UU Magneton [QC 3/3] [GP 2/2]

CoolStoryBrobat

The hero Smogon needs, but not the one it deserves
is a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
QC: Limitless, Calloflochie, Royalty
GP: GatoDelFuego, TheManlyLadybug

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Overview
########
A Pokemon often overlooked in favor of its evolution, Magneton carves out a niche for itself in the UU metagame that only it can hold. With a powerful base 120 Special Attack and an ability in Analytic that boosts its power by 30% whenever the user moves last, including switches, it becomes a force to be reckoned with when equipped with Choice Specs. Not only this, but it can support its teammates by trapping Steel-types with Magnet Pull, eliminating them so its partners can sweep more easily. On top of all this, its typing defensively offers it the most resistances for any Pokemon, allowing it numerous opportunities to switch in and put pressure on the opponent. Offensively, Magneton's Steel typing not only allows it to be among the only special attackers that can keep Florges at bay, and its STABs attain decent neutral coverage together, able to round out its coverage with the appropriate Hidden Power.

Sadly, Magneton still has to compete for a spot on a team with various other Electric-types such as Mega Ampharos, Raikou, Jolteon, and Rotom-H. Its base 70 Speed isn't much to write home about, and allows a number of offensive Pokemon to outpace and threaten it, such as Mienshao, Chandelure, and Nidoking. Its low HP stat also sells its bulk short, even with an Eviolite, on top of how easily it is worn down due to no recovery and susceptibility to entry hazards. However, even with common weaknesses to Ground-, Fire-, and Fighting-type moves and a fairly narrow and predictable movepool, Magneton still has everything it needs to be a threat in UU, be it a vicious wallbreaker that hits like a nuke or a team player that can eliminate certain Pokemon from the opponent's team. The advantages Magneton offers give it a very unique role in UU that can easily make it worthwhile to fit into your team.


Choice Specs
########
name: Choice Specs
move 1: Thunderbolt
move 2: Flash Cannon
move 3: Volt Switch
move 4: Hidden Power Grass
ability: Analytic
item: Choice Specs
evs: 4 HP / 252 SpA / 252 Spe
nature: Modest

Moves
========
Thunderbolt and Flash Cannon are Magneton's primary STAB options and have decent coverage that can hit a wide amount of Pokemon for neutral damage. The few Pokemon that resist the combination can be covered with a Hidden Power of choice. Hidden Power Grass is preferred for Magneton to take on common Water / Ground Pokemon, such as Swampert and Quagsire. Hidden Power Ice can be used, however, specifically to hit Mega Ampharos. Bear in mind, however, that most of the Pokemon weak to Hidden Power Ice are still susceptible to Flash Cannon.

Set Details
========
Maximum Speed is required as Magneton is otherwise quite slow. With maximum Speed investment, Magneton is able to outrun defensive Arcanine, defensive Roserade, and uninvested base 100 Speed Pokemon. A Modest nature and Choice Specs maximizes Magneton's power, dealing as much damage as possible. Analytic is necessary even with the Speed investment, as it capitalizes on Magneton's ability to force switches with an extra 30% boost in power, punishing whatever Pokemon switch in. A Timid nature can be used for the extra Speed, but it isn't worthwhile as Magneton outspeeds no key Pokemon with it. Life Orb or Expert Belt can be used in order to ease prediction and hinder the opponent by bluffing the usual Choice Specs. Bear in mind that both items cost Magneton a bit of power overall, and Life Orb makes Magneton even easier to wear down than it was to begin with.

Usage Tips
========
This Magneton set is very high-risk, high-reward, as predicting correctly will often result in a badly damaged Pokemon on the opposing side at the absolute worst; however, it's just as easy to predict incorrectly and be forced out. Because they're immune to Thunderbolt and Volt Switch, Ground-types are an issue for Magneton, so play cautiously if they are present. It's best to use Flash Cannon to nail Ground-types switching in when Magneton is in a position to force out a Pokemon weak to Electric-type moves. Usually the switch to a Ground-type is much easier to predict in these cases, as staying in would be an even riskier play for the opponent to make. Use Hidden Power only when you're absolutely certain that the opponent is sending in a Pokemon weak to it, as it is otherwise very weak. Hidden Power Grass, however, can be used as a decent neutral play when the opponent is trying to play around Magneton's STABs with a Water + Ground core, as both are covered by it. Use Volt Switch to gain momentum when you know Thunderbolt won't KO a switch-in even after factoring in the boost from Analytic. This allows you to switch to the appropriate check to what they send in, keeping the momentum of the battle in your favor. Lastly, despite the great number of resistances and switch-in opportunities Magneton's typing offers, it is easy to wear down with multiple entry hazards, and lacks recovery of any sort. Try not to even let it take a resisted hit unless it's absolutely necessary.

Team Options
========
Thanks to its great natural synergy, Crobat pairs nicely with Magneton, as it is capable of checking the Fighting-types that threaten Magneton and forms a nice VoltTurn core, while Magneton is also able to deal with the bulky Water-types that Crobat struggles with. Mienshao and Hydreigon are notable for having incredible offensive synergy with Magneton, as they not only can form an offensive VoltTurn core, but are able to break through a number of defensive cores when used in conjunction with each other. Bulky Water-types of your own, such as Slowbro, Swampert, and Vaporeon, are able to check the Fire- and Ground-type Pokemon that give Magneton issues, as well as most Fighting-types. Flying-types and Pokemon with Levitate, such as Flygon, Noivern, Mega Aerodactyl, and Cresselia also pair nicely due to their immunity to Ground and ability to check Fighting-types. Clerics such as Umbreon and Florges are provide Wish support to keep Magneton healthy while checking a number of threatening special attackers such as Mega Ampharos, Hydreigon, and Chandelure.


Steel Trapper
########
name: Steel Trapper
move 1: Magnet Rise
move 2: Thunderbolt
move 3: Flash Cannon
move 4: Hidden Power Grass
ability: Magnet Pull
item: Eviolite
evs: 124 HP / 252 SpA / 132 Spe
nature: Modest

Moves
========
Magnet Rise gives Magneton a temporary immunity to Ground-type moves, allowing it to deal with numerous Steel-types, such as Mega Aggron, Escavalier, Metagross, and Bronzong. Thunderbolt and Flash Cannon are essential STAB moves, though Thunderbolt is the most important as Steel-types don't resist it. Flash Cannon is still good for coverage, as Steel-types are not likely to be the only Pokemon Magneton has to deal with. Hidden Power Grass allows Magneton to beat Swampert and Quagsire one-on-one, extending its role to also cover these Pokemon for your team.

Set Details
========
The given EV spread allows Magneton to outspeed standard defensive Suicune sets while maximizing Special Attack, with the remaining EVs put into bulk. The Eviolite is necessary as it works well with the investment into its bulk, allowing Magneton to survive coverage moves of the Pokemon it traps much more easily. If the extra HP isn't a concern and more Speed is required, an alternate EV spread of 80 HP / 252 SpA / 176 Spe can be used to reliably outrun max Speed Empoleon, defensive Roserade, and -1 Victini.

Usage Tips
========
The number of Steel-types in UU that can be reliably trapped is a bit lacking; however, the primary targets are Mega Aggron, Bronzong, Doublade, Empoleon, Escavalier, Forretress, Jirachi, Metagross, and Registeel. Of these Pokemon, a few of them are still able to play around Magneton in one way or another: Mega Aggron can phaze with Roar, Doublade can 2HKO with Sacred Sword (Magneton can 2HKO Doublade as well), Escavalier can use Knock Off to remove Eviolite, and Forretress and Jirachi can escape with Volt Switch and U-turn, respectively. As this set is much slower and weaker than the Choice Specs set, try not to liberally go on the offensive unless you have the opportunity to do so. Bulky Water-types, as well as Steel-, Flying-, and Fairy-type Pokemon are handled effectively by this set, and should be the main targets Magneton deals with. Magnet Rise isn't only good for harassing the Steel-types Magneton can trap; it can inhibit a number of Ground-types with this move, such as Hippowdon, Swampert, Quagsire, defensive Nidoqueen (be wary of Focus Blast or Fire Blast), and Rhyperior. Finally, even with the Eviolite and decent HP investment, Magneton still doesn't have the greatest bulk overall. So, it prefers not to take hits that it doesn't need to take. Even though it can survive stray Scalds from Water-types, burns can make it even easier to wear down than it already was to begin with.

Team Options
========
As this set's primary goal is to eliminate opposing Steel-types, partners that appreciate their removal, such as Crobat, Mega Aerodactyl, Cloyster, Hydreigon, Jirachi, and Gardevoir, are all decent teammates. Wish support from Umbreon, Vaporeon, Alomomola, or Florges is helpful given how easily Magneton is worn down, allowing it to stay in the game as long as possible. Once again, defensive partners that can take the Fire- and Fighting-type moves aimed at Magneton pair nicely with it. Cresselia, Slowbro, Swampert, and Hippowdon are a few examples.

Other Options
########
Magneton's movepool is incredibly shallow, not offering too many more options for it to work with. Discharge can be used over Thunderbolt to exchange a little Base Power for a much higher paralysis rate, but Magneton needs all the power it can gets, and a 30% paralysis chance isn't totally reliable. Hidden Power Ground can be used to allow Magneton to deal with opposing Electric-types much more easily while still covering most Steel-types, but Magneton loses out on the ability to hit Water / Ground Pokemon super effectively. Hidden Power Fire can be used to more readily take out Steel-types such as Forretress, Escavalier, and Ferroseed, but it loses the ability to hit several more Pokemon for super effective damage. Substitute and Charge Beam can be used on the Steel Trapper set, as it allows Magneton to become a threat by setting up on a trapped Steel-type and removing it. However, Magneton will not always find itself against teams with Steel-types, making Charge Beam a liability in those cases, especially when compared with its more reliable Electric STAB, Thunderbolt. Charge Beam's boost also isn't reliable, and Magneton can still be revenge killed easily, even with Substitute. Electric Terrain boosts the power of Magneton's moves and prevents grounded Pokemon from sleeping for a few turns, but it's an incredibly niche move and forces Magneton to give up one of its useful coverage options. Thunder Wave can cripple a fast offensive Pokemon trying to switch in on Magneton, allowing it to get the Speed advantage, but it serves no other purpose, and Magneton is better off attacking outright in most cases. This also means it loses out on one of its coverage options, making it easier for some Pokemon to wall it. Sleep Talk can be used on the Choice Specs set if your team absolutely needs a Pokemon to absorb sleep status, but it is highly unreliable and will cost you the ability of selecting the appropriate move, which Magneton heavily depends on in order to be a threat. Lastly, Choice Scarf can be used to compensate for Magneton's average Speed stat, but it is still outsped by all common Choice Scarf users as well as Mega Aerodactyl.


