. Magnemite also has access to fantastic STAB moves in Volt Switch, Flash Cannon, and Thunderbolt.

However, Magnemite heavily relies on its Berry Juice or Choice Scarf, and Knock Off can eliminate Magnemite's recovery or boosted Speed, respectively. Magnemite hits only 15 Speed with a positive nature, leaving it outsped by many of the popular Pokemon in Little Cup, such as Pawniard and Drilbur. Magnemite is also weak to Fighting, a very common offensive type in Little Cup.

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

Moves
========

Volt Switch is Magnemite's primary STAB attack due to its ability to maintain momentum against Magnemite's checks and counters. Flash Cannon does decent damage to the Ground-types that come in expecting an Electric-type attack and hits Fairy-types for super effective damage. Recycle allows Magnemite to reuse its Berry Juice after consuming it, giving Magnemite reliable recovery. Endure allows Magnemite to live an attack after its Sturdy is broken and trigger its Berry Juice, allowing it to regain Sturdy. Hidden Power Ground hits incoming Chinchou that expect an Electric-type attack, and for OHKOing opposing Magnemite without their Sturdy intact. Thunderbolt is a more powerful Electric-type STAB attack that won't force Magnemite out.

Set Details
========

The Speed EVs allow Magnemite to reach 14 Speed with a neutral nature and outspeed threats such as Adamant Corphish, while the speed EVs maximize Magnemite's damage output. The extra EVs are put in Defense to increase Magnemite's physical bulk. When Magnemite is using Hidden Power Ground over Endure or Thunderbolt, it needs to run an EV spread of 240 SpA / 236 Spe, as Hidden Power Ground lowers Magnemite's Special Attack IVs, thus requiring 4 more EVs to get the Special Attack point. A Modest nature allows Magnemite to hit harder, while a Timid nature lets it avoid Speed ties with bulkier Chinchou, Jolly Corphish, and opposing Magnemite. Sturdy allows Magnemite to live almost any move from full HP, which can give Magnemite semi-reliable recovery when paired with Berry Juice, Recycle, and Endure.

Usage Tips
========

Magnemite should avoid switching in if there are entry hazards on your side of the field, as they will break Sturdy and leave it vulnerable to attacks that can OHKO it. Magnemite should avoid switching into Knock Off users such as Pawniard, because if Berry Juice gets Knocked Off, Recycle won't work anymore, leaving Magnemite without recovery. When you predict that the foe will attack when Magnemite's Sturdy is broken, Magnemite should use Endure to live and regain it's lost HP with Berry Juice. Once Pokemon that resist or are immune to Electric have been removed, Magnemite can spam Volt Switch and give your team momentum more easily. Once it has lost Sturdy, Magnemite can switch into weaker or resisted attacks from foes that don't have Knock Off, such as Spritzee and Shellder.

Team Options
========

Pokemon with U-turn or Volt Switch, such as Mienfoo, Chinchou, Larvesta, Fletchling, and Archen, can maintain momentum and form a VoltTurn core with Magnemite. Magnemite makes good teammates with Fighting-types in general due to its ability to switch into and defeat most Fairy-types. Both Foongus and Cottonee can easily switch into Chinchou and Ground-types, Pokemon that Magnemite struggles against. Diglett is also a great teammate, as it deals with Chinchou, trapping and KOing it with a super effective Earthquake. Magnemite loves having Pokemon that can switch into Fighting-types, such as Spritzee and Trubbish, the latter of which can also switch into Knock Off because of Sticky Hold. If Endure is chosen, Toxic Spikes support from Trubbish can slowly wear down your opponents team as you stall foes out by Recycling Berry Juice. Entry hazard support from Pokemon such as Drilbur, Staryu, Vullaby, and Archen is incredibly useful to ensure Magnemite's Sturdy is not broken. Pokemon that struggle against Fletchling, such as Mienfoo, Timburr, Croagunk, Foongus, and Cottonee, enjoy Magnemite's presence, as it has little trouble switching into Fletchling and taking any attack it has bar Overheat, which Magnemite can survive if it uses Endure at the right time.

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

Moves
========

Volt Switch is Magnemite's primary STAB attack due to its ability to maintain momentum against Magnemite's checks and counters. Flash Cannon does decent damage to the Ground-types that come in expecting an Electric-type attack and hits Fairy-types for super effective damage. Thunderbolt is more powerful than Volt Switch and doesn't force Magnemite out, which is great when attempting to sweep your opponent's team late-game. Hidden Power Ground hits Chinchou and opposing Magnemite for super effective damage, while Hidden Power Grass hits Chinchou and Ground-types, and is great for situations where your opponent has both as without Hidden Power Grass you are forced to predict.

