magneton [qc 2/2] [gp 2/2]

Pocket

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Overview
~ Honestly, I don't think you give Magneton enough credit. It can do more than simply kill Steels, and can be destructive. True Dugtrio eats it up for breakfast, lunch, and dinner, but Substitute or Endure Salac is a nice way to fend it off. It's frail but it does have useful resistances that grants it many opportunities to switch in (granted don't bring in Magneton on CB Tauros or CB Slaking's STAB move and expect it to be cherry).

Offensive
~ Metal Sound > status moves. It's what makes Magneton a force to be reckoned even after it has done its primary job of sniping Skarmory. It prevents Celebi (with HP Ice), Zapdos, and even Blissey from stalling out Magneton. It even 2HKOs Snorlax (unless Lax is HEAVILY invested in SpD) - bring Magneton on a predicted Rest, Metal Sound, and go for the kill. Metal Sound also gives it an upper edge against opposing Magneton without HP Fire. I've even swept with Magneton lol.
Another reason to use Hidden Power Ice is that it can both hit Celebi decently hard and OHKO any Dugtrio daring enough to switch in.
~ HP Grass also kills Dugtrio, so you should mention that, too. I would simply end the sentence at Celebi and add a new sentence stating how HP Grass and HP Ice are useful for killing Dugtrio on the switch / behind a Substitute.
188 Speed EVs allow it to outspeed Adamant DDtar and the fastest of Umbreons.
~ Remove Umbreon mention; Umbreon often has enough Speed to outrun Adamant TTar, so Magneton would most likely speed tie with Magneton.

RestTalk
~ Those Spe EVs smell like Speed Creep, you can give it just enough Speed to outrun min Spe Skarmory, but any more would be speed creeping.
~ Toxic may deserve an AC mention for an indiscriminatory status on mons that resist TB (not including opposing Magneton).
As Snorlax/Blissey/Regice/Celebi finishes Magneton off, Magneton Screeches so that the Adamant Dugtrio which follows up after Magneton's death can OHKO the aforementioned walls in sand, and Celebi out of it.
~ Regice has Clear Body, so it dgaf about Screech.

Endure + Salac
~ it's a legit strategy, keep it imo

Checks & Counters
~ Mention Celebi and Blissey
~ Snorlax with EQ easily dispatches Magneton, although a Magneton's TB does sting, especially if sandstorm is up.

Elaborately written - it was a pleasant read :)
 

Triangles

Big Stew
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Sorted most of the changes suggested out. Some stuff just slipped my mind like Regice and Clear Body. When I've used the set in the past I only ever Screeched Snorlaxen, Celebi, and Blisseys, so that was some seriously miscalculated theorymon on my part.

Other stuff was just bad wording. As opposed to my previous sentence about HP Ice which made it sound as if it was the only HP which could kill Duggy, I've reworded it to convey the message that I was trying to convey originally: that Magneton can use HP Ice to cover both Celebi and Dugtrio at the same time.

I will strongly consider reinstating the EndSalac set and also slashing Metal Sound above the status moves. And I will sort out the EV spread for RestTalk.
 
i also like endure salac. i think it should stay but it's a topic of controversy so it's up to you, Triangles.
 

gene

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endure salac is worth mentioning as its own set i guess. magneton is pretty shitty outside of killing skarmory, but you might be able to sweep something with salac late game.

looks fine otherwise.
 
basically what gene said. its fairly good at spreading toxic when you consider what switches in on it, but thats not really a role in itself. might as well give it all the niche sets it can use.
 

Triangles

Big Stew
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EndSalac Mag returns to its position as a listed set.

DracoMalfoy and M Dragon, I don't think that there is any real harm in having the EndSalac set, as it's just another function Magneton can carry out after its most important job is completed. Also in general it's the set that should be used in MagTrio combos.
 
For the first two sets, I really think that the slashes should be Ice / Grass / Fire.
Magneton is generally used on heavy offensive teams that don't care too much about Forretress. In fact, most heavy offensive teams kind of appreciate having Forretress around because it gives their heavy hitters a near free switch in and Forretress is set up bait for mons like Salamence and Gyarados. I approve otherwise.
[qc]1/2[/qc]
 

gene

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i wouldn't even consider using hp fire tbh, because forretress is a useless piece of shit. ice/grass are a lot better, fire can be slashed in last.

the endure salac set should have something slashed with screech for when you're not using a dugtrio.

i'll give it the second qc approval though.
 

Triangles

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Hidden Power Fire has been demoted and not using Screech on the EndSalac set has been put in AC. GP checkers, do your worst.
 

Redew

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[Overview]

<p>The concept of Magneton is a very simple one. Magneton is used on teams which benefit from the removal of Skarmory, and to a lesser extent the removal of Forretress - ; (semi)generally those teams centred around physical sweepers, such as Gyarados, MoPcross, and Curselax, which struggle with Skarmory. Magneton can also be used to compliment teams which use Skarmory to lay down Spikes, removing the common Rapid Spinner Forretress with Hidden Power Fire, and allowing Skarmory to Spike freely. However, those sorts of teams will massively struggle with a smartly played Cloyster, and as such are rather unreliable. Magneton overall should not be seen as a lynchpin of a team, but as a tool used to increase the damage output and overall offensive effectiveness of a team's key members by removing their largest counters.</p>

<p>Unfortunately, other than its designated Steel-trapping role, Magneton struggles to counter anything notable, despite its slew of resistances. This is largely due to very mediocre all-round stats, and a crippling 4x weakness to the very common Ground-type moves. A RestTalk set can check most Gengar variants and RestTalk Zapdos with the correct investment, but otherwise Magneton, especially offensive variants, is largely a 1-for-1 trade if there are Steels to trap, and if there are not, it can often be a burdensome waste of a teamslot. The way to play Magneton in general is - to play very conservatively before it has completed its function of Steel-type trapping and removal, and very aggressively after it has done so, freely sacrificing it unless it is needed to take sleep, or act as death or Wish fodder. RestTalk Magneton is an exception to the above statement. In a world of ideals, Magneton should attempt to get in on the Steel-type which it needs to trap on a predicted double switch. This is because high-standard opponents are likely to Whirlwind first up with their Skarmory, &mdash;or even worse, <comma> Earthquake with their Forretress, &mdash;to check for the magnetic trio as opposed to blindly Spiking, and if Magneton is switched into Skarmory again, it could be possibly met with a well-timed switch to Dugtrio.</p>

[SET]
name: Offensive
move 1: Thunderbolt
move 2: Hidden Power Grass / Hidden Power Ice / Hidden Power Fire
move 3: Substitute
move 4: Toxic / Metal Sound / Thunder Wave
item: Leftovers
ability: Magnet Pull
nature: Modest / Timid
evs: 68 HP / 252 SpA / 188 Spe

[SET COMMENTS]

