
#462 Magnezone
Base Stats: 70 HP / 70 Atk / 115 Def / 130 SAtk / 90 SDef / 60 Spd
Ability: Magnet Pull (traps steel types)
Ability: Sturdy (OHKO moves fail)
Notable Physical Movepool
Spark
Magnet Bomb
Gyro Ball
Explosion
Notable Special Movepool
Discharge
Thunder
Charge Beam
Thunderbolt
Zap Cannon
Flash Cannon
Hidden Power
Notable Support Movepool
Thunder Wave
Magnet Rise
Metal Sound
Screech
Sleep Talk
Substitute
Barrier
Reflect
Light Screen
Mirror coat
Rest
Toxic
Magnezone, the best damn electric type defensively in the game. Sure he's 4x weak to Earthquake, but goodness he has some awesome resistances. He resists...
2x Return / Body Slam / Tri Attack
2x Pursuit / Crunch / Dark Pulse
2x Shadow Punch / Shadow Ball
2x Ice Punch / Avalanche / Ice Beam
2x Thunder Fang / Discharge / Thunderbolt
2x Scissor Cross / Megahorn
2x Dragon Claw / Dragon Pulse / Draco Meteor
2x Seed Bomb / Wood Hammer / Grass Knot / Leaf Storm
4x Iron Head / Meteor Mash
4x Aerial Ace / Air Slash
Seriously, look at that and say, "Why aren't people talking about this guy more?" There's only three types that super-effective it (Fight / Ground / Fire) and one type that is neutral against it (Water). He's even immune to sandstorm. Here's some general facts about Magnezone.
Resists 3/4 moves on standard CB Tyranitar.
Resists 3/4 moves on standard CB Rhyperior.
Resists 3/4 moves on standard CB Heracross.
Resists 3/4 moves on standard CS Starmie.
Resists 2/4 moves on standard CS Salamence.
Cool, huh? Here's some sets for your perusal.
Magnezone @ Leftovers
Nature: Timid (+Spd -Atk)
EVs: 80 HP / 212 Spd / 216 SAtk
Trait: Magnet Pull
-Magnet Rise
-Thunderbolt
-HP Ice / HP Grass / Flash Cannon
-Reflect / Light Screen
Outspeeds CB Tyranitar and Rhyperior, along with min speed Gliscor, and Magnet Rises over their Earthquakes. It then resists everything they usually carry. Set up a Reflect or Light Screen on their way out to provide support for the team. HP Ice or Grass may seem like the best idea, but if you intend to actually kill both Tyranitar and Rhyperior then Flash Cannon does the job, super-effective against both of them for nice damage. Anyways, great support Pokemon.
Magnezone @ Choice Scarf
Nature: Modest (+SAtk -Atk)
EVs: 80 HP / 176 Spd / 252 SAtk
Trait: Magnet Pull
-Thunderbolt
-HP Ice / HP Grass
-Flash Cannon
-Explosion
Runs at 300 speed to go faster than CSpecs Salamence and other neutral base 100 Pokemon. This thing rocks 394 SAtk and the defenses and resistances to let it come in on a fair amount. Thunderbolt OHKOs anything weak to it really, HP Ice OHKOs all dragons, and Flash Cannon is filler, but a decent STAB for hitting some things super-effective. Explosion is off of 158 Atk, but could still be a nice way of going out.
Magnezone @ Choice Scarf
Nature: Timid (+Spd -Atk)
EVs: 52 HP / 200 Spd / 252 SAtk
Trait: Magnet Pull
-Thunderbolt
-HP Ice / HP Grass
-Flash Cannon
-Explosion
Same as the last set, but outspeeds Jolly Garchomp by a safe margin, along with outspeeding those Pokemon who just want to go a little bit faster than him (usually with Choice Scarf).
Magnezone @ Choice Scarf
Nature: Timid (+Spd -Atk)
EVs: 4 HP / 252 Spd / 252 SAtk
Trait: Magnet Pull
-Thunderbolt
-HP Ice / HP Grass
-Flash Cannon
-Explosion
One more time, absolute max speed outspeeds those Pokemon who intend to go just a bit faster than Starmie floating around 351 speed to go faster than Tauros and Gengar.
Magnezone @ Leftovers
Nature: Bold (+Def -Atk)
EVs: 252 HP / 116 Def / 140 SAtk
Trait: Magnet Pull
-Thunderbolt / Discharge
-HP Ice / HP Grass
-Rest
-Sleep Talk
You could also instead do a significant SDef investment to turn it into a special attack sponge. Acts as a status absorber for the team. Uses its resistances, stays around for a long time. You could opt for Discharge because that 30% chance of paralysis could annoy the hell out of your opponent.
Magnezone @ Leftovers
Nature: Modest (+SAtk -Atk)
EVs: 252 HP / 100 SAtk / 156 SDef
Trait: Magnet Pull
-Discharge
-HP Ice / HP Grass
-Flash Cannon
-Sleep Talk
Takes a Hypnosis for the team. Makes a fine lead, Hypnosis Gengar can go to hell. All of its attacks does a fair number on it, along with doing good damage to other Hypnosis users. Unless you're running HP Grass, though, only one attack is super-effective against Milotic and you may help it with paralysis. Still quite a nice set, although against Milotic the Rest / Sleep Talk set would be better given you can recover HP.
Discuss.