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Resource LC Viability Rankings

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Slowpoke B- -> B+
Honestly, I'm a little confused. Slowbro has everything that a potent wall wants: active recovery, passive recovery, T-Wave, burn fishing, and a decent typing. The only thing it really fears is Pawniard and Knock Off. Though those two threats are often present, Slowpoke can still switch in on almost anything!

Edit: Okay, but maybe B rank?

196+ Atk Fletchling Acrobatics (110 BP) vs. 116 HP / 236+ Def Eviolite Slowpoke: 7-10 (25.9 - 37%) -- 82.5% chance to 3HKO
(7, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 10)

 
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079.png
Slowpoke B- -> B+
Honestly, I'm a little confused. Slowbro has everything that a potent wall wants: active recovery, passive recovery, T-Wave, burn fishing, and a decent typing. The only thing it really fears is Pawniard and Knock Off. Though those two threats are often present, Slowpoke can still switch in on almost anything!

196+ Atk Fletchling Acrobatics (110 BP) vs. 116 HP / 236+ Def Eviolite Slowpoke: 7-10 (25.9 - 37%) -- 82.5% chance to 3HKO
(7, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 10)
*Slowpoke, not Slowbro

Slowpoke is okay, but not much more than that. A lot of Pokemon carry Knock Off, and once its Eviolite is Knocked Off it is pretty frail. It also struggles to do a large amount of damage to things, and it doesn't have some nice niche like Foongus, which has Spore. It is still good and it has Thunder Wave to cripple the opponent, but it isn't great, due to its typing, Knock Off being everywhere, and lack of Special bulk. It can't take hits as well as you'd like it too. :/ Your calc didn't really help much either. Fletchling is pretty weak, and it's Acrobatics 3HKOs it. Stronger Pokemon will do even more damage to Slowpoke, although it does have Regenerator which helps. I can't see it going to B+ rank, and even B rank is pushing it.
 
I do agree with what Aaron said. Slowpoke is okay, but Knock Off being so common in this meta really hinders it. On top of that, Slowpoke really has trouble with VoltTurn teams, which is a very common archetype. Chinchou can safely switch in on Slowpoke and do a tremendous amount of damage to it with its electric STABs. Overall, Slowpoke should probably stay in B- rank.
 
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I'm gonna go ahead and throw out a post concerning Cacnea, because it's something that hasn't been covered yet and it's interesting to theorymon about Pokemon that aren't viable.

The main thing that Cacnea has in its arsenal is Water Absorb. It's a very nice ability that allows you to punish Scalds, Surfs, and Hydro Pumps on switches, as well as completely wall Pokemon that may be Choice-locked into a Water-type move. Plus, I feel like the niche of being a Grass-type with Water Absorb gives it a place in Sun teams, since it has good mixed attacking stats and STAB Solarbeam, and it can switch into a lot of Vulpix's and Ponyta's threats. Being able to resist Ground and Electric is also a big plus.

Cacnea has a pretty diverse movepool, and has some unique moves in LC. It has access to a lot of different support moves:
-Switcheroo, which can possibly enable a Scarf set (since it can get to 14 Speed)
-Spikes, which allows it to set up hazards against Water-types that it walls
-Synthesis for recovery.
-Destiny Bond, though it's too slow to abuse it correctly.

Plus, its coverage is pretty potent, with moves like Drain Punch for Darks and Steels, STAB Bullet Seed (Sturdy breaker, with 100% accuracy)/ Seed Bomb (strong physical Grass STAB)/ Solarbeam (for aforementioned use in Sun teams), Poison Jab for fairies, and priority with Sucker Punch.

Problem is, Cacnea is horribly slow and is cursed with terrible bulk. Plus, while it has a large movepool, not many of those moves are very impactful, and it can't get Knock Off, which is a big disappointment. That being said, I think it can have a small niche in certain Sun teams. It's no Bellsprout, but having Water Absorb really gives it something to work with. I think it could easily go up to C, but I don't think it should go any higher. I don't think it belongs in the same tier as Oddish, which it clearly outclasses utility-wise, even without Chlorophyll.

However, most of this is theorymon and largely untested and/or complete. What do you guys think?
 