Checks & Counters
########
**Specially Defensive Pokemon**: Specially defensive Pokemon such as Umbreon, Snorlax, and Hippowdon are able to sponge hits even from the Choice Specs set and get free turns to set up or inflict damage.

**Electric-types**: Electric-types such as Rotom-Heat, Mega Ampharos, Jolteon, Raikou, and even opposing Magneton function as checks since as they resist both its STAB moves, allowing them to survive and hit Magneton back. However, Analytic allows Magneton to do a decent amount of damage to frailer Electric-types on the switch.

**Ground-types**: Ground-types, being immune to Electric-type moves, make predicting with the Choice Specs set a bit riskier, as they can get a free turn to come in and force Magneton out with their STAB moves. They can be covered with the correct coverage move, but Quagsire, Gastrodon, and Swampert resist both STAB moves, and are particularly more threatening if Hidden Power Grass is not used.

**Faster Offensive Threats**: Magneton's base 70 Speed lends it to being easily revenge killed and forced out by a number of offensive Pokemon, such as Darmanitan, Mega Houndoom, Mienshao, and Nidoking, just to name a few. Magneton's weaknesses are very common, and the majority of faster offensive Pokemon are likely to have a move it's weak to.

**Dragon-types**: Dragon-types such as Mega Ampharos, Flygon, Hydreigon, and Kyurem are able to come in on Magneton's Electric-type moves and force it out. However, Mega Ampharos is the only Dragon-type that isn't afraid of switching in on a Flash Cannon from the Choice Specs set.

**Grass-types**: Grass-types such as Celebi, Chesnaught, Roserade, and Assault Vest Tangrowth can also switch into Magneton's Electric-type moves with little issue. Though most of them cannot immediately beat Magneton without the proper coverage move, they can set up on it for free; most also have reliable recovery and decent bulk, making them able to risk taking a Flash Cannon upon switching in.
 
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Mention Hidden Power Fire / Ground in Moves (or OO if you want) for actually hitting Steel-types super effectively.

Also, for the set, include 0 Atk IVs, as Magneton doesn't use physical attacks so you might as well minimize Foul Play and confusion damage
 
Mention Hidden Power Fire / Ground in Moves (or OO if you want) for actually hitting Steel-types super effectively.

Also, for the set, include 0 Atk IVs, as Magneton doesn't use physical attacks so you might as well minimize Foul Play and confusion damage

I'll mention the HP Fire / Ground in OO, since they're both much more niche; HP Fire is really only useful for Escavalier and the occasional Ferroseed, while HP Ground isn't going to hit much else besides opposing Magneton that Thunderbolt can't already hit. I mean Steelix is covered too I guess, but...

Also, the 0 Atk IVs thing is something I actually practice myself, but I don't know if they actually are supposed to specifically list or mention this in analyses. I mean I feel there's no reason not to but I don't want to go against the grain in consistency with the rest of the site
 
Remove
Add
Commment

Overview
########
A Pokemon often overlooked in favor of its evolution, Magneton carves out a niche for itself a niche in the UU metagame that only it can hold. With a powerful base 120 Special Attack stat and an ability in Analytic that boosts its power by 30% whenever the user moves last, including switches, it becomes a force to be reckoned with when equipped with Choice Specs. Not only this, but it can support its teammates by trapping Steel-types with Magnet Pull, eliminating them so its partners can sweep more easily. On top of all this, its typing defensively offers it the most resistances for any Pokemon, allowing it numerous opportunities to switch in and put pressure on the opponent. Offensively, Magneton's Steel typing not only allows it to be among the special attackers who can keep Florges at bay, but its STABs also get decent neutral coverage together, able to round out its coverage with the appropriate Hidden Power to cover the Pokemon who resist both.

Sadly, Magneton still has to compete for a spot on a team when compared to various other Electric-types such as Mega Ampharos, Raikou, Jolteon, and Rotom-Heat. Its base 70 Speed isn't much to write home about, and this allows a number of offensive Pokemon to outpace and threaten it. Its low base HP stat also sells its bulk short, even with an Eviolite, on top of how easily it is worn down due to no recovery and susceptibility to hazards. However, even with common weaknesses in Ground, Fire, and Fighting, and a fairly narrow and predictable movepool, Magneton still has everything it needs to be a threat in UU, be it a vicious wallbreaker that hits like a nuke or a team player who can eliminate certain Pokemon from the opponent's team. The advantages Magneton offers give it a very unique role in UU that can easily make it worthwhile to fit into your team.


Choice Specs
########
name: Choice Specs
move 1: Thunderbolt
move 2: Flash Cannon
move 3: Volt Switch
move 4: Hidden Power Grass
ability: Analytic
item: Choice Specs
evs: 4 HP / 252 SpA / 252 Spe
nature: Modest

Moves
========
Thunderbolt and Flash Cannon form Magneton's primary STAB options and as stated, have decent neutral coverage that can hit a wide amount of Pokemon for neutral damage. The few Pokemon who resist can be covered with a Hidden Power of choice. Hidden Power Grass is preferred for Magneton to take on common Water/Ground Pokemon, such as Swampert and Quagsire. Hidden Power Ice can be used, however, specifically to hit Mega Ampharos. Bear in mind, however, that most of the Pokemon weak to Hidden Power Ice are still susceptible to Flash Cannon.

Set Details
========
Maximum Speed is required since Magneton is otherwise quite slow. With maximum Speed investment,(AC) Magneton is able to outrun things such as defensive Arcanine, defensive Roserade, and uninvested base 100 Speed Pokemon. A Modest nature and Choice Specs maximizes Magneton's power, dealing as much damage as possible. Analytic is necessary even with the Speed investment, as it accentuates Magneton's ability to force switches with an extra 30% boost in power, punishing whatever Pokemon switch in on it.

A Timid nature can be used for the extra Speed, but it isn't worthwhile as Magneton outspeeds no key Pokemon with it. Life Orb or Expert Belt can be used in order to ease prediction and hinder the opponent trying to play around which move you choose to lock into(This sentence is difficult to interpret, even though I think I know what you're talking about). Bear in mind that both items cost Magneton a bit of power overall, and Life Orb makes Magneton even easier to wear down than it already was to begin with.


Usage Tips
========
This Magneton set is very high-risk, high-reward, as predicting correctly will often result in a badly-damaged Pokemon on the opposing side at the absolute worst; however, it's just as easy to predict incorrectly and be forced out. Since they're immune to Thunderbolt and Volt Switch, Ground-types are an issue for Magneton, so play cautiously if they are present. It's best to use Flash Cannon to nail Ground-types switching in when you're in a position to force out a Pokemon weak to Electric-type moves. Usually the switch to a Ground-type is much easier to predict in these cases, as staying in would be an even riskier play for the opponent to make.

Use Hidden Power only when it'syou're absolutely certain that the opponent is sending in a Pokemon weak to it, as it's Magneton's weakest move overall. Hidden Power Grass, however, can be used as a decent neutral play when the opponent is trying to play around your STABs with a Water + Ground core, as both are covered by it. Use Volt Switch to gain momentum when you know Thunderbolt won't KO a switch-in even after factoring the boost from Analytic. This allows you to go to the appropriate check to what they send in, keeping the momentum of the battle in your favor. Lastly, despite the great number of resistances and switch-in opportunities Magneton's typing offers, it is incredibly easy to wear down since it is prone to every form of entry hazard except Toxic Spikes and lacks recovery of any sort. Try not to even let it take a resisted hit unless it's absolutely necessary in order to keep the match in your favor.

Team Options
========
Thanks to its great natural synergy, Crobat pairs nicely with Magneton, as it is capable of checking the Fighting-types that threaten Magneton, while forming a nice VoltTurn core. Magneton is also able to deal with the bulky wWater-types that Crobat struggles with. Bulky wWater-types of your own, such as Slowbro, Swampert, and Vaporeon are able to check the Fire- and Ground-type Pokemon who give Magneton issues, as well as most Fighting-types. Mienshao and Hydreigon are notable for having incredible offensive synergy with Magneton, as they not only can form an offensive VoltTurn core, but they are able to break through a number of defensive cores when used in conjunction with each other. Flying-types and Pokemon with Levitate, such as Flygon, Noivern, Mega Aerodactyl, and Cresselia also pair nicely due to their immunitiesy to Earthquake and ability to check Fighting-types. Clerics such as Umbreon and Florges are able to offer Wish support to keep Magneton healthy while checking a number of threatening special attackers who can destroy Magneton, such as Mega Ampharos, Hydreigon, and Chandelure.


Steel Trapper
########
name: Steel Trapper
move 1: Magnet Rise
move 2: Thunderbolt
move 3: Flash Cannon
move 4: Hidden Power Grass
ability: Magnet Pull
item: Eviolite
evs: 124 HP / 252 SpA / 132 Spe
nature: Modest

Moves
========
Magnet Rise gives Magneton a temporary immunity to Ground-type moves, allowing it to deal with a number of Steel-types it can trap, such as Mega Aggron, Escavalier, Metagross, and Bronzong. Thunderbolt and Flash Cannon are your essential STAB moves, though Thunderbolt is your most important since Steel-types don't resist it. Flash Cannon is still good for coverage, as Steel-types are not likely to be the only Pokemon Magneton has to deal with. Hidden Power Grass allows Magneton to beat Swampert and Quagsire one-on-one, effectively extending its role to also cover these Pokemon for your team.

Set Details
========
The given EV spread allows Magneton to outspeed standard defensive Suicune sets while maximizing Special Attack, with the remaining EVs put into bulk. The Eviolite is necessary as it works well with the investment into its bulk, allowing Magneton to survive coverage moves of the Pokemon it traps much more easily. If the extra HP isn't a concern and more Speed is required, an alternate EV spread of 80 HP / 252 SpA / 176 Spe can be used to reliably outrun max Speed Empoleon, defensive Roserade, and -1 Victini, after using V-Create once.

