Magneton (BW2 Update) [QC 3/3] [GP 2/2]

EonX

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Magnets

[Overview]

<p>In a tier ridden with many powerful Electric-types such as Rotom-C, Manectric, and Rotom, one might be left wondering how Magneton stands out. The answer lies in its ability, Magnet Pull. With this ability, Magneton is able to trap and KO many dangerous Steel-types such as Escavalier, Durant, and Aggron, depending on the set it runs. A unique Electric / Steel typing also gives Magneton some solid resistances to Dragon-, Electric-, Grass-, and Bug-type moves, among others. However, this is a double-edged sword as Magneton is left weak to the many powerful Fire- and Fighting-type moves in the tier along with a whopping 4x weakness to Ground. Due to its NFE status, Magneton can use Eviolite to bolster its defenses to capitalize on the previously mentioned resistances it has. Choice items are also a possibility thanks to its high Special Attack and access to Volt Switch. Magneton's Speed is okay but certainly nothing amazing, thus leaving it outsped by a myriad of offensive threats, including Durant should Magneton not run a Choice Scarf. While it has solid defenses and great resistances, Magneton is compromised by a low HP stat that can let many of the offensive Steel-types hit it really hard should they predict it switching in. If one can get around its faults, Magneton can be a great addition to many teams, especially those that center around Pokemon that have problems with Steel-types.<p/>

[SET]
name: Choice Specs
move 1: Thunderbolt
move 2: Volt Switch
move 3: Hidden Power Fire
move 4: Flash Cannon
item: Choice Specs
ability: Magnet Pull
nature: Timid / Modest
evs: 4 HP / 252 SpA / 252 Spe

[SET COMMENTS]

<p>With STAB Volt Switch, the highest Special Attack stat of any Electric-type in RU, and enough Speed to outpace most defensive Pokemon, a Choice Specs set suits Magneton very well, as the extra power lets it get through Aggron and Steelix, two Steel-types Magneton usually struggles with. Thunderbolt is a strong and accurate STAB move that Magneton can use to punch holes in opposing teams. Volt Switch is great for any Choice item user, and Magneton is no different, as it allows Magneton to do serious damage and scout for potential checks and counters. Hidden Power Fire is a necessity to remove Steel-types that Magneton traps, such as Escavalier, Ferroseed, and Steelix. Flash Cannon rounds off the set by hitting Ground- and Dragon-types, such as Rhydon, Druddigon, and Golurk, that typically switch into Magneton's Electric STAB moves.</p>

[ADDITIONAL COMMENTS]

<p>Timid is the primary nature to outspeed the likes of Adamant Kabutops and Adamant Gallade. Modest can be used as Magneton will still outspeed Omastar and Crawdaunt, while the boost in power secures the OHKO on Cryogonal with Flash Cannon and gives Magneton a 56.25% chance to OHKO Choice Band Emboar after Stealth Rock; it also ensures the OHKO on Choice Scarf variants of Emboar. Hidden Power Ground is a noteworthy alternative to hit Magneton and Lanturn much harder while still retaining coverage on Steelix.</p>

<p>Any Pokemon that appreciates the removal of bulkier Steel-types such as Escavalier, Steelix, and Ferroseed can be a good teammate. Perhaps the most dangerous is Druddigon, as very few things can stop its rampage after Steel-types are removed. Fraxure is a rarely seen Dragon-type, but it too can greatly benefit from the removal of Steel-types and possibly sweep the opposing team. Flying-types such as Swellow and Braviary are able to sweep more easily with Steel-types removed, while Psychic-types like Mesprit and Uxie appreciate not having to worry about being Pursuit trapped by Escavalier. Speaking of Psychic-types, Slowking is a solid defensive partner as it can switch into most of the threats that force Magneton out. Hidden Power Rock variants of Lilligant can also be quite dangerous once Magneton is able to remove opposing Steel-types. VoltTurn teams welcome Magneton's ability to remove Steel-types and maintain momentum. Rotom-C, Cinccino, and Braviary are all teammates that appreciate the removal of Steel-types and can maintain the momentum Magneton gains.</p>

[SET]
name: Eviolite
move 1: Thunderbolt
move 2: Volt Switch / Substitute
move 3: Hidden Power Fire
move 4: Flash Cannon / Charge Beam
item: Eviolite
ability: Magnet Pull
nature: Modest
evs: 200 HP / 208 SpA / 100 Spe

[SET COMMENTS]

<p>This set takes a more defensive approach to trapping Steel-types. The boost provided by Eviolite allows Magneton better handle more offensive Steel-types, such as Escavalier and Aggron. Thunderbolt is still the primary STAB move as it is strong and reliable. Volt Switch allows Magneton to scout for checks and counters. Hidden Power Fire deals with Steel-types that Magneton traps, easily taking out the likes of Escavalier and Ferroseed. Flash Cannon is a secondary STAB move to handle the Ground- and Dragon-types that take Magneton's Electric STAB moves easily. Substitute and Charge Beam can replace Volt Switch and Flash Cannon respectively to set up on Steel-types that Magneton traps, but Ferroseed is the only one that won't break its Substitutes on average, and the only other attacks Magneton can safely set up a Substitute against is Iron Head from the likes of Escavalier and Aggron.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread lets Magneton avoid the 2HKO from Choice Band Escavalier's Megahorn while also outspeeding maximum Speed Adamant Aggron. A Timid nature with a fully offensive spread can be used to outspeed Adamant Kabutops and Adamant Gallade. Discharge has a nifty 30% paralysis chance that can help slower powerhouses such as Druddigon and bulkier Gallade variants, among others.</p>

<p>This Magneton has problems with Steelix and Durant, so teammates that are able to take care of them are helpful. Slowking fears very little from Steelix and can use its STAB Water-type moves to take it down. Emboar and Moltres have a 4x Bug resistance and a Steel resistance to handle Durant's STAB moves, and both can roast the ant with their Fire-type STAB moves. This variant of Magneton handles bulkier Steel-types such as Escavalier better than its other sets, so teammates that can take advantage of such Steel-types not being around are good choices. Druddigon and Fraxure have a much easier time using their powerful Dragon-type STAB moves with Steel-types out of the way, while Psychic-types such as Mesprit and Slowking appreciate not having to worry about Escavalier. Hidden Power Rock variants of Sceptile and Lilligant can switch into Ground-type moves, and lure in Fire-types that Magneton struggles with, such as Moltres and Entei, and take them out with Hidden Power Rock. VoltTurn teams appreciate this Magneton's ability to switch into most Steel-types and remove them from battle, so Pokemon such as Cinccino, Rotom-C, and Mesprit can make for solid teammates.</p>

[SET]
name: Choice Scarf
move 1: Thunderbolt
move 2: Volt Switch
move 3: Hidden Power Fire
move 4: Flash Cannon
item: Choice Scarf
ability: Magnet Pull
nature: Timid
evs: 4 HP / 252 SpA / 252 Spe

[SET COMMENTS]