<p>This is your bog-standard Magneton - ; (semi) it "does what it says on the tin", efficiently trapping and removing Skarmory and(space)/(space)or Forretress from the fray to allow powerful physical attackers to muscle their way through the opposing team with no pesky Steel-types stopping them form doing so to their fullest potential. Thunderbolt is a quintessential attribute for every Magneton set, providing a powerful STAB move for it to abuse, and is a good way to dispatching of Skarmory quicker than you can say "Super Effective". (It just sounds cliche) The choice of Hidden Power is dependent on Magneton's teammates. Hidden Power Grass is a valid option though if Magneton is being used to form defensive holes in a team which is designed to accomodate Dragon Dance Salamence or Curselax - ; (semi) the former sets up all over Forretress, and the latter forces it to unleash a weak Explosion. Both are checked by Swampert (the latter only by Curse variants though), which Magneton can almost makes short work of with Hidden Power Grass (almost - ; (semi)it does around 90% to it, although Swampert will most likely be weakened enough for Hidden Power Grass to kill, as the most likely scenario is that it has switched into one Hidden Power Flying from Salamence) with Hidden Power Grass.(space)However, Hidden Power Ice is also somewhat workable, (no comma) if Magneton is being used to support something such as Dragon Dance Gyarados, which simply loves switching into both Forretres and Swampert, but won't enjoy taking Flygon Rock Slides as much (; (semi)Magneton is slower than Flygon, so Hidden Power Ice must be used from either behind a Substitute, (no coma) or on a predicted switch). Another reason to use Hidden Power Ice is that it covers Celebi and Dugtrio at the same time. Hidden Power Fire is a decent option, in that it allows Magneton to also vanquish Forretress and its extremely flammable outer shell. Hidden Power Fire Magneton is most suited to supporting teams which utilisze powerful physical sweepers such as Metagross and Choice Band Normal-types that are stoped by Forretress, as well as and Skarmory. Hidden Power Fire also gives Magneton teams a way to handle Forretress' Spiking, as it is very uncommon to see Magneton alongside a Rapid Spinner.</p>

<p>Substitute is in the third slot, because Magneton is able to force a decent amount of switches offensively, and then either hit switch-ins powerfully or status the opponent from its safety behind a Substitute. One of Magneton's few uses after Steel-type removal is switching in on a predicted switch to a bulky Water-type such as Milotic or Suicune, and then Subbingstituting on the predicted switch out to the appropriate Magneton counter, and then choosing the appropriate move with no need to predict and strain the mind. The fourth slot can be filled with a variety of moves and is comparatively unimportant, as Magneton will often only get the chance to use one of its moves in a game situation, due to the ubiquity of Dugtrio. As Magneton beats the majority of common Steel- and Poison-types, Toxic is a decent option to cover things which it cannot fell with its attacking moves. Toxic is also notable, because SubToxic Magneton can either almost kill Swampert or force it to Rest as long as Swampert switches in on said Magneton. Metal Sound is also fairly viable - ; (semi)it works best alongside Spikes support, but can also act as a deterrent to Calm Minders users , such as Celebi, Raikou, Jirachi, and Blissey to an extent, (comma) who see Magneton for the most part as setup fodder. Thunder Wave is also viable, although less so than other moves as Thunder Wave Magneton will often have no way to fight back against teams with the correct Ground-type. However, it is great for taking the smirk off that Superachi's face, and will often find other uses in battle situations.</p>

[ADDITIONAL COMMENTS]

<p>Magneton uses an uncomplicated EV spread that maximiszes its effectiveness - . (period) a Modest nature and max Special Attack allows it to OHKO even the most specially defensive of Skarmory and Forretress. 188 Speed EVs allow it to outspeed Adamant DDtar. (remove) ; the remaining 68 EVs are shifted into HP for that extra bit of generic bulk, but are rather irrelevant. A Modest nature and max Special Attack allows it to OHKO even the most specially defensive of Skarmory and Forretress. Magneton can potentially go faster with a Timid nature and hit around 244-246 Speed, but in doing so it loses out on that key OHKO on specially defensive Skarmory and Forretress (. (period) Magneton, if using Hidden Power Fire, MUST use Modest as Timid Magneton fails to OHKO 252/252+ Forretress). The remaining 68 EVs are shifted into HP for that extra bit of generic bulk, but are rather irrelevant. When considering partners for Magneton, you should not be thinking, "What can your team do for Magneton?", but "Wwhat can Magneton do for your team?" Magneton is in all essentiallity, an offensive trapping support Pokemon - ; it supports powerful physical attackers by trapping their counters. These physical attackers are Magneton's best partners. Gyarados and Salamence are particularly notable as partners for Magneton, because as well as Magneton opening up teams to be mauled by the pair, both aforementioned attackers share perfect type synergy with Magneton. Other physical attackers such as MoPcross (and, non-MoP SDcross), Curselax, and Tauros also fit in well alongside Magneton, all gaining a buff to their effectiveness when Skarmory and Forretress are not present.</p>

[SET]
name: RestTalk
move 1: Thunderbolt
move 2: Hidden Power Grass / Hidden Power Ice / Hidden Power Fire
move 3: Rest
move 4: Sleep Talk
item: Leftovers
ability: Magnet Pull
nature: Modest
evs: 240 HP / 252 SpA / 16 Spe

[SET COMMENTS]

<p>Rest and Sleep Talk form the crux of this set, increasing Magneton's staying power throughout the game by giving it a recovery method, albeit an unreliable one, and also allowing it to absorb Milotic and Gengar's multiple uses of Hypnosises and Jynx's Lovely Kisses, certainly a desirable attribue if your team lacks a sleep absorber. A Magneton with the given bulkier spread is able to switch in relatively safely on all of the aforementioned three (with the exception being if Gengar carries the rather uncommon Fire or Focus Punch). The obligatory Thunderbolt and a Hidden Power of choice -is preferred. (period) Grass is preferable if Magneton is being used to assist something such as DDMence, which positively sets up on Forretress (even surviving an Intimidated Explosion), but will struggle to deal with Swampert, ; (semi) and Ice is also quite useful if you need Magneton to be able to hurt both Celebi and Dugtrio at the same time, but Fire should be used if Magneton is being used to support something like Metagross or Tauros which will struggle muscling past Forretress, and also stopping Forretress from easily laying down Spikes against the team - are the final two moves which complete the set. RestTalk Magneton is able to deter special attackers such as non-Fire or Focus Punching Gengar, RestTalk Zapdos, and Porygon2, due to its handy resistance to the BoltBeam combination, an attribute otherwise only held by the relatively uncommon Lanturn, and Shedinja, whose viability is massively nerfed due to the ubiquity of Tyranitar and the sandstorm it brings about.</p>

[ADDITIONAL COMMENTS]