I didn't know Cacnea got Switcheroo and now that's really bothering me. Grass/Dark/Fighting coverage without a boosting item isn't all that hard to switch into, though.
 
I didn't know Cacnea got Switcheroo and now that's really bothering me. Grass/Dark/Fighting coverage without a boosting item isn't all that hard to switch into, though.
Cacnea has murkrow level attack stats. and sucker punch, bullet seed isn't the strongest like BB but it does its job. Drain punch is cool as well for hitting ferro and pawniard, its speed is the main thing drawing it back, its bulk is also similar to murkrow so it can live some neutral hits, but it has 2 recovery options, albeit reliable.
 
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I almost put cacnea on a a team as a baton pass reciever. Only problem was limited movepool. It has some okay moves but there is no way to hit fire types or poison types hard. There is no rock, psychic, ground, or water type moves at all outside of hidden power... or mudslap. The only redeeming move would have been nature power back when it was a physical ground move. Now nature power is crappy tri attack and pokemon like cacnea and sawsbuck got screwed over. RIP sawsbuck.

Edit: Without boosts it's too much of a mediocre grass type that only has decent attack and couple okay moves going for it. It's not very bulky and overall it's slow. You can swordsdance and threaten with sucker punch but it's not a stab sucker punch. It can outspeed fletchling if it's not a speed invested fletch. However, it might just substintute in your face. Or worse it is a speed fletch and it's swordsdances as you sucker punch (It could be safer to just thunderpunch/return/double edge if you have no fletch check left). For fire types larvesta, ponyta, and vulpix aren't afraid of it. Foongus and trubbish would also be problematic.

Ultimately, I just wouldn't recommend using cacnea at all. Too much risk and not enough reward.
 
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I almost put cacnea on a a team as a baton pass reciever. Only problem was limited movepool. It has some okay moves but there is no way to hit fire types or poison types hard. There is no rock, psychic, ground, or water type moves at all outside of hidden power... or mudslap. The only redeeming move would have been nature power back when it was a physical ground move. Now nature power is crappy tri attack and pokemon like cacnea and sawsbuck got screwed over. RIP sawsbuck.

Edit: Without boosts it's too much of a mediocre grass type that only has decent attack and couple okay moves going for it. It's not very bulky and overall it's slow. You can swordsdance and threaten with sucker punch but it's not a stab sucker punch. It can outspeed fletchling if it's not a speed invested fletch. However, it might just substintute in your face. Or worse it is a speed fletch and it's swordsdances as you sucker punch (It could be safer to just thunderpunch/return/double edge if you have no fletch check left). For fire types larvesta and ponyta aren't afraid of it.
Putting any decent offensive mon with torchic pass can allow it to work, idc how well it does on that. Its attack is not decent I just said its the same as murkrow's. No fletchling should run substitute so your point is dumb, bulky fletchling is the best anyway. Ofc fire types are gonna like switching in on grass types, theres rarely any exceptions.
How is there high risk? its one of the few offensive chou counters, its SD set punishes a lot of mons, and scarf can cripple some defensive switch ins like foongus.
 
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Putting any decent offensive mon with torchic pass can allow it to work, idc how well it does on that. Its attack is not decent I just said its the same as murkrow's. No fletchling should run substitute so your point is dumb, bulky fletchling is the best anyway. Ofc fire types are gonna like switching in on grass types, theres rarely any exceptions.

It had some things going for it as far as pass receiver. Drain punch for recovery and to kill pawniard, priority, and bullet seed for hard to deal with things like abra. At the time I was looking for things with multiattacking moves and drain punch. There is water immunity for switching from torchic to cacnea but I believe it conflicts with moves so sand veil is used. Working around fletch as well as all fire types and all poison types is a bit limiting in my opinion. Imo substitute is a viable move on fletch and can work well. I like never use fletch though cause I think it's ridiculous and bad for the tier.
 
