Gen 1 Magneton (UU) [QC 3/2] [GC 1/1]

pac

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MAGNETON WOO YEAH

[OVERVIEW]
Magneton has characteristics that are nearly enough to make it a viable Pokemon in RBY UU. Due to its high Special and Electric-typing, Magneton wields the most powerful Electric-type attacks in the tier. Notably, Magneton is able to 2HKO the omnipresent Tentacruel, as well as Persian, Articuno, Vaporeon, and Omastar. Also, due to Magneton's access to Thunder Wave, it can cripple the Speed and offensive potential of major offensive threats such as Persian and Kadabra. Magneton's defensive stats allow it to switch in on many of these offensive Pokemon and still be able to inflict damage or status.

However, while these properties should allow Magneton to find a place in the tier, it has two main issues that hold it back. Its largest issue is its subpar Speed, which lowers its effectiveness at handling targets such as Tentacruel and Dugtrio, as well as mitigating its ability to recover safely using Rest. It also leaves it prey to Wrap users such as Tentacruel and even unboosted Dragonite. Its movepool is pitiful as well, forcing it to run physical attacks if it wants to be able to even touch Dugtrio, even though Magneton has a terrible base 60 Attack.

[SET]
name: Offensive
move 1: Thunder Wave
move 2: Double-Edge
move 3: Thunderbolt
move 4: Rest

[SET COMMENTS]
Thunder Wave is essential, as it helps make up for Magneton's low Speed and cripples Wrap users. Paralysis support also helps the rest of Magneton's team by allowing them to outspeed and KO their targets. Double-Edge is used so Magneton can deal damage to Ground-types, mainly Dugtrio. Thunderbolt is Magneton's main offensive tool, allowing it to 2HKO notable Pokemon like Omastar and Articuno. 2HKOs on Vaporeon, Persian, and Kangaskhan are only chances with Thunderbolt, but become guaranteed with some Wrap support. Rest is used in an attempt to recover Magneton's health, although its Ground weakness makes this difficult. Switching in a sleeping Magneton during a Wrap spree is the most consistent way of allowing it to wake up.

Due to Magneton's sparse movepool, it only has a few other options. Magneton is a rare case where Thunder is sometimes ran alongside Thunderbolt, as Thunderbolt can miss the 2HKO on the aforementioned foes without prior chip damage from Wrap. However, Thunder's shaky accuracy can make it insufficient at times as Magneton's sole Electric-type attack, so using it without Thunderbolt can lead to issues in consistency. Hyper Beam can be used, either alongside Double-Edge or replacing it, in order to deal more damage than Double-Edge would. Hyper Beam deals more damage to Kadabra and Venusaur than Thunder would, although the forced recharge can prove disastrous for Magneton. Flash is able to lower the accuracy of the foe's moves, which can allow Magneton to stay active longer, as well as being able to contend in losing matchups, but its mediocre accuracy can make this risky. Supersonic is an option, as it allows Magneton to inflict Confusion on top of paralysis, but it is rarely worth it due to Supersonic's abysmal accuracy.

[CREDITS]
- Written by: [[pacattacc, 520967]]
- Quality checked by: [[Plague von Karma, 236353], [phoopes, 93615]], [[Sevi 7, 505149]]
- Grammar checked by: [[name, id]]
 
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Overview
Magneton is really close to being a viable Pokemon in UU.
I dunno, man. I'd say "really close" applies to Pokemon like Seaking, which have seen tournament play. I haven't seen Magneton touch RBY UU much at all. I see why you're saying it as those are some impressive calcs, but tone it down just a little bit.

Its largest issue is its low Speed, which lowers its effectiveness at handling targets such as Tentacruel and Dugtrio, as well as mitigating its ability to recover safely using Rest.
It's also notable for the fact Magneton mandates a ton of paraspam before it can do anything. It's some Soul Eater Excalibur shit, I tell you.

Also note that this mon is Wrap food for not only Tentacruel, but Dragonite as well. It's incredibly easy to lock down.

Set Details
Its movepool is also pitiful, forcing it to run Physical attacks, even though Magneton has a terrible base 60 Attack.
Not necessarily, I've seen Magnetons run all-electric sets in other metagames with success. I think what really forces you to use physical moves is Dugtrio.