Set Details
========

With a Choice Scarf, Magnemite reaches 21 Speed, allowing it to outspeed the entire unboosted metagame. The EVs maximize Magnemite's Special Attack and give it 21 Speed. A Modest nature maximizes Magnemite's damage output. A Timid nature can be used to outspeed Pokemon with more than 21 Speed. Sturdy allows Magnemite to survive almost any attack at full health, but Analytic can be used to hit switch-ins harder.

Usage Tips
========

Locking Magnemite into an Electric-type move is a bad idea if your opponent has a Ground-type or Chinchou. Magnemite should avoid switching into Knock Off users, such as Pawniard, as losing its Choice Scarf eliminates its revenge killing capability. Use your other teammates to take out opposing Pokemon immune to Electric, thereby allowing Magnemite to gain momentum with Volt Switch more easily.

Team Options
========

Pokemon with U-turn or Volt Switch such as Mienfoo, Chinchou, Larvesta, Fletchling, and Archen, can maintain momentum and form a VoltTurn core with Magnemite. Magnemite makes good teammates with Fighting-types in general due to its ability to switch into and defeat most Fairy-types. Both Foongus and Cottonee can easily switch into Chinchou and Ground-types, Pokemon that Magnemite struggles against. Diglett is also a great teammate, as it deals with Chinchou, trapping and KOing it with a super effective Earthquake. Entry hazard setters such as Drilbur, Ferroseed, and Archen can help secure specific OHKOs and 2HKOs and break foes' Focus Sash or Sturdy, helping Magnemite clean late game. Magnemite also enjoys having a Pokemon that can keep entry hazards off your side of the field, such as Drilbur, Staryu, Vullaby, or Archen. Pokemon that struggle against Fletchling, such as Mienfoo, Timburr, Croagunk, Foongus, and Cottonee, enjoy Magnemite's presence, as it has little trouble switching into Fletchling and taking any attack it has bar Overheat.

Other Options
########

Magnet Pull allows Magnemite to trap specific Pokemon and KO them with a specific Hidden Power, such as Hidden Power Fire for Ferroseed, Hidden Power Fighting for Pawniard, or Hidden Power Ground for opposing Magnemite. Discharge can be run over Thunderbolt if Magnemite can sacrifice power for a higher chance to paralyze the target. Magnemite has access to both Reflect and Light Screen, so it could run a dual screens set to support its team. Magnemite also has access to Rain Dance and Thunder, a set using which could be used on rain teams as a backup rain setter. Toxic can be used to attempt to stall foes while recovering HP with Berry Juice and Recycle. Finally, Choice Specs alongside Analytic makes Magnemite very powerful and hard to switch into.

Checks & Counters
########

**Chinchou:** Due to Volt Absorb, Chinchou gains health when switching into Magnemite's Electric-type attacks, and Chinchou is 4x resistant to Steel. However, Hidden Power Grass or Ground can do some significant damage.

**Ground-types:** Ground-types can switch into Magnemite's Electric-type STAB moves and hit back with Earthquake. Drilbur bypasses Sturdy with Mold Breaker and can OHKO Magnemite. Diglett's Arena Trap prevents Magnemite from switching out, which can be particularly devastating if Magnemite is running Choice Scarf and it locked into an Electric-type move.

**Knock Off:** Magnemite greatly relies on its item; as such, removing Magnemite's item leaves it completely neutered.

**Fire-types:** Fire-types can switch into a predicted Flash Cannon and threaten Magnemite with a super effective Fire-type move or a burn, which is a huge problem for Berry Juice variants.

**Fighting-types:** Fighting-types don't have the easiest time switching into Magnemite, but once they're in, they can cripple Magnemite with Knock Off, deal damage and regain health with Drain Punch, or predict a switch and use U-turn or, in Pancham's case, Parting Shot.

**Ferroseed:** Ferroseed takes significant damage from only the rare Hidden Power Fire and can set up entry hazards freely against Magnemite.

**Specially Defensive Walls:** Walls such as Porygon, Lickitung, and Munchlax take very little damage from all of Magnemite's attacks and can heal off any damage taken.

**Entry Hazards:** Spikes and Stealth Rock will break Magnemite's Sturdy and leave it vulnerable to attacks that can OHKO it.
 
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Rowan

The professor?
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slash HP Ground/grass with Endure. sometimes it prefers not being deadweight vs. chinchou. endure isn't always necessary

on the scarf set mention the HP Grass actually eases prediction: for example if your opponent has a Drilbur and a Chinchou, and you have HP Ground, you either have to predict the chou switch in with hp ground, and risk not doing much to drilbur, and vice-versa with flash cannon. if you have grass you don't have to risk the 50/50

mention on usage tips in both sets, that once electric-resists are gone, magnemite is an amazing pokemon cos it's volt switches are really powerful and it's so easy to gain momentum.

move chinchou to the top of the list in counters. you can mention drilbur alongside ground-types but still make a note of it in particular

1/3
 
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Sturdy + Berry Juice:
In Moves you say "Volt Switch does decent damage" and then you contradict yourself in Usage Tips when you say "it's Volt Switches are really powerful"

Set Details:
Mention 240 SpA / 236 Spe is needed when using either hidden power.
I'm usually using Timid for Chinchou, Corphish, and other Magnemite. Include another example or two

Usage Tips: Nitpick thing, but change the part about Electric resistances being gone to cover both resistances and immunities.