It had some things going for it as far as pass receiver. Drain punch for recovery and to kill pawniard, priority, and bullet seed for hard to deal with things like abra. At the time I was looking for things with multiattacking moves and drain punch. There is water immunity for switching from torchic to cacnea but I believe it conflicts with moves so sand veil is used. Working around fletch as well as all fire types and all poison types is a bit limiting in my opinion. Imo substitute is a viable move on fletch and can work well. I like never use fletch though cause I think it's ridiculous and bad for the tier.
substitute fletch would be good if it was priority, and anyway I don't care what you think of fletchling, I actually want it to drop, its far to easy to handle nowadays. And like I said any mon with offensive potential, especially with stronger priority can work with torch pass. Why would you not even try to see if water absorb is legal with its movepool? Seems like a lazy move. Fighting types have to do the same thing stratis I don't see your point, at least aside from mienfoo who can just u-turn out. On that note can anyone else try to discuss my point about Fletchling to A+.
 
Cacnea has murkrow level attack stats. and sucker punch, bullet seed isn't the strongest like BB but it does its job. Drain punch is cool as well for hitting ferro and pawniard, its speed is the main thing drawing it back, its bulk is also similar to murkrow so it can live some neutral hits, but it has 2 recovery options, albeit reliable.

Cacnea's weaknesses and poor bulk make it way too easy to kill; its poor Speed only further enables this. A Pokemon so frail with good attacking stats needs to be concerned with hitting stuff, though, not recovering health (unless it's with Drain Punch). It's incredibly hard to even get up Swords Dance with Cacnea. Its stats are similar to that of Murkrow, but the power of its moves don't match up to make the comparison valid. Bullet Seed's chance of dealing high damage is totally random. Additionally, Cacnea without Eviolite is extremely easy to kill, whereas Murkrow's Speed made it able to make better use of Life Orb. The two are quite different.

I almost put cacnea on a a team as a baton pass reciever.

Good luck getting it in and then being able to use a move with it without dying. Pure Grass typing and 50/40/40 defensive stats aren't ideal for having boosts passed to it.

On that note can anyone else try to discuss my point about Fletchling to A+.

Fletchling is much too metagame-defining to consider this, I think. A team without like two good Fletchling checks is considered bad, and there's a reason for that.

and anyway I don't care what you think of fletchling, I actually want it to drop, its far to easy to handle nowadays

This is only true because teams are forced to prepare for it if they want to have a chance at being successful in the metagame at large. The fact that Fletchling's existence demands that teams are able to reliably deal with it doesn't mean it's less viable; I wouldn't run multiple checks for something that I felt didn't require it. The fact that players absolutely must have Fletchling checks stands for itself, and so does a 110 Base Power STAB priority attack with the option to be boosted by Swords Dance. It literally has a great deal of control over the metagame because of this.
 
Cacnea's weaknesses and poor bulk make it way too easy to kill; its poor Speed only further enables this. A Pokemon so frail with good attacking stats needs to be concerned with hitting stuff, though, not recovering health (unless it's with Drain Punch). It's incredibly hard to even get up Swords Dance with Cacnea. Its stats are similar to that of Murkrow, but the power of its moves don't match up to make the comparison valid. Bullet Seed's chance of dealing high damage is totally random. Additionally, Cacnea without Eviolite is extremely easy to kill, whereas Murkrow's Speed made it able to make better use of Life Orb. The two are quite different.



Good luck getting it in and then being able to use a move with it without dying. Pure Grass typing and 50/40/40 defensive stats aren't ideal for having boosts passed to it.



Fletchling is much too metagame-defining to consider this, I think. A team without like two good Fletchling checks is considered bad, and there's a reason for that.