<p>While base 70 Speed is certainly nothing to be blown away by, it is more than enough to allow Magneton to effectively use a Choice Scarf. With the boost in Speed, Magneton is able to outspeed the likes of Durant, Sceptile, and Choice Scarf Emboar. Thunderbolt is Magneton's most reliable STAB option with great power and perfect accuracy. Volt Switch provides utility and allows Magneton to scout for checks and counters. Hidden Power Fire wipes out Durant and does significant damage to Sceptile, hence hitting two Pokemon that Magneton is normally incapable of outspeeding. Flash Cannon rounds off the set by hitting the likes of Rhydon and Druddigon harder than any other move Magneton has.</p>

[ADDITIONAL COMMENTS]

<p>Timid is absolutely necessary to keep Magneton in front of Durant, Sceptile, and Choice Scarf versions of Emboar. Due to the lack of power when compared to other sets, it is generally not advised to use another Hidden Power type as Magneton needs Hidden Power Fire to OHKO Durant and deal as much damage to Sceptile as possible. This Magneton is perhaps the best failsafe option for teams that struggle against Durant, so Pokemon that appreciate not having to worry about the steel ant are good choices. Sturdy Psychic-types such as Uxie and Slowking can switch into many of the Pokemon that can force Magneton out while benefiting from the absence of Durant. This Magneton has significant issues with Steelix, so teammates that can handle it are appreciated. Slowking fears little from Steelix, while Moltres only fears Roar forcing it off of the field and can uses its powerful STAB moves to open up holes in an opposing team for Magneton to clean up later in the match. VoltTurn teams can benefit from Magneton's ability to outspeed and eliminate Durant and Sceptile from the match. Braviary, Mesprit, and Cinccino are all decent options for VoltTurn teams looking to take advantage of Choice Scarf Magneton's qualities.</p>

[Other Options]

<p>Magneton's movepool is somewhat limited, but there are some options to look at. A specially defensive set with Rest and Sleep Talk can tank multiple hits, but the BW sleep mechanics make this a very inconsistent option. One can use Endure with a Custap Berry to ensure Magneton gets off a mimimum of at least two attacks, but this fails to capitalize on Magneton's Steel-trapping capabilities, although it allows Magneton to trap Durant without a Choice Scarf and revenge kill Rock Polish Aggron. Magneton has access to both Reflect and Light Screen, but it is largely outclassed by the faster and bulkier Uxie. Magic Coat is an option, but Magneton is able to threaten most entry hazard users offensively. Magnet Rise can allow Magneton to more safely eliminate Steelix. Metal Sound can force switches, but Magneton usually just wants to spend a free turn by attacking. Rain Dance can be used in conjunction with Thunder, but Magneton will struggle to take out Steel-types, especially Escavalier.</p>

[Checks and Counters]

<p>Magneton has no real counters, as its primary job is to eliminate certain Steel-types depending on the set it is running. There are, however, plenty of checks to the steel trapping magnet. Lanturn is a complete stop to Magneton outside of the rare Hidden Power Ground. Gallade and Hitmonlee are perfectly capable of outspeeding Magneton and crushing it with their powerful Fighting-type STAB moves. Hariyama can't outspeed Magneton, but it has the bulk to tank a hit and fire back with its strong STAB Close Combat. Emboar and Entei can tank a hit and retaliate with their strong Fire-type STAB moves. However, they will both fall to an Electric-type STAB move from the Choice Specs set should Stealth Rock be up. Clefable avoids the 2HKO from Choice Specs Thunderbolt, but it can be defeated should it get unlucky with Flash Cannon Special Defense drops. Steelix and Durant are two Steel-types that can actually stand up to Magneton depending on the set being used. Steelix only fears the Choice Specs set, while Durant only has to worry about the Choice Scarf set. Choice Scarf Durant can even use Baton Pass to escape from Magneton.</p>

<p>Ground-types such as Rhydon and Golurk can come in for free against Magneton's Electric-type STAB moves, but they must be wary of Flash Cannon. Druddigon is 2HKOed by Choice Specs Flash Cannon, but it can take any other attack and proceed to OHKO Magneton with Earthquake. Quagsire isn't very common, but it is only 3HKOed by Flash Cannon and can OHKO Magneton with a STAB Earthquake. Manectric has Lightningrod to benefit from Electric-type moves and it resists Flash Cannon as well while typically carrying Overheat or Flamethrower as a coverage move. Rotom resists Magneton's STABs, but it will fail to do much in return outside of Will-O-Wisp and the extremely rare Hidden Power Fire. Magneton's Choice sets are rather frail thanks to its awful base 50 HP. Powerful resisted attacks such as Druddigon's Outrage and Escavalier's Megahorn can actually 2HKO it.</p>

[Overview]
  • Has a niche with its ability Magnet Pull trapping Steel-types for Magneton to kill or set up on
  • Typing gives it lots of resistances, including a resistance to Dragon-, Electric-, Grass-, and Bug-type moves.
  • Double-edged sword as it also has weaknesses to common Fire-, Fighting- and Ground-type moves.
  • Being an NFE, it can boost its defenses with Eviolite, capitalizing on its many resistances
  • Can also weild Choice items effectively thanks to great Special Attack and the strongest Volt Switch in the tier
  • Base 70 Speed is a letdown, making it hard for any one set to trap and KO every Steel-type in the tier
  • Base 50 HP compromises it defensively on any set not running Eviolite
  • Solid Pokemon that should be considered for most teams, especially if your team struggles with Steel-types
[SET]
name: Choice Specs
move 1: Thunderbolt
move 2: Volt Switch
move 3: Hidden Power Fire
move 4: Flash Cannon
item: Choice Specs
ability: Magnet Pull
nature: Timid / Modest
evs: 4 HP / 252 SpA / 252 Spe

[SET COMMENTS]
  • Dons a pair of Choice Specs to exploit its great base 120 Special Attack
  • Thunderbolt is a powerful STAB move that's capable of 2HKOing most that don't resist it
  • Volt Switch lets Magneton grab momentum and it's actually the strongest one in the tier
  • HP Fire lets Magneton KO the Steel-types it traps such as Escavalier and Ferroseed
  • Flash Cannon gives Magneton a secondary STAB option to hit Ground-types such as Golurk that otherwise take nothing from Electric moves. Also useful for Dragon-types such as Druddigon and the rare Zweilous
[ADDITIONAL COMMENTS]
  • Timid lets Magneton outspeed all non-Scarf versions of Emboar as well as anything slower, most notably, Adamant Kabutops and Adamant Gallade
  • Modest gives a solid power boost while still outpacing the likes of Omastar, Bouffalant, and Crawdaunt; Power boost secures the OHKO on Cryogonal and gives it a 56.25% chance to OHKO CB Emboar after SR.
  • HP Grass can smash Ground-types that have designs on coming in on Volt Switch or TBolt. Steelix becomes a huge issue though
  • HP Ground can deal with Manectric and hit Lanturn decently hard while not opening Magneton up to Steelix
  • Since this set deals with defensive Steel-types best, teammates that appreciate the removal of things like Ferroseed, Escavalier, and Steelix are great choices
  • Druddigon can use its STAB moves with much greater freedom
  • Braviary, Rotom, Cinccino, and Rotom-C not only appreciate Steel-types being removed, but they also form effective VoltTurn cores with Magneton
  • Slowking is a good defensive partner as it can take Fire- and Fighting-type moves for Magneton while also slowing down the opposing team with Thunder Wave
  • Fighting-types such as Gallade and Medicham can be used to swiftly eliminate Clefable.
  • Can fit onto Trick Room teams as it traps and KOes Escavalier and can tank anything but Fire Blast from Slowking
  • Slowking, Exeggutor, and Uxie are solid Trick Room setters with Slowking and Exeggutor being able to run things other than Fire Blast / HP Fire
  • Make sure to use a Quiet nature with 252 HP / 4 Def / 252 SpA with 0 Spe IVs if used under Trick Room
[SET]
name: Eviolite
move 1: Thunderbolt
move 2: Volt Switch / Substitute
move 3: Hidden Power Fire
move 4: Flash Cannon / Charge Beam
item: Eviolite
ability: Magnet Pull
nature: Modest
evs: 200 HP / 208 SpA / 100 Spe

