NU Magneton

Marnie

Leap of Faith
is a Site Content Manageris an official Team Rateris a Top Social Media Contributoris a Community Leaderis a Smogon Discord Contributoris a Top Contributoris a Smogon Media Contributor
Social Media Head
[OVERVIEW]

Magneton's niche lies in Magnet Pull, allowing it to trap the metagame's defensive Steel-types like Stakataka, Copperajah, and Escavalier. Even though it has no coverage move to hit them super effectively, it can eventually boost past them with Charge Beam, especially with the survivability it gets from Eviolite + Iron Defense + Rest. Though specific, this niche can be highly valuable when used to support teammates like Indeedee-F and Sylveon that desperately need Steel-types being gone. However, outside of trapping them, Magneton offers little to no defensive use or utility compared to the metagame's other Steel-types, making it outclassed by them for a teamslot. It is also dead-weight outside of the Steel-type matchup due to its overall poor offensive presence and passivity.

[SET]
name: Trapper
move 1: Charge Beam
move 2: Iron Defense
move 3: Rest
move 4: Flash Cannon
item: Eviolite
ability: Magnet Pull
nature: Bold
evs: 252 HP / 200 Def / 56 Spe

[SET COMMENTS]
Set Details
====

Charge Beam gives Magneton a boosting option to eventually beat Steel-types and, once they're KOed, threaten the opposing team afterwards. Flash Cannon heavily damages Stakataka after boosting with Charge Beam and gives Magneton coverage for a plethora of foes, such as certain Ground-types, Sylveon, Diancie, and Tyrantrum. A physically defensive spread alongside Eviolite and Iron Defense lets it comfortably go toe-to-toe with the Steel-types it's supposed to beat such as Stakataka, Copperajah, and specially defensive Escavalier, notably letting it take on the former two's super effective Body Press and Superpower, respectively. Rest gives Magneton a form of recovery, and, though rarely relevant, wasting two turns when asleep can make sure it wins the PP stall matchup if it does come to it. The Speed EVs let Magneton outspeed Modest Alolan Exeggutor.

Magneton is found on offensive teams alongside teammates like Indeedee-F, Sylveon, Alolan Exeggutor, and Galarian Articuno that appreciate it removing Steel-types. Even though the former three generally carry Fire-type coverage moves, the removal of Steel-types allows them to much more freely spam their STAB attacks without having to predict, especially with Stakataka's neutrality to Fire. Moreover, Alolan Exeggutor helps in pressuring Ground-types like Gastrodon and Quagsire that would halt Magneton completely, while Galarian Articuno can bring Magneton in safely via U-turn against its Steel-type switch-ins.

[STRATEGY COMMENTS]
Other Options
====

Toxic lets Magneton lure in and punish Ground- and Electric-types like Gastrodon, Quagsire, and Rotom-C that otherwise wall it completely, while Thunder Wave punishes foes like Salazzle and Vileplume that attempt to exploit its passivity. However, deviating from the listed set makes trapping Steel-types needlessly more difficult. A fully offensive set with Thunderbolt, Flash Cannon, Volt Switch, and Tri Attack alongside Choice Specs can be used to still chip down the Steel-types significantly. If so, Analytic can also be used to turn Magneton into a potent wallbreaker that is even more difficult to switch into.

Checks and Counters
====

**Ground-type Pokemon and Coverage Moves**: Mudsdale, Quagsire, and Gastrodon completely wall Magneton's attacks. Offensive Pokemon like Silvally-Ground, Aerodactyl, and Golurk can outspeed Magneton and heavily damage it with their Ground-type attacks, though they have to be wary of the Defense boosts it has accumulated.

**Fighting-type Pokemon and Coverage Moves**: Toxicroak, Tauros, and Gallade can significantly dent Magneton with their Fighting-type attacks, but only if its Defenses are unboosted. Swords Dance Escavalier and Iron Defense Stakataka can flip the matchup easily, as they can safely set up on Magneton and retaliate with a +6 Close Combat and Body Press, respectively.

**Special Attackers**: Salazzle and Choice Specs users like Sylveon, Exploud, and Indeedee-F can overwhelm or straight up OHKO Magneton by taking advantage of its weaker Special Defense. Rotom-C is a notable check because it resists both of Magneton's attacks, can cripple it with Trick, and can gain momentum with Volt Switch on a forced switch.

[CREDITS]
- Written by: [[royalfluxh, 493260]]
- Quality checked by: [[Rabia, 336073]]
- Grammar checked by: [[Rabia, 336073]]
 
Last edited:

Rabia

is a Site Content Manageris a Top Social Media Contributoris a Community Leaderis a Community Contributoris a Smogon Discord Contributoris a CAP Contributoris a Top Tiering Contributoris a Top Contributoris a Top Smogon Media Contributoris a Battle Simulator Moderator
GP & NU Leader
add remove comments
[OVERVIEW]

Magneton's niche lies in Magnet Pull, allowing it to trap the metagame's defensive Steel-types like Stakataka, Copperajah, and Escavalier. Even though it has no coverage move to hit them super effectively, it can eventually boost past them with Charge Beam, especially with the survivability it gets from Eviolite + Iron Defense + Rest. However, outside of trapping Steel-types, it has minimum to none defensive or utility value compared to the metagame's other Steel-types making it generally outclassed by them for a teamslot. It is also dead-weight outside of the Steel-type matchup due to its overall poor offensive presence and passivity. Therefore, it's specifically only used to support teammates like Indeedee-F and Sylveon that desperately needs Steel-types being gone, which is a highly valuable niche for the right teams. (probably best to break this last sentence up into two ideas for better organization: you can address that supporting these options is highly valuable when discussing the pros, but in the cons you can reaffirm "hey guys this is LITERALLY the only thing Magneton does.")

