#462 Magnezone This thread is dedicated to the discussion of the Pokemon competitively, not its tier placement or whether or not it will be banned. Code: #462 Magnezone Typing: Electric / Steel Abilities Magnet Pull - Prevents Steel-type Pokémon from switching. Sturdy - Prevents the Pokemon from been OHKOed Analyze (Dream World) - If the user moves after the opponent, the power of the user's attack is increased. HP: 70 Attack: 70 Defense: 115 Sp.Atk: 130 Sp.Def: 90 Speed: 60 Level-Up Moves -- Mirror Coat -- Barrier -- Metal Sound -- Tackle Lv6 Thundershock Lv11 Supersonic Lv14 Sonicboom Lv17 Thunder Wave Lv22 Spark Lv27 Electra Ball Lv30 Lock-On Lv34 Magnet Bomb Lv40 Screech Lv46 Discharge Lv50 Mirror Shot Lv54 Magnet Rise Lv60 Gyro Ball Lv66 Zap Cannon Tutor Moves Gravity Headbutt Iron Defense Role Play Rollout Signal Beam Snore Swift TM/HM Moves TM06 Toxic TM10 Hidden Power TM11 Sunny Day TM15 Hyper Beam TM16 Light Screen TM17 Rain Dance TM18 Protect TM21 Frustration TM24 Thunderbolt TM25 Thunder TM27 Return TM32 Double Team TM33 Reflect TM34 Shock Wave (Gen III/IV only) TM42 Facade TM43 Secret Power (Gen III/IV only) TM44 Rest TM48 Troll/Sing-A-Round TM57 Charge Beam TM58 Endure (Gen III/IV only) TM64 Explosion TM67 Recycle (Gen III/IV only) TM68 Giga Impact TM70 Flash TM72 Volt Change TM73 Thunder Wave TM74 Gyro Ball TM77 Psych Up TM82 Sleep Talk (Gen III/IV only) TM83 Natural Gift (Gen III/IV only) TM87 Swagger TM90 Substitute TM91 Flash Cannon TM93 Wild Bolt New Moves Electra Ball - X BP Special - [URL="http://www.smogon.com/forums/showpost.php?p=3027789&postcount=621"]Deals more damage the faster the user is than the target.[/URL] Troll/Sing-A-Around - 60 BP Special - Does more damage if multiple users in the party know the attack. Volt Change -70 BP Special - Electric U-Turn basically. Wild Bolt - 130 BP Physical - The user takes recoil damage. Magnezone hasn't changed much since Gen IV but he still remains one of, if not the best Steel killer in the game, and with this generation shaping up to be even more dominated by Steels and Dragons than the last; Magnezone looks to still be thriving in its own little niche; Magnet Pull - Magnezone's biggest selling point is its ability; been able to trap and kill Steel types is nothing to scoff at, especially considering how critical they are to most teams both offensively and defensively. Magnezone easily threatens Pokemon like Skarmory, Nattorei, Forretress, Scizor and almost every notable Steel type in the game. Unique Typing - Electric/Steel is a typing exclusive to the Magnemite family and it gives Magnezone a rather interesting set of resistances and weaknesses. It resists Steel and Flying four times over whilst also resisting Normal, Electric, Rock and the ever dangerous Dragon type. Unfortunately it also gives poor 'zone weaknesses to Fire, Fighting and most notably a quadruple weakness to Ground; all of which are very common attacking types. Decent Bulk - Magenzone certainly isn't going to be replacing your walls anytime soon, but 70/115/90 defenses let it take hits pretty well especially given its variety of resistances. Lacking Speed - Although Magnezone doesn't really need to worry about outspeeding most Steel types, just about anything with decent speed is capable of coming in and revenging it due to it been pretty slow. Limited Movepool - Unfortunately Magnezone's biggest flaw always has and probably always will be its sparse movepool. Offensively it's limited to STAB and Hidden Power where as defensively Magnezone's best options are things like Dual-Screen and T-Wave. In some ways Zone has even less options now that Explosion's been nerfed. Bet you wish you had Shed Shell now, huh? Magnezone @ Leftovers / Balloon Ability: Magnet Pull EVs: 40 HP / 252 SpA / 216 Spe Nature: Timid (+Spe, -Atk) - Thunderbolt - Hidden Power [Fire] - Substitute - Magnet Rise / Volt Change / Thunder Wave The standard Steel Trapper from the last generation makes a return to put the hurt on metal birds and prickly plants everywhere. Thunderbolt is your obvious STAB choice for offensive power letting Magnezone get damage on just about anything that doesn't resist it and hitting Skarmory as well as Empoleon for super-effective damage. Hidden Power Fire lets you kill Nattorei, Forrtress, Scizor and most Steel types that don't resist it. Substitute keeps 'zone safe from damage and more importantly you can easily set it up in the face of Skarmory, Nattorei, Forretress and Bronzong is the latter three aren't packing Ground moves. Your final option is more filler than anything else but Magnet Rise gives you a Ground immunity which lets you put the hurt on Metagross and Doryuuzu, and T-Wave is typical paralysis support. Volt Change is an interesting option since it lets Magnezone scout and get out of unfavourable match-ups, but given that a lot of Magnezone's switch-ins are Ground types it may not be all too practical. Something interesting I'd like to note about this set is that the Electric/Fire