Other Options: Mention a toxic stalling set that new users seem to love oh so much.

Good job QC 2/3 :)
nerd
 
No tbolt mention for that third spot on the BJ set?More powerful electric stab while not switching out can be huge.

Also mention that if they choose Endure then Toxic Spikes support is a good idea.

Add something that can absorb Knock off's in team options.
 

Melon

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Added the Knock Off absorber and TSpikes support to the BJ set

When you say the third spot you mean over Recycle? I'm not sure about that, but I'd be open to others opinions
 

The Avalanches

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Fitzy's suggestions are good, add them. And I believe he meant to slash Thunderbolt with Endure / HP.

Usage Tips:

Mention that Magnemite can switch in on weaker attacks from opponents without knock off that once its Sturdy is negated, Spritzee, some examples.

Team Options: (both sets)

Teammates that hate Fletchling can really benefit from Magnemite's presence. Timburr, Mienfoo, Foongus and Croagunk are a few Pokemon that enjoy Magnemite's ability to check Fletchling.

Checks & Counters:

Add Diglett to Ground-types, as Magnemite is utterly helpless if choice-locked into an Electric-type move

Ferroseed is only 2HKOed by the rare HP fire and can set up hazards pretty freely

Add a section for Specially Defensive foes; Munchlax, Porygon, and Lickitung are all bulky enough to take any hit off Magnemite

Probably mention entry hazards too, as they negate Sturdy.

QC 3/3
 

Melon

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Added :D

Edit: After talking with Levi on PS! I'ma be removin' HP Grass from the BJ set

Edit2: Added KMs thing about Diglett, HP Fire was already in OO
 
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Add diglett to team options on choice scarf set as chinchou is usually balance/hos best bet at handling it and diglett supplies Sr and frees up the hidden power spot for fire to lure ferro, also maybe put that in oo if not already
 

Melon

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(Finally) Fully written up, looking for final QC :]
 
in team options, mention that magnemite can KO fairy-types for fighting-types teammates, and that diglett can be used to trap and remove chinchou

very well done, QC 4/4
 

Empress

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Finished an AM check.
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Overview
########

Magnemite is a huge threat in the Little Cup metagame, being able to can fill a variety of rolls roles and hit harder than almost all other special attackers in the Little Cup metagame. Thanks to Magnemite's Sturdy ability and having access to Sturdy and Recycle, it is able to keep itself health healthy while dealing out great damage. (end sentence),(RC) setting This sets it apart from the other special attackers in the tier, like such as Abra, who has to rely relies on Focus Sash to let it live a hit. Magmenite still also has other options for abilities however, as it has Analytic which can be used to help Choice Scarf sets hit harder. (Specify that this punishes switch-ins, as Analytic doesn't get the boost if you move first.) Magnemite also hits the magical 14 Speed tier without a positive Timid nature, allowing it to equip hold a Choice Scarf and outspeed the whole unboosted metagame. It's Its typing also helps set itself apart, as Steel/Electric typing gives it quite a lot of useful resistances, including Psychic, Flying, and Fairy. The Magnemite's Flying-type resistance along with the fact the it can its ability to recover health makes it one of the best Fletching switch-ins and bird checks in Little Cup. Magnemite also has access to a fantastic STAB moves in Volt Switch, Flash Cannon, and Thunderbolt, leaving it with great options for STABs.

Despite Magnemite's power and longevity, it has noticeable downfalls. However, Magnemite heavily relies on it's its item, which is usually either Berry Juice or Choice Scarf. ,(AC) and Knock Off can remove it's item which will either eliminate Magnemite's much needed speed or it's source of recovery, both things that are very important for it to have. (Switch the order of "speed" and "recovery" in order to match the order that you mention the items.) Magnemite is also relatively slow, as it only hits only 15 speed with a positive nature, a speed tier that is leaving it outsped by many of the popular Pokemon in Little Cup. (Give examples of mons that Magnemite can't outrun.) Magnemite is also weak to Fighting, a very common offensive type in LC Little Cup. that Magnamite will run into a lot.