[SET]
name: Trapper
move 1: Charge Beam
move 2: Iron Defense
move 3: Rest
move 4: Flash Cannon
item: Eviolite
ability: Magnet Pull
nature: Bold
evs: 252 HP / 200 Def / 56 Spe
ivs: 0 Atk (not needed, the teambuilder will do this automatically)

[SET COMMENTS]
Set Details
====

Charge Beam is the preferred STAB attack to give gives Magneton a boosting option to eventually beat the Steel-types and can threaten the opposing team afterwards once they're KOed. A physically defensive spread alongside Eviolite and Iron Defense lets it comfortably go toe-to-toe with the Steel-types it's supposed to trap such as Stakataka, Copperajah, and specially defensive Escavalier, letting it take on the former two's super effective Body Press and Superpower, respectively. Rest gives it a form of recovery and, though rarely relevant, wasting 2 turns when asleep can make sure it wins the PP stall matchup if it does come to that. Flash Cannon gives it a strong hit for Stakataka (it does not even 5HKO, so you're gonna need to specify w/ boosts or whatever) and prevents Magneton from being too pasive, letting it hit Ground-types like Mudsdale and Silvally-Ground as well as Sylveon, Diancie, and Tyrantrum. The Speed EVs let Magneton outspeed Modest Alolan Exeggutor.

Magneton is found on offensive teams alongside teammates like Indeedee-F, Sylveon, Alolan Exeggutor, and Galarian Articuno that appreciate it removing Steel-types for them. Offensive teammates like Indeedee-F, Sylven, Alolan Exeggutor, and Galarian Articuno appreciates Magneton damaging and removing their specially defensive Steel-types checks in Stakataka, Copperajah, and Escavalier. Even though the former three generally carries a Fire coverage, the removal of Steel-types allows them to much more freely spam their STAB attacks without predictions, especially with Stakataka's neutrality to Fire. Moreover, Alolan Exeggutor helps in pressuring Ground-types like Gastrodon and Quagsire, which would significantly halt Magneton from doing anything, while Galarian Articuno can bring Magneton in safely via U-turn into its Steel-type switchins.

[STRATEGY COMMENTS]
Other Options
====

Toxic can be used to reliably lure in and punish Ground-types such as Gastrodon and Quagsire or Electric-types like Rotom-C that would otherwise wall Magneton completely; however, this worsens Magneton matchup against the Steel-types it's supposed to beat. Thunder Wave punishes foes like Salazzle and Vileplume that attempts to exploit Magneton's passivity, but it generally can't afford to drop any of its moves. Toxic lets Magneton lure in and punish Ground- and Electric-types like Gastrodon, Quagsire, and Rotom-C that otherwise wall it completely; while Thunder Wave punishes foes like Salazzle and Vileplume that attempt to exploit its passivity. However, deviating from the listed set makes trapping Steel-types needlessly more difficult. A fully offensive set with Thunderbolt, Flash Cannon, Volt Switch, and Tri Attack alongside Choice Specs can be used to still chip down the Steel-types significantly. If utilizing Choice Specs,(no need to say this because you mention in the previous sentence that it'd be running Choice Specs) Analytic can also be used to turn it into a potent wallbreaker and is even more difficult to switch into.

Checks and Counters
====

**Ground-types and Coverage**: Mudsdale, Quagsire, and Gastrodon completely walls Magneton. Offensive Pokemon like Silvally-Ground, Aerodactyl, and Golurk can outspeed Magneton and highly damage it with their Ground-type attack, though they have to be wary of the Defense boosts it has accumulated.

**Fighting-types and Coverage**: Toxicroak, Tauros, and Gallade can signifcantly dent Magneton with their Fighting-type attacks, but only if its Defenses are unboosted. Swords Dance Escavalier can flip the matchup easily, as it can safely set up on Magneton and retaliate with a +6 Close Combat. (you may as well mention IronPress Stakataka here too)

**Special Attackers**: Choice Specs Sylven, Exploud, and Indeedee-F, and Salazzle can overwhelm or straight up OHKO Magneton by taking advantage of its weaker Special Defense stat. Rotom-C is a notable check since it resists both of Magneton's attacks and, potentially cripple it with Trick, and can gain momentum afterwards with Volt Switch.

[CREDITS]
- Written by: [[royalfluxh, 493260]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]

Lots of random typos in this (misspells, incorrect verb conjugations, etc.), so give it a read over. This can pass with just one QC check: QC 1/1 when implemented.
 