Usage Tips
========
The number Steel-types in UU who can be reliably trapped is a bit lacking; however, your primary targets are Mega Aggron, Bronzong, Doublade, Empoleon, Escavalier, Forretress, Jirachi, Metagross, and Registeel. Of these Pokemon, a few of them are still able to play around Magneton in one way or another: Mega Aggron can pHhaze(It's called phazing)with Roar, Doublade can 2HKO with Sacred Sword (youMagneton can 2HKO Doublade as well), Escavalier can use Knock Off to remove Eviolite, and Forretress and Jirachi can escape with Volt Switch and U-turn,(AC) respectively. Since this set is much slower and weaker than the Choice Specs set, try not to liberally go on the offensive unless you have the opportunity to do so. Bulky Water-types, as well as Steel-, Flying-, and Fairy-type Pokemon are handled effectively by this set, and should be the main targets Magneton has to deals with.

Magnet Rise isn't only good for harassing the Steel-types Magneton can trap; youit can inhibitroll a number of Ground-type Pokemon with this move, such as Hippowdon, Swampert, Quagsire, defensive Nidoqueen (be wary of Focus/ Blast or Fire Blast), and Rhyperior. Finally, even with the Eviolite and decent HP investment, Magneton still doesn't have the greatest bulk overall. So, it preferrings not to take hits that it doesn't need to take. Even though it can survive stray Scalds from Water-type Pokemon, burns can make it even easier to wear down than it already was to begin with.

Team Options
========
Since this set's primary goal is to eliminate opposing Steel-type Pokemon, partners who appreciate their removal, such as Crobat, Mega Aerodactyl, Cloyster, Hydreigon, Jirachi, and Gardevoir, are all decent teammates. Wish support from Umbreon, Vaporeon, or Florges is helpful given how easily Magneton is worn down, allowing it to stay in the game as long as possible. Once again, defensive partners who can take the Fire- and Fighting-type moves aimed at Magneton,(RC) pair nicely with it. Pokemon such aslike Cresselia, Slowbro, Swampert, and Hippowdon are a few examples.


Other Options
########
Magneton's movepool is incredibly shallow, not offering it too many more options for it to work with. Discharge can be used over Thunderbolt to exchange a little base power for a much higher paralysis rate, but Magneton needs all the power it can gets, and a 30% paralysis chance isn't totally reliable. Hidden Power Ground can be used to allow Magneton to deal with opposing Electric-types much more easily while still covering most Steel-types, but youMagneton loses out on being able to hit Water/Ground Pokemon super effectively. Hidden Power Fire can be used to more readily take out Steel-types such as Forretress, Escavalier, and even Ferroseed, but youit loses the ability to hit several more Pokemon for super effective damage. Substitute and Charge Beam can be used on the sSteel tTrapper set, as it allows Magneton to become a threat by setting up on a trapped Steel-type and removing it. However, Magneton will not always find itself against teams with Steel-types, making Charge Beam a liability in those cases, especially when compared towith its more reliable Electric STAB. It, Thunderbolt. Charge Beam's boost also isn't reliable, and Magneton can still be revenge killed easily, even with Substitute. Electric Terrain boosts the power of its Electric-type moves as well as prevents grounded Pokemon from sleeping for a few turns, but it's an incredibly niche move and forces Magneton to give up one of its useful coverage options. Thunder Wave can cripple a fast offensive Pokemon trying to switch in on Magneton, allowing it to get the speed advantage, but it serves no other purpose, and Magneton is better off attacking outright in most cases. This also means it loses out on one of its coverage options, making it easier for some Pokemon to wall it. Sleep Talk can be used on the Choice Specs set if your team absolutely needs a Pokemon to absorb Sleep status, but it is highly unreliable and will cost you the ability of selecting the appropriate move, which Magneton heavily depends on in order to be a threat. Lastly, Choice Scarf can be used to compensate for Magneton's average Speed stat, but it is still outsped by all common Choice Scarf users as well as Mega Aerodactyl.


Checks & Counters
########
**Specially Defensive Pokemon**: Specially defensive Pokemon such as Umbreon, Snorlax, and Hippowdon are able to sponge hits even from the Choice Specs set and get free turns to set up or inflict damage.

**Electric-types**: Electric-types in general,(AC) such as Rotom-Heat, Mega Ampharos, Jolteon, Raikou, and even opposing Magneton,(AC) function as checks since they resist both its STAB moves, allowing them to survive and hit Magneton back. However, Analytic allows Magneton to do a decent amount of damage to frailer Electric-types on the switch-in.

**Ground-types**: Ground-types, being immune to Electric-type moves, make predicting with the Choice Specs set a bit riskier, as they can get a free turn to come in and force Magneton out with their STAB moves. They can be covered with the correct coverage move, but Quagsire and Swampert resist both STAB moves, and are particularly more threatening if Hidden Power Grass is not used.

**Faster Offensive Threats**: Magneton's base 70 Speed stat lends it to being easily revenge killed and forced out by a number of offensive Pokemon, such as Darmanitan, Mega Houndoom, Mienshao, and Nidoking, and so onjust to name a few. Magneton's weaknesses are very common, and the majority of faster offensive Pokemon are likely to have a move it's weak to.

**Dragon-types**: Dragon-type Pokemon such as Mega Ampharos, Flygon, Hydreigon, and Kyurem are able to come in on Magneton's Electric-type moves and force it out. However, Mega Ampharos is the only Dragon-type who isn't afraid of switching in on a Flash Cannon from the Choice Specs set.

**Grass-types**: Grass-type Pokemon such as Celebi, Chesnaught, Roserade, and Assault Vest Tangrowth can also switch in on an Electric-type move with little issue. Though most of them cannot immediately beat Magneton without the proper coverage move, they can set up on it for free; most also have reliable recovery and decent bulk, making them able to risk taking a Flash Cannon to comeupon switching in.

Sorry, I'm just an amateur. But I figured I could help you by bumping this.
In turn, you help me by giving me an opportunity to AMCheck. It's a win-win.
Tagging GatoDelFuego in hopes that he will look over this and maybe stamp.
 
Well, you thought right

CoolStoryBrobat

REMOVE CHANGE COMMENTS

Overview
########
A Pokemon often overlooked in favor of its evolution, Magneton carves out a niche for itself a niche in the UU metagame that only it can hold. With a powerful base 120 Special Attack stat and an ability in Analytic that boosts its power by 30% whenever the user moves last, including switches, it becomes a force to be reckoned with when equipped with Choice Specs. Not only this, but it can support its teammates by trapping Steel-types with Magnet Pull, eliminating them so its partners can sweep more easily. On top of all this, its typing defensively offers it the most resistances for any Pokemon, allowing it numerous opportunities to switch in and put pressure on the opponent. Offensively, Magneton's Steel typing not only allows it to be among the special attackers who that can keep Florges at bay, but its STABs also get decent neutral coverage together, able to round out its coverage with the appropriate Hidden Power to cover the Pokemon who that resist both.

Sadly, Magneton still has to compete for a spot on a team when compared to various other Electric-types such as Mega Ampharos, Raikou, Jolteon, and Rotom-Heat. Its base 70 Speed isn't much to write home about, and this allows a number of offensive Pokemon to outpace and threaten it. Its low base HP stat base=/=stat; use either "base HP" or "HP stat" also sells its bulk short, even with an Eviolite, on top of how easily it is worn down due to no recovery and susceptibility to entry hazards. However, even with common weaknesses in Ground, Fire, and Fighting, and a fairly narrow and predictable movepool, Magneton still has everything it needs to be a threat in UU, be it a vicious wallbreaker that hits like a nuke or a team player who that can eliminate certain Pokemon from the opponent's team. The advantages Magneton offers give it a very unique role in UU that can easily make it worthwhile to fit into your team.


Choice Specs
########
name: Choice Specs
move 1: Thunderbolt
move 2: Flash Cannon
move 3: Volt Switch
move 4: Hidden Power Grass
ability: Analytic
item: Choice Specs
evs: 4 HP / 252 SpA / 252 Spe
nature: Modest

Moves
========
Thunderbolt and Flash Cannon form Magneton's primary STAB options and as stated, have decent neutral coverage that can hit a wide amount of Pokemon for neutral damage. The few Pokemon who that resist the combination can be covered with a Hidden Power of choice. Hidden Power Grass is preferred for Magneton to take on common Water / Ground Pokemon, such as Swampert and Quagsire. Hidden Power Ice can be used, however, specifically to hit Mega Ampharos. Bear in mind, however, that most of the Pokemon weak to Hidden Power Ice are still susceptible to Flash Cannon.

Set Details
========
Maximum Speed is required since as Magneton is otherwise quite slow. With maximum Speed investment,(AC) Magneton is able to outrun things such as defensive Arcanine, defensive Roserade, and uninvested base 100 Speed Pokemon. A Modest nature and Choice Specs maximizes Magneton's power, dealing as much damage as possible. Analytic is necessary even with the Speed investment, as it accentuates capitalizes on It doesn't help it force switches, it improves the outcome Magneton's ability to force switches with an extra 30% boost in power, punishing whatever Pokemon switch in on it.

A Timid nature can be used for the extra Speed, but it isn't worthwhile as Magneton outspeeds no key Pokemon with it. Life Orb or Expert Belt can be used in order to ease prediction and hinder the opponent by bluffing the usual Choice Specs trying to play around which move you choose to lock into(This sentence is difficult to interpret, even though I think I know what you're talking about). Bear in mind that both items cost Magneton a bit of power overall, and Life Orb makes Magneton even easier to wear down than it already was to begin with.


Usage Tips
========
This Magneton set is very high-risk, high-reward, as predicting correctly will often result in a badly damaged Pokemon on the opposing side at the absolute worst; however, it's just as easy to predict incorrectly and be forced out. Since Because they're immune to Thunderbolt and Volt Switch, Ground-types are an issue for Magneton, so play cautiously if they are present. It's best to use Flash Cannon to nail Ground-types switching in when you're Magneton is in a position to force out a Pokemon weak to Electric-type moves. Usually the switch to a Ground-type is much easier to predict in these cases, as staying in would be an even riskier play for the opponent to make.