[SET COMMENTS]
  • Takes a more defensive approach by utilizing Eviolite and capitalizing on Magneton's many resistances
  • Safest set to use in order to take out Escavalier
  • Thunderbolt is a reliable STAB move that hits p. hard off of Magneton's base 120 Special Attack
  • Volt Switch can scout for checks and counters and build momentum
  • HP Fire allows Magneton to take out the many 4x Fire weak Steel-types such as Escavalier and Ferroseed
  • Flash Cannon rounds out the set by hitting Golurk and Rhydon really hard while putting immediate pressure on Dragon-types such as Druddigon
  • Substitute and Charge Beam can replace Volt Switch and Flash Cannon respectively to set up on Steel-types that can't do much to you, but only Ferroseed and Defensive Escavalier will fail to break Magneton's Subs
[ADDITIONAL COMMENTS]
  • EV spread avoids the 2HKO from CB Escavalier's Megahorn, thus allowing Magneton to safely switch into it and KO it with HP Fire
  • 100 Speed EVs outpace neutral max Speed Aggron
  • A fully offensive EV spread with Timid is an option to outspeed neutral base 80s such as Kabutops and Gallade, thus allowing Magneton to KO Kabutops and use Volt Switch to escape from Gallade while damaging it
  • Discharge has a nifty 30% paralysis chance which can help stuff like Druddigon, bulkier Gallade variants, among others
  • Checks to Steelix and Durant are needed as this Magneton struggles with both
  • Slowking has little to fear from Steelix and can take Fire- and Fighting-type moves for Magneton
  • Emboar and Moltres pummel Durant and have a 4x Bug resistance to switch in on.
  • Great at eliminating bulkier Steel-types such as Escavalier and Ferroseed, so teammates that can capitalize on this are good options
  • HP Rock variants of Sceptile and Lilligant are great options for this as they don't have to worry about having to use HP Fire
  • Rotom-C, Scyther, and Mesprit appreciate the likes of Escavalier and Ferroseed being eliminated
  • Very sturdy addition to VoltTurn teams and its ability to trap and KO Steel-types is very beneficial to these types of teams. The aforementioned Rotom-C, Scyther, and Mesprit are solid choices for such teams

[SET]
name: Choice Scarf
move 1: Thunderbolt
move 2: Volt Switch
move 3: Hidden Power Fire
move 4: Flash Cannon
item: Choice Scarf
ability: Magnet Pull
nature: Timid
evs: 4 HP / 252 SpA / 252 Spe

[SET COMMENTS]
  • Base 70 Speed isn't amazing, but it's more than good enough for a Choice Scarf set
  • With the Speed boost, Magneton is capable of getting rid of Durant and revenge killing the likes of Sceptile, Swellow, and Scarfed variants of Emboar
  • Thunderbolt is a reliable STAB option and allows Magneton to clean up late-game if the chance arises
  • Volt Switch allows Magneton to scout for checks and counters. Great momentum building move
  • HP Fire takes out Durant while also doing serious damage to Sceptile, a threat that Magneton usually fears due to Focus Blast and Drain Punch
  • Flash Cannon rounds off the set to hit Golurk and Rhydon much harder than any other move on the set. Also puts immediate pressure on opposing Dragon-types
[ADDITIONAL COMMENTS]
  • Timid is a necessity to outspeed Sceptile, Swellow, and Scarf Emboar with the Scarf boost
  • Generally not worth using another Hidden Power as Magneton needs HP Fire to KO Durant and do as much damage to Sceptile as possible
  • Great way to revenge kill Durant, so teammates that love not having to deal with it are great options
  • Slowking and Uxie are sturdy Psychic-types that can handle most attacks Magneton can't deal with. Both resist Fighting-type moves while Uxie is immune to Ground and Slowking resists Fire.
  • Struggles with bulkier Steel-types such as Steelix as it lacks the power of other sets
  • Moltres fears nothing from Steelix other than Roar or the rare Toxic
  • VoltTurn teams appreciate Scarf Magneton's ability to get rid of fast resistances to U-turn and Volt Switch such as Durant and Sceptile
  • Mesprit, Rotom-C, and Braviary can all punch holes in the opposing team to allow for a Magneton sweep late-game

[Other Options]
  • Specially Defensive set with RestTalk, but Sleep mechanics make this undesirable
  • Analytic lets Magneton get a major power boost if it is outsped which isn't outlandish considering Magneton's mediocre base 70 Speed
  • Endure + Custap Berry
  • Dual Screens
  • Magic Coat
  • Magnet Rise
  • Metal Sound
  • Discharge
  • Rain Dance + Thunder, but loses Steel trapping abilities, especially against Escavalier
[Checks and Counters]
  • No true counters since Magneton will usually just come in on Steel-types to trap and KO them, but there are plenty of checks
  • Gallade outspeeds non-Scarf Magneton and has the special bulk to tank a hit or two before retaliating with a powerful Fighting STAB move
  • Hitmonlee and Primeape are also faster than Magneton, but they aren't as easy to fit onto teams as Gallade is
  • Hariayama can't outspeed Magneton, but it has the bulk to tank a hit and strick back with its powerful Fighting-type STAB moves
  • Emboar and Entei can tank a hit and fire back with their powerful Fire STABs, but they can't have SR on their side of the field and survive an Electric STAB move from the Specs set
  • Lanturn completely walls Magneton if it lacks HP Grass or HP Ground
  • Clefable avoids the 2HKO from any of Magneton's moves and has Wish and Magic Guard to stay healthy throughout the match
  • Steelix only fears the Specs set as it can otherwise OHKO Magneton with STAB Earthquake before being taken down by HP Fire
  • Aggron is in a similar boat, but it takes a pounding from Specs Thunderbolt and Volt Switch can leave it quite vulnerable to a switch-in
  • Durant can outspeed and KO any non-Scarf Magneton with Superpower. Choice Scarf Durant can even use Baton Pass to escape Magneton before being hit by anything
  • Ground-types such as Golurk and Rhydon can block Volt Switch, but they do have to look out for Flash Cannon and the rare HP Grass
  • Quagsire is only 3HKOed by Specs Flash Cannon, but it has to be aware of the rare HP Grass
  • Druddigon is 2HKOed by Specs Flash Cannon, but it can take any other move and OHKO Magneton with Earthquake
  • Manectric is immune to Electric moves thanks to Lightningrod and also resists Flash Cannon while commonly carrying Overheat or Flamethrower to deal with Magneton
  • Rotom resists both STAB options, but it struggles to do much in return outside of Will-O-Wisp or the extremely rare HP Fire
  • The Eviolite set can be hindered by Trick, but be careful of giving it a Choice Specs as it can make good use of it with a powerful Volt Switch and it will still have decent bulk.
 