This is only true because teams are forced to prepare for it if they want to have a chance at being successful in the metagame at large. The fact that Fletchling's existence demands that teams are able to reliably deal with it doesn't mean it's less viable; I wouldn't run multiple checks for something that I felt didn't require it. The fact that players absolutely must have Fletchling checks stands for itself, and so does a 110 Base Power STAB priority attack with the option to be boosted by Swords Dance. It literally has a great deal of control over the metagame because of this.
True I agree my cacnea to murkrow comparison was more than flawed in 1 way or another, but BU pass with torchic can work because torch does bait in water types, ofc their are better users of torch pass but it is viable. Teams generally need 2 ways of dealing with abra, because after SR a lot of its answers are beaten, does that make abra S rank no? A lot of bulky mon are able to check fletchling with even a need to resist acro. Its mixed set fails to get over its best answers, and diglett only beats pawniard (only sash variants), chinchou, mag (chou and mag win if scarf and it tries to switch in as sash) and omanyte, leaving defensive tirt, porygon, archen, and several others I'm drawing a blank on now. And thats fletchlings best support, otherwise it could only maybe beat scarf mag and pawniard with overheat, but the SD set is the best one, mixed is just to weak late game. Viability rankings show how good a mon does in teh current meta, if a team has to prepare for it so much now, then does it not deserve to drop if people are so aware of it. Pawniard can by itself get past its answers, and mienfoo has been the greatest utility mon LC has had since gen 5, along with having multiple sets, so even if you prepare for these two, they will issue, unlike fletchling, it requires to much support rn to be considered S rank.
 
I think Corphish is ranked too low at b-. Corphish has such great offensive prowess, decent coverage, good STAB, priority,knock off and adaptibillity (spelling :P?)
I'm aware that stuff like chinchou and foongus can beat it, but the reasons above are enough for B rank instead of B minus.
 
I think Corphish is ranked too low at b-. Corphish has such great offensive prowess, decent coverage, good STAB, priority,knock off and adaptibillity (spelling :P?)
I'm aware that stuff like chinchou and foongus can beat it, but the reasons above are enough for B rank instead of B minus.
I have been using it some, and I do agree that it is really strong. My only issue was that it had a hard time switching in on strong neutral hits, and it was to slow to get multiple hits in (although Aqua Jet did mitigate this somewhat). I wouldn't really prefer it to move to B rank because of its low defenses and speed, but I wouldn't be totally apposed to it either since it hits really hard and has Knock Off.
 
I am not too sure about this, but I think that magnemite could be moved down from High A down to just A rank. I think this, because sturdyjuice isn't all too great anymore because of the omnipresent knock off users and fighting types. The scarf variant is pretty good, but can be stopped by chinchou, and generally ground types. Chinchou is also very similar to magnemite ( bird spam counter, bulky offense and giving volt switches, scarfed set) but I think that chinchou usually is a better fit.
 
I am not too sure about this, but I think that magnemite could be moved down from High A down to just A rank. I think this, because sturdyjuice isn't all too great anymore because of the omnipresent knock off users and fighting types. The scarf variant is pretty good, but can be stopped by chinchou, and generally ground types. Chinchou is also very similar to magnemite ( bird spam counter, bulky offense and giving volt switches, scarfed set) but I think that chinchou usually is a better fit.
This is one that I definitely disagree with. I personally love the Choice Scarf set, as it hits so hard and provides momentum for the team. You can't really say a Pokemon should move down just because of one type, and Ground isn't even that bad to Magnemite anyways. Flash Cannon hits really hard on Pokemon like Diglett and Drilbur, so they can't switch in on it. The switch ins aren't that hard to predict either, as they will switch in almost every time against Magnemite. I also love using Analytic as the ability, because by forcing so many switches Volt Switch is powered up even more while still providing momentum. For Chinchou there is Hidden Power Ground, although Chinchou must be greatly weakened first to KO. Just because there is one Pokemon that checks it well though doesn't mean it should move down. It hits hard, provides momentum, and has few checks. A+ rank for sure.

Even the Sturdy + Berry Juice set is good too, preventing sweeps and even cleaning late game. Gotta get up those Stealth Rocks.
 
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This is one that I definitely disagree with. I personally love the Choice Scarf set, as it hits so hard and provides momentum for the team. You can't really say a Pokemon should move down just because of one type, and Ground isn't even that bad to Magnemite anyways. Flash Cannon hits really hard on Pokemon like Diglett and Drilbur, so they can't switch in it. I also love using Analytic as the ability, because by forcing so many switches Volt Switch is powered up even more while still providing momentum. For Chinchou there is Hidden Power Ground, although Chinchou must be greatly weakened first to KO. Just because there is one Pokemon that checks it well though doesn't mean it should move down. It hits hard, provides momentum, and has few checks. A+ rank for sure.