Use Hidden Power only when it'syou're absolutely certain that the opponent is sending in a Pokemon weak to it, as it's Magneton's weakest move overall. Hidden Power Grass, however, can be used as a decent neutral play when the opponent is trying to play around your Magneton's STABs with a Water + Ground core, as both are covered by it. Use Volt Switch to gain momentum when you know Thunderbolt won't KO a switch-in even after factoring in the boost from Analytic. This allows you to go to the appropriate check to what they send in, keeping the momentum of the battle in your favor. Lastly, despite the great number of resistances and switch-in opportunities Magneton's typing offers, it is incredibly easy to wear down since as it is prone to every form of entry hazard except Toxic Spikes and lacks recovery of any sort. Try not to even let it take a resisted hit unless it's absolutely necessary in order to keep the match in your favor.

Team Options
========
Thanks to its great natural synergy, Crobat pairs nicely with Magneton, as it is capable of checking the Fighting-types that threaten Magneton, (RC) while forming a nice VoltTurn core. Magneton is also able to deal with the bulky wWater-types that Crobat struggles with. Bulky wWater-types of your own, such as Slowbro, Swampert, and Vaporeon, (AC) are able to check the Fire- and Ground-type Pokemon who that give Magneton issues, as well as most Fighting-types. Mienshao and Hydreigon are notable for having incredible offensive synergy with Magneton, as they not only can form an offensive VoltTurn core, but they are able to break through a number of defensive cores when used in conjunction with each other. Flying-types and Pokemon with Levitate, such as Flygon, Noivern, Mega Aerodactyl, and Cresselia also pair nicely due to their immunitiesy to Earthquake and ability to check Fighting-types. Clerics such as Umbreon and Florges are able to offer Wish support to keep Magneton healthy while checking a number of threatening special attackers who that can destroy Magneton, such as Mega Ampharos, Hydreigon, and Chandelure.


Steel Trapper
########
name: Steel Trapper
move 1: Magnet Rise
move 2: Thunderbolt
move 3: Flash Cannon
move 4: Hidden Power Grass
ability: Magnet Pull
item: Eviolite
evs: 124 HP / 252 SpA / 132 Spe
nature: Modest

Moves
========
Magnet Rise gives Magneton a temporary immunity to Ground-type Unnecessary change moves, allowing it to deal with a number of Steel-types it can trap, such as Mega Aggron, Escavalier, Metagross, and Bronzong. Thunderbolt and Flash Cannon are your essential STAB moves, though Thunderbolt is your the most important since as Steel-types don't resist it. Flash Cannon is still good for coverage, as Steel-types are not likely to be the only Pokemon Magneton has to deal with. Hidden Power Grass allows Magneton to beat Swampert and Quagsire one-on-one, effectively extending its role to also cover these Pokemon for your team.

Set Details
========
The given EV spread allows Magneton to outspeed standard defensive Suicune sets while maximizing Special Attack, with the remaining EVs put into bulk. The Eviolite is necessary as it works well with the investment into its bulk, allowing Magneton to survive coverage moves of the Pokemon it traps much more easily. If the extra HP isn't a concern and more Speed is required, an alternate EV spread of 80 HP / 252 SpA / 176 Spe can be used to reliably outrun max Speed Empoleon, defensive Roserade, and -1 Victini, (RC) after using V-Create once.

Usage Tips
========
The number of Steel-types in UU who that can be reliably trapped is a bit lacking; however, your the primary targets are Mega Aggron, Bronzong, Doublade, Empoleon, Escavalier, Forretress, Jirachi, Metagross, and Registeel. Of these Pokemon, a few of them are still able to play around Magneton in one way or another: Mega Aggron can pHhaze(It's called phazing) with Roar, Doublade can 2HKO with Sacred Sword (youMagneton can 2HKO Doublade as well), Escavalier can use Knock Off to remove Eviolite, and Forretress and Jirachi can escape with Volt Switch and U-turn,(AC) respectively. Since As this set is much slower and weaker than the Choice Specs set, try not to liberally go on the offensive unless you have the opportunity to do so. Bulky Water-types, as well as Steel-, Flying-, and Fairy-type Pokemon are handled effectively by this set, and should be the main targets Magneton has to deals with.

Magnet Rise isn't only good for harassing the Steel-types Magneton can trap; youit can inhibitroll a number of Ground-type Pokemon with this move, such as Hippowdon, Swampert, Quagsire, defensive Nidoqueen (be wary of Focus/ Blast or Fire Blast), and Rhyperior. Finally, even with the Eviolite and decent HP investment, Magneton still doesn't have the greatest bulk overall. So, it preferrings not to take hits that it doesn't need to take. Even though it can survive stray Scalds from Water-type Pokemon, burns can make it even easier to wear down than it already was to begin with.

Team Options
========
Since As this set's primary goal is to eliminate opposing Steel-type Pokemon, partners who that appreciate their removal, such as Crobat, Mega Aerodactyl, Cloyster, Hydreigon, Jirachi, and Gardevoir, are all decent teammates. Wish support from Umbreon, Vaporeon, or Florges is helpful given how easily Magneton is worn down, allowing it to stay in the game as long as possible. Once again, defensive partners who that can take the Fire- and Fighting-type moves aimed at Magneton,(RC) pair nicely with it. Pokemon such aslike I'd remove both "Pokemon" and "like" tbh, though this is technically correct Cresselia, Slowbro, Swampert, and Hippowdon are a few examples.


Other Options
########
Magneton's movepool is incredibly shallow, not offering it too many more options for it to work with. Discharge can be used over Thunderbolt to exchange a little Base Power for a much higher paralysis rate, but Magneton needs all the power it can gets, and a 30% paralysis chance isn't totally reliable. Hidden Power Ground can be used to allow Magneton to deal with opposing Electric-types much more easily while still covering most Steel-types, but youMagneton loses out on being able to hit Water / Ground Pokemon super effectively. Hidden Power Fire can be used to more readily take out Steel-types such as Forretress, Escavalier, and even Ferroseed, but youit loses the ability to hit several more Pokemon for super effective damage. Substitute and Charge Beam can be used on the sSteel tTrapper These changes are incorrect set, as it allows Magneton to become a threat by setting up on a trapped Steel-type and removing it. However, Magneton will not always find itself against teams with Steel-types, making Charge Beam a liability in those cases, especially when compared towith its more reliable Electric STAB. It, Thunderbolt. Charge Beam's boost also isn't reliable, and Magneton can still be revenge killed easily, even with Substitute. Electric Terrain boosts the power of its Magneton's Electric-type moves as well as and prevents grounded Pokemon from sleeping for a few turns, but it's an incredibly niche move and forces Magneton to give up one of its useful coverage options. Thunder Wave can cripple a fast offensive Pokemon trying to switch in on Magneton, allowing it to get the Speed advantage, but it serves no other purpose, and Magneton is better off attacking outright in most cases. This also means it loses out on one of its coverage options, making it easier for some Pokemon to wall it. Sleep Talk can be used on the Choice Specs set if your team absolutely needs a Pokemon to absorb sleep status, but it is highly unreliable and will cost you the ability of selecting the appropriate move, which Magneton heavily depends on in order to be a threat. Lastly, Choice Scarf can be used to compensate for Magneton's average Speed stat, but it is still outsped by all common Choice Scarf users as well as Mega Aerodactyl.


Checks & Counters
########
**Specially Defensive Pokemon**: Specially defensive Pokemon such as Umbreon, Snorlax, and Hippowdon are able to sponge hits even from the Choice Specs set and get free turns to set up or inflict damage.

**Electric-types**: Electric-types in general,(AC) such as Rotom-Heat, Mega Ampharos, Jolteon, Raikou, and even opposing Magneton,(AC) These are both not entirely necessary: it is correct now, and I even like it better with the commas, but it is technically correct originally. I'll leave it up to you, Coolstorybrobat function as checks since as they resist both its STAB moves, allowing them to survive and hit Magneton back. However, Analytic allows Magneton to do a decent amount of damage to frailer Electric-types on the switch-in.

**Ground-types**: Ground-types, being immune to Electric-type moves, make predicting with the Choice Specs set a bit riskier, as they can get a free turn to come in and force Magneton out with their STAB moves. They can be covered with the correct coverage move, but Quagsire and Swampert resist both STAB moves, and are particularly more threatening if Hidden Power Grass is not used.

**Faster Offensive Threats**: Magneton's base 70 Speed stat lends it to being easily revenge killed and forced out by a number of offensive Pokemon, such as Darmanitan, Mega Houndoom, Mienshao, and Nidoking, and so onjust to name a few. Magneton's weaknesses are very common, and the majority of faster offensive Pokemon are likely to have a move it's weak to.

**Dragon-types**: Dragon-type Pokemon such as Mega Ampharos, Flygon, Hydreigon, and Kyurem are able to come in on Magneton's Electric-type moves and force it out. However, Mega Ampharos is the only Dragon-type who that isn't afraid of switching in on a Flash Cannon from the Choice Specs set.

**Grass-types**: Grass-type Pokemon such as Celebi, Chesnaught, Roserade, and Assault Vest Tangrowth can also switch in on an Electric-type move with little issue. Though most of them cannot immediately beat Magneton without the proper coverage move, they can set up on it for free; most also have reliable recovery and decent bulk, making them able to risk taking a Flash Cannon to comeupon switching in.
gato

1/2

Alphose_Elric there were some good changes here; a lot of what I changed was similar things you missed repeated many times, making this kind of on the edge for whether I'd stamp it or not. At this point, not seeing much of your other checks, I'm going to lean a little on no stamp for this one, though. Again, most of my changes were repeated, like the improper use of "since" (it's only to be used when referring to time), "who", and a couple of commas. Also, Coolstorybrobat is a pretty good writer, and there wasn't a lot to change here. Look over what I did here and apply it to another check in the future, and hopefully I can get a taste of what you're totally capable of!
 
Last edited:
Well, you thought right

CoolStoryBrobat

REMOVE CHANGE COMMENTS

Overview
########
A Pokemon often overlooked in favor of its evolution, Magneton carves out a niche for itself a niche in the UU metagame that only it can hold. With a powerful base 120 Special Attack stat and an ability in Analytic that boosts its power by 30% whenever the user moves last, including switches, it becomes a force to be reckoned with when equipped with Choice Specs. Not only this, but it can support its teammates by trapping Steel-types with Magnet Pull, eliminating them so its partners can sweep more easily. On top of all this, its typing defensively offers it the most resistances for any Pokemon, allowing it numerous opportunities to switch in and put pressure on the opponent. Offensively, Magneton's Steel typing not only allows it to be among the special attackers who that can keep Florges at bay, but its STABs also get decent neutral coverage together, able to round out its coverage with the appropriate Hidden Power to cover the Pokemon who that resist both.