<p>16 Speed EVs on Magneton allow it to outspeed the surprisingly common 12 and 8 Speed Skarmory, while a large chunk of investment in HP grants it all the bulk it can possibly have while still keeping the large Special Attack investment necessary to OHKO specially defensive Skarmory, Forretress, and threaten RestTalk Zapdos outside of sand.(space)An alternative EV spread for this set is : (colon)viable - 252 HP / 44 SpA / 204 SpD / 16 Spe with a Calm nature. The aforementioned spread allows Magneton to switch into Gengar and the rarer offensive Zapdos far better due to the increased investment in Special Defense, whilst still OHKOing standard physically defensive Skarmory with Thunderbolt. However, it is a poor idea to rely on Magneton as a full-time sole special wall, due to its extreme vulnerability to Dugtrio. Another issue with this spread though is that specially defensive Skarmory will not be OHKOed and thus Magneton is failing to do its most important job, and also that defensive RestTalk Zapdos only takes "chip damage" from this spread, and . (period) eEspecially outside of sand, Magneton will not have the necessary firepower to threaten it and the pair will enter a drab and painful stall war, which will usually end up with the Pressurising Zapdos winning and Magneton literally struggling. Toxic can be used above a Hidden Power slot because of nearly all switch-ins to RestTalk Magneton are not immune to it, and many things which are will be reluctant to take a Thunderbolt. However, not using Hidden Power makes Magneton an even bigger goober to Dugtrio. Optimal partners for this set are nigh on identical to the ones for other Magneton sets - those are physical sweepers which enjoy the absence of Skarmory and Forretress.</p>

[SET]
name: EndSalac
move 1: Thunderbolt
move 2: Hidden Power Grass / Hidden Power Ice
move 3: Endure
move 4: Screech
item: Salac Berry
ability: Magnet Pull
nature: Timid
evs: 52 HP / 252 SpA / 204 Spe

[SET COMMENTS]

<p>The main trouble with the common Magneton is tendency to be seized by Dugtrio's moley clutches at inopportune times. What if, per se, Magneton could turn the tables on Dugtrio, and send it tunneling away back to its Poke Ball? This set is designed to complete exactly that function, and also after doing so potentially set up a revenge kill for your own three elongated moles Dugtrio. It is probably easiest to contextualise the moves on this set by inventing a common game scenario. After powering through Skarmory with a merciless Thunderbolt, the opponent brings in Dugtrio, with a twisted grin smeared across his face as he clicks Earthquake. However, on seeing the activation of a Salac Berry, the Dugtrio user adopts an expression of pure unadulterated terror. Dugtrio then proceeds to switch out as Magneton uses Hidden Power (Grass or Ice, as are both viable options,; (semi) Ice moreso than on other sets due to Magneton's ability to outspeed Flygon after the activation of its Salac Berry. Hidden Power Fire should not be used on EndSalac Magneton, due to the fact that Dugtrio is not OHKOed by it, and as such the purpose of the set is defeated.) Most likely, the opponent will then switch out to Snorlax, Blissey, (comma) or Celebi to finish Magneton off while taking comparatively little from its attacks. As Snorlax(space)/(space)Blissey(space)/(space)Celebi finishes Magneton off, Magneton Screeches so that the Adamant Dugtrio which follows up after Magneton's death can OHKO the aforementioned walls in sand, and Celebi out of it.</p>

[ADDITIONAL COMMENTS]

<p>Magneton's EV spread is designed so that it is able to outspeed Jolly Dugtrio at +1 - ; (semi) maximum speed investment comes two points short of outspeeding Timid Jolteon and Jolly Aerodactyl, and as such investing 204 Speed EVs is the most efficient spread. EndSalac Magneton is designed to be partnered with Dugtrio - tThe three moles are an essential teammate for this set, being a pivotal part of the strategy, as explained in the Set Comments. For the Screech + Dugtrio strategy to work at its best, Tyranitar's Sand Stream is very helpful in order to turn Dugtrio's close-to-OHKOs to OHKOs, such as those on -2 Blissey and Snorlax. Other teammates for EndSalac Magneton are those who can capitalisze on the lack of walls such as Skarmory and Celebi which are removed by the pair. Standard Calm Mind Celebi, Dragon Dance Gyarados, and RestTalk Curselax are examples of those who profit from the havoc wreaked and defensive holes punched by MagTrio. Magneton can also forgo Screech and use Metal Sound or a status move instead if Dugtrio is not being used, but despite being able to sweep sometimes late-game, the primary aim of this set is to work alongside Dugtrio and give it an easier time.</p>

[Other Options]

<p>There are two moves that should be universally resident on Magneton sets&mdash;Thunderbolt and a Hidden Power of some ilk. Most of the viable options for the remaining two moveslots are listed in the above sets, but there are a few viable moves which could potentially be used. Protect has potential to be used above Substitute in conjunction with Toxic on Magneton’s offensive set, but many things which Magneton connects with Toxic on the switch&mdash;Swampert, (remove) and Claydol&mdash;are slower than an invested Magneton, and as such Substitute generally works better to stall for poison damage or force a Rest, due to the fact that Substitute can be used repeatedly without risk. However, Toxic in conjunction with Protect can potentially be effective for getting chip damage on a Flygon switch-in. Magneton can potentially use two status moves&mdash;Thunder Wave and Toxic&mdash;on the same set. Despite the supposed "increased utility" of such a set, in fact a double status set is rather pointless due to the fact that Magneton, in a normal game scenario, will generally only be able to use a status move once (or not at all) due to the magnetic threesome's frailty and as such poor switch-in capability on offensive moves. Magneton can also set up your screen of choice to help provide support for a sweeper after it bites the dust, although in general screens setup offense is a poorer strategy in ADV than later gens due to the fact that the immediate power of the offensive powerhouses of ADV is comparatively lower, and due to the ubiquity of bulky phazers. Magneton certainly isn't going to work as a bulky screening pivot. Screech can be used on non-Endure sets, but it is nowhere near as effective as on Endure sets.</p>

[Checks & Counters]

<p>Like many other commonly seen Pokemon, Magneton carries the onus of being trapped and killed by Dugtrio. The moley cluster can either get in on Magneton on a predicted Thunderbolt, a smart double switch, or when avenging the death of its Steel-type teammate, and prevent it from escape with its excellent ability Arena Trap and bump it off with Earthquake. However, when switching into the magnetic trio, Dugtrio must take care to avoid coming in on Hidden Power or Substitute, especially if it has been revealed previously to the Magneton user. Magneton can also force Dugtrio back out of the fray with Endure and a Salac Berry. Magneton is stopped cold by special walls such as Blissey and Snorlax (especially Earthquake versions), although the latter will eventually be forced to Rest by repeated Thunderbolts, and may have a hard time, especially in sand. Calm Mind Celebi merrily sets up on Magneton, but may struggle against Metal Sound variants with hHidden Power Fire or Ice.</p>