combination means Magnezone is capable of beating the Nattorei/Burungeru defensive core people have been going on about as of late and unlike a lot of the other Pokemon that can break through it Magnezone is capable of actually trapping Nattorei if it isn't running Shed Shell. Another alternative option for this set is a new held item called the Balloon. I'll cover this a bit later on in the post, but the Balloon grants Magnezone a Ground immunity until it's popped and has a fair bit of potential use. Sort of moderately fast Magnezone Magnezone @ Choice Scarf Ability: Magnet Pull EVs: 4 HP / 252 SpA / 252 Spe Nature: Timid (+Spe, -Atk) - Thunderbolt - Hidden Power [Fire] / Hidden Power [Ice] - Flash Cannon / Volt Change / Thunder - Flash Cannon / Volt Change / Thunder ScarfZone certainly isn't a Garchomp-level revenge killer but it does have the rather unique ability of been able to trap and revenge kill the fasters Steels slower variants of zone can't touch. Thunderbolt is your typical STAB move where as your Hidden Power mainly offers coverage; Fire beats various notable Steels where as Ice lets you hit Dragons and the assortment of Ground types running around. The finaly two slots have few options but they aren't all too terrible. Flash Cannon gives you a way of hitting Rock types (Tyrannitar notably) as well as making some use of Magnezone's Steel STAB. Volt Change works as U-Turn typically does on Choiced Pokemon and Thunder is a situational option if you want to put the hurt on Rain Dance teams. Where are you going Magnezone? Magnezone @ Light Clay Ability: Magnet Pull EVs: 252 HP / 96 Def / 162 SpD Nature: Bold - Reflect - Light Screen - Volt Change - Hidden Power [Fire] / Thunder Wave A rather uncommon set from last generation, Dual Screen Magnezone has arguably gotten both better and worse depending on your point of view. Explosion is a lot less viable now which prevents you going out with a bang so to speak, but Volt Change let's Magnezone get another Pokemon in for free whilst also keeping itself alive to come in and set up screens later on. With this in mind you can run Hidden Power in the last slot to still score KOs on Nattorei, Forretress and Scizor or you can go with T-Wave to spread status. *Note: EV spread may well be outdated given this is from the 4th gen analysis; if anyone has a better spread for the current generation feel free to suggest it. I don't have a mouth... Magnezone @ Cutsap Berry / Petaya Berry / Salac Berry Ability: Sturdy EVs: 4 HP / 252 Sp.Atk / 252 Spe Nature: Modest (+Sp.Atk, -Atk) / Timid (+Spe, -Atk) - Thunderbolt - Hidden Power [Fire] / [Ice] - Flash Cannon - Thunder Wave Well this is an interesting little gimmick. Sturdy basically acts as a Focus Sash thi generatio which allows Magnezone to take any hit (Most notably Ground typed ones) and live, and then retaliate. Now generally speaking this is wouldn't be worth giving up Magnezone's ability to trap Steels but in combination with any of the listed berries it can almost gurantee Magnezone a kill. Generally speaking Magnezone is know to carry Magnet Pull, it's something the majority of players simply take for granted. With this in mind Magnezone is quite capable of bluffing Magnet Pull letting it kill a Steel (Ideally something that isn't attacking zone like Skarm or Nattorei) and then kill whatever comes in to finish it. The way this works is say if Garchomp comes in and hits you with an Earthquake; Magnezone lives and gets a berry boost and then smacks chomp in the face with Hidden Power Ice. That's just one example, but the general idea is Magnezone kills something like Skarmory and then either kills the revenger or at least takes a pretty big chunk out of it. Berry choice is up to you; Custap ensures you get two attacks off which is pretty useful but Petaya increases your chances of OHKOing whatever you're facing and technically speaking Cutsap is actually illegal at present. You can run Salac with Timid and then try to sweep with Magnezone which is an interesting idea, although attempting to sweep with 1 HP often isn't practical. What the fuck is this? Seriously? Magnezone @ Life Orb / Leftovers Ability: Analyze EVs: 252 HP / 4 Def / 252 Sp.Atk Nature: Quiet (+Sp.Atk, -Spe) - Thunderbolt - Hidden Power [Ice] - Flash Cannon - Substitute / Magnet Rise Now this set is nothing more than theorymon at the moment but I thought it was worth mentioning regardless. It's currently unknown by how much Analyze boosts your offensive, or exactly how the mechanic works but the basic idea is if you attack after the opponent your attacks hit harder. With this in mind the idea of this set is to make use of Magnezone's various resistances and decent bulk to take hits and hit back harder. Thunerbolt and Flash Cannon are your STAB options and Hidden Power Ice can be used to give BoltBeam coverage. Your last move is to give Magnezone some longetivity, Magnet Rise lets you dodge Ground attacks for a while which is pretty helpful on ensuring nothing is going be