Sadly, Magneton still has to compete for a spot on a team when compared to various other Electric-types such as Mega Ampharos, Raikou, Jolteon, and Rotom-Heat. Its base 70 Speed isn't much to write home about, and this allows a number of offensive Pokemon to outpace and threaten it. Its low base HP stat base=/=stat; use either "base HP" or "HP stat" also sells its bulk short, even with an Eviolite, on top of how easily it is worn down due to no recovery and susceptibility to entry hazards. However, even with common weaknesses in Ground, Fire, and Fighting, and a fairly narrow and predictable movepool, Magneton still has everything it needs to be a threat in UU, be it a vicious wallbreaker that hits like a nuke or a team player who that can eliminate certain Pokemon from the opponent's team. The advantages Magneton offers give it a very unique role in UU that can easily make it worthwhile to fit into your team.


Choice Specs
########
name: Choice Specs
move 1: Thunderbolt
move 2: Flash Cannon
move 3: Volt Switch
move 4: Hidden Power Grass
ability: Analytic
item: Choice Specs
evs: 4 HP / 252 SpA / 252 Spe
nature: Modest

Moves
========
Thunderbolt and Flash Cannon form Magneton's primary STAB options and as stated, have decent neutral coverage that can hit a wide amount of Pokemon for neutral damage. The few Pokemon who that resist the combination can be covered with a Hidden Power of choice. Hidden Power Grass is preferred for Magneton to take on common Water / Ground Pokemon, such as Swampert and Quagsire. Hidden Power Ice can be used, however, specifically to hit Mega Ampharos. Bear in mind, however, that most of the Pokemon weak to Hidden Power Ice are still susceptible to Flash Cannon.

Set Details
========
Maximum Speed is required since as Magneton is otherwise quite slow. With maximum Speed investment,(AC) Magneton is able to outrun things such as defensive Arcanine, defensive Roserade, and uninvested base 100 Speed Pokemon. A Modest nature and Choice Specs maximizes Magneton's power, dealing as much damage as possible. Analytic is necessary even with the Speed investment, as it accentuates capitalizes on It doesn't help it force switches, it improves the outcome Magneton's ability to force switches with an extra 30% boost in power, punishing whatever Pokemon switch in on it.

A Timid nature can be used for the extra Speed, but it isn't worthwhile as Magneton outspeeds no key Pokemon with it. Life Orb or Expert Belt can be used in order to ease prediction and hinder the opponent by bluffing the usual Choice Specs trying to play around which move you choose to lock into(This sentence is difficult to interpret, even though I think I know what you're talking about). Bear in mind that both items cost Magneton a bit of power overall, and Life Orb makes Magneton even easier to wear down than it already was to begin with.


Usage Tips
========
This Magneton set is very high-risk, high-reward, as predicting correctly will often result in a badly damaged Pokemon on the opposing side at the absolute worst; however, it's just as easy to predict incorrectly and be forced out. Since Because they're immune to Thunderbolt and Volt Switch, Ground-types are an issue for Magneton, so play cautiously if they are present. It's best to use Flash Cannon to nail Ground-types switching in when you're Magneton is in a position to force out a Pokemon weak to Electric-type moves. Usually the switch to a Ground-type is much easier to predict in these cases, as staying in would be an even riskier play for the opponent to make.

Use Hidden Power only when it'syou're absolutely certain that the opponent is sending in a Pokemon weak to it, as it's Magneton's weakest move overall. Hidden Power Grass, however, can be used as a decent neutral play when the opponent is trying to play around your Magneton's STABs with a Water + Ground core, as both are covered by it. Use Volt Switch to gain momentum when you know Thunderbolt won't KO a switch-in even after factoring in the boost from Analytic. This allows you to go to the appropriate check to what they send in, keeping the momentum of the battle in your favor. Lastly, despite the great number of resistances and switch-in opportunities Magneton's typing offers, it is incredibly easy to wear down since as it is prone to every form of entry hazard except Toxic Spikes and lacks recovery of any sort. Try not to even let it take a resisted hit unless it's absolutely necessary in order to keep the match in your favor.

Team Options
========
Thanks to its great natural synergy, Crobat pairs nicely with Magneton, as it is capable of checking the Fighting-types that threaten Magneton, (RC) while forming a nice VoltTurn core. Magneton is also able to deal with the bulky wWater-types that Crobat struggles with. Bulky wWater-types of your own, such as Slowbro, Swampert, and Vaporeon, (AC) are able to check the Fire- and Ground-type Pokemon who that give Magneton issues, as well as most Fighting-types. Mienshao and Hydreigon are notable for having incredible offensive synergy with Magneton, as they not only can form an offensive VoltTurn core, but they are able to break through a number of defensive cores when used in conjunction with each other. Flying-types and Pokemon with Levitate, such as Flygon, Noivern, Mega Aerodactyl, and Cresselia also pair nicely due to their immunitiesy to Earthquake and ability to check Fighting-types. Clerics such as Umbreon and Florges are able to offer Wish support to keep Magneton healthy while checking a number of threatening special attackers who that can destroy Magneton, such as Mega Ampharos, Hydreigon, and Chandelure.


Steel Trapper
########
name: Steel Trapper
move 1: Magnet Rise
move 2: Thunderbolt
move 3: Flash Cannon
move 4: Hidden Power Grass
ability: Magnet Pull
item: Eviolite
evs: 124 HP / 252 SpA / 132 Spe
nature: Modest

Moves
========
Magnet Rise gives Magneton a temporary immunity to Ground-type Unnecessary change moves, allowing it to deal with a number of Steel-types it can trap, such as Mega Aggron, Escavalier, Metagross, and Bronzong. Thunderbolt and Flash Cannon are your essential STAB moves, though Thunderbolt is your the most important since as Steel-types don't resist it. Flash Cannon is still good for coverage, as Steel-types are not likely to be the only Pokemon Magneton has to deal with. Hidden Power Grass allows Magneton to beat Swampert and Quagsire one-on-one, effectively extending its role to also cover these Pokemon for your team.

Set Details
========
The given EV spread allows Magneton to outspeed standard defensive Suicune sets while maximizing Special Attack, with the remaining EVs put into bulk. The Eviolite is necessary as it works well with the investment into its bulk, allowing Magneton to survive coverage moves of the Pokemon it traps much more easily. If the extra HP isn't a concern and more Speed is required, an alternate EV spread of 80 HP / 252 SpA / 176 Spe can be used to reliably outrun max Speed Empoleon, defensive Roserade, and -1 Victini, (RC) after using V-Create once.

Usage Tips
========
The number of Steel-types in UU who that can be reliably trapped is a bit lacking; however, your the primary targets are Mega Aggron, Bronzong, Doublade, Empoleon, Escavalier, Forretress, Jirachi, Metagross, and Registeel. Of these Pokemon, a few of them are still able to play around Magneton in one way or another: Mega Aggron can pHhaze(It's called phazing) with Roar, Doublade can 2HKO with Sacred Sword (youMagneton can 2HKO Doublade as well), Escavalier can use Knock Off to remove Eviolite, and Forretress and Jirachi can escape with Volt Switch and U-turn,(AC) respectively. Since As this set is much slower and weaker than the Choice Specs set, try not to liberally go on the offensive unless you have the opportunity to do so. Bulky Water-types, as well as Steel-, Flying-, and Fairy-type Pokemon are handled effectively by this set, and should be the main targets Magneton has to deals with.

Magnet Rise isn't only good for harassing the Steel-types Magneton can trap; youit can inhibitroll a number of Ground-type Pokemon with this move, such as Hippowdon, Swampert, Quagsire, defensive Nidoqueen (be wary of Focus/ Blast or Fire Blast), and Rhyperior. Finally, even with the Eviolite and decent HP investment, Magneton still doesn't have the greatest bulk overall. So, it preferrings not to take hits that it doesn't need to take. Even though it can survive stray Scalds from Water-type Pokemon, burns can make it even easier to wear down than it already was to begin with.

Team Options
========
Since As this set's primary goal is to eliminate opposing Steel-type Pokemon, partners who that appreciate their removal, such as Crobat, Mega Aerodactyl, Cloyster, Hydreigon, Jirachi, and Gardevoir, are all decent teammates. Wish support from Umbreon, Vaporeon, or Florges is helpful given how easily Magneton is worn down, allowing it to stay in the game as long as possible. Once again, defensive partners who that can take the Fire- and Fighting-type moves aimed at Magneton,(RC) pair nicely with it. Pokemon such aslike I'd remove both "Pokemon" and "like" tbh, though this is technically correct Cresselia, Slowbro, Swampert, and Hippowdon are a few examples.


Other Options
########
Magneton's movepool is incredibly shallow, not offering it too many more options for it to work with. Discharge can be used over Thunderbolt to exchange a little Base Power for a much higher paralysis rate, but Magneton needs all the power it can gets, and a 30% paralysis chance isn't totally reliable. Hidden Power Ground can be used to allow Magneton to deal with opposing Electric-types much more easily while still covering most Steel-types, but youMagneton loses out on being able to hit Water / Ground Pokemon super effectively. Hidden Power Fire can be used to more readily take out Steel-types such as Forretress, Escavalier, and even Ferroseed, but youit loses the ability to hit several more Pokemon for super effective damage. Substitute and Charge Beam can be used on the sSteel tTrapper These changes are incorrect set, as it allows Magneton to become a threat by setting up on a trapped Steel-type and removing it. However, Magneton will not always find itself against teams with Steel-types, making Charge Beam a liability in those cases, especially when compared towith its more reliable Electric STAB. It, Thunderbolt. Charge Beam's boost also isn't reliable, and Magneton can still be revenge killed easily, even with Substitute. Electric Terrain boosts the power of its Magneton's Electric-type moves as well as and prevents grounded Pokemon from sleeping for a few turns, but it's an incredibly niche move and forces Magneton to give up one of its useful coverage options. Thunder Wave can cripple a fast offensive Pokemon trying to switch in on Magneton, allowing it to get the Speed advantage, but it serves no other purpose, and Magneton is better off attacking outright in most cases. This also means it loses out on one of its coverage options, making it easier for some Pokemon to wall it. Sleep Talk can be used on the Choice Specs set if your team absolutely needs a Pokemon to absorb sleep status, but it is highly unreliable and will cost you the ability of selecting the appropriate move, which Magneton heavily depends on in order to be a threat. Lastly, Choice Scarf can be used to compensate for Magneton's average Speed stat, but it is still outsped by all common Choice Scarf users as well as Mega Aerodactyl.