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

Moves
========

Volt Switch is Magnemite's primary STAB attack due to
it's solid damage and its ability to maintain momentum versus against many Magnemite's checks and counters. (Your primary damage comes from Flash Cannon, not Volt Switch.) Flash Cannon is used as Magnemite's Steel STAB and does decent damage to the Ground-types that come in expecting to absorb an Electric type attack, as well as hitting and hits Fairy-types super effectively. (Always hyphenate when referring to a type. For example, Fire-type instead of Fire type.) Recycle allows Magnemite to reuse it's its Berry Juice after it has already been consumed consuming it, allowing it to have a form of giving Magnemite reliable recovery. Endure allows Magnemite to live an attack after having it's Sturdy broken, which will trigger your its Berry Juice if you have one and will allow you Magnemite to regain your Sturdy. (Never refer to a Pokemon as "you".) Hidden Power Ground is to hit hits incoming Chinchous expecting that expect an Electric type attack, and for OHKOing opposing Magnemites without theit their Sturdy intact. Thunderbolt is a more powerful Electric-type STAB attack the that won't force Magnemite out.

Set Details
========

The Special Attack and Speed EVs
are to hit the reach 14 speed tier with a neutral nature, to out speed things like outspeeding threats such as Adamant Corphish,(RC) while maximizing its Magnemite's damage output. The extra EVs are put in Defense to slightly increase Magnemite's physical bulk. When you are running Hidden Power Ground over Endure or Thunderbolt,(AC) you will need to run the an EV spread of 240 SpA / 236 Spe, as the Hidden Power Ground will lower your Magnemite's Special Attack IVs, causing you to need to run thus requiring 4 more EVs to get your the Special Attack point. A Modest nature allows you Magnemite to hit slightly harder, while Timid lets you it avoid speed ties with bulkier Chinchous, Jolly Corphish, and opposing Magnemites. Sturdy allows you Magnemite to live any one move from full HP, which when paired with Berry Juice, Recycle, and Endure,(AC) can be exploited to give you a way to semi-reliably recover health Magnemite semi-reliable recovery.

Usage Tips
========

Magnemite should
generally avoid switching in if there are Spikes and Stealth Rocks down entry hazards on your side of the field, as they will break your Sturdy and leave you it vulnerable to an attack that can kill OHKO it. Magnemite should avoid switching into Knock Off users like such as Pawniard, because if Berry Juice get'(RA)s Knocked Off,(AC) Recycle won't work anymore, leaving you Magnemite without any form of recovery. When you predict your opponent to that the foe will attack and your when Sturdy is broken,(AC) you should use Endure to live and regain all your Magnemite's lost HP with Berry Juice. Once the other team'(AA)s Electric resists and immunities are gone,(AC) Magnemite becomes a much better Pokemon, as it's Volt Switches are powerful, can be easily spammed, and gain you can spam Volt Switch and give your team momentum extremely more easily. Once it has lost Sturdy, Magnemite can switch in on weaker or resisted attacks from opponents, like Spritzee or Shellder, foes that don't have Knock Off, such as Spritzee and Shellder. once it has lost it's Sturdy. (Use "opponent" when referring to an opposing player, and "foe" when referring to an opposing Pokemon.)
Team Options
========

Pokemon
that have either with U-turn or Volt Switch and can keep momentum, like such as Mienfoo, Chinchou, Larvesta, Fletchling, and Archen, are great teammates as they can maintain momentum and help form a Volt Turn VoltTurn core. (VoltTurn is a single word.) Magnemite makes good teammates with Fighting-(AH)types in general due to it'(RA)s ability to switch in on and KO defeat most Fairy-(AH)types. Both Foongus and Cottonee are great partners for Magnemite as neither have any trouble switching can easily switch into into Chinchou or Ground-(AH)types, two of the things that Magnemite hates most struggles against. Diglett is also a great teammate as it is fantastic at dealing deals with Chinchou, as it can trap and kill trapping and killing it with a super effective Earthquake fairly easily. Pokemon that don't have a problem switching can switch into Fighting-(AH)types make good teammates, like such as Sprtizee or Trubbish, the latter of which can also switch into Knock Offs, something that severely cripples Magnemite, thanks to because of Sticky Hold. If Endure is chosen as a move, Toxic Spikes support from something like Trubbish can really help Magnemite, as the poison will slowly wear down your opponent foe as you stall them out by Recycling Berry Juice. You also want a Pokemon to that can keep entry hazards off your side of the field,(AC) using Rapid Spin or Defog, like such as Drilbur, Staryu, Vullaby, and Archen, Defog being less preferable as it also takes your hazards off your opponents side of the field. Pokemon that appreciate not having struggle against Fletchling around, like such as Mienfoo, Timburr, Croagunk, Foongus, or Cottonee, really enjoy Magnemite's presence, as it has very little problem trouble switching into Fletchling and taking any attack it wants to go for, has bar Overheat, which can be lived Magnemite can survive if you predict and use Endure at the right time.