KOing you, but Subtitute can be use to prevent status and you can set it up on Steels pretty easily if you bluff Magnet Pull. Is it a bird? Is it a plane? No, that's Motherfucking Balloonzone! Magnezone @Balloon Ability: Magnet Pull EVs: 204 HP / 252 Sp.Atk / 52 Spe Nature: Modest (+Sp.Atk, -Atk) - Thunderbolt - Hidden Power [Fire/Ice] - Magnet Rise - Flash Cannon / Volt Change / Substitute In a world where Farfetch'd still sucks and Flareon will never get Flare Blitz, the poor Magnemite family have always had to put up with that rather unfortunate Ground weakness. Apparently floating above the ground with god damn bloody magnetism doesn't shield you from earthquakes while Pidgey can take a nap while completely immune. However the great gods at TrollFreak decided to have mercy on poor Magnezone and bless him with the greatest item Pokemon has ever seen. The Balloon for those of you that haven't read the Research Thread (That's your cue to go read it) gives the holder an immunity to Ground type moves as long as the balloon is intact. Should you be hit by a damaging move the balloon pops. What this means is until your opponent lands a hit on Magnezone their Earthquakes aren't doing anything. Now no one in their right mind is going to let Magnezone fly around untouched but the important detail is that for at least one turn Magnezone has a chance to put the hurt on anything that would otherwise kill it with EQ in one hit. Fundamentally the set plays like a slower but bulkier version of the Steel Trapper set. The difference is the fact unlike the standard Steel Trapper you're free to set-up Magnet Rise in the face of Pokemon that would otherwise try and Earthquake you, notably things like Doryuuzu, Tyrannitar, Garchomp, Randorosu and so forth. The advantage this set has over the standard Steel Trapper is the fact Magnezone is now quite capable of beating certain Pokemon in one on one confrontations that it otherwise couldn't and this can in turn make Magnezone a surprisingly threatening revenge killer of sorts. The basic moveset is mostly the same as your typical Magnezone although unlike the dedicated Steel killer Hidden Power Ice is a viable option of this set since it lets Magnezone take on a lot of prominent revenge killers as well many key players on Sandstorm teams. Magnet Rise becomes in a very viable option since the Balloon gives you the turn need to set it up against faster Pokemon and basically making Magnezone a very difficult Pokemon to take down. You final move is up to you, Flash Cannon allows you to beat Tyrannitar and hit a few other things for STAB and is generally the better option. However Volt Change lets you get in another Pokemon in for free and Subtitute can be used in the same way it can on the Steel Trapper set especially given that this variant is quite bulky. The Speed EVs let you outrun standard Choice Band Scizor although you can just invest them in HP or Def if you prefer. Fuck Mole Magnezone Magnezone @Balloon Ability: Magnet Pull EVs: 200 HP / 210 Def / 100 Sp.Atk Nature: Bold (+Def, -Atk) - Thunderbolt - Hidden Power [Fire] - Magnet Rise - Troll Does Doryuuzu rape your team? Do you lack an answer to that god damned mole? Perhaps you are sick of your Choice Band Roopushin getting OHKOed by a +2 Earthquake? Well fear no more, for the "Fuck Mole Magnezone" is the answer to all of your problems. Even with Stealth Rock, Life Orb and Swords Dance Doryuuzu can never 3HKO you with X-Scissor or Rock Slide, letting you Magnet Rise and Hidden Power in peace. Thunderbolt lets you 2HKO Skarmoy, and the excellent Normal typed Troll can be installed for a mere 16,000 Pokedollars, letting you deal 6 to 7 percent on standard Blissey. Factoring in Leftovers that's a 100HKO if you hit for max damage all one hundred times! Don't miss out on this fantastic offer; you too can Fuck Mole today. Please note that we here at TrollFreak Incorperated hold no responsibility for what happens to your team if you switch Magnezone in on an attacking move. We would also like to inform you your "Fuck Mole Magnezone" does not come with insurance or warranty, and if you break it that's your problem. Thank you for buying from TrollFreak Incorperated, have a nice day. All-in-all Magnezone hasn't changed all that much since last generation. Outside of Volt Change and Explosion getting nerfed its movepool is pretty much the same and the only new item Magnezone can really make use of is the Balloon. Sturdy and Analyze may get used as gimmicks, but on the majority of teams been able to trap Steels is far more important. However even with a limited number of tricks Magnezone remains an impressive Steel Trapper and will more than likely still fill the niche it used to as well as ever. *Note: I left out several sets that were on the D/P analysis since the only changes to the majority of them is slashing in Volt Change so I only 'updated' the ones that were either 'standard' or have arguably gotten more viable because of Volt Change and/or the Balloon.