Checks & Counters
########
**Specially Defensive Pokemon**: Specially defensive Pokemon such as Umbreon, Snorlax, and Hippowdon are able to sponge hits even from the Choice Specs set and get free turns to set up or inflict damage.

**Electric-types**: Electric-types in general,(AC) such as Rotom-Heat, Mega Ampharos, Jolteon, Raikou, and even opposing Magneton,(AC) These are both not entirely necessary: it is correct now, and I even like it better with the commas, but it is technically correct originally. I'll leave it up to you, Coolstorybrobat function as checks since as they resist both its STAB moves, allowing them to survive and hit Magneton back. However, Analytic allows Magneton to do a decent amount of damage to frailer Electric-types on the switch-in.

**Ground-types**: Ground-types, being immune to Electric-type moves, make predicting with the Choice Specs set a bit riskier, as they can get a free turn to come in and force Magneton out with their STAB moves. They can be covered with the correct coverage move, but Quagsire and Swampert resist both STAB moves, and are particularly more threatening if Hidden Power Grass is not used.

**Faster Offensive Threats**: Magneton's base 70 Speed stat lends it to being easily revenge killed and forced out by a number of offensive Pokemon, such as Darmanitan, Mega Houndoom, Mienshao, and Nidoking, and so onjust to name a few. Magneton's weaknesses are very common, and the majority of faster offensive Pokemon are likely to have a move it's weak to.

**Dragon-types**: Dragon-type Pokemon such as Mega Ampharos, Flygon, Hydreigon, and Kyurem are able to come in on Magneton's Electric-type moves and force it out. However, Mega Ampharos is the only Dragon-type who that isn't afraid of switching in on a Flash Cannon from the Choice Specs set.

**Grass-types**: Grass-type Pokemon such as Celebi, Chesnaught, Roserade, and Assault Vest Tangrowth can also switch in on an Electric-type move with little issue. Though most of them cannot immediately beat Magneton without the proper coverage move, they can set up on it for free; most also have reliable recovery and decent bulk, making them able to risk taking a Flash Cannon to comeupon switching in.
gato

1/2

Alphose_Elric there were some good changes here; a lot of what I changed was similar things you missed repeated many times, making this kind of on the edge for whether I'd stamp it or not. At this point, not seeing much of your other checks, I'm going to lean a little on no stamp for this one, though. Again, most of my changes were repeated, like the improper use of "since" (it's only to be used when referring to time), "who", and a couple of commas. Also, Coolstorybrobat is a pretty good writer, and there wasn't a lot to change here. Look over what I did here and apply it to another check in the future, and hopefully I can get a taste of what you're totally capable of!

Thank ya, all changes have been applied.
 
Hi CoolStoryBrobat!! This is an AM check so it does not count
Add
Remove
Comments
QC: Limitless, Calloflochie, Royalty
GP: GatoDelFuego

082.png


Overview
########
A Pokemon often overlooked in favor of its evolution, Magneton carves out a niche for itself in the UU metagame that only it can hold. With a powerful base 120 Special Attack and an ability in Analytic that boosts its power by 30% whenever the user moves last, including switches, it becomes a force to be reckoned with when equipped with Choice Specs. Not only this, but it can support its teammates by trapping Steel-types with Magnet Pull, eliminating them so its partners can sweep more easily. On top of all this, its typing defensively offers it the most resistances for any Pokemon, allowing it numerous opportunities to switch in and put pressure on the opponent. Offensively, Magneton's Steel typing not only allows it to be among the special attackers that can keep Florges at bay, but its STABs also get decent neutral coverage together, able to round out its coverage with the appropriate Hidden Power to cover the Pokemon that resist both.

Sadly, Magneton still has to compete for a spot on a team when compared to various other Electric-types such as Mega Ampharos, Raikou, Jolteon, and Rotom-H. Its base 70 Speed isn't much to write home about, and this allows a number of offensive Pokemon (This is a matter of personal opinion, but maybe it would be nice if you were to point out some that do. Especially ones that REALLY threaten it) to outpace and threaten it. Its low base HP stat also sells its bulk short, even with an Eviolite, on top of how easily it is worn down due to no recovery and susceptibility to entry hazards. However, even with common weaknesses in Ground, Fire, and Fighting, and a fairly narrow and predictable movepool, Magneton still has everything it needs to be a threat in UU, be it a vicious wallbreaker that hits like a nuke,(Add comma) or a team player that can eliminate certain Pokemon from the opponent's team. The advantages Magneton offers give it a very unique role in UU that can easily make it worthwhile to fit into your team. This has little to do with this, but that is exactly how my teacher would write a conclusion sentence


Choice Specs
########
name: Choice Specs
move 1: Thunderbolt
move 2: Flash Cannon
move 3: Volt Switch
move 4: Hidden Power Grass
ability: Analytic
item: Choice Specs
evs: 4 HP / 252 SpA / 252 Spe
nature: Modest

Moves
========
Thunderbolt and Flash Cannon form Magneton's primary STAB options and as stated, have decent neutral saying "neutral" twice in a sentence sounds kind of redundant coverage that can hit a wide amount of Pokemon for neutral damage. The few Pokemon that resist the combination can be covered with a Hidden Power of choice. Hidden Power Grass is preferred for Magneton to take on common Water / Ground Pokemon, such as Swampert and Quagsire. Hidden Power Ice can be used, however, specifically to hit Mega Ampharos. Bear in mind, however, that most of the Pokemon weak to Hidden Power Ice are still susceptible to Flash Cannon. Funny enough, no matter which of these Hidden Powers you choose, you still can't hit Magneton! Also, you may want to mention how HP Ice retains neutral coverage on Swampert, Quagsire, and Gastrodon but doesn't hit nearly as hard

Set Details
========
Maximum Speed is required since as Magneton is otherwise quite slow. With maximum Speed investment, Magneton is able to outrun defensive Arcanine, defensive Roserade, and uninvested base 100 Speed Pokemon. A Modest nature and Choice Specs maximizes Magneton's power, dealing as much damage as possible. Analytic is necessary even with the Speed investment, as it capitalizes on Magneton's ability to force switches with an extra 30% boost in power, punishing whatever Pokemon switch in.

A Timid nature can be used for the extra Speed, but it isn't worthwhile as Magneton outspeeds no key Pokemon with it. Life Orb or Expert Belt can be used in order to ease prediction and hinder the opponent by bluffing the usual Choice Specs. Bear in mind that both items cost Magneton a bit of power overall, and Life Orb makes Magneton even easier to wear down than it was to begin with.


Usage Tips
========
This Magneton set is very high-risk, high-reward, as predicting correctly will often result in a badly damaged Pokemon on the opposing side at the absolute worst; however, it's just as easy to predict incorrectly and be forced out. Because they're immune to Thunderbolt and Volt Switch, Ground-types are an issue for Magneton, so play cautiously if they are present. It's best to use Flash Cannon to nail Ground-types switching in when Magneton is in a position to force out a Pokemon weak to Electric-type moves. Usually the switch to a Ground-type is much easier to predict in these cases, as staying in would be an even riskier play for the opponent to make.

Use Hidden Power only when you're absolutely certain that the opponent is sending in a Pokemon weak to it, as it's Magneton's weakest move overall. Hidden Power Grass, however, can be used as a decent neutral play when the opponent is trying to play around Magneton's STABs with a Water + Ground core, as both are covered by it. Use Volt Switch to gain momentum when you know Thunderbolt won't KO a switch-in even after factoring in the boost from Analytic. This allows you to go to the appropriate check to what they send in, keeping the momentum of the battle in your favor. Lastly, despite the great number of resistances and switch-in opportunities Magneton's typing offers, it is incredibly easy to wear down as it is prone to every form of entry hazard except Toxic Spikes and lacks recovery of any sort it may be good to add that Magneton resists Stealth Rock, though. Try not to even let it take a resisted hit unless it's absolutely necessary.

Team Options
========
Thanks to its great natural synergy, Crobat pairs nicely with Magneton, as it is capable of checking the Fighting-types that threaten Magneton while forming a nice VoltTurn core. Magneton is also and is able to deal with the bulky Water-types that Crobat struggles with. Bulky Water-types of your own, such as Slowbro, Swampert, and Vaporeon, are able to check the Fire- and Ground-type Pokemon that give Magneton issues, as well as most Fighting-types. Mienshao and Hydreigon are notable for having incredible offensive synergy with Magneton, as they not only can form an offensive VoltTurn core, but are able to break through a number of defensive cores when used in conjunction with each other. Flying-types and Pokemon with Levitate, such as Flygon, Noivern, Mega Aerodactyl, and Cresselia also pair nicely due to their immunity to Earthquake Ground (Earth Power is a thing too! The Nidos, celebi, and Shaymin commonly run Earth Power as well as some Hydreigon) and ability to check Fighting-types. Clerics such as Umbreon and Florges are able to offer Wish support to keep Magneton healthy while checking a number of threatening special attackers that can destroy Magneton, such as Mega Ampharos, Hydreigon, and Chandelure.


Steel Trapper
########
name: Steel Trapper
move 1: Magnet Rise
move 2: Thunderbolt
move 3: Flash Cannon
move 4: Hidden Power Grass
ability: Magnet Pull
item: Eviolite
evs: 124 HP / 252 SpA / 132 Spe
nature: Modest

Moves
========
Magnet Rise gives Magneton a temporary immunity to Ground moves, allowing it to deal with a number of Steel-types it can trap, such as Mega Aggron, Escavalier, Metagross, and Bronzong. Thunderbolt and Flash Cannon are essential STAB moves, though Thunderbolt is the most important as Steel-types don't resist it. Flash Cannon is still good for coverage, as Steel-types are not likely to be the only Pokemon Magneton has to deal with. Hidden Power Grass allows Magneton to beat Swampert and Quagsire one-on-one, effectively extending its role to also cover these Pokemon for your team.