Rest is used in an attempt to recover Magneton's health, although its Ground weakness makes this difficult.
Mention that Magneton doesn't mind coming in on Wrap to farm wakeup turns. This is partly why you can chuck Rest on half the mons in the game and get mindblown when it finds some ungodly way to work

Thunderbolt can be used over Thunder, as Thunder's 70% accuracy can be
Or Double-Edge, all-Electric Magneton is absolutely valid. Explain what does invalidate it in this case, though.
 
Magneton is really close to being a viable Pokemon in UU. Due to its high Special stat and Electric-Typing, Magneton wields the most threatening Thunders and Thunderbolts of the tier.

Idk what words I'd use exactly but I wouldn't say "really close." Maybe "Magneton is not quite a viable Pokemon in UU, though it does have its strong points. Due to its high Special stat and Electric typing, Magneton wields the most powerful Thunder and Thunderbolt in the tier." (I changed most threatening to most powerful because it's more specific with what you mean)

Notably, Magneton is able to 2HKO the omnipresent Tentacruel, as well as Persian, Articuno, Vaporeon, Omastar, and others. Also, due to Magneton's access to Thunder Wave, it can cripple the speed and offensive potential of the majority of the tier.

I would split the mentions of these Pokemon. Like yes you're able to 2HKO all of them but IMO you'd be better served giving a few examples of Pokemon you can 2HKO and a few examples of Pokemon you can survive an attack from and cripple with Thunder Wave. Like for example if I were using Magneton and I was going against a Persian I would probably use Thunder Wave first before attacking. You've obviously done more testing with Magneton than me though so I'll leave it up to your discretion which examples you pick for each case.

Its largest issue is its low Speed, which lowers its effectiveness at handling targets such as Tentacruel and Dugtrio, as well as mitigating its ability to recover safely using Rest. Its movepool is also pitiful, forcing it to run Physical attacks, even though Magneton has a terrible base 60 Attack.

Definitely mention Wrap somewhere here, as low speed in RBY UU means you're more likely to be Wrapped for sure. Tentacruel is one thing but Magneton is also slower than unboosted Dragonite, which means it can pivot out to Dugtrio pretty easily. Also, you're not necessarily forced to run a Physical attack, as I think there are merits to using both Thunder and Thunderbolt on the same set, but I'll get to that in a bit.

(side note I just saw Plague posted in the middle of me typing this post so sorry if you're getting repeat information haha)

Magneton is a rare case where Thunder is typically ran over Thunderbolt, as Thunderbolt can miss the 2HKO on Vaporeon, Persian, and Kangaskhan, and these calcs are one of Magneton's strong points.

Keep in mind that Thunder only has 70% accuracy, so the odds of hitting it twice in a row are only 49%. That's part of the reason why I think using Thunder and Thunderbolt in the same set can be valuable. Like for example on Vaporeon, Thunderbolt has over 78% chance to 2HKO, comparing to Thunder's actual 49% because of the accuracy. I think slashing Double-Edge / Thunderbolt actually makes a lot of sense, as yeah, you get walled by Dugtrio and Golem if you don't run Double-Edge, but you kind of get walled by them anyway? Since Double-Edge isn't doing much to either, especially not Golem, and they hit you super hard back meaning you're pretty much forced to switch out. So yeah, tl;dr, a set consisting of Thunder, Thunderbolt, Thunder Wave, Rest isn't necessarily a bad idea.

Between me and Plague that should probably give you enough to think about for now
 
Magneton's decent Defense stat also allows it to take Earthquakes better than the other Electric-Types of the tier, those being Electabuzz, Raichu, and the niche Electrode.
It still gets 2HKOed by Dugtrio like any other. If you do the math, its defensiveness isn't much higher than the others either, as its HP isn't great. It's better, but if you put it into numbers like this, it isn't actually much better. In fact, it's just below Starmie, and equal to Cubone and Slowpoke. With an Earthquake weakness in the equation, you see how it starts to look iffy for our magnetic friend, yeah?
  • Magneton Defensiveness: 87264
  • Electrode Defensiveness: 76874
  • Electabuzz Defensiveness: 70596
  • Raichu Defensiveness: 67184
Calc: Max HP*Max Def, simple 'nuff

Due to Magneton's sparse movepool, it only has a few other options. Hyper Beam can be used, in order to deal more damage than Double-Edge. Hyper Beam can deal more damage to Kadabra and Venusaur than Thunder would, although the forced recharge can prove disastrous for Magneton. Thunderbolt can be used over Thunder, as Thunder's 70% accuracy can be shaky, although Thunderbolt deals less damage. Thunderbolt can also be used over Double-Edge, however this leaves you unable to damage Ground-Types. The upside to this approach is that Thunderbolt's consistency can be used alongside Thunder's raw power.
People initially trying out Magneton often think to use Supersonic. I'd say to discourage it as you're statistically less likely to get mileage off of it.