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

Moves
========

Volt Switch is Magnemite's primary STAB attack due to
it's solid damage and its ability to maintain momentum versus against many Magnemite's checks and counters. Flash Cannon is used as Magnemite's Steel STAB and does decent damage to the Ground types that come in expecting to absorb an Electric type attack, as well as hitting and hits Fairy-types super effectively.Thunderbolt is a secondary Electric STAB attack that is more powerful than Volt Switch and doesn't force Magnemite out, which is great when attempting to sweep your opponent in the late-game. Hidden Power Ground is great for hitting hits Chinchou and opposing Magnemites super effectively, while Hidden Power Grass can be used to hit hits Chinchou and Ground-(AH)types,(AC) and is great for situations where your opponent has both, as without Hidden Power Grass you would be are forced to predict.

Set Details
========

When equipped With a Choice Scarf, Magnemite reaches 21 Speed, allowing it to outspeed the entire unboosted metagame. The EVs are to hit reach as high of a Special Attack stat as possible while still hitting reaching 21 Speed. Modest is the recommended nature as it to maximizes Magnemite's damage output. Timid can be used, but it's only useful if you really want to outspeed the 21 speed tier Pokemon with more than 21 Speed. Sturdy is the recommended ability as it allows Magnemite to survive any attack at full health, but Analytic can be used if you want to hit switch-ins harder than you would with Sturdy.

Usage Tips
========

Locking
yourself Magnemite into an Electric-(AH)type move is generally a bad idea if your opponent has an immunity, like a Ground type or a Chinchou. Magnemite should avoid switching in on Knock Off like users such as Pawniard, as losing it'(RA)s Choice Scarf completely eliminates it'(RA)s revenge killing capability. With Magnemite, you should try and take out your opponents Pokemon that have an Electric immunity, as then you can spam Volt Switches, which do solid damage and gain you momentum extremely easily. (I'm not sure I understand the wording of this. Are you saying that the Magnemite user should eliminate Electric-immune Pokemon using Magnemite itself? Try something along the lines of "Use your other teammates to take out opposing Electric immune Pokemon, thereby allowing Magnemite to gain momentum with Volt Switch.")
Team Options
========

Pokemon
that have either with U-turn or Volt Switch and can keep momentum, like such as Mienfoo, Chinchou, Larvesta, Fletchling, and Archen, are great teammates as they can maintain momentum and help form a Volt Turn VoltTurn core. Magnemite makes good teammates with Fighting-(AH)types in general due to it'(RA)s ability to switch in on and KO defeat most Fairy-(AH)types. Both Foongus and Cottonee are great partners for Magnemite as neither have any trouble switching can easily switch into into Chinchou or Ground-(AH)types, two of the things that Magnemite hates most struggles against. Diglett is also a great teammate as it is fantastic at dealing deals with Chinchou, as it can trap and kill trapping and killing it with a super effective Earthquake fairly easily. Pokemon that don't have a problem switching can switch into Fighting-types make good teammates, like such as Sprtizee or Trubbish, the latter of which can also switch into Knock Offs, something that severely cripples Magnemite, thanks to because of Sticky Hold. If Endure is chosen as a move, Toxic Spikes support from something like Trubbish can really help Magnemite, as the poison will slowly wear down your opponent foe as you stall them out by Recycling Berry Juice. You also want a Pokemon to that can keep entry hazards off your side of the field,(AC) using Rapid Spin or Defog, like such as Drilbur, Staryu, Vullaby, and Archen, Defog being less preferable as it also takes your hazards off your opponents side of the field. Pokemon that appreciate not having struggle against Fletchling around, like such as Mienfoo, Timburr, Croagunk, Foongus, or Cottonee, really enjoy Magnemite's presence, as it has very little problem trouble switching into Fletchling and taking any attack it wants to go for, has bar Overheat, which can be lived Magnemite can survive if you predict and use Endure at the right time.

Other Options
########

Magnemite get's Magnet Pull as an abiltiy, which will allow it allows Magnemite to trap specific Pokemon and the KO them with a specific Hidden Power, like such as HP Fire for Ferroseed, HP Fighting for Pawniard, or HP Ground for opposing Magnemite. (I'm not sure if HP is acceptable, or if it always must be written as Hidden Power.) Discharge can be run over Thunderbolt if you are fine trading the better chance of getting a paralysis, raising the chance from 10% to 30%, for a lower base power, lowering from 90 BP to 80 BP if you are willing to sacrifice power for a higher chance of paralysis. Magnemite has access to both Reflect and Light Screen,(AC) and could possibly so it could run a dual screens set to support the rest of the team. Magnemite also has access to Rain Dance and Thunder, which could both be used on a rain team to help support provide the team with another rain setter and hit harder. Toxic can be run to attempt to tixic stall your opponent while recovering HP with Berry Juice and Recycle. Finally, Choice Specs alongside Analytic sets are extremely fun to mess around with, and disgustingly is very powerful.