Set Details
========
The given EV spread allows Magneton to outspeed standard defensive Suicune sets while maximizing Special Attack, with the remaining EVs put into bulk. The Eviolite is necessary as it works well with the investment into its bulk, allowing Magneton to survive coverage moves of the Pokemon it traps much more easily. If the extra HP isn't a concern and more Speed is required, an alternate EV spread of 80 HP / 252 SpA / 176 Spe can be used to reliably outrun max Speed Empoleon, defensive Roserade, and -1 Victini after using V-Create once This sounds redundant. Use either "-1 Victini" or "Victini after using V-Create once".

Usage Tips
========
The number of Steel-types in UU that can be reliably trapped is a bit lacking; however, the primary targets are Mega Aggron, Bronzong, Doublade, Empoleon, Escavalier, Forretress, Jirachi, Metagross, and Registeel. Of these Pokemon, a few of them are still able to play around Magneton in one way or another: Mega Aggron can phaze with Roar, Doublade can 2HKO with Sacred Sword (Magneton can 2HKO Doublade as well), Escavalier can use Knock Off to remove Eviolite, and Forretress and Jirachi can escape with Volt Switch and U-turn, respectively. As this set is much slower and weaker than the Choice Specs set, try not to liberally go on the offensive unless you have the opportunity to do so. Bulky Water-types, as well as Steel-, Flying-, and Fairy-type Pokemon are handled effectively by this set, and should be the main targets Magneton deals with.

Magnet Rise isn't only good for harassing the Steel-types Magneton can trap; it can inhibit a number of Ground-type Pokemon with this move, such as Hippowdon, Swampert, Quagsire, defensive Nidoqueen (be wary of Focus Blast or Fire Blast), and Rhyperior. Finally, even with the Eviolite and decent HP investment, Magneton still doesn't have the greatest bulk overall. So, it prefers not to take hits that it doesn't need to take. Even though it can survive stray Scalds from Water-type Pokemon, burns can make it even easier to wear down than it already was to begin with.

Team Options
========
As this set's primary goal is to eliminate opposing Steel-type Pokemon, partners that appreciate their removal, such as Crobat, Mega Aerodactyl, Cloyster, Hydreigon, Jirachi, and Gardevoir (I think Gardevoir is rising to OU), are all decent teammates. Wish support from Umbreon, Vaporeon, or Florges (Maybe Alomomola might work here too. Its Wishes are bigger than all of their Wishes and is physically defensive as opposed to specially defensive)is helpful given how easily Magneton is worn down, allowing it to stay in the game as long as possible. Once again, defensive partners that can take the Fire- and Fighting-type moves aimed at Magneton pair nicely with it. Cresselia, Slowbro, Swampert, and Hippowdon are a few examples.

Other Options
########
Magneton's movepool is incredibly shallow, not offering too many more options for it to work with. Discharge can be used over Thunderbolt to exchange a little Base Power for a much higher paralysis rate, but Magneton needs all the power it can gets, and a 30% paralysis chance isn't totally reliable. Hidden Power Ground can be used to allow Magneton to deal with opposing Electric-types much more easily while still covering most Steel-types, but Magneton loses out on being able the ability to hit Water / Ground Pokemon super effectively. Hidden Power Fire can be used to more readily take out Steel-types such as Forretress, Escavalier, and even Ferroseed, but it loses the ability to hit several more Pokemon for super effective damage. Substitute and Charge Beam can be used on the Steel Trapper set, as it allows Magneton to become a threat by setting up on a trapped Steel-type and removing it. However, Magneton will not always find itself against teams with Steel-types, making Charge Beam a liability in those cases, especially when compared with its more reliable Electric STAB, Thunderbolt. Charge Beam's boost also isn't reliable its 63% chance if you want to mention it, and Magneton can still be revenge killed easily, even with Substitute. Electric Terrain boosts the power of Magneton's moves and prevents grounded Pokemon from sleeping for a few turns, but it's an incredibly niche move and forces Magneton to give up one of its useful coverage options. Thunder Wave can cripple a fast offensive Pokemon trying to switch in on Magneton, allowing it to get the Speed advantage, but it serves no other purpose, and Magneton is better off attacking outright in most cases. This also means it loses out on one of its coverage options, making it easier for some Pokemon to wall it. Sleep Talk can be used on the Choice Specs set if your team absolutely needs a Pokemon to absorb sleep status, but it is highly unreliable and will cost you the ability of selecting the appropriate move, which Magneton heavily depends on in order to be a threat. Lastly, Choice Scarf can be used to compensate for Magneton's average Speed stat, but it is still outsped by all common Choice Scarf users as well as Mega Aerodactyl.


Checks & Counters
########
**Specially Defensive Pokemon**: Specially defensive Pokemon such as Umbreon, Snorlax, and Hippowdon are able to sponge hits even from the Choice Specs set and get free turns to set up or inflict damage.

**Electric-types**: Electric-types in general, such as Rotom-Heat, Mega Ampharos, Jolteon, Raikou, and even opposing Magneton function as checks since as (you can only choose one here. "Since" or "as", not both)they resist both its STAB moves, allowing them to survive and hit Magneton back. However, Analytic allows Magneton to do a decent amount of damage to frailer Electric-types on the switch.

**Ground-types**: Ground-types, being immune to Electric-type moves, make predicting with the Choice Specs set a bit riskier, as they can get a free turn to come in and force Magneton out with their STAB moves. They can be covered with the correct coverage move, but Quagsire and Swampert (maybe Gastrodon too, but it only gets about 1.25% usage in the UU 1760 stats) resist both STAB moves, and are particularly more threatening if Hidden Power Grass is not used.

**Faster Offensive Threats**: Magneton's base 70 Speed lends it to being easily revenge killed and forced out by a number of offensive Pokemon, such as Darmanitan, Mega Houndoom, Mienshao, and Nidoking, just to name a few. Magneton's weaknesses are very common, and the majority of faster offensive Pokemon are likely to have a move it's weak to.

**Dragon-types**: Dragon-type Pokemon such as Mega Ampharos, Flygon, Hydreigon, and Kyurem are able to come in on Magneton's Electric-type moves and force it out. However, Mega Ampharos is the only Dragon-type that isn't afraid of switching in on a Flash Cannon from the Choice Specs set.

**Grass-types**: Grass-type Pokemon such as Celebi, Chesnaught, Roserade, and Assault Vest Tangrowth can also switch in on an Electric-type move with little issue. Though most of them cannot immediately beat Magneton without the proper coverage move, they can set up on it for free; most also have reliable recovery and decent bulk, making them able to risk taking a Flash Cannon upon switching in.

A few small things needed to be fixed, but nothing major. Also, this is like the first GP I've ever done without a whole load of capitalization issues (but that may be because it had two checks beforehand!)

Gonna tag Minus here because Gato already stamped. Also, Minus is the coolest
 
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Ununhexium had some good points, included most of his check in mine
QC: Limitless, Calloflochie, Royalty
GP: GatoDelFuego

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Overview
########
A Pokemon often overlooked in favor of its evolution, Magneton carves out a niche for itself in the UU metagame that only it can hold. With a powerful base 120 Special Attack and an ability in Analytic that boosts its power by 30% whenever the user moves last, including switches, it becomes a force to be reckoned with when equipped with Choice Specs. Not only this, but it can support its teammates by trapping Steel-types with Magnet Pull, eliminating them so its partners can sweep more easily. On top of all this, its typing defensively offers it the most resistances for any Pokemon, allowing it numerous opportunities to switch in and put pressure on the opponent. Offensively, Magneton's Steel typing not only allows it to be among the only special attackers that can keep Florges at bay, and but its STABs attain also get decent neutral coverage together, able to round out its coverage with the appropriate Hidden Power.(add period) to cover the Pokemon that resist both.

Sadly, Magneton still has to compete for a spot on a team with when compared to various other Electric-types such as Mega Ampharos, Raikou, Jolteon, and Rotom-H. Its base 70 Speed isn't much to write home about, and this allows a number of offensive Pokemon to outpace and threaten it, (AC) such as Mienshao, Chandelure, and Nidoking. Its low base HP stat also sells its bulk short, even with an Eviolite, on top of how easily it is worn down due to no recovery and susceptibility to entry hazards. However, even with common weaknesses in to Ground-(add dash), Fire-(add dash), and Fighting-type moves, (RC) and a fairly narrow and predictable movepool, Magneton still has everything it needs to be a threat in UU, be it a vicious wallbreaker that hits like a nuke or a team player that can eliminate certain Pokemon from the opponent's team. The advantages Magneton offers give it a very unique role in UU that can easily make it worthwhile to fit into your team.


Choice Specs
########
name: Choice Specs
move 1: Thunderbolt
move 2: Flash Cannon
move 3: Volt Switch
move 4: Hidden Power Grass
ability: Analytic
item: Choice Specs
evs: 4 HP / 252 SpA / 252 Spe
nature: Modest

Moves
========
Thunderbolt and Flash Cannon are form Magneton's primary STAB options and as stated, (RC) have decent neutral coverage that can hit a wide amount of Pokemon for neutral damage. The few Pokemon that resist the combination can be covered with a Hidden Power of choice. Hidden Power Grass is preferred for Magneton to take on common Water / Ground Pokemon, such as Swampert and Quagsire. Hidden Power Ice can be used, however, specifically to hit Mega Ampharos. Bear in mind, however, that most of the Pokemon weak to Hidden Power Ice are still susceptible to Flash Cannon.