<p>Other Ground-types also work well to counter Magneton, due to its 4x weakness to their STAB Earthquakes, although they must be wary of SE super effective Hidden Powers. Flygon is probably the best to switch straight into Magneton, as Hidden Power Ice is the least seen listed Hidden Power on Magneton, and Flygon outspeeds Magneton and as such cannot be Sub-Toxic stalled. Claydol makes an excellent Magneton counter, due to its lack of 4x weaknesses to certain Hidden Powers, and its high Special Defense stat. However, a Restless Claydol without Rest may struggle against Magneton if the magnetic trio Toxics on the switch. Swampert, especially RestTalk variants work well enough against Magneton as long as the possibility of Hidden Power Grass is respected. Ironically enough, Steelix works very well against Magneton, with its immunity to both Toxic and Thunderbolt, and the fact that Magneton hits it only neutrally with HP Grass or Ice. Fire or Focus Punching Gengar can lure Magneton in and hurt it badly. A good sector of the metagame can come into Magneton after it has trapped and killed a Steel-type and revenge it. In reality, it’s not so much a case of countering Magneton, but a case of simply attacking when it is predicted to switch in and beating it down continually.</p>


done

things to note:

-try to not use the curly () apostrophes. Use the regular ones (')
-Us Americans spell things weird (phazers istead of phasers). It's a bit tricky
 

Redew

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[Overview]

<p>The concept of Magneton is a very simple one. Magneton is used on teams which benefit from the removal of Skarmory, and to a lesser extent the removal of Forretress; generally those teams centred around physical sweepers, such as Gyarados, MoPcross, and Curselax, which struggle with Skarmory. Magneton can also be used to compliment teams which use Skarmory to lay down Spikes, removing the common Rapid Spinner Forretress with Hidden Power Fire, and allowing Skarmory to Spike freely. However, those sorts of teams will massively struggle with a smartly played Cloyster, and as such are rather unreliable. Magneton overall should not be seen as a lynchpin of a team, but as a tool used to increase the damage output and overall offensive effectiveness of a team's key members by removing their largest counters.</p>

<p>Unfortunately, other than its designated Steel-trapping role, Magneton struggles to counter anything notable, despite its slew of resistances. This is largely due to very mediocre stats, and a crippling 4x weakness to the very common Ground-type moves. A RestTalk set can check most Gengar variants and RestTalk Zapdos with the correct investment, but otherwise Magneton, especially offensive variants, is largely a 1-for-1 trade if there are Steels to trap, and if there are not, it can often be a burdensome waste of a teamslot. The way to play Magneton in general is to play very conservatively before it has completed its function of Steel-type trapping and removal, and very aggressively after it has done so, freely sacrificing it unless it is needed to take sleep, or act as death or Wish fodder. RestTalk Magneton is an exception to the above statement. In a world of ideals, Magneton should attempt to get in on the Steel-type which it needs to trap on a predicted double switch. This is because high-standard opponents are likely to Whirlwind firstwith their Skarmory - &mdashor even worse, Earthquake with their Forretress - &mdash;to check for the magnetic trio as opposed to blindly Spikingusing Spikes, and if Magneton is switched into Skarmory again, it could be possibly met with a well-timed switch to Dugtrio.</p>

[SET]
name: Offensive
move 1: Thunderbolt
move 2: Hidden Power Grass / Hidden Power Ice / Hidden Power Fire
move 3: Substitute
move 4: Toxic / Metal Sound / Thunder Wave
item: Leftovers
ability: Magnet Pull
nature: Modest / Timid
evs: 68 HP / 252 SpA / 188 Spe

[SET COMMENTS]

<p>This is your bog-standard Magneton;: it "does what it says on the tin", efficiently trapping and removing Skarmory and/(space)/(space)or Forretress from the fray to allow powerful physical attackers to muscle their way through the opposing team with no pesky Steel-types stopping them. Thunderbolt is a quintessential attribute for every Magneton set, providing a powerful STAB move for it to abuse, and is a good way to dispatch Skarmory. The choice of Hidden Power is dependent on Magneton's teammates. Hidden Power Grass is a valid option, <add comma> though if Magneton is beingshould be used to form defensive holes in a team which is designed to accomodate Dragon Dance Salamence or Curselax; the former sets up all over Forretress, and the latter forces it to unleash a weak Explosion. Both are checked by Swampert (the latter only by Curse variants though), which Magneton can almost make short work of with Hidden Power Grass; it does around 90% to it, although Swampert will most likely be weakened enough for Hidden Power Grass to kill, as the most likely scenario is that it has switched into one Hidden Power Flying from Salamence.(space)However, Hidden Power Ice is also somewhat workable if Magneton is being used to support something such as Dragon Dance Gyarados, which simply loves switching into both Forretres and Swampert, but won't enjoy taking Flygon's Rock Slides as much; Magneton is slower than Flygon, so Hidden Power Ice must be used from either behind a Substitute(space)or on a predicted switch. Another reason to use Hidden Power Ice is that it covers Celebi and Dugtrio at the same time. Hidden Power Fire is a decent option in that it allows Magneton to also vanquish Forretress and its extremely flammable outer shell. Hidden Power Fire Magneton is most suited tofor supporting teams which utilize powerful physical sweepers such as Metagross and Choice Band Normal-types that are stopped by Forretress(space)and Skarmory. Hidden Power Fire also gives Magneton-based teams a way to handle any Forretress' Spiking using Spikes, as it is very uncommon to see Magneton alongside a Rapid Spinner.</p>

<p>Substitute is in the third slot, because Magneton is able to force a decent amount of switches offensively, and then either hit switch-ins powerfully or status the opponent from its safety behind a Substitute. One of Magneton's few uses after Steel-type removal is switching in on a predicted switch to a bulky Water-type such as Milotic or Suicune, Substituting on the predicted switch out to the appropriate Magneton counter, and then choosing the appropriate move with no need to predict and strain the mind. The fourth slot can be filled with a variety of moves and is comparatively unimportant, as Magneton will often only get the chance to use one of its moves in a game situation, due to the ubiquity of Dugtrio. As Magneton beats the majority of common Steel- and Poison-types, Toxic is a decent option to cover things which it cannot fell with its attacking moves. Toxic is also notable, because SubToxic Magneton can either almost kill Swampert or force it to Rest as long as Swampert switches in on said Magneton. Metal Sound is also fairly viable;(space)it works best alongside Spikes support, but can also act as a deterrent to Calm Mind users, such as Celebi, Raikou, Jirachi, and Blissey to an extent, who see Magneton for the most part as setup fodder. Thunder Wave is also viable, although less so than other moves as Thunder Wave Magneton will often have no way to fight back against teams with the correct Ground-type. However, it is great for taking the smirk off that Superachi's face, and will often find other uses in battle situations.</p>

[ADDITIONAL COMMENTS]