If you want to say that Ground isn't even that bad to Magnemite, imma have to disagree. Ground trashes Magnemite, utterly. Also, for hitting Chinchou and Ground types I'd use HP Grass. Anywho, the whole point of using Magnemite is to have a quick Flying-type counter/check, and Sturdy always allows a switchin (though not always recommended) As for having few checks, I'd refer you to the omnipresent Fighting types, especially priority users such as Timburr. I feel like Chinchou is just a better meta choice atm, due to both a ton of Fighting types and a bunch of Fire types, plus an electric immunity (most often.) I feel like
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Magnemite A+ -> A is a pretty solid move.
 
If you want to say that Ground isn't even that bad to Magnemite, imma have to disagree. Ground trashes Magnemite, utterly. Also, for hitting Chinchou and Ground types I'd use HP Grass. Anywho, the whole point of using Magnemite is to have a quick Flying-type counter/check, and Sturdy always allows a switchin (though not always recommended) As for having few checks, I'd refer you to the omnipresent Fighting types, especially priority users such as Timburr. I feel like Chinchou is just a better meta choice atm, due to both a ton of Fighting types and a bunch of Fire types, plus an electric immunity (most often.) I feel like
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Magnemite A+ -> A is a pretty solid move.
Well obviously Magnemite doesn't want to switch in on Ground-types, but Ground-types don't want to switch in on Magnemite either. Fighting-types don't want to be switching in on Magnemite either, and it could just Volt Switch out to a favorable matchup anyways. Also, one type weakness or one Pokemon it is countered by doesn't mean it should move down. Every Pokemon has checks and counters.

HP Ground is for other Pokemon too, btw.
(Will post more in a bit; I have to go now or my dad will kill me -_-)
 
Well obviously Magnemite doesn't want to switch in on Ground-types, but Ground-types don't want to switch in on Magnemite either. Fighting-types don't want to be switching in on Magnemite either, and it could just Volt Switch out to a favorable matchup anyways. Also, one type weakness or one Pokemon it is countered by doesn't mean it should move down. Every Pokemon has checks and counters.

HP Ground is for other Pokemon too, btw.
(Will post more in a bit; I have to go now or my dad will kill me -_-)

So what you're saying is that nothing should switch in on Magnemite because it'll be gone? Fighting types resist Magnemite's secondary STAB and can automatically threaten it. There is almost no reason not to switch in a bulky Fighting type like Eviolite Foo against Magnemite. Even then, you then have a way to regain momentum with Foo's U-Turn! It's not just one type weakness, it's three very common ones: Fighting, Fire, and Ground (okay, so ground isn't that common but Diglett and HP Ground). I'd also argue that some Ground-types would love to switch in on Magnemite, especially Hippopotas! A specially defensive Hippopotas can switch in on Magnemite comfortably and OHKO with EQ:

240+ SpA Magnemite Flash Cannon vs. 212 HP / 180+ SpD Eviolite Hippopotas: 9-12 (34.6 - 46.1%) -- guaranteed 3HKO
(9, 9, 9, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 12)

240+ SpA Magnemite Hidden Power Grass vs. 212 HP / 180+ SpD Eviolite Hippopotas: 10-12 (38.4 - 46.1%) -- guaranteed 3HKO
(10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 12)

VS

20 Atk Hippopotas Earthquake vs. 0 HP / 0 Def Magnemite: 48-60 (252.6 - 315.7%) -- guaranteed OHKO
(48, 48, 48, 48, 48, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 60)

If you've either A) broken the Sturdy Juice circle B) Knocked Off the Juice or C) have a Hazard up, Magnemite is done.

Overall, Magnemite is very strong, but its typing and role do not make it a strong Meta choice atm. Normal A is good, I think.
 