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I have a few tips that might help EonX-:

Choice Specs
  • Something to mention about Modest is that it gives Magneton a chance OHKO CB Emboar (56.25) and guarantees Cryogonal's OHKO, although Timid is still superior since it allows Magneton to outpeed Adamant Kabutops, which it can OHKO (with Modest, Magneton would be crippled) and Adamant Gallade, which it can hurt using Volt Switch and switch out to a safer Pokemon
    • HP Grass can smash Ground-types that have designs on coming in on Volt Switch (or Tbolt)
    • Swellow and Druddigon are great examples as both can use their STAB moves with much greater freedom
    • Braviary, Rotom, and Rotom-C not only appreciate Steel-types being removed, but they also form effective VoltTurn cores with Magneton
  • I'd recommend giving the first point to Druddigon only and then including Swellow in the second point alongside the others; this is because Druddigon becomes more of a monster with Steels gone than Swellow, and Swellow gets access to U-turn and isn't that common overall
  • Maybe mention TR setters as partners in AC as well
Eviolite
  • What about slashing Discharge with Thunderbolt; the power difference isn't too noticeable and Discharge's paralysis chance is very handy for Magneton
    • Substitute and Charge Beam can replace Volt Switch and Flash Cannon respectively to set up on Steel-types that can't do much to you, but only Ferroseed will fail to break Magneton's Subs
  • Defensive Escavalier can't break its Subs either
    • Very sturdy addition to VoltTurn teams and its ability to trap and KO Steel-types is very beneficial to these types of teams
    • Rotom-C, Scyther, and Mesprit appreciate the likes of Escavalier and Ferroseed being eliminated
  • Switching these points will make sense, as you were talking about Escav and Ferro before the VoltTurn mention
Other Options
  • Rain Dance + Thunder and using HP Fighting instead, although Magneton will then lose its niche of trapping and disposing Escavalier
Checks and Counters
    • Emboar and Entei can tank a hit and fire back with their powerful Fire STABs
  • Emboar is almost always OHKOed by Specs Thunderbolt (guaranteed if using Modest) and CB Entei is always OHKOed by Specs Thunderbolt (both of this is after SR) << I recommend making that specific by just saying "Emboar and Entei could tank a hit and fire back with their powerful Fire STABs as long as SR is off the field"
    • Steelix only fears the Specs set as it can otherwise OHKO Magneton with STAB Earthquake before being taken down by HP Fire
  • I recommend Aggron be added here as well, since it can tank a hit from anything but the Specs set and use EQ or Focus Punch to Magneton (Focus Punch only 2HKOes the Eviolite set though)
  • Mention Hariyama, as it can tank a hit (even from the Specs set) and OHKO back with a Fighting STAB
  • Mention Quagsire, as it barely gets 3HKOed from the Specs set and can OHKO back with EQ. It does need to watch out for HP Grass though
Will check over Checks and Counters later if I have time (Done!). Feel free to ignore my suggestions since I'm not QC. Great job overall though ^-^
 
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Rohail , yeah, this was mainly a direct c&p from what SteelEdges already had along with a few extras that I added in (or expanded on) I'll get to work on making most of these changes. Thanks for the thorough look through!
 
No problem EonX-! Although if you're not going to slash Discharge, then how about an AC mention? It makes sense since the Eviolite set focuses more on defense, and Discharge's paralysis chance will allow Magneton to further Pokemon such as Druddigon :o
 
scarf doesnt outrun aerodactyl :[

you might want to replace that with outrunning scarf emboar, as it takes a lot from thunderbolt
 
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Sorry about the mega delay... (pun intended) but I implemented the above changes Not exactly sure why I thought Scarf Magneton outsped Aerodactyl... That aside, this is ready for QC checks (hopefully)
 
Woah, welcome back EonX-! Anyways, off to QCing this thing.
  • Mention in Specs that if you're using Mag on a TR team it should go 252 HP / 4 Def / 252 SpA with Quiet nature and 0 IV's so it can outspeed stuff under TR
  • I want to see Druddigon as a teammate in every set imo, the thing is an absolute monster if no Steels are around, HP Rock Lilli to an extent too
  • Remove mentions of Defensive Escav because it's not getting a set on the updated analysis
  • A lot of faster mons that can hit it super effectively can also perform well against Magneton; Hitmonlee, Primeape, and Scolipede are to name a few
  • I'd also mention Magneton is not really that bulky so Choice sets especially won't take hits that well
  • Add Cinccino as a teammate for most sets, also forms a good VoltTurn core
  • This is good otherwise
Add all that and this is good, so you can consider this...
tumblr_mws43mCdAH1sgqxr8o1_500.gif

QC Approved 1/3
 
Good lord, someone literally died, then came back to life before I've made any notable progress on my stuff, that's pretty impressive lol. In all seriousness, cool to see you're back haha. I s'pose I'll just nitpick and then you can go ahead with doing this at your leisure then.

One thing I'd make note of in the overview is that without the defense boosts of Eviolite, especially considering all the non-Eviolite toting sets don't run any investment in bulk, Magneton is rather frail; 50 Base HP really compromises Magneton's ability to sponge hits, meaning that it's resistances singularly buffer it enough to switch in on less invested attacks or one-ish strong resisted hits, rather than outright "tank" attacks (ex: Lefties Drudd's Outrage 2HKO's after SR more often than not, LO Sceptile hits for around 40-45% w/Giga Drain, Zangoose can KO w/Facade+QA after SR more often than not, etc.). I say this because I don't want Magneton's defensive capabilities over-emphasized, which /could/ become an issue very easily with a 'mon like this.

I'd like to see the mentions of Flash Cannon expanded a little bit, since if it was just for Ground-types, it'd be p.mediocre tbh. Dragon-types (ie.Drudd) come immediately to mind as targets, as without Flash Cannon, Magneton wouldn't really have any means of immediately applying any kind of pressure to them, which would kinda make the whole Steel typing thing significantly less valuable. Furthermore, especially in the cases of the choice sets, a secondary STAB move w/decent enough neutral coverage is p.significant, since it gives Magneton a decent lock-in when it can't afford to risk throwing an Electric STAB into a potential immunity. This can also allow it to force it's way through more passive checks, such as Clefable and Amoonguss, in a pinch, since it can force recovery as it fishes for a SpDef drop (note: this is more relevant to the Specs set, since it can actually push lasting damage from the get-go).