Checks & Counters
########

**Chinchou:** Chinchou's Volt Absorb makes it
actually gain health when switching into Magnemite on an Electric attack,(AC) and Chinchou is x4 resistant to Steel, though Hidden Power Grass or Ground can do some significant damage.(AP)

**Ground Types Ground-types:** Ground-(AH)types can switch in on Magnemite's Electric-type STABs moves and hit back with an Earthquake, even with Sturdy not something it wants to take. Drilbur actually bypasses Sturdy with Mold Breaker and can OHKO Magnemite through Sturdy, making it even more dangerous. Diglett is also even more annoying than most other Ground types due to it's ability Arena Trap, not allowing it to Diglett's Arena Trap prevents Magnemite from switching out, which can be particularly devastating if you are the running Choice Scarf set and have are locked yourself into an Electric-(AH)type move.(AP)

**Knock Off:** Both of Magnemite's sets heavily rely on their items, and removing them leaves it completely neutered.(AP)

**Fire Types -types:** Fire-(AH)types can switch in on a predicted Flash Cannon and threaten it Magnemite with a super effective Fire-type move or a burn, which will be is a huge problem for Berry Juice variants. (AP)

**Fighting Types -types:** Fighting Types Fighting-types don't have the easiest time switching in, but when they're in they can cripple you Magnemite with Knock Off, deal damage and regain health with Drain Punch, or in some cases, they can predict a switch and use U-turn or Parting Shot. (AP)

**Ferroseed:** Ferroseed only takes significant damage from the rare HP Fire, which is uncommon on Magnemite, and can set up hazards freely against Magnemite. (AP)

**Specially Defensive Walls:** Pokemon like Walls such as Porygon, Lickitung, and Munchlax care very little about anything Magnemite can do to them,(AC) and can heal off any hits they take. (AP)

**Entry Hazards:** Spikes and Stealth Rocks are very annoying for Magnemite to switch in on as they will break it's Magnemite's Sturdy and leave it vulnerable to an attack that can kill OHKO it. (AP)
 
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Stamping wh0sy0urpapa's amcheck: please implement it, as it is mostly solid.

Make these few stray changes I noticed after implementing the above amcheck.

Moves

due to its ability to

Electric-(add hyphen)type attack

opponent in the late-game

Set Details

Modest is the recommended nature to maximizes Magnemite's

Usage Tips

a Ground-(add hyphen)type

Team Options

teammate,(AC) as

Other Options

HP Fire for Ferroseed, HP Fighting for Pawniard, or HP Ground for opposing Magnemite.

and hit harder

stall your opponent foes while

Chinchou

Chinchou is x4x resistant

Ground-types

can OHKO Magnemite through Sturdy

Ferroseed

Hidden Power Fire
 

Weebl

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Overview
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Magnemite can fill a variety of roles and hit harder than almost all other special attackers in the Little Cup metagame. Thanks to Magnemite's access to Sturdy and Recycle, it is able to keep itself healthy while dealing great damage. This sets it apart from other special attackers in the tier, such as Abra, who which relies on Focus Sash to live a hit. Magnemite also has Analytic to help Choice Scarf sets hit harder when moving second. Magnemite also hits the 14 Speed tier without a Timid nature, allowing it to hold a Choice Scarf and outspeed the whole unboosted metagame. Its Steel / Electric typing gives it a lot of useful resistances, including those to Psychic, Flying, and Fairy. Magnemite's Flying-type resistance along with its ability to recover health makes it one of the best Fletching checks in Little Cup. Magnemite also has access to fantastic STAB moves in Volt Switch, Flash Cannon, and Thunderbolt.

However, Magnemite heavily relies on its Berry Juice or Choice Scarf, and Knock Off can eliminate Magnemite's recovery or boosted Speed, (AC) respectively. Non-Choice Scarf Magnemite also hits only 15 Speed with a positive nature, leaving it outsped by many of the popular Pokemon in Little Cup, like such as Pawniard and or Drilbur. ([Plural] such as X and Y vs [Singular] such as X or Y. "Pokemon" is plural in this case; therefore, you use "such as X and Y.") Magnemite is also weak to Fighting, a very common offensive type in Little Cup.

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

Moves
========

Volt Switch is Magnemite's primary STAB attack due to its ability to maintain momentum against Magnemite's checks and counters. Flash Cannon does decent damage to the Ground types Ground-types that come in expecting an Electric-type attack, (RC) and hits Fairy-types for super effective damage super effectively. Recycle allows Magnemite to reuse its Berry Juice after consuming it, giving Magnemite reliable recovery. Endure allows Magnemite to live an attack after its having Sturdy is broken, (RC) and which will trigger its Berry Juice, (AC) allowing it and allow Magnemite to regain Sturdy. Hidden Power Ground hits incoming Chinchou that expect an Electric type Electric-type attack, and for OHKOing opposing Magnemite without their Sturdy intact. Thunderbolt is a more powerful Electric-type STAB attack that won't force Magnemite out.