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So what you're saying is that nothing should switch in on Magnemite because it'll be gone? Fighting types resist Magnemite's secondary STAB and can automatically threaten it.
They don't
There is almost no reason not to switch in a bulky Fighting type like Eviolite Foo against Magnemite.
Except the fact foo is 2HKOed by thunderbolt?
Even then, you then have a way to regain momentum with Foo's U-Turn! It's not just one type weakness, it's three very common ones: Fighting, Fire, and Ground (okay, so ground isn't that common but Diglett and HP Ground).
Fire isn't that common, and all of those types can't switch in at all in Magnemite, mainly because they're all 2HKOed by either of its STAB moves while mag isn't threatened since it has sturdy
I'd also argue that some Ground-types would love to switch in on Magnemite, especially Hippopotas! A specially defensive Hippopotas can switch in on Magnemite comfortably and OHKO with EQ: calcs
Wow, you mentioned one pokémon. That doesn't mean magnemite isn't viable.
If you've either A) broken the Sturdy Juice circle B) Knocked Off the Juice or C) have a Hazard up, Magnemite is done.
A) won't often happen, B) requires you to have switched in something safely that can knock off on magnemite (and magnemite staying), and C) is neutered by endure and hazard control

Overall, Magnemite is very strong, but its typing and role do not make it a strong Meta choice atm. Normal A is good, I think.
Magnemite is stronger than ever, both the scarf set and the berry juice one are strong picks on offensive teams: it's an excellent offensive pokémon that also acts as a bird spam check.
 
They don't

Except the fact foo is 2HKOed by thunderbolt?

Fire isn't that common, and all of those types can't switch in at all in Magnemite, mainly because they're all 2HKOed by either of its STAB moves while mag isn't threatened since it has sturdy

Wow, you mentioned one pokémon. That doesn't mean magnemite isn't viable.

A) won't often happen, B) requires you to have switched in something safely that can knock off on magnemite (and magnemite staying), and C) is neutered by endure and hazard control


Magnemite is stronger than ever, both the scarf set and the berry juice one are strong picks on offensive teams: it's an excellent offensive pokémon that also acts as a bird spam check.

  • Oops.
  • Oops.
  • Maybe not, but Sun seems to be on the rise, and there's always Overheat Fletch also totally not saying it's unviable, just that it's regular A viable.
  • True, I guess that belongs in the Counter This Pokemon thread...
  • While Magnemite is Recycling, bring in your Knock Offer also is Endure really that common?
  • Yeah, it's a birdspam check, but Chinchou is a straight up counter.
 
  • Oops.
  • Oops.
  • Maybe not, but Sun seems to be on the rise, and there's always Overheat Fletch also totally not saying it's unviable, just that it's regular A viable.
  • True, I guess that belongs in the Counter This Pokemon thread...
  • While Magnemite is Recycling, bring in your Knock Offer also is Endure really that common?
  • Yeah, it's a birdspam check, but Chinchou is a straight up counter.
Thanks apt-get for defending Magnemite while I was gone haha. Everything he said is very true, and I don't mean to be rude Good Morgan, but please check your facts first before you post.

Not all Magnemite run Recycle, and definitely not the Choice Scarf set. That is another thing you have to worry about with Magnemite too - Do you have to break its Sturdy, or do you have to worry about its fast Speed and Volt Switch? Also, what does Sun being on the rise have to do with Magnemite? Again with Chinchou though? First of all, it's not a straight counter since Magnemite sometimes runs Hidden Power Ground. Even so, one Pokemon that checks it doesn't make it bad!!!
 
Thanks apt-get for defending Magnemite while I was gone haha. Everything he said is very true, and I don't mean to be rude Good Morgan, but please check your facts first before you post.

Not all Magnemite run Recycle, and definitely not the Choice Scarf set. That is another thing you have to worry about with Magnemite too - Do you have to break its Sturdy, or do you have to worry about its fast Speed and Volt Switch? Again with Chinchou though? First of all, it's not a straight counter since Magnemite sometimes runs Hidden Power Ground. Even so, one Pokemon that checks it doesn't make it bad!!!

When that Pokemon is one of the best Pokemon in the meta, it does sort of hurt its viability, and in my opinion Chinchou is closer to a counter than a check. It also faces trouble from a lot of other very common 'mons, such as Drilbur, Ponyta, and Mienfoo, and it can't switch into flying types reliably, as they literally all have U-Turn (Fletchling, Archen, Taillow) to break its sturdy.

Magnemite ---> A
 
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