You state in the AC of the Specs set something to the effect of neither HP Grass nor Ground allow you to threaten Ferroseed / Steelix, so considering the ladder is hit by HP Ground, you may want to re-phrase that somewhat. Moreover, the justification for it's use on TR teams is really odd for me, and dedicated TR is generally ill-advised anywho imo. Perhaps it would make more sense to say that certain TR sweepers, such as Eggy and Slowking, could either be played more liberally or splurge for otherwise compromising options (NP in the case of Slowking, non-HP Fire options for Eggy) with Magnet support?

But yeah, this looks alright

WMPxeiB.gif

2 / 3
 
Thanks for the checks ScraftyIsTheBest and col49 . Think I implemented all of the recommended changes from both of your checks. (if I didn't, let me know so I can include them in the writeup) Hopefully, this will be written by early tomorrow afternoon.
 
I'm probably going to give this the final check solely considering active members, but before you write this up I don't think HP Grass really deserves a mention... anywhere. Out of the good Ground-types in RU, Rhydon is already donked by Flash Cannon and 156/0 Golurk is 2HKOed by both Flash Cannon and HP Grass, Modest or Timid, with Specs. Out of other common-ish Ground-types, Piloswine and Sandslash cannot take a Flash Cannon. This leaves you with Quagsire, a mediocre Pokemon in general, which isn't worth losing a move that OHKOs Steelix, a thing that only Choice Specs Magneton traps successfully. There are also a ton of Grass resists that can get a free switch into that move, most of which threaten Magneton.

Edit: Really iffy on Trick Room support for Specs since 70 base isn't bad and not running max means that you can no longer beat Aggron unless you have Trick Room up. And you still cannot switch into it due to the threat of Earthquake. Being slower than Druddigon can cause problems as well under an empty field. It also isn't as strong or has as much coverage some other abusers, like Emboar, meaning that it can be forced out, something that you cannot afford with Trick Room.
 
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Alright, finally finished writing this up. Ended up including most of what S-R suggested in the writeup.
 
FUCK i forgot to check this earlier sorry

[Overview]
  • In the overview you should mention what I believe is Magneton's biggest problem - the fact that most Steel-types have ways of hurting it badly. Steelix can Earthquake, Aggron can Earthquake, Durant can Superpower... even CB Megahorn and Head Smash take a chunk out of Magneton lol. It's honestly the reason why I am still reluctant on Magneton sometimes... it should probably be mentioned.
[Specs]
  • Mention that Choice Specs is probably Magneton's most reliable way of checking Steel-types since the additional power is what lets it KO Aggron and Steelix.
  • Non-Scarf Emboar doesn't run max speed, so that isn't worth mentioning.
  • Don't even mention HP Grass, as you said there is no reason to run it.
  • Which Emboar variant does Modest help KO? Mention if its 4/0 (I am assuming it is) or if its a bulkier variant.
  • Mention Lilligant as a partner for Specs. Hp Rock variants have issues with Steel-types, but with Magenton support this isn't an issue (there is also the fact that even if you don't KO Aggron or Steelix they aren't problems)
[Eviolite]
  • You could mention the Sub can also survive baited Iron Heads from the likes of CB Aggron or Escavalier. Still needs to be wary of the wrong attack, but if they do that you can set up Charge Beams all over them (you really need something other than Ferroseed here, it isnt nearly convincing enough)
[Other Options]
  • Go into more detail about the Cutsap thing. Particularly, it allows Magneton to check Durant without a Scarf and also revenge kill RP Aggron.
[Checks and Counters]
  • Reorder this please. If Lanturn is the best check it should be first, for example.
  • Remove Trick, it is not a very good way to check the guy (it benefits from a Scarf too, and CB Trick is nearly unheard of)
Add and I'll (probably) stamp EonX- I guess I won't stamp because i'm too slow but it looks good otherwise
 
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Ctrl+F DragMag -> no results

I proved with my Fraxure/Dragonair team that Dragmag is an actual legit playstyle in the tier and I'm surprised that it's not mentioned at all in the analysis lol. Fraxure at least needs a mention alongside Druddigon somewhere.

This looks good otherwise 9.9

QC Approved 3/3
 
EonX- is back!
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<p>In a tier ridden with many powerful Electric-types such as Rotom-C, Manectric, and Rotom, one may might be left wondering how Magneton stands out from them. The answer lies in its ability, Magnet Pull. With this ability, Magneton is able to trap and KO many dangerous Steel-types such as Escavalier, Durant, and Aggron depending on the set it runs. A unique Electric / Steel typing also gives Magneton some solid resistances to Dragon-, Electric-, Grass-, and Bug-type moves,(AC) among others. However, this is a double-edged sword as Magneton is left weak to the many powerful Fire- and Fighting-type moves in the tier along with a whopping 4x weakness to Ground. Due to its NFE status, Magneton can use Eviolite to bolster its defenses to capitalize on the aforementioned previously mentioned resistances it has. Choice items are also a possibility thanks to its high Special Attack and access to Volt Switch. Magneton's Speed is okay, but certainly nothing amazing, thus leaving it outsped by a myriad of offensive threats, including Durant should Magneton not run a Choice Scarf. While it has solid defenses and great resistances, Magneton is compromised by a low HP stat that can let many of the offensive Steel-types hit Magneton really hard should they predict its switch-in it switching in. If one can get around its faults, Magneton can be a great addition to many teams, especially those that center around Pokemon that have problems with Steel-types.<p/>

[SET]
name: Choice Specs
move 1: Thunderbolt
move 2: Volt Switch
move 3: Hidden Power Fire
move 4: Flash Cannon
item: Choice Specs
ability: Magnet Pull
nature: Timid / Modest
evs: 4 HP / 252 SpA / 252 Spe

[SET COMMENTS]

<p>With STAB Volt Switch, the highest Special Attack stat of any Electric-type in RU, and enough Speed to outpace most defensive Pokemon, a Choice Specs set suits Magneton very well, as the extra power lets it get through Aggron and Steelix, two Steel-types Magneton usually struggles with. Thunderbolt is a strong and accurate STAB move that Magneton can use to punch holes in opposing teams. Volt Switch is great for any Choice item user, and Magneton is no different as it allows Magneton to do serious damage and scout for potential checks and counters. Hidden Power Fire is a necessity to remove Steel-types that Magneton traps, such as Escavalier, Ferroseed, and Steelix. Flash Cannon rounds off the set by hitting Ground- and Dragon-types, such as Rhydon, Druddigon, and Golurk, that typically switch into Magneton's Electric STAB moves.</p>

[ADDITIONAL COMMENTS]