<p>Magneton uses an uncomplicated EV spread that maximizes its effectiveness.(space)68 EVs are shifted into HP for that extra bit of generic bulk, but are rather irrelevant. A Modest nature and max Special Attack allows it to OHKO even the most specially defensive of Skarmory and Forretress. Magneton can potentially go faster with a Timid nature and hit around 244-246 Speed, but in doing so it loses out on that key OHKO on specially defensive Skarmory and Forretress. Magneton, if using Hidden Power Fire, MUST use a Modest nature, as Timid Magneton fails to OHKO 252/(space)/(space)252+ Forretress. When considering partners for Magneton, you should not be thinking, "what can your team do for Magneton?", but "what can Magneton do for your team?" Magneton is an offensive trapping support Pokemon; it supports powerful physical attackers by trapping their counters. These physical attackers are Magneton's best partners. Gyarados and Salamence are particularly notable as partners for Magneton, because as well as Magneton openings up teams to be mauled by the pair, both aforementioned attackers share perfect type synergy with Magneton. Other physical attackers, such as MoPcross, non-MoP SDcross, Curselax, and Tauros, also fit in well alongside Magneton, all gaining a buff to their effectiveness when Skarmory and Forretress are not present.</p>

[SET]
name: RestTalk
move 1: Thunderbolt
move 2: Hidden Power Grass / Hidden Power Ice / Hidden Power Fire
move 3: Rest
move 4: Sleep Talk
item: Leftovers
ability: Magnet Pull
nature: Modest
evs: 240 HP / 252 SpA / 16 Spe

[SET COMMENTS]

<p>Rest and Sleep Talk form the crux of this set, increasing Magneton's staying power throughout the game by giving it a recovery method, albeit an unreliable one, and also allowing it to absorb Milotic and Gengar's multiple uses of Hypnosis and Jynx's Lovely Kisses, certainly a desirable attribue if your team lacks a sleep absorber. A Magneton with the given bulkier spread is able to switch in relatively safely on all of the aforementioned three (with the exception being if Gengar carries the rather uncommon Fire or Focus Punch). Thunderbolt and a Hidden Power of choice is preferred. Grass is preferable if Magneton is being used to assist something such as DDMence, which positively sets up on Forretress (even surviving an Intimidated Explosion), but will struggle to deal with Swampert; Ice is also quite useful if you need Magneton to be able to hurt both Celebi and Dugtrio at the same time, but Fire should be used if Magneton is being used to support something like Metagross or Tauros which will struggle muscling past Forretress, and also stopping Forretress from easily laying down Spikes against the team. RestTalk Magneton is able to deter special attackers, such as non-Fire or Focus Punching Gengar, RestTalk Zapdos, and Porygon2, due to its handy resistance to the BoltBeam combination, an attribute otherwise only held by the relatively uncommon Lanturn and Shedinja, whose viability is massively nerfed due to the ubiquity of Tyranitar and the sandstorm it brings about.</p>

[ADDITIONAL COMMENTS]

<p>16 Speed EVs on Magneton allow it to outspeed the surprisingly common 12 and 8 Speed Skarmory, while a large chunk of investment in HP grants it all the bulk it can possibly have while still keeping the large Special Attack investment necessary to OHKO specially defensive Skarmory, Forretress, and threaten RestTalk Zapdos outside of sand.(space)An alternative EV spread for this set is : 252 HP / 44 SpA / 204 SpD / 16 Spe with a Calm nature. The aforementioned spread allows Magneton to switch into Gengar and the rarer offensive Zapdos far better due to the increased investment in Special Defense, whilst still OHKOing standard physically defensive Skarmory with Thunderbolt. However, it is a poor idea to rely on Magneton as a full-time sole special wall, due to its extreme vulnerability to Dugtrio. Another issue with this spread though is that specially defensive Skarmory will not be OHKOed and thus Magneton is failing to do its most important job, and also that defensive RestTalk Zapdos only takes "chip damage" from this spread. Especially outside of sand, Magneton will not have the necessary firepower to threaten it and the pair will enter a drab and painful stall war, which will usually end up with the Pressurising Zapdos winning and Magneton literally struggling. Toxic can be used above a Hidden Power slot because of nearly all switch-ins to RestTalk Magneton are not immune to it, and many things which are will be reluctant to take a Thunderbolt. However, not using Hidden Power makes Magneton an even bigger goober to Dugtrio. Optimal partners for this set are nigh on identical to the ones for other Magneton sets are physical sweepers which enjoy the absence of Skarmory and Forretress.</p>

[SET]
name: EndSalac
move 1: Thunderbolt
move 2: Hidden Power Grass / Hidden Power Ice
move 3: Endure
move 4: Screech
item: Salac Berry
ability: Magnet Pull
nature: Timid
evs: 52 HP / 252 SpA / 204 Spe

[SET COMMENTS]

<p>The main trouble with the common Magneton is the tendency to be seized by Dugtrio's moley clutches at inopportune times. What if(space)Magneton could turn the tables on Dugtrio and send it tunneling away back to its Poke Ball? This set is designed to complete exactly that function, and also after doing so potentially set up a revenge kill for your own Dugtrio. It is probably easiest to contextualisze the moves on this set by inventing a common game scenario. After powering through Skarmory with a merciless Thunderbolt, the opponent brings in Dugtrio, with a twisted grin smeared across his face as he clicks Earthquake. However, upon seeing the activation of a Salac Berry, the Dugtrio user adopts an expression of pure unadulterated terror. Dugtrio then proceeds to switch out as Magneton uses Hidden Power Grass or Ice, as both are viable options; Ice more(space)so than on other sets due to Magneton's ability to outspeed Flygon after the activation of its Salac Berry. Hidden Power Fire should not be used on EndSalac Magneton, due to the fact that Dugtrio is not OHKOed by it, and as such the purpose of the set is defeated. Most likely, the opponent will then switch out to Snorlax, Blissey, or Celebi to finish Magneton off while taking comparatively little from its attacks. As Snorlax/, Blissey/, or Celebi finishes Magneton off, Magneton Screeches so that the Adamant Dugtrio which follows up after Magneton's death can OHKO the aforementioned walls in sand, &mdash;and Celebi &mdash;out of it.</p>

[ADDITIONAL COMMENTS]

<p>Magneton's EV spread is designed so that it is able to outspeed Jolly Dugtrio at +1; maximum sSpeed investment comes two points short of outspeeding Timid Jolteon and Jolly Aerodactyl, and as such investing 204 Speed EVs is the most efficient spread. EndSalac Magneton is designed to be partnered with Dugtrio. T; (semi) the three moles are an essential teammate for this set, being a pivotal part of the strategy, as explained in the Set Comments. For the Screech + Dugtrio strategy to work at its best, Tyranitar's Sand Stream is very helpful in order to turn Dugtrio's close-to-OHKOs to OHKOs, such as those on -2 Blissey and Snorlax. Other teammates for EndSalac Magneton are those who can capitalize on the lack of walls, such as Skarmory and Celebi, which are removed by the pair. Standard Calm Mind Celebi, Dragon Dance Gyarados, and RestTalk Curselax are examples of those who profit from the havoc wreaked and defensive holes punched by MagTrio. Magneton can also forgo Screech and use Metal Sound or a status move instead if Dugtrio is not being used, but despite being able to sweep sometimes late-game, the primary aim of this set is to work alongside Dugtrio and give it an easier time.</p>