Set Details
========
Maximum Speed is required since as Magneton is otherwise quite slow. With maximum Speed investment, Magneton is able to outrun defensive Arcanine, defensive Roserade, and uninvested base 100 Speed Pokemon. A Modest nature and Choice Specs maximizes Magneton's power, dealing as much damage as possible. Analytic is necessary even with the Speed investment, as it capitalizes on Magneton's ability to force switches with an extra 30% boost in power, punishing whatever Pokemon switch in. (merge paragraphs) A Timid nature can be used for the extra Speed, but it isn't worthwhile as Magneton outspeeds no key Pokemon with it. Life Orb or Expert Belt can be used in order to ease prediction and hinder the opponent by bluffing the usual Choice Specs. Bear in mind that both items cost Magneton a bit of power overall, and Life Orb makes Magneton even easier to wear down than it was to begin with.
(remove extra space here)
Usage Tips
========
This Magneton set is very high-risk, high-reward, as predicting correctly will often result in a badly damaged Pokemon on the opposing side at the absolute worst; however, it's just as easy to predict incorrectly and be forced out. Because they're immune to Thunderbolt and Volt Switch, Ground-types are an issue for Magneton, so play cautiously if they are present. It's best to use Flash Cannon to nail Ground-types switching in when Magneton is in a position to force out a Pokemon weak to Electric-type moves. Usually the switch to a Ground-type is much easier to predict in these cases, as staying in would be an even riskier play for the opponent to make. (merge paragraphs) Use Hidden Power only when you're absolutely certain that the opponent is sending in a Pokemon weak to it, as it is otherwise very weak it's Magneton's weakest move overall. Hidden Power Grass, however, can be used as a decent neutral play when the opponent is trying to play around Magneton's STABs with a Water + Ground core, as both are covered by it. Use Volt Switch to gain momentum when you know Thunderbolt won't KO a switch-in even after factoring in the boost from Analytic. This allows you to go switch to the appropriate check to what they send in, keeping the momentum of the battle in your favor. Lastly, despite the great number of resistances and switch-in opportunities Magneton's typing offers, it is incredibly easy to wear down with multiple entry hazards, (AC) as it is prone to every form of entry hazard except Toxic Spikes and lacks recovery of any sort. Try not to even let it take a resisted hit unless it's absolutely necessary.

Team Options
========
Thanks to its great natural synergy, Crobat pairs nicely with Magneton, as it is capable of checking the Fighting-types that threaten Magneton and forms while forming a nice VoltTurn core, (AC).(remove period) while Magneton is also able to deal with the bulky Water-types Water-types (something's up with the dash in "Water-types") that Crobat struggles with. Bulky Water-types of your own, such as Slowbro, Swampert, and Vaporeon, are able to check the Fire- and Ground-type Pokemon that give Magneton issues, as well as most Fighting-types. Mienshao and Hydreigon are notable for having incredible offensive synergy with Magneton, as they not only can form an offensive VoltTurn core, but are able to break through a number of defensive cores when used in conjunction with each other. Bulky Water-types such as Slowbro, Swampert, and Vaporeon are able to check the Fire- and Ground-types that give Magneton issues, as well as most Fighting-types. Flying-types and Pokemon with Levitate, such as Flygon, Noivern, Mega Aerodactyl, and Cresselia also pair nicely due to their immunity to Ground Earthquake and ability to check Fighting-types. Clerics such as Umbreon and Florges are able to offer provide Wish support to keep Magneton healthy while checking a number of threatening special attackers that can destroy Magneton, (RC) such as Mega Ampharos, Hydreigon, and Chandelure.


Steel Trapper
########
name: Steel Trapper
move 1: Magnet Rise
move 2: Thunderbolt
move 3: Flash Cannon
move 4: Hidden Power Grass
ability: Magnet Pull
item: Eviolite
evs: 124 HP / 252 SpA / 132 Spe
nature: Modest

Moves
========
Magnet Rise gives Magneton a temporary immunity to Ground-type moves, allowing it to deal with numerous a number of Steel-types it can trap, such as Mega Aggron, Escavalier, Metagross, and Bronzong. Thunderbolt and Flash Cannon are essential STAB moves, though Thunderbolt is the most important as Steel-types don't resist it. Flash Cannon is still good for coverage, as Steel-types are not likely to be the only Pokemon Magneton has to deal with. Hidden Power Grass allows Magneton to beat Swampert and Quagsire one-on-one, effectively extending its role to also cover these Pokemon for your team.

Set Details
========
The given EV spread allows Magneton to outspeed standard defensive Suicune sets while maximizing Special Attack, with the remaining EVs put into bulk. The Eviolite is necessary as it works well with the investment into its bulk, allowing Magneton to survive coverage moves of the Pokemon it traps much more easily. If the extra HP isn't a concern and more Speed is required, an alternate EV spread of 80 HP / 252 SpA / 176 Spe can be used to reliably outrun max Speed Empoleon, defensive Roserade, and -1 Victini after using V-Create once.

Usage Tips
========
The number of Steel-types in UU that can be reliably trapped is a bit lacking; however, the primary targets are Mega Aggron, Bronzong, Doublade, Empoleon, Escavalier, Forretress, Jirachi, Metagross, and Registeel. Of these Pokemon, a few of them are still able to play around Magneton in one way or another: Mega Aggron can phaze with Roar, Doublade can 2HKO with Sacred Sword (Magneton can 2HKO Doublade as well), Escavalier can use Knock Off to remove Eviolite, and Forretress and Jirachi can escape with Volt Switch and U-turn, respectively. As this set is much slower and weaker than the Choice Specs set, try not to liberally go on the offensive unless you have the opportunity to do so. Bulky Water-types, as well as Steel-, Flying-, and Fairy-type Pokemon are handled effectively by this set, and should be the main targets Magneton deals with. (merge paragraphs) Magnet Rise isn't only good for harassing the Steel-types Magneton can trap; it can inhibit a number of Ground-types Pokemon with this move, such as Hippowdon, Swampert, Quagsire, defensive Nidoqueen (be wary of Focus Blast or Fire Blast), and Rhyperior. Finally, even with the Eviolite and decent HP investment, Magneton still doesn't have the greatest bulk overall. So, it prefers not to take hits that it doesn't need to take. Even though it can survive stray Scalds from Water-types Pokemon, burns can make it even easier to wear down than it already was to begin with.

Team Options
========
As this set's primary goal is to eliminate opposing Steel-types Pokemon, partners that appreciate their removal, such as Crobat, Mega Aerodactyl, Cloyster, Hydreigon, Jirachi, and Gardevoir, are all decent teammates. Wish support from Umbreon, Vaporeon, Alomomola, (AC) or Florges is helpful given how easily Magneton is worn down, allowing it to stay in the game as long as possible. Once again, defensive partners that can take the Fire- and Fighting-type moves aimed at Magneton pair nicely with it. Cresselia, Slowbro, Swampert, and Hippowdon are a few examples.

Other Options
########
Magneton's movepool is incredibly shallow, not offering too many more options for it to work with. Discharge can be used over Thunderbolt to exchange a little Base Power for a much higher paralysis rate, but Magneton needs all the power it can gets, and a 30% paralysis chance isn't totally reliable. Hidden Power Ground can be used to allow Magneton to deal with opposing Electric-types much more easily while still covering most Steel-types, but Magneton loses out on the ability being able to hit Water / Ground Pokemon super effectively. Hidden Power Fire can be used to more readily take out Steel-types Steel-types such as Forretress, Escavalier, and even Ferroseed, but it loses the ability to hit several more Pokemon for super effective damage. Substitute and Charge Beam can be used on the Steel Trapper set, as it allows Magneton to become a threat by setting up on a trapped Steel-type and removing it. However, Magneton will not always find itself against teams with Steel-types, making Charge Beam a liability in those cases, especially when compared with its more reliable Electric STAB, Thunderbolt. Charge Beam's boost also isn't reliable, and Magneton can still be revenge killed easily, even with Substitute. Electric Terrain boosts the power of Magneton's moves and prevents grounded Pokemon from sleeping for a few turns, but it's an incredibly niche move and forces Magneton to give up one of its useful coverage options. Thunder Wave can cripple a fast offensive Pokemon trying to switch in on Magneton, allowing it to get the Speed advantage, but it serves no other purpose, and Magneton is better off attacking outright in most cases. This also means it loses out on one of its coverage options, making it easier for some Pokemon to wall it. Sleep Talk can be used on the Choice Specs set if your team absolutely needs a Pokemon to absorb sleep status, but it is highly unreliable and will cost you the ability of selecting the appropriate move, which Magneton heavily depends on in order to be a threat. Lastly, Choice Scarf can be used to compensate for Magneton's average Speed stat, but it is still outsped by all common Choice Scarf users as well as Mega Aerodactyl.


Checks & Counters
########
**Specially Defensive Pokemon**: Specially defensive Pokemon such as Umbreon, Snorlax, and Hippowdon are able to sponge hits even from the Choice Specs set and get free turns to set up or inflict damage.

**Electric-types**: Electric-types in general, (RC) such as Rotom-Heat, Mega Ampharos, Jolteon, Raikou, and even opposing Magneton function as checks since as they resist both its STAB moves, allowing them to survive and hit Magneton back. However, Analytic allows Magneton to do a decent amount of damage to frailer Electric-types on the switch.

**Ground-types**: Ground-types, being immune to Electric-type moves, make predicting with the Choice Specs set a bit riskier, as they can get a free turn to come in and force Magneton out with their STAB moves. They can be covered with the correct coverage move, but Quagsire, (AC) Gastrodon, (AC) and Swampert resist both STAB moves, and are particularly more threatening if Hidden Power Grass is not used.

**Faster Offensive Threats**: Magneton's base 70 Speed lends it to being easily revenge killed and forced out by a number of offensive Pokemon, such as Darmanitan, Mega Houndoom, Mienshao, and Nidoking, just to name a few. Magneton's weaknesses are very common, and the majority of faster offensive Pokemon are likely to have a move it's weak to.

**Dragon-types**: Dragon-types Pokemon such as Mega Ampharos, Flygon, Hydreigon, and Kyurem are able to come in on Magneton's Electric-type moves and force it out. However, Mega Ampharos is the only Dragon-type that isn't afraid of switching in on a Flash Cannon from the Choice Specs set.

**Grass-types**: Grass-types Pokemon such as Celebi, Chesnaught, Roserade, and Assault Vest Tangrowth can also switch into Magneton's on an Electric-type moves with little issue. Though most of them cannot immediately beat Magneton without the proper coverage move, they can set up on it for free; most also have reliable recovery and decent bulk, making them able to risk taking a Flash Cannon upon switching in.

GP 2/2

OaUGwrT.gif
 
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Just pointing out that you randomly added HP fire and ground to the moves section yet they're listed in OO, they can't be in both really

leave it in OO where it originally was

TheManlyLadybug, I'm assuming you did that on purpose. You are not allowed to move a move from OO to moves or remove something from the moveset or something similar during a GP check, something which you have done before. That's the job of the writer and QC team, not you.
 
Alright, all changes have been applied, and this is done! And yeah I'm not putting that HP Fire/Ground thing into Set Details, lol. Sorry
 
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