<p>Timid is the primary nature to outspeed the likes of Adamant Kabutops,(RC) and Adamant Gallade. Modest can be used as Magneton will still outspeed Omastar and Crawdaunt while the boost in power secures the OHKO on Cryogonal with Flash Cannon and gives Magneton a 56.25% chance to OHKO Choice Band Emboar after Stealth Rock while ensuring the OHKO on Choice Scarf variants of Emboar. Hidden Power Ground is a noteworthy alternative to hit Magneton and Lanturn much harder while still retaining coverage on Steelix.</p>

<p>Any Pokemon that appreciates the removal of bulkier Steel-types, such as Escavalier, Steelix, and Ferroseed, can be a good teammate. Perhaps the most dangerous is Druddigon as very few things can stop its rampage after Steel-types are removed. Fraxure is a lesser- rarely seen Dragon-type, but it too can greatly benefit from the removal of Steel-types and possibly sweep the opposing team. Flying-types, such as Swellow and Braviary, are able to sweep more easily with Steel-types removed while Psychic-types like Mesprit and Uxie appreciate not having to worry about being Pursuit trapped by Escavalier. Speaking of Psychic-types, Slowking is a solid defensive partner as it can switch into most of the threats that force Magneton out. Hidden Power Rock variants of Lilligant can also be quite dangerous once Magneton is able to remove opposing Steel-types. VoltTurn teams welcome Magneton's ability to remove Steel-types and maintain momentum. Rotom-C, Cinccino, and Braviary are all teammates that appreciate the removal of Steel-types and can maintain the momentum Magneton gains.</p>

[SET]
name: Eviolite
move 1: Thunderbolt
move 2: Volt Switch / Substitute
move 3: Hidden Power Fire
move 4: Flash Cannon / Charge Beam
item: Eviolite
ability: Magnet Pull
nature: Modest
evs: 200 HP / 208 SpA / 100 Spe

[SET COMMENTS]

<p>This set takes a more defensive approach to trapping Steel-types. The boost provided by Eviolite allows Magneton better handle more offensive Steel-types,(RC) such as Escavalier and Aggron. Thunderbolt is still the primary STAB move as it is a strong and reliable STAB move. Volt Switch allows Magneton to scout for checks and counters. Hidden Power Fire deals with Steel-types that Magneton traps, easily taking out the likes of Escavalier and Ferroseed. Flash Cannon is a secondary STAB move to handle the Ground- and Dragon-types that take Magneton's Electric STAB moves effectively. Substitute and Charge Beam can replace Volt Switch and Flash Cannon respectively to set up on Steel-types that Magneton traps, but Ferroseed is the only one that won't break its Substitutes on average and the only other attacks Magneton can safely set up a Substitute against is Iron Head from the likes of Escavalier and Aggron.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread lets Magneton avoid the 2HKO from Choice Band Escavalier's Megahorn while also outspeeding max Speed Adamant Aggron. A Timid nature with a fully offensive spread can be used to outspeed Adamant Kabutops and Adamant Gallade. Discharge has a nifty 30% paralysis chance that can help slower powerhouses such as Druddigon and bulkier Gallade variants, among others.</p>

<p>This Magneton has problems with Steelix and Durant, so teammates that are able to take care of them are helpful. Slowking fears very little from Steelix and can use its STAB Water-type moves to take it down. Emboar and Moltres have a 4x Bug resistance and a Steel resistance to handle Durant's STAB moves, and both can roast the ant with their Fire-type STAB moves. This variant of Magneton handles bulkier Steel-types such as Escavalier better than its other sets, so teammates that can take advantage of such Steel-types not being around are good choices. Druddigon and Fraxure have a much easier time using their powerful Dragon-type STAB moves with Steel-types out of the way while Psychic-types such as Mesprit and Slowking appreciate not having to worry about Escavalier. Hidden Power Rock variants of Sceptile and Lilligant can switch into Ground-type moves and lure in Fire-types that Magneton struggles with, such as Moltres and Entei, and take them out with Hidden Power Rock. VoltTurn teams appreciate this Magneton's ability to switch into most Steel-types and remove them from battle, so Pokemon such as Cinccino, Rotom-C, and Mesprit can make for solid teammates.</p>

[SET]
name: Choice Scarf
move 1: Thunderbolt
move 2: Volt Switch
move 3: Hidden Power Fire
move 4: Flash Cannon
item: Choice Scarf
ability: Magnet Pull
nature: Timid
evs: 4 HP / 252 SpA / 252 Spe

[SET COMMENTS]

<p>While Base base 70 Speed is certainly nothing to be blown away by, it is more than enough to allow Magneton to effectively use a Choice Scarf. With the boost in Speed, Magneton is able to outspeed the likes of Durant, Sceptile, and Choice Scarf variants of Emboar. Thunderbolt is Magneton's most reliable STAB option with great power and perfect accuracy. Volt Switch provides utility and allows Magneton to scout for checks and counters. Hidden Power Fire wipes out Durant and does significant damage to Sceptile, hence hitting two Pokemon that Magneton is normally incapable of outspeeding. Flash Cannon rounds off the set by hitting the likes of Rhydon and Druddigon harder than any other move Magneton has.</p>

[ADDITIONAL COMMENTS]

<p>Timid is absolutely necessary to keep Magneton in front of Durant, Sceptile, and Choice Scarf versions of Emboar. Due to the lack of power when compared to other sets, it is generally not advised to use another Hidden Power type as Magneton needs Hidden Power Fire to OHKO Durant and deal as much damage to Sceptile as possible. This Magneton is perhaps the best failsafe option for teams that struggle against Durant, so Pokemon that appreciate not having to worry about the steel ant are good choices. Sturdy Psychic-types such as Uxie and Slowking can switch into many of the Pokemon that can force Magneton out while benefiting from the absence of Durant. This Magneton has significant issues with Steelix, so teammates that can handle it are appreciated. The aforementioned Slowking fears little from Steelix while Moltres only fears Roar forcing off of the field and can uses its powerful STAB moves to open up holes in an opposing team for Magneton to clean up later in the match. VoltTurn teams can benefit from Magneton's ability to outspeed and eliminate Durant and Sceptile from the match. Braviary, Mesprit, and Cinccino are all decent options for VoltTurn teams looking to take advantage of Choice Scarf Magneton's qualities.</p>

[Other Options]

<p>Magneton's movepool is somewhat limited, but there are some options to look at. A Specially Defensive specially defensive set with Rest and Sleep Talk can tank multiple hits, but the BW sleep mechanics make this a very inconsistent option. One can use Endure with a Custap Berry to ensure Magneton gets off at least two attacks at minimum, but this fails to capitalize on Magneton's Steel-(AH)trapping capabilities. This can , although it allows Magneton to trap Durant without a Choice Scarf and to revenge kill Rock Polish Aggron. Magneton has access to both Reflect and Light Screen, but it is largely outclassed by the faster and bulkier Uxie. Magic Coat is an option, but Magneton is able to threaten most entry hazard users offensively. Magnet Rise can allow Magneton to more safely eliminate Steelix. Metal Sound can force switches, but Magneton usually just wants to spend a free turn by attacking. Rain Dance can be used in conjunction with Thunder, but Magneton will struggle to take out Steel-types, especially Escavalier.</p>