[Other Options]

<p>There are two moves that should be universally resident on Magneton sets - &mdash;Thunderbolt and a Hidden Power of some ilk. Most of the viable options for the remaining two moveslots are listed in the above sets, but there are a few viable moves which could potentially be used. Protect has potential to be used above Substitute in conjunction with Toxic on Magneton's offensive set, but many things which Magneton connects with Toxic on the switch - &mdash;Swampert and Claydol- &mdash;are slower than an invested Magneton, and as such Substitute generally works better to stall for poison damage or force a Rest, due to the fact that Substitute can be used repeatedly without risk. However, Toxic in conjunction with Protect can potentially be effective for getting "chip damage" on a Flygon switch-in. Magneton can potentially use two status moves - &mdash;Thunder Wave and Toxic - &mdash;on the same set. Despite the supposed "increased utility" of such a set, in fact a double status set is rather pointless due to the fact that Magneton, in a normal game scenario, will generally only be able to use a status move once (or not at all) due to the magnetic threesome'its frailty and as such poor switch-in capability on offensive moves. Magneton can also set up your screen of choice to help provide support for a sweeper after it bites the dust, although in general screens setup offense is a poorer strategy in ADV than later gens due to the fact that the immediate power of the offensive powerhouses of ADV is comparatively lower, and due tos well as the ubiquity of bulky phazers. Magneton certainly isn't going to work as a bulky screening pivot. Screech can be used on non-Endure sets, but it is nowhere near as effective as on Endure sets.</p>

[Checks & Counters]

<p>Like many other commonly seen Pokemon, Magneton carries the onus of being trapped and killed by Dugtrio. The moley cluster can either get in on Magneton on a predicted Thunderbolt, a smart double switch, or when avenging the death of its Steel-type teammate, prevent it from escape with its excellent ability Arena Trap and bump it off with Earthquake. However, when switching into the magnetic trio, Dugtrio must take care to avoid coming in on Hidden Power or Substitute, especially if it has been revealed previously to the Magneton user. Magneton can also force Dugtrio back out of the fray with Endure and a Salac Berry. Magneton is stopped cold by special walls such as Blissey and Snorlax (especially Earthquake versions), although the latter will eventually be forced to Rest by repeated Thunderbolts, and may have a hard time, especially in sand. Calm Mind Celebi merrily sets up on Magneton, but may struggle against Metal Sound variants with Hidden Power Fire or Ice.</p>

<p>Other Ground-types also work well to counter Magneton due to its 4x weakness to their STAB Earthquakes, although they must be wary of super effective Hidden Powers. Flygon is probably the best to switch straight into Magneton, as Hidden Power Ice is the least seen listed Hidden Power on Magneton, and Flygon outspeeds Magneton and as such cannot be Sub-Toxic stalled. Claydol makes an excellent Magneton counter due to its lack of 4x weaknesses to certain Hidden Powers, and its high Special Defense stat. However, a Claydol without Rest may struggle against Magneton if the mMagnetic trioon uses Toxics on the switch. Swampert, especially RestTalk variants, work well enough against Magneton as long as the possibility of Hidden Power Grass is respected. Ironically enough, Steelix works very well against Magneton, with its immunity to both Toxic and Thunderbolt, and the fact that Magneton hits it only neutrally with HPidden Power Grass or Ice. Fire or Focus Punching Gengar can lure Magneton in and hurt it badly. A good sector of the metagame can come into Magneton after it has trapped and killed a Steel-type and revenge kill it. In reality, it's not so much a case of countering Magneton, but a case of simply attacking when it is predicted to switch in and beating it down continually.</p>


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[Overview]

<p>The concept of Magneton is a very simple one. Magneton is used on teams which benefit from the removal of Skarmory, and to a lesser extent the removal of Forretress; generally those teams centered around physical sweepers, such as Gyarados, Swords Dance Heracross, and CurseLax, which struggle with Skarmory. Magneton can also be used to compliment teams which use Skarmory to lay down Spikes, removing the common Rapid Spin user Forretress with Hidden Power Fire, and allowing Skarmory to use Spikes freely. However, those sorts of teams will massively struggle with a smartly played Cloyster, and as such are rather unreliable. Magneton overall should not be seen as a linchpin of a team, but as a tool used to increase the damage output and overall offensive effectiveness of a team's key members by removing their largest counters.</p>

<p>Unfortunately, other than its designated Steel-trapping role, Magneton struggles to counter anything notable, despite its slew of resistances. This is largely due to very mediocre stats, and a crippling 4x weakness to the very common Ground-type moves. A RestTalk set can check most Gengar variants and RestTalk Zapdos with the correct investment, but otherwise Magneton, especially offensive variants, is largely a one-for-one trade if there are Steels to trap, and if there are not, it can often be a burdensome waste of a teamslot. The way to play Magneton in general is to play very conservatively before it has completed its function of Steel-type trapping and removal, and very aggressively after it has done so, freely sacrificing it unless it is needed to take a sleep-inducing move, or act as death or Wish fodder. RestTalk Magneton is an exception to the above statement. In a world of ideals, Magneton should attempt to get in on the Steel-type which it needs to trap on a predicted double switch. This is because high-standard opponents are likely to Whirlwind first with their Skarmory&mdash;or even worse, Earthquake with their Forretress&mdash;to check for the magnetic trio as opposed to blindly using Spikes, and if Magneton is switched into Skarmory again, it could be possibly met with a well-timed switch to Dugtrio.</p>

[SET]
name: Offensive
move 1: Thunderbolt
move 2: Hidden Power Grass / Hidden Power Ice / Hidden Power Fire
move 3: Substitute
move 4: Toxic / Metal Sound / Thunder Wave
item: Leftovers
ability: Magnet Pull
nature: Modest / Timid
evs: 68 HP / 252 SpA / 188 Spe

[SET COMMENTS]

