WIP Magneton


what even is a magnet


Magneton's collection of unique traits, including the rare Steel typing, gives it an odd spot in the metagame. Its STAB Flash Cannon lets it avoid the main issue other Electric-type Pokemon face offensively, as it can OHKO Rhydon and Golem and heavily dent other Ground-type Pokemon like Nidoking and Sandslash. This makes it difficult for many teams to safely handle Magneton defensively. Magneton contributes more than just its offensive presence to teams thanks to both its typing, which lets it soft-check Zapdos and absorb Toxic and Thunder Wave, and its great support options, namely Thunder Wave and dual screens. Unfortunately, Magneton is plagued with an awful quadruple weakness to Ground and very poor overall bulk, greatly limiting how well it can take even resisted hits like Zapdos' Thunderbolt, as well as quite a mediocre Speed stat that leaves it outsped and easily dispatched of by powerful Pokemon like Nidoking, Mega Gyarados, and Hitmonlee. These flaws often outweigh Magneton's great positive traits and can make it difficult to use effectively.

name: Wallbreaker
move 1: Thunderbolt
move 2: Flash Cannon
move 3: Toxic / Reflect
move 4: Thunder Wave / Light Screen
item: No Item
nature: Modest / Timid

Set Information

Thunderbolt and Flash Cannon provide Magneton with great STAB coverage, letting it run a variety of utility options in its last two moveslots. Toxic lets Magneton threaten Mew and Zapdos reliably, while Thunder Wave slows threatening Pokemon that Magneton can't KO or otherwise threaten, most notably including Mega Alakazam and Gengar. Magneton can also opt to run Reflect and Light Screen instead to help its teammates with pivoting into its switchins. Teleport is another interesting option that allows Magneton to safely bring teammates in and take advantage of forced switches. A Modest nature is preferred to increase Magneton's wallbreaking power, but a Timid nature can be useful for avoiding speed ties with Poliwrath and outspeeding Nidoqueen and Kingler.

Usage Tips

Magneton's limited defensive utility means it should be used extremely aggressively. Dealing lots of damage and spreading status early in the battle is the easiest way to make use of its strength- as such, you should aim to switch it in often via U-Turn or Teleport, or find opportunities to switch it in on weaker attacks, such as Zapdos' Thunderbolt and Mew's Psychic, or non-Sleep status inducing moves.

Team Options

Magneton is not a good sole check to Zapdos despite its typing, and as such should be paired with another check. Alolan Dugtrio fulfils this need and appreciates Magneton's capability to break down walls.

Other Options

List some options for the Pokemon user that are plausible but not always recommended due to either being not consistent enough or too outclassed by other Pokemon in the metagame.

Checks and Counters

**Fire-type Pokemon**: Mega Charizard X resists Magneton's dual STAB and can heal off any damage with Roost while threatening to OHKO with either Fire Blast or Earthquake. However, it should be wary of Toxic and Thunder Wave. Mega Charizard Y, Moltres, Arcanine, and Rapidash dislike switching in on Thunderbolt, but they can all easily revenge kill Magneton.

**Nidoqueen and Alolan Dugtrio**: Nidoqueen and Alolan Dugtrio are never 2HKOd by Flash Cannon and are both immune to Toxic and Thunder Wave, allowing them to switch in and dispatch of Magneton. Alolan Dugtrio is better at this as it also outspeeds Magneton.

**Revenge Killers**: Due to Magneton's frailty, plentiful weaknesses, and below-average Speed, it is easily revenge killed by a long list of Pokemon, including Mega Aerodactyl, Mega Gyarados, Mega Beedrill, Nidoking, Dugtrio, Dragonite, Gengar, Nasty Plot Mew, and Starmie.

- Written by: [[Eve, 375272]]
- Quality checked by: [[, ], [, ], [, ]]
- Grammar checked by: [[, ], [, ]]
Last edited:

Users Who Are Viewing This Thread (Users: 1, Guests: 0)