[Checks and Counters]

<p>Magneton has no real counters since , as it's primary job is to eliminate certain Steel-types depending on the set it is running. There are, however, plenty of checks to the steel trapping magnet. Lanturn is a complete stop to Magneton outside of the rare Hidden Power Ground. Gallade and Hitmonlee are perfectly capable of outspeeding Magneton and crushing it with their powerful Fighting-type STAB moves. Hariyama can't outspeed Magneton, but it has the bulk to tank a hit and fire back with its strong STAB Close Combat. Emboar and Entei can tank a hit and retaliate with their strong Fire-type STAB moves. However, they will both fall to an Electric-type STAB move from the Choice Specs set should Stealth Rock be up. Clefable avoids the 2HKO from Choice Specs Thunderbolt, but it can be defeated should it get unlucky with Flash Cannon Special Defense drops. Steelix and Durant are two Steel-types that can actually stand up to Magneton depending on the set being used. Steelix only fears the Choice Specs set while Durant only has to worry about the Choice Scarf set. Choice Scarf Durant can even use Baton Pass to escape from Magneton.</p>

<p>Ground-types such as Rhydon and Golurk can come in for free against Magneton's Electric-type STAB moves, but they must be wary of Flash Cannon. Druddigon is 2HKOed by Choice Specs Flash Cannon, but it can take any other attack and proceed to OHKO Magneton with Earthquake. Quagsire isn't very common, but it is only 3HKOed by Flash Cannon and can OHKO Magneton with a STAB Earthquake. Manectric has Lightningrod to benefit from Electric-type moves and it resists Flash Cannon as well while typically carrying Overheat or Flamethrower as a coverage move. Rotom resists Magneton's STABs, but it will fail to do much in return outside of Will-O-Wisp and the extremely rare Hidden Power Fire. Magneton's Choice sets are rather frail thanks to Magneton's awful base 50 HP. Powerful resisted attacks such as Druddigon's Outrage and Escavalier's Megahorn can actually 2HKO it.</p>
Very few errors n_n
my only suggestions are to not use since instead of because/as, not capitalize random stuff that i noted in the check, and not use moves as a verb (to USE baton pass, not to baton pass)
1/2!
 
Deletions
Additions / Corrections
Comments

[Overview] (add tag)

<p>In a tier ridden with many powerful Electric-types such as Rotom-C, Manectric, and Rotom, one might be left wondering how Magneton stands out from them. The answer lies in its ability, Magnet Pull. With this ability, Magneton is able to trap and KO many dangerous Steel-types such as Escavalier, Durant, and Aggron, (add comma) depending on the set it runs. A unique Electric / Steel typing also gives Magneton some solid resistances to Dragon-, Electric-, Grass-, and Bug-type moves, among others. However, this is a double-edged sword as Magneton is left weak to the many powerful Fire- and Fighting-type moves in the tier along with a whopping 4x weakness to Ground. Due to its NFE status, Magneton can use Eviolite to bolster its defenses to capitalize on the previously mentioned resistances it has. Choice items are also a possibility thanks to its high Special Attack and access to Volt Switch. Magneton's Speed is okay, (remove comma) but certainly nothing amazing, thus leaving it outsped by a myriad of offensive threats, including Durant should Magneton not run a Choice Scarf. While it has solid defenses and great resistances, Magneton is compromised by a low HP stat that can let many of the offensive Steel-types hit Magneton it really hard should they predict it switching in. If one can get around its faults, Magneton can be a great addition to many teams, especially those that center around Pokemon that have problems with Steel-types.<p/>

[SET]
name: Choice Specs
move 1: Thunderbolt
move 2: Volt Switch
move 3: Hidden Power Fire
move 4: Flash Cannon
item: Choice Specs
ability: Magnet Pull
nature: Timid / Modest
evs: 4 HP / 252 SpA / 252 Spe

[SET COMMENTS]

<p>With STAB Volt Switch, the highest Special Attack stat of any Electric-type in RU, and enough Speed to outpace most defensive Pokemon, a Choice Specs set suits Magneton very well, as the extra power lets it get through Aggron and Steelix, two Steel-types Magneton usually struggles with. Thunderbolt is a strong and accurate STAB move that Magneton can use to punch holes in opposing teams. Volt Switch is great for any Choice item user, and Magneton is no different, (add comma) as it allows Magneton to do serious damage and scout for potential checks and counters. Hidden Power Fire is a necessity to remove Steel-types that Magneton traps, such as Escavalier, Ferroseed, and Steelix. Flash Cannon rounds off the set by hitting Ground- and Dragon-types, such as Rhydon, Druddigon, and Golurk, that typically switch into Magneton's Electric STAB moves.</p>

[ADDITIONAL COMMENTS]

<p>Timid is the primary nature to outspeed the likes of Adamant Kabutops and Adamant Gallade. Modest can be used as Magneton will still outspeed Omastar and Crawdaunt, (add comma) while the boost in power secures the OHKO on Cryogonal with Flash Cannon and gives Magneton a 56.25% chance to OHKO Choice Band Emboar after Stealth Rock; it also ensures while ensuring the OHKO on Choice Scarf variants of Emboar. Hidden Power Ground is a noteworthy alternative to hit Magneton and Lanturn much harder while still retaining coverage on Steelix.</p>

<p>Any Pokemon that appreciates the removal of bulkier Steel-types, (remove comma) such as Escavalier, Steelix, and Ferroseed, (remove comma) can be a good teammate. Perhaps the most dangerous is Druddigon, (add comma) as very few things can stop its rampage after Steel-types are removed. Fraxure is a rarely seen Dragon-type, but it too can greatly benefit from the removal of Steel-types and possibly sweep the opposing team. Flying-types, (remove comma) such as Swellow and Braviary, (remove comma) are able to sweep more easily with Steel-types removed, (add comma) while Psychic-types like Mesprit and Uxie appreciate not having to worry about being Pursuit trapped by Escavalier. Speaking of Psychic-types, Slowking is a solid defensive partner as it can switch into most of the threats that force Magneton out. Hidden Power Rock variants of Lilligant can also be quite dangerous once Magneton is able to remove opposing Steel-types. VoltTurn teams welcome Magneton's ability to remove Steel-types and maintain momentum. Rotom-C, Cinccino, and Braviary are all teammates that appreciate the removal of Steel-types and can maintain the momentum Magneton gains.</p>

[SET]
name: Eviolite
move 1: Thunderbolt
move 2: Volt Switch / Substitute
move 3: Hidden Power Fire
move 4: Flash Cannon / Charge Beam
item: Eviolite
ability: Magnet Pull
nature: Modest
evs: 200 HP / 208 SpA / 100 Spe

[SET COMMENTS]