<p>This is your bog-standard Magneton: it "does what it says on the tin", efficiently trapping and removing Skarmory and / or Forretress from the fray to allow powerful physical attackers to muscle their way through the opposing team with no pesky Steel-types stopping them. Thunderbolt is a quintessential attribute for every Magneton set, providing a powerful STAB move for it to utilize, and is a good way to dispatch Skarmory. The choice of Hidden Power is dependent on Magneton's teammates. Hidden Power Grass is a valid option, though Magneton should be used to form defensive holes in a team which is designed to accommodate Dragon Dance Salamence or CurseLax; the former sets up all over Forretress, and the latter forces it to unleash a weak Explosion. Both are checked by Swampert (the latter only by Curse variants though), which Magneton can almost make short work of with Hidden Power Grass; it does around 90% to it, although Swampert will most likely be weakened enough for Hidden Power Grass to kill, as the most likely scenario is that it has switched into one Hidden Power Flying from Salamence. However, Hidden Power Ice is also somewhat workable if Magneton is being used to support something like Dragon Dance Gyarados, which simply loves switching into both Forretres and Swampert, but won't enjoy taking Flygon's Rock Slides as much; Magneton is slower than Flygon, so Hidden Power Ice must be used from either behind a Substitute or on a predicted switch. Another reason to use Hidden Power Ice is that it covers Celebi and Dugtrio at the same time. Hidden Power Fire is a decent option in that it allows Magneton to also vanquish Forretress. Hidden Power Fire Magneton is most suited for support teams which utilize powerful physical sweepers such as Metagross and Choice Band Normal-types that are stopped by Forretress and Skarmory. Hidden Power Fire also gives Magneton-based teams a way to handle any Forretress using Spikes, as it is very uncommon to see Magneton alongside a spinner.</p>

<p>Substitute is in the third slot because Magneton is able to force a decent amount of switches offensively, and then either hit switch-ins powerfully or status the opponent from its safety behind a Substitute. One of Magneton's few uses after Steel-type removal is switching in on a predicted switch to a bulky Water-type such as Milotic or Suicune, Substituting on the predicted switch out to the appropriate Magneton counter, and then choosing the appropriate move with no need to predict and strain the mind. The fourth slot can be filled with a variety of moves and is comparatively unimportant, as Magneton will often only get the chance to use one of its moves in a game situation due to the ubiquity of Dugtrio. As Magneton beats the majority of common Steel- and Poison-types, Toxic is a decent option to cover things which it cannot fell with its attacking moves. Toxic is also notable because SubToxic Magneton can either almost kill Swampert or force it to Rest as long as Swampert switches in. Metal Sound is also fairly viable; it works best alongside Spikes support, but can also act as a deterrent to Calm Mind users, such as Celebi, Raikou, Jirachi, and Blissey to an extent, who see Magneton for the most part as setup fodder. Thunder Wave is also viable, although less so than other moves as Thunder Wave Magneton will often have no way to fight back against teams with the correct Ground-type. However, it is great for taking the smirk off that Superachi's face, and will often find other uses in battle situations.</p>

[ADDITIONAL COMMENTS]

<p>Magneton uses an uncomplicated EV spread that maximizes its effectiveness. 68 EVs are shifted into HP for that extra bit of generic bulk, but are rather irrelevant. A Modest nature and max Special Attack allows it to OHKO even the most specially defensive of Skarmory and Forretress. Magneton can potentially go faster with a Timid nature and hit around 244-246 Speed, but in doing so it loses out on that key OHKO on specially defensive Skarmory and Forretress. Magneton, if using Hidden Power Fire, MUST use a Modest nature, as Timid Magneton fails to OHKO 252 / 252+ Forretress. When considering partners for Magneton, you should not be thinking, "what can your team do for Magneton?", but "what can Magneton do for your team?" Magneton is an offensive trapping support Pokemon; it supports powerful physical attackers by trapping their counters. These physical attackers are Magneton's best partners. Gyarados and Salamence are particularly notable as partners for Magneton, because as well as Magneton opens up teams to be mauled by the pair, both aforementioned attackers share perfect type synergy with Magneton. Other physical attackers, such as MoPcross, non-MoP SDcross Swords Dance Heracross, CurseLax, and Tauros, also fit in well alongside Magneton, all gaining a buff to their effectiveness when Skarmory and Forretress are not present.</p>

[SET]
name: RestTalk
move 1: Thunderbolt
move 2: Hidden Power Grass / Hidden Power Ice / Hidden Power Fire
move 3: Rest
move 4: Sleep Talk
item: Leftovers
ability: Magnet Pull
nature: Modest
evs: 240 HP / 252 SpA / 16 Spe

[SET COMMENTS]

<p>Rest and Sleep Talk form the crux of this set, increasing Magneton's staying power throughout the game by giving it a recovery method, albeit an unreliable one, and also allowing it to absorb Milotic and Gengar's multiple uses of Hypnosis and Jynx's Lovely Kisses, certainly a desirable attribute if your team lacks a sleep absorber. A Magneton with the given bulkier spread is able to switch in relatively safely on all of the aforementioned three (with the exception being if Gengar carries the rather uncommon Fire Punch or Focus Punch). Thunderbolt and a Hidden Power of choice is preferred. Grass is preferable if Magneton is being used to assist something such as Dragon Dance Salamence, which positively sets up on Forretress (even surviving an Intimidated Explosion), but will struggle to deal with Swampert; Ice is also quite useful if you need Magneton to be able to hurt both Celebi and Dugtrio at the same time, but Fire should be used if Magneton is being used to support something like Metagross or Tauros which will struggle muscling past Forretress, and also stopping Forretress from easily laying down Spikes against the team. RestTalk Magneton is able to deter special attackers, such as non-Fire Punch or Focus Punching Gengar, RestTalk Zapdos, and Porygon2, due to its handy resistance to the BoltBeam combination, an attribute otherwise only held by the relatively uncommon Lanturn and Shedinja, whose viability is massively nerfed due to the ubiquity of Tyranitar and the sandstorm it brings about.</p>

[ADDITIONAL COMMENTS]

<p>16 Speed EVs on Magneton allow it to outspeed the surprisingly common 12 and 8 Speed Skarmory, while a large chunk of investment in HP grants it all the bulk it can possibly have while still keeping the large Special Attack investment necessary to OHKO specially defensive Skarmory, Forretress, and threaten RestTalk Zapdos outside of sand. An alternative EV spread for this set is 252 HP / 44 SpA / 204 SpD / 16 Spe with a Calm nature. The aforementioned This spread allows Magneton to switch into Gengar and the rarer offensive Zapdos far better due to the increased investment in Special Defense, whilst still OHKOing standard physically defensive Skarmory with Thunderbolt. However, it is a poor idea to rely on Magneton as a full-time sole special wall due to its extreme vulnerability to Dugtrio. Another issue with this spread is that specially defensive Skarmory will not be OHKOed and thus Magneton is failing to do its most important job, and also that defensive RestTalk Zapdos only takes "chip damage" from this spread. Especially outside of sand, Magneton will not have the necessary firepower to threaten it and the pair will enter a drab and painful stall war, which will usually end up with Zapdos winning and Magneton literally struggling. Toxic can be used over a Hidden Power slot because of nearly all switch-ins to RestTalk Magneton are not immune to it, and many things which are will be reluctant to take a Thunderbolt. However, not using Hidden Power makes Magneton an even bigger goober to Dugtrio. Optimal partners for this set are nigh on identical to the ones for other Magneton sets are physical sweepers which enjoy the absence of Skarmory and Forretress such as Gyarados and Salamence. Other physical attackers, such as Swords Dance Heracross, CurseLax, and Tauros, will also have a much easier time sweeping without Steel-types to stand in their way.</p>

