With respect to not derailing the thread I do love my some Magnet Rise Magneton. It's ability to force a -fighting or -fire type STAB mon in to take it on makes it really fun for teambuilding. It is not always the easiest mon to switch in however, as uhhh, the aforementioned types are super popular and while it can threaten Scald users out, its not particularly fond of switching into them.
On a different note, I have been bored and using a simple, high-risk/high-reward team of hyper offensive strategies (weakness policy passing celebi, agility moltres, screens with SD lucario, RD mega swampert.) I figured every battle would be all or nothing, but I have found RD Mega-Swampert to be a huge threat to many teams from turn 1. In fact, if I was able to keep SR up and KO maybe one mon, mega-swampy was pretty much GG. Upon reviewing the viablity thread, he does indeed threaten the life of very many mons ranging from S to A- (not to say there aren't credible stops). The best part about him is that he can set up RD against most any mon lacking a -grass attack or WoW, and with three move coverage he is baller. It is not hard to pivot effectively and waste his meager 5 turns of rain, but the problem is that if you did no damage to Swampy and did not end your pivots on the right mon, he can just set rain up again and start the mindgames anew. Again, I am not claiming any grand status, I guess I am just so impressed because my first thoughts about mega-swampert was that he was a throw away mega, why would anyone waste the slot over using the awesome tank that is lefties swampy with SR and roar. I have become so convinced that RD swampert is a huge threat that requires you keep a pure water type or -grass attack alive. Biggest and legit problem is that you have to run jolly to outspeed scarf base 100s (read not flinched to death/flinched out of rain turns by jirachi)
Thoughts, agreements, contradictions?