<p>This set takes a more defensive approach to trapping Steel-types. The boost provided by Eviolite allows Magneton to better handle more offensive Steel-types, such as Escavalier and Aggron. Thunderbolt is still the primary STAB move as it is strong and reliable. Volt Switch allows Magneton to scout for checks and counters. Hidden Power Fire deals with Steel-types that Magneton traps, easily taking out the likes of Escavalier and Ferroseed. Flash Cannon is a secondary STAB move to handle the Ground- and Dragon-types that take Magneton's Electric STAB moves easily effectively. Substitute and Charge Beam can replace Volt Switch and Flash Cannon respectively to set up on Steel-types that Magneton traps, but Ferroseed is the only one that won't break its Substitutes on average, (add comma) and the only other attacks Magneton can safely set up a Substitute against is Iron Head from the likes of Escavalier and Aggron.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread lets Magneton avoid the 2HKO from Choice Band Escavalier's Megahorn while also outspeeding maximum Speed Adamant Aggron. A Timid nature with a fully offensive spread can be used to outspeed Adamant Kabutops and Adamant Gallade. Discharge has a nifty 30% paralysis chance that can help slower powerhouses such as Druddigon and bulkier Gallade variants, among others.</p>

<p>This Magneton has problems with Steelix and Durant, so teammates that are able to take care of them are helpful. Slowking fears very little from Steelix and can use its STAB Water-type moves to take it down. Emboar and Moltres have a 4x Bug resistance and a Steel resistance to handle Durant's STAB moves, and both can roast the ant with their Fire-type STAB moves. This variant of Magneton handles bulkier Steel-types such as Escavalier better than its other sets, so teammates that can take advantage of such Steel-types not being around are good choices. Druddigon and Fraxure have a much easier time using their powerful Dragon-type STAB moves with Steel-types out of the way, (add comma) while Psychic-types such as Mesprit and Slowking appreciate not having to worry about Escavalier. Hidden Power Rock variants of Sceptile and Lilligant can switch into Ground-type moves, (add comma) and lure in Fire-types that Magneton struggles with, such as Moltres and Entei, and take them out with Hidden Power Rock. VoltTurn teams appreciate this Magneton's ability to switch into most Steel-types and remove them from battle, so Pokemon such as Cinccino, Rotom-C, and Mesprit can make for solid teammates.</p>

[SET]
name: Choice Scarf
move 1: Thunderbolt
move 2: Volt Switch
move 3: Hidden Power Fire
move 4: Flash Cannon
item: Choice Scarf
ability: Magnet Pull
nature: Timid
evs: 4 HP / 252 SpA / 252 Spe

[SET COMMENTS]

<p>While base 70 Speed is certainly nothing to be blown away by, it is more than enough to allow Magneton to effectively use a Choice Scarf. With the boost in Speed, Magneton is able to outspeed the likes of Durant, Sceptile, and Choice Scarf Emboar. Thunderbolt is Magneton's most reliable STAB option with great power and perfect accuracy. Volt Switch provides utility and allows Magneton to scout for checks and counters. Hidden Power Fire wipes out Durant and does significant damage to Sceptile, hence hitting two Pokemon that Magneton is normally incapable of outspeeding. Flash Cannon rounds off the set by hitting the likes of Rhydon and Druddigon harder than any other move Magneton has.</p>

[ADDITIONAL COMMENTS]

<p>Timid is absolutely necessary to keep Magneton in front of Durant, Sceptile, and Choice Scarf versions of Emboar. Due to the lack of power when compared to other sets, it is generally not advised to use another Hidden Power type as Magneton needs Hidden Power Fire to OHKO Durant and deal as much damage to Sceptile as possible. This Magneton is perhaps the best failsafe option for teams that struggle against Durant, so Pokemon that appreciate not having to worry about the steel ant are good choices. Sturdy Psychic-types such as Uxie and Slowking can switch into many of the Pokemon that can force Magneton out while benefiting from the absence of Durant. This Magneton has significant issues with Steelix, so teammates that can handle it are appreciated. Slowking fears little from Steelix, (add comma) while Moltres only fears Roar forcing it off of the field and can uses its powerful STAB moves to open up holes in an opposing team for Magneton to clean up later in the match. VoltTurn teams can benefit from Magneton's ability to outspeed and eliminate Durant and Sceptile from the match. Braviary, Mesprit, and Cinccino are all decent options for VoltTurn teams looking to take advantage of Choice Scarf Magneton's qualities.</p>

[Other Options]

<p>Magneton's movepool is somewhat limited, but there are some options to look at. A specially defensive set with Rest and Sleep Talk can tank multiple hits, but the BW sleep mechanics make this a very inconsistent option. One can use Endure with a Custap Berry to ensure Magneton gets off a minimum of at least two attacks at minimum, but this fails to capitalize on Magneton's Steel-trapping capabilities, although it allows Magneton to trap Durant without a Choice Scarf and revenge kill Rock Polish Aggron. Magneton has access to both Reflect and Light Screen, but it is largely outclassed by the faster and bulkier Uxie. Magic Coat is an option, but Magneton is able to threaten most entry hazard users offensively. Magnet Rise can allow Magneton to more safely eliminate Steelix. Metal Sound can force switches, but Magneton usually just wants to spend a free turn by attacking. Rain Dance can be used in conjunction with Thunder, but Magneton will struggle to take out Steel-types, especially Escavalier.</p>

[Checks and Counters]

<p>Magneton has no real counters, as its primary job is to eliminate certain Steel-types depending on the set it is running. There are, however, plenty of checks to the steel trapping magnet. Lanturn is a complete stop to Magneton outside of the rare Hidden Power Ground. Gallade and Hitmonlee are perfectly capable of outspeeding Magneton and crushing it with their powerful Fighting-type STAB moves. Hariyama can't outspeed Magneton, but it has the bulk to tank a hit and fire back with its strong STAB Close Combat. Emboar and Entei can tank a hit and retaliate with their strong Fire-type STAB moves. However, they will both fall to an Electric-type STAB move from the Choice Specs set should Stealth Rock be up. Clefable avoids the 2HKO from Choice Specs Thunderbolt, but it can be defeated should it get unlucky with Flash Cannon Special Defense drops. Steelix and Durant are two Steel-types that can actually stand up to Magneton depending on the set being used. Steelix only fears the Choice Specs set, (add comma) while Durant only has to worry about the Choice Scarf set. Choice Scarf Durant can even use Baton Pass to escape from Magneton.</p>

<p>Ground-types such as Rhydon and Golurk can come in for free against Magneton's Electric-type STAB moves, but they must be wary of Flash Cannon. Druddigon is 2HKOed by Choice Specs Flash Cannon, but it can take any other attack and proceed to OHKO Magneton with Earthquake. Quagsire isn't very common, but it is only 3HKOed by Flash Cannon and can OHKO Magneton with a STAB Earthquake. Manectric has Lightningrod to benefit from Electric-type moves and it resists Flash Cannon as well while typically carrying Overheat or Flamethrower as a coverage move. Rotom resists Magneton's STABs, but it will fail to do much in return outside of Will-O-Wisp and the extremely rare Hidden Power Fire. Magneton's Choice sets are rather frail thanks to Magneton's its awful base 50 HP. Powerful resisted attacks such as Druddigon's Outrage and Escavalier's Megahorn can actually 2HKO it.</p>

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GP 2 / 2
 
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