[SET]
name: EndSalac
move 1: Thunderbolt
move 2: Hidden Power Grass / Hidden Power Ice
move 3: Endure
move 4: Screech
item: Salac Berry
ability: Magnet Pull
nature: Timid
evs: 52 HP / 252 SpA / 204 Spe

[SET COMMENTS]

<p>The main trouble with the common Magneton is the tendency to be seized by Dugtrio's moley clutches at inopportune times. What if Magneton could turn the tables on Dugtrio and send it tunneling away back to its Poké Ball? This set is designed to complete exactly that function, and also after doing so potentially set up a revenge kill for your own Dugtrio. It is probably easiest to contextualize the moves on this set by inventing a common game scenario. After powering through Skarmory with a merciless Thunderbolt, the opponent brings in Dugtrio with a twisted grin smeared across his face as he clicks Earthquake. However, upon seeing the activation of a Salac Berry, the Dugtrio user adopts an expression of pure unadulterated terror. Dugtrio then proceeds to switch out as Magneton uses Hidden Power Grass or Ice, as both are viable options; Ice more so than on other sets due to Magneton's ability to outspeed Flygon after the activation of its Salac Berry. Hidden Power Fire should not be used on EndSalac Magneton due to the fact that Dugtrio is not OHKOed by it, and as such the purpose of the set is defeated. Most likely, the opponent will then switch out to Snorlax, Blissey, or Celebi to finish Magneton off while taking comparatively little from its attacks. As Snorlax, Blissey, or Celebi finishes Magneton off, Magneton Screeches so that the Adamant Dugtrio which follows up after Magneton's death can OHKO the aforementioned walls in sand&mdash;and Celebi&mdash;out of it.</p>

[ADDITIONAL COMMENTS]

<p>Magneton's EV spread is designed so that it is able to outspeed Jolly Dugtrio at +1; maximum Speed investment comes two points short of outspeeding Timid Jolteon and Jolly Aerodactyl, and as such investing 204 Speed EVs is the most efficient spread. EndSalac Magneton is designed to be partnered with Dugtrio; the three moles are an essential teammate for this set, being a pivotal part of the strategy, as explained in the Set Comments. For the Screech + Dugtrio strategy to work at its best, Tyranitar's Sand Stream is very helpful in order to turn Dugtrio's close-to-OHKOs to OHKOs, such as those on -2 Blissey and Snorlax. Other teammates for EndSalac Magneton are those who can capitalize on the lack of walls, such as Skarmory and Celebi, which are removed by the pair. Standard Calm Mind Celebi, Dragon Dance Gyarados, and RestTalk CurseLax are examples of those who profit from the havoc wreaked and defensive holes punched by MagTrio. Magneton can also forgo Screech and use Metal Sound or a status move instead if Dugtrio is not being used, but despite being able to sweep sometimes late-game, the primary aim of this set is to work alongside Dugtrio and give it an easier time.</p>

[Other Options]

<p>There are two moves that should be universally resident on Magneton sets&mdash;Thunderbolt and a Hidden Power of some ilk. Most of the viable options for the remaining two moveslots are listed in the above sets, but there are a few viable moves which could potentially be used. Protect has potential to be used above Substitute in conjunction with Toxic on Magneton's offensive set, but many things which Magneton connects with Toxic on the switch&mdash;Swampert and Claydol&mdash;are slower than an invested Magneton, and as such Substitute generally works better to stall for poison damage or force a Rest, due to the fact that Substitute can be used repeatedly without risk. However, Toxic in conjunction with Protect can potentially be effective for getting "chip damage" on a Flygon switch-in. Magneton can potentially use two status moves&mdash;Thunder Wave and Toxic&mdash;on the same set. Despite the supposed "increased utility" of such a set, in fact a double status set is rather pointless due to the fact that Magneton, in a normal game scenario, will generally only be able to use a status move once (or not at all) due to its frailty and as such poor switch-in capability on offensive moves. Magneton can also set up your screen of choice to help provide support for a sweeper after it bites the dust, although dual screen setup offense is a poorer strategy in ADV than later gens due to the fact that the immediate power of the offensive powerhouses of ADV is comparatively lower, as well as the ubiquity of bulky phazers. Magneton certainly isn't going to work as a bulky screening pivot. Screech can be used on non-Endure sets, but it is nowhere near as effective as on Endure sets.</p>

[Checks & Counters]

<p>Like many other commonly seen Pokemon, Magneton carries the onus of being trapped and killed by Dugtrio. The moley cluster can either get in on Magneton on a predicted Thunderbolt, a smart double switch, or when avenging the death of its Steel-type teammate, prevent it from escape with its excellent ability Arena Trap, and bump it off with Earthquake. However, when switching into the magnetic trio, Dugtrio must take care to avoid coming in on Hidden Power or Substitute, especially if it has been revealed previously to the Magneton user. Magneton can also force Dugtrio back out of the fray with Endure and a Salac Berry. Magneton is stopped cold by special walls such as Blissey and Snorlax (especially Earthquake versions), although the latter will eventually be forced to Rest by repeated Thunderbolts, and may have a hard time, especially in sand. Calm Mind Celebi merrily sets up on Magneton, but may struggle against Metal Sound variants with Hidden Power Fire or Ice.</p>

<p>Other Ground-types also work well to counter Magneton due to its 4x weakness to their STAB Earthquakes, although they must be wary of super effective Hidden Powers. Flygon is probably the best to switch straight into Magneton, as Hidden Power Ice is the least seen listed Hidden Power on Magneton, and Flygon outspeeds Magneton and as such cannot be SubToxic stalled. Claydol makes an excellent Magneton counter due to its lack of 4x weaknesses to certain Hidden Powers and its high Special Defense stat. However, a Claydol without Rest may struggle against Magneton if the Magneton uses Toxic on the switch. Swampert, especially RestTalk variants, work well enough against Magneton as long as the possibility of Hidden Power Grass is respected. Ironically enough, Steelix works very well against Magneton with its immunity to both Toxic and Thunderbolt, and the fact that Magneton hits it only neutrally with Hidden Power Grass or Ice. Fire Punch or Focus Punch Gengar can lure Magneton in and hurt it badly. A good sector of the metagame can come into Magneton after it has trapped and killed a Steel-type and revenge kill it. In reality, it's not so much a case of countering Magneton, but a case of simply attacking when it is predicted to switch in and beating it down continually.</p>


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