Implement this for QC 1/2
plaguevonkarma-qc-small.gif
 
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Notably, Magneton is able to 2HKO the omnipresent Tentacruel, as well as Persian, Articuno, Vaporeon, Omastar, and others. Also, due to Magneton's access to Thunder Wave, it can cripple the speed and offensive potential of the majority of the tier.

Again, I would give examples of Pokemon you'd want to use Thunder Wave on to cripple. You've listed a good amount of useful 2HKOs but the reader could use the info on what to paralyze.

forcing it to run Physical attacks if it wants to be able to even touch Dugtrio

or Golem! (give it a mention especially now that it's back on the VR)

[SET]
name: Thunder Offense
move 1: Thunder
move 2: Thunder Wave
move 3: Double-Edge.
move 4: Rest

Going to say it again, I'd slash move 3 as Thunderbolt / Double-Edge. Yes, you're hard-walled by Ground-types if you don't run Double-Edge, but other than hitting Dugtrio for a decent bit of damage on the switch, you're probably not staying in on Ground-types anyway. As mentioned before, Thunderbolt has a better chance to 2HKO than Thunder on some things when you factor in accuracy.

Also would be good to say that Wrap chip damage helps Magneton out a lot (thanks Volk for mentioning that fact on Discord). Like the 2HKO on Vaporeon with Thunderbolt becomes guaranteed after it takes 6% damage which I think is only two Wrap hits from Tent off the top of my head.

Also tagging Sevi 7 since earlier on Discord he seemed interested in making comments
 
I don't want to take away a QC from Phoopes, so we can go for a 3/2 QC, or whatever, but there's some changes I want to suggest.

Overview
  • Change Thunder and Thunderbolts to Electric-type attacks
  • Take out and others. List the most relevant mons and just leave it at that.
  • Replace majority of the tier with major offensive threats
  • When you say Magneton can survive these pokemon, which pokemon do you mean?
  • just a semantics thing, but I think paralyze them is better than inflict them with paralysis
Set
Thunder Wave
Thunderbolt
Double-Edge
Rest

Thunderbolt is better than Thunder. It's more likely for Thunder to miss than it is for Thunderbolt to 2HKO Kang and Vaporeon. Persian is worse, but having 100% accuracy is more important. I also don't know how useful Rest is on Magneton. It seems to me that going for something like Hyper Beam, Flash or Thunder and Thunderbolt should be slashed with Rest. However, this is just a guess and I know you've tried to make Rest Magneton work very recently, so I'll trust whatever your judgment on that is.

Set Description
  • So as stated above, Thunderbolt is statistically better than Thunder vs Kang and Vap.
  • Add that Thunder Wave supports the rest of Magneton's team
  • Take out that it is for ground-types and just say that it is for Dugtrio
  • Again, I don't know if Flash or Thunder should be slashed with Rest, but Rest just seems really difficult to pull off to me. If they shouldn't be slashed they should be added to OO though
  • Hyper Beam can replace Double-Edge, but I think going Double-Edge + Hyper Beam should be mentioned too.
  • So Magneton can still run Thunder and Thunderbolt. Sometimes the extra damage from Thunder is what you need to go for, because thunderbolt's damage just won't cut it.
 
phoopes and Sevi 7, implemented! I believe I got everything, I went ahead and went with Sevi and took away the mentions of Golem in relation to Double-Edge, as it's not going to be doing much. If you bring Magneton and they bring Golem, you can just kinda cry tbh.
 
This is by no means a GP check, but I'm just cleaning some stuff up.

Magneton has characteristics that are nearly enough to make it a viable Pokemon in UU. Due to its high Special stat and Electric-typing, Magneton wields the most powerful Thunders and Thunderbolts of the tier. Notably, Magneton is able to 2HKO the omnipresent Tentacruel, as well as Persian, Articuno, Vaporeon, and Omastar. Also, due to Magneton's access to Thunder Wave, it can cripple the speed and offensive potential of the major offensive threats, such as Persian and Kadabra. Magneton's defensive stats allows it switch in on many of these offensive threats and still be able to inflict damage or status.
However, while these properties should allow Magneton to find a place in the tier, it has two main issues that hold it back. Its largest issue is its low Speed, which lowers its effectiveness at handling targets such as Tentacruel and Dugtrio, as well as mitigating its ability to recover safely using Rest. It also leaves it prey to Wrap users, such as Tentacruel and Dragonite. Its movepool is also pitiful, forcing it to run Physical attacks if it wants to be able to even touch Dugtrio, even though Magneton has a terrible base 60 Attack.