Set Details
========

The Special Attack and Speed EVs allow Magnemite to reach 14 Speed with a neutral nature, outspeeding and outspeed threats such as Adamant Corphish, (AC) while the Speed EVs maximize maximizing Magnemite's damage output. The extra EVs are put in Defense to increase Magnemite's physical bulk. When you are running Magnemite is using Hidden Power Ground over Endure or Thunderbolt, it needs you will need to run an EV spread of 240 SpA / 236 Spe, as Hidden Power Ground lowers will lower Magnemite's Special Attack IVs, thus requiring 4 more EVs to get the Special Attack point. A Modest nature allows Magnemite to hit harder, while a Timid nature lets it avoid Speed ties with bulkier Chinchou, Jolly Corphish, and opposing Magnemite. Sturdy allows Magnemite to live almost any move from full HP, which can give Magnemite semi-reliable recovery when paired with Berry Juice, Recycle, and Endure, can give Magnemite semi-reliable recovery.

Usage Tips
========

Magnemite should avoid switching in if there are entry hazards on your side of the field, as they will break Sturdy and leave it vulnerable to an attacks that can OHKO it. Magnemite should avoid switching into Knock Off users such as Pawniard, because if Berry Juice gets Knocked Off, Recycle won't work anymore, leaving Magnemite without recovery. When you predict that the foe will attack when Magnemite's Sturdy is broken, you Magnemite should use Endure to live and regain its Magnemite's lost HP with Berry Juice. Once Pokemon that resist or are immune to Electric have been removed the other team's Electric resists and immunities are gone, Magnemite can spam Volt Switch and give your team momentum more easily. Once it has lost Sturdy, Magnemite can switch into on weaker or resisted attacks from foes that don't have Knock Off, such as Spritzee and Shellder.

Team Options
========

Pokemon with U-turn or Volt Switch, such as Mienfoo, Chinchou, Larvesta, Fletchling, and Archen, can maintain momentum and form a VoltTurn core with Magnemite. Magnemite makes good teammates with Fighting-types in general due to its ability to switch into on and defeat most Fairy-types. Both Foongus and Cottonee can easily switch into Chinchou and or Ground-types, two things Pokemon that Magnemite struggles against. Diglett is also a great teammate, as it is deals with Chinchou, trapping and KOing killing it with a super effective Earthquake. Magnemite loves having Pokemon that can switch into Fighting-types, (AC) such as Sprtizee and Trubbish make good teammates, such as Sprtizee or Trubbish, the latter of which can also switch into Knock Off because of Sticky Hold. If Endure is chosen, Toxic Spikes support from Trubbish can slowly wear down your foe opponent's team as you stall foes them out by Recycling Berry Juice. You also want a Pokemon that can keep entry hazards off your side of the field Entry hazard support from Pokemon, (RC) such as Drilbur, Staryu, Vullaby, and Archen is incredibly useful to ensure Magnemite's Sturdy is not broken. Pokemon that struggle against Fletchling, such as Mienfoo, Timburr, Croagunk, Foongus, or and Cottonee, enjoy Magnemite's presence, as it has little trouble switching into Fletchling and taking any attack it has bar Overheat, which Magnemite can survive if it uses you predict and use Endure at the right time.

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

Moves
========

Volt Switch is Magnemite's primary STAB attack due to its ability to maintain momentum against Magnemite's checks and counters. Flash Cannon does decent damage to the Ground types Ground-types that come in expecting an Electric-type attack, (RC) and hits Fairy types for super effective damage super effectively. Thunderbolt is more powerful than Volt Switch and doesn't force Magnemite out, which is great when attempting to sweep your opponent's team late-game. Hidden Power Ground hits Chinchou and opposing Magnemite for super effecive damage super effectively, while Hidden Power Grass hits Chinchou and Ground-types, (RC) and is great for situations where your opponent has both, as without Hidden Power Grass you are forced to predict.

Set Details
========

With a Choice Scarf, Magnemite reaches 21 Speed, allowing it to outspeed the entire unboosted metagame. The EVs maximize Magnemite's are to reach as high of a Special Attack stat as possible while still reaching and give it 21 Speed. A Modest nature maximizes Magnemite's damage output. A Timid nature can be used if you want to outspeed Pokemon with more than 21 Speed. Sturdy allows Magnemite to survive almost any attack at full health, but Analytic can be used if you want to hit switch-ins harder.

Usage Tips
========

Locking Magnemite into an Electric-type move is a bad idea if your opponent has a Ground-type or Chinchou. Magnemite should avoid switching into on Knock Off users, (AC) such as Pawniard, as losing its Choice Scarf eliminates its revenge killing capability. Use your other teammates to take out opposing Electric immune Pokemon immune to Electric, thereby allowing Magnemite to gain momentum with Volt Switch more easily easier.