Rabia

is a Site Content Manageris a Top Social Media Contributoris a Community Leaderis a Community Contributoris a Smogon Discord Contributoris a CAP Contributoris a Top Tiering Contributoris a Top Contributoris a Top Smogon Media Contributoris a Battle Simulator Moderator
GP & NU Leader
add remove comments
[OVERVIEW]

Magneton's niche lies in Magnet Pull, allowing it to trap the metagame's defensive Steel-types like Stakataka, Copperajah, and Escavalier. Even though it has no coverage move to hit them super effectively, it can eventually boost past them with Charge Beam, especially with the survivability it gets from Eviolite + Iron Defense + Rest to take on their attacks. Though specific, this niche can be highly valuable when used to support teammates like Indeedee-F and Sylveon that desperately need Steel-types being gone. However, outside of trapping them, Magneton has minimum to none offers little to no defensive use or utility value compared to the metagame's other Steel-types, making it generally outclassed by them for a teamslot. It is also dead-weight outside of the Steel-type matchup due to its overall poor offensive presence and passivity. Therefore, Magneton only fits on highly specific teams that appreciate the only one thing it does well.

[SET]
name: Trapper
move 1: Charge Beam
move 2: Iron Defense
move 3: Rest
move 4: Flash Cannon
item: Eviolite
ability: Magnet Pull
nature: Bold
evs: 252 HP / 200 Def / 56 Spe

[SET COMMENTS]
Set Details
====

Charge Beam gives Magneton a boosting option to eventually beat the Steel-types and, once they're KOed, threaten the opposing team afterwards. Flash Cannon heavily damages Stakataka after boosting with Charge Beam and gives Magneton coverage for a plethora of foes, such as certain Ground-types, Sylveon, Diancie, and Tyrantrum. A physically defensive spread alongside Eviolite and Iron Defense let lets it comfortably go toe-to-toe with the Steel-types it's supposed to beat such as Stakataka, Copperajah, and specially defensive Escavalier, notably letting it take on the former two's super effective Body Press and Superpower, respectively. Rest gives Magneton a form of recovery,(comma) and, though rarely relevant, wasting 2 two turns when asleep can make sure it wins the PP stall matchup if it does come to it. Flash Cannon strongly damages Stakataka after several boosts and prevents Magneton from being too pasive by hitting Ground-types like Mudsdale and Silvally-Ground as well as Sylveon, Diancie, and Tyrantrum. The Speed EVs let Magneton outspeed Modest Alolan Exeggutor.

Magneton is found on offensive teams alongside teammates like Indeedee-F, Sylveon, Alolan Exeggutor, and Galarian Articuno that appreciate it removing Steel-types. Even though the former three generally carry a Fire Fire-type coverage moves, the removal of Steel-types allow allows them to much more freely spam their STAB attacks without having to predict, especially with Stakataka's neutrality to Fire. Moreover, Alolan Exeggutor helps in pressuring Ground-types like Gastrodon and Quagsire that would halt Magneton completely, while Galarian Articuno can bring Magneton in safely via U-turn into against its Steel-type switchins switch-ins.

[STRATEGY COMMENTS]
Other Options
====

Toxic lets Magneton lure in and punish Ground- and Electric-types like Gastrodon, Quagsire, and Rotom-C that otherwise wall it completely,(semicolon -> comma) while Thunder Wave punishes foes like Salazzle and Vileplume that attempt to exploit its passivity. However, deviating from the listed set makes trapping Steel-types needlessly more difficult. A fully offensive set with Thunderbolt, Flash Cannon, Volt Switch, and Tri Attack alongside Choice Specs can be used to still chip down the Steel-types significantly. If so, Analytic can also be used to turn Magneton into a potent wallbreaker and that is even more difficult to switch into.

Checks and Counters
====

**Ground-types Ground-type Pokemon and Coverage Moves**: Mudsdale, Quagsire, and Gastrodon completely wall Magneton's attacks. Offensive Pokemon like Silvally-Ground, Aerodactyl, and Golurk can outspeed Magneton and highly heavily damage it with their Ground-type attacks, though they have to be wary of the Defense boosts it has accumulated.

**Fighting-types Fighting-type Pokemon and Coverage Moves**: Toxicroak, Tauros, and Gallade can signifcantly significantly dent Magneton with their Fighting-type attacks, but only if its Defenses are unboosted. Swords Dance Escavalier and Iron Defense Stakataka can flip the matchup easily, as they can safely set up on Magneton and retaliate with a +6 Close Combat and Body Press, respectively.

**Special Attackers**: Salazzle and Choice Specs users like Sylven Sylveon, Exploud, and Indeedee-F can overwhelm or straight up OHKO Magneton by taking advantage of its weaker Special Defense. Rotom-C is a notable check due to resisting because it resists both of Magneton's attacks, can cripple it with Trick, and can gain momentum afterwards with Volt Switch on a forced switch.

[CREDITS]
- Written by: [[royalfluxh, 493260]]
- Quality checked by: [[Rabia, 336073]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]

This is fine to advance with just one check, so GP 1/1 when done.

GP Team done
 

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

Top