"Magneton has characteristics that are nearly enough to make it a viable Pokemon in UU. Due to its high Special and Electric-typing, Magneton wields the most powerful Electric-type attacks of the tier. Notably, Magneton is able to 2HKO the omnipresent Tentacruel, as well as Persian, Articuno, Vaporeon, and Omastar. Also, due to Magneton's access to Thunder Wave, it can cripple the speed and offensive potential of major offensive threats such as Persian and Kadabra. Magneton's defensive stats allow it to switch in on many of these offensive Pokemon and still be able to inflict damage or status.

However, while these properties should allow Magneton to find a place in the tier, it has two main issues that hold it back. Its largest issue is its subpar Speed, which lowers its effectiveness at handling targets such as Tentacruel and Dugtrio, as well as mitigating its ability to recover safely using Rest. It also leaves it prey to Wrap users, such as Tentacruel and even unboosted Dragonite. Its movepool is pitiful as well, forcing it to run Physical attackers if it wants to be able to even touch Dugtrio, even though Magneton has a terrible base 60 Attack."

**changed a word here and there, for better flow/less repetition, fixed some grammar mistakes**

[SET]
name: Electric Offense
move 1: Thunder Wave
move 2: Double-Edge/Thunder
move 3: Thunderbolt
move 4: Rest/Hyper Beam

name: Electric Offense
move 1: Thunder Wave
move 2: Double-Edge / Thunder
move 3: Thunderbolt
move 4: Rest / Hyper Beam

**just put spaces between the slashes here**

Thunder Wave is essential, as it helps make up for Magneton's low Speed, as well as crippling the ability for the Wrap users of the tier from using Wrap as effectively. It is also able to support the rest of Magneton's team, by allowing them to out speed and cripple their targets. Double-Edge is used to allow Magneton to deal damage to Ground-Types, mainly Dugtrio. Thunderbolt is Magneton's main offensive tool, allowing it to threaten notable Pokemon, as mentioned above. Rest is used in an attempt to recover Magneton's health, although its Ground weakness makes this difficult. Switching in a Resting Magneton during a Wrap spree is the most consistent way of allowing it to wake up.
Due to Magneton's sparse movepool, it only has a few other options. Magneton is a rare case where Thunder is sometimes ran alongside Thunderbolt, as Thunderbolt can miss the 2HKO on Vaporeon, Persian, and Kangaskhan, and these calcs are one of Magneton's strong points. However, Thunder's shaky accuracy makes it insufficient at times as Magneton's sole Electric-Type attack, so running it without Thunderbolt is not recommended. Also, with some Wrap support, Thunderbolt is able to gurantee 2HKOs against Pokemon like Vaporeon. Hyper Beam can be used, in order to deal more damage than Double-Edge. Hyper Beam can deal more damage to Kadabra and Venusaur than Thunder would, although the forced recharge can prove disastrous for Magneton. Supersonic is an option, as it allows Magneton to inflict Confusion on top of Paralysis, but it is rarely worth it due to Supersonic's abysmal accuracy.

"Thunder Wave is essential, as it helps make up for Magneton's low Speed and cripples Wrap users. Paralysis support also helps the rest of Magneton's team by allowing them to outspeed and KO their targets. Double-Edge is used so Magneton can deal damage to Ground-types, mainly Dugtrio. Thunderbolt is Magneton's main offensive tool, allowing it to 2HKO notable Pokemon like Omastar and Articuno. 2HKOs on Vaporeon, Persian, and Kangaskhan are only chances with Thunderbolt, but become guaranteed with some Wrap support. Rest is used in an attempt to recover Magneton's health, although its Ground weakness makes this difficult. Switching in a sleeping Magneton during a Wrap spree is the most consistent way of allowing it to wake up.