Team Options
========

Pokemon with U-turn or Volt Switch, such as Mienfoo, Chinchou, Larvesta, Fletchling, and Archen, can maintain momentum and form a VoltTurn core with Magnemite. Magnemite makes good teammates with Fighting-types in general due to its ability to switch into on and defeat most Fairy-types. Both Foongus and Cottonee can easily switch into Chinchou and or Ground-types, two things Pokemon that Magnemite struggles against. Diglett is also a great teammate, as it is deals with Chinchou, trapping and KOing killing it with a super effective Earthquake. Entry hazard setters Pokemon that can put hazards up on your opponents side of the field such as Drilbur, Ferroseed, or and Archen can help secure specific OHKOs and 2HKOs, as well as break Sturdys and Sashes on opposing Pokemon and break foes' Focus Sash or Sturdy, helping Magnemite clean late game. You also want Magnemite also enjoys having a Pokemon that can keep entry hazards off your side of the field, such as Drilbur, Staryu, Vullaby, or and Archen. Pokemon that struggle against Fletchling, such as Mienfoo, Timburr, Croagunk, Foongus, and or Cottonee, enjoy Magnemite's presence, as it has little trouble switching into Fletchling and taking any attack it has bar Overheat. (Please don't just copypaste large portions of entire sections.)

Other Options
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Magnet Pull allows Magnemite to trap specific Pokemon and the KO them with a specific Hidden Power, such as Hidden Power Fire for Ferroseed, Hidden Power Fighting for Pawniard, or Hidden Power Ground for opposing Magnemite. Discharge can be run over Thunderbolt if Magnemite can you are willing to sacrifice power for a higher chance to paralyze the target of paralysis. Magnemite has access to both Reflect and Light Screen, so it could run a dual screens set to support the rest of its the team. Magnemite also has access to Rain Dance and Thunder, a set using which could be used on rain teams as a backup rain setter on a rain team to provide the team with another rain setter. Toxic can be run used to attempt to stall foes while recovering HP with Berry Juice and Recycle. Finally, Choice Specs alongside Analytic makes Magnemite very powerful and hard to switch into.

Checks & Counters
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**Chinchou:** Chinchou's Due to Volt Absorb, (AC) Chinchou makes it gains health when switching into Magnemite's on an Electric-type attacks, and Chinchou is 4x resistant to Steel, (RC). (add period) though However, Hidden Power Grass or Ground can do some significant damage.

**Ground-types:** Ground-types can switch into on Magnemite's Electric-type STAB moves and hit back with Earthquake. Drilbur bypasses Sturdy with Mold Breaker and can OHKO Magnemite. Diglett's Arena Trap prevents Magnemite from switching out, which can be particularly devastating if you are Magnemite is running Choice Scarf and are is locked into an Electric type Electric-type move.

**Knock Off:** Both of Magnemite's sets rely on their items greatly relies on its item; as such, (AC) removing Magnemite's item, and removing them leaves it completely neutered.

**Fire-types:** Fire-types can switch into on a predicted Flash Cannon and threaten Magnemite with a super effective Fire-type move or a burn, which is a huge problem for Berry Juice variants.

**Fighting-types:** Fighting-types don't have the easiest time switching into Magnemite, but when once they're in, (AC) they can cripple Magnemite you with Knock Off, deal damage and regain health with Drain Punch, or predict a switch and use U-turn or, (AC) in Pangoro's case, (AC) Parting Shot.

**Ferroseed:** Ferroseed only takes significant damage from only the rare Hidden Power Fire, (RC) and can set up hazards freely against Magnemite.

**Specially Defensive Walls:** Walls such as Porygon, Lickitung, and Munchlax take care very little damage from all of about anything Magnemite's attacks can do to them, (RC) and can heal off any damage taken hits they take.

**Entry Hazards:** Spikes and Stealth Rock will break Magnemite's Sturdy and leave it vulnerable to an attacks that can OHKO it.

GP 2/2
 
Last edited:

Melon

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Changed everything you said except one change that didn't sound right:

Magnemite also has access to Rain Dance and Thunder, a set using which could be used on rain teams as a backup rain setter on a rain team to provide the team with another rain setter.
Not sure if "a set using" was a mistake or if I'm just stupid, but other than that everything is implemented and this should be done
 

Weebl

Hey!
is a Contributor Alumnusis a Smogon Media Contributor Alumnus
No, "a set using which" is correct, Melonz. Think about it this way: You're talking about something that can be a backup rain setter. Without "a set using," you are saying the two moves, Rain Dance and Thunder, can be used as a rain setter, which obviously isn't true. Magnemite is the rain setter, so we need to make sure the entire "which" clause isn't referring to the moves, but to Magnemite. Also, I missed this one thing, but replace "hazards" with "entry hazards" in Ferroseed's entry in C&C. Hope I could help!
 

Melon

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Added both changes, this is officially DONE!!11!1!1 :OO
 

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