Due to Magneton's sparse movepool, it only has a few other options. Magneton is a rare case where Thunder is sometimes ran alongside Thunderbolt, as Thunderbolt can miss the 2HKO on the aforementioned foes without prior chip damage from Wrap. However, Thunder's shaky accuracy makes it insufficient at times as Magneton's sole Electric-type attack, so using it without Thunderbolt is not recommended. Hyper Beam can be used, in order to deal more damage than Double-Edge. Hyper Beam deals more damage to Kadabra and Venusaur than Thunder would, although the forced recharge can prove disastrous for Magneton. Supersonic is an option, as it allows Magneton to inflict Confusion on top of Paralysis, but it is rarely worth it due to Supersonic's abysmal accuracy."

**moved a few sentences around for better flow and fixed some grammar**

---

Overall, I tried to keep your voice/intentions while just making it flow better (IMO). If I removed some specific wording/phrasing that you really liked and you have beef with it, let me know.
 
Thunder + Thunderbolt is more of an OO thing, and Thunder should replace Rest, not Double-Edge in that case. I would take the slash off and put it into oo.
Since Hyper Beam is slashed, it should be in the first paragraph after Rest.
You've got to mention Flash as an OO. It's way better than Supersonic and has legitimate use over Rest.

EDIT: I'll give it a QC as well for a 3/2
 
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add remove (comments)
[OVERVIEW]
Magneton has characteristics that are nearly enough to make it a viable Pokemon in RBY UU. Due to its high Special and Electric-typing (RH), Magneton wields the most powerful Electric-type attacks of in the tier. Notably, Magneton is able to 2HKO the omnipresent Tentacruel, as well as Persian, Articuno, Vaporeon, and Omastar. Also, due to Magneton's access to Thunder Wave, it can cripple the speed Speed and offensive potential of major offensive threats such as Persian and Kadabra. Magneton's defensive stats allow it to switch in on many of these offensive Pokemon and still be able to inflict damage or status.

However, while these properties should allow Magneton to find a place in the tier, it has two main issues that hold it back. Its largest issue is its subpar Speed, which lowers its effectiveness at handling targets such as Tentacruel and Dugtrio, as well as mitigating its ability to recover safely using Rest. It also leaves it prey to Wrap users, (RC) such as Tentacruel and even unboosted Dragonite. Its movepool is pitiful as well, forcing it to run Physical attackers physical attacks if it wants to be able to even touch Dugtrio, even though Magneton has a terrible base 60 Attack.

[SET]
name: Electric Offense Offensive
move 1: Thunder Wave
move 2: Double-Edge
move 3: Thunderbolt
move 4: Rest

[SET COMMENTS]
Thunder Wave is essential, as it helps make up for Magneton's low Speed and cripples Wrap users. Paralysis support also helps the rest of Magneton's team by allowing them to outspeed and KO their targets. Double-Edge is used so Magneton can deal damage to Ground-types, mainly Dugtrio. Thunderbolt is Magneton's main offensive tool, allowing it to 2HKO notable Pokemon like Omastar and Articuno. 2HKOs on Vaporeon, Persian, and Kangaskhan are only chances with Thunderbolt, (RC) but become guaranteed with some Wrap support. Rest is used in an attempt to recover Magneton's health, although its Ground weakness makes this difficult. Switching in a sleeping Magneton during a Wrap spree is the most consistent way of allowing it to wake up.

Due to Magneton's sparse movepool, it only has a few other options. Magneton is a rare case where Thunder is sometimes ran alongside Thunderbolt, as Thunderbolt can miss the 2HKO on the aforementioned foes without prior chip damage from Wrap. However, Thunder's shaky accuracy can make it insufficient at times as Magneton's sole Electric-type attack, so using it without Thunderbolt can lead to issues in consistency. Hyper Beam can be used, either alongside Double-Edge or replacing it, in order to deal more damage than Double-Edge would. Hyper Beam deals more damage to Kadabra and Venusaur than Thunder would, although the forced recharge can prove disastrous for Magneton. Flash is able to lower the accuracy of the opponent's foe's moves, which can allow Magneton to stay alive active longer, as well as being able to contend in losing matchups, but it's its mediocre accuracy can make this risky. Supersonic is an option, as it allows Magneton to inflict Confusion on top of Paralysis paralysis, but it is rarely worth it due to Supersonic's abysmal accuracy.

[CREDITS]
- Written by: [[pacattacc, 520967]]
- Quality checked by: [[Plague von Karma, 236353], [phoopes, 93615]], [[Sevi 7, 505149]]
- Grammar checked by: [[name, id]]
1/1 :blobthumbsup:

no stamp cuz at school :blobsad:
 
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