Gen 1 Magneton (NU Mini) [GP 1/1]

Sabelette

from the river to the sea
is a Site Content Manageris a Community Contributoris a Top Contributoris a Forum Moderator Alumnus
[OVERVIEW]

Magneton is the hardest-hitting Electric-type in NU, competing with Electrode for a team slot. Magneton brings a number of advantages over its faster competition; firstly, it deals devastating damage, OHKOing Kingler outright with Thunderbolt and having rolls to OHKO every Water- or Flying-type foe with Thunder. Even neutral targets dislike facing Magneton due to its solid bulk and high damage; tier staples like Clefable and Mr. Mime face a 3HKO, and Magneton can even 2HKO it sometimes with Thunderbolt + Thunder. Charizard fares poorly with a mere 14.7% chance to 2HKO Magneton and a 2.6% chance to OHKO it with a critical hit. Even Moltres, the strongest special attacker in the entire game, can only 2HKO Magneton 20% of the time, and it faces a guaranteed 2HKO in return. Magneton has Thunder Wave as well, allowing it to hobble fast foes like Mr. Mime and Raticate that might otherwise deal with it decently.

Of course, Magneton cannot do anything to harm Ground-types, a major matchup flaw that holds it back from prominence. Additionally, despite Magneton's superior offense and bulk, Electrode is generally better regarded than Magneton. Compared to Electrode, Magneton is much slower, failing to outspeed relevant targets like Blastoise, Kingler, Mr. Mime, Raticate, and Charizard, among others. Electrode's Speed and massive critical hit chance often allow it to avoid damage that Magneton cannot, and this critical hit chance also allows it to clean teams off the back of a critical hit OHKO or two. Explosion is also relevant for taking out frail targets like Mr. Mime or dealing significant damage to Nidoking; while both Electric-types are unable to harm Golem, Magneton additionally can't touch Nidoking. Despite this, Magneton can deal a lot of damage against foes like Clefable and Mr. Mime in situations where Electrode might balk at taking paralysis.

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

[SET COMMENTS]

Thunder Wave allows Magneton to hamstring faster foes like Mr. Mime and Blastoise before dealing huge damage. Thunderbolt outright OHKOes Kingler, is a roll to OHKO Kabutops and Fearow, and 2HKOes Flying- and Water-type foes. Thunder, meanwhile, is a roll to OHKO most of these foes barring Moltres. Magneton is actually capable of utilizing Reflect + Rest due to its bulk and ability to spread paralysis, allowing it to potentially stall paralyzed foes like Clefable and Blastoise to recover HP without allowing Swords Dance sweepers safe entry. Since Magneton using Rest will often come by surprise, and the viable Swords Dance users are weak to Thunderbolt, it can usually get away with one Rest against a paralyzed foe. Using Rest without Reflect may allow Magneton to stall an endgame scenario assuming setup sweepers have been dealt with, while Reflect by itself can fend off Clefable, but Magneton will usually want Rest if it has Reflect. Double-Edge is a weak move that can have niche utility in chipping Nidoking for allies to finish off. Toxic is a niche option against Golem when combined with partial trapping from allies like Charizard that can help to wear it down more quickly, but this is inconsistent at best.

Magneton can operate best by looking for chances to get in against Clefable, Wigglytuff, and Blastoise to spread paralysis and deal damage. It also exploits paralyzed Water- and Flying-types, forcing the opponent to choose between sacrificing their Pokemon or switching into a painful Thunderbolt. Magneton pairs well with allies that can cover for its horrid matchup into Ground-types, like Seadra and Blastoise. It also aids allies that benefit from paralysis, like Nidoking, Golem, and Kingler. Like most Pokemon, Magneton also enjoys support from Venomoth to remove its checks with Sleep Powder and weaken other foes with Stun Spore; this is particularly nice for Magneton due to its uniquely unwinnable matchups. Venomoth can also run Mega Drain to help weaken or outright defeat Golem, freeing up Magneton to go on the offensive.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/sabelette.583793/
Quality checked by:
https://www.smogon.com/forums/members/togkey.400664/
https://www.smogon.com/forums/members/mrsoup.375193/
Grammar checked by:
https://www.smogon.com/forums/members/autumn.384270/
 
Last edited:
[OVERVIEW]

Magneton is the hardest-hitting Electric-type in NU, competing with Electrode for a team slot. Magneton brings a number of advantages over its faster competition; it hits devastatingly hard, OHKOing Kingler outright with Thunderbolt and having rolls to OHKO every Water- or Flying-type foe with Thunder. Even neutral targets dislike facing Magneton due to its solid bulk and high damage; tier staples like Clefable and Mr. Mime face a 3HKO, and Magneton can even go for a 2HKO sometimes with Thunderbolt + Thunder. Charizard fares poorly with a mere 14.7% chance to 2HKO Magneton and a 2.6% chance to OHKO with a critical hit, and even Moltres, the strongest special attacker in the entire game, can only 2HKO Magneton 20% of the time, and it faces a guaranteed 2HKO in return. Magneton has Thunder Wave as well, allowing it to hobble fast foes like Mr. Mime and Raticate that might otherwise deal with it decently.

Of course, there's a reason that Electrode is generally better-regarded than Magneton. Compared to Electrode, Magneton is much slower, failing to outspeed relevant targets like Blastoise, Kingler, Mr. Mime, Raticate, and Charizard, among others. Electrode's Speed and massive critical hit chance often allow it to avoid damage that Magneton cannot, and this critical hit chance also allows it to clean teams off the back of a critical hit OHKO or two. Explosion is also relevant for taking out frail targets like Mr. Mime or dealing significant damage to Nidoking. Magneton also has no way to seriously harm Golem or Nidoking, whereas Explosion at least dents Nidoking significantly or even OHKOes it with a critical hit. can you combine these 2 sentences, they kinda say the same thing wrt boom hitting nidoking Despite this, Magneton can deal a lot of damage against foes like Clefable and Mr. Mime in situations where Electrode might balk at taking paralysis.

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

[SET COMMENTS]

Thunder Wave allows Magneton to hamstring faster foes like Mr. Mime and Blastoise before dealing huge damage. Thunderbolt outright OHKOes Kingler, is a roll to OHKO Kabutops and Fearow, and 2HKOes Flying- and Water-type foes. Thunder, meanwhile, is a roll to OHKO most of these foes barring Moltres. Magneton is actually capable of utilizing Reflect + Rest due to its bulk and ability to spread paralysis, allowing it to potentially stall paralyzed foes like Clefable and Blastoise to recover HP without allowing Swords Dance sweepers safe entry. Since Magneton using Rest will often come by surprise and the viable Swords Dance users are weak to Thunderbolt, it can usually get away with one Rest against a paralyzed foe. Using Rest without Reflect may allow Magneton to stall an endgame scenario assuming setup sweepers have been dealt with, while Reflect by itself can fend off Clefable. Double-Edge is a weak move that can have niche utility in chipping Nidoking for allies to finish off. I think Toxic / Sonic Boom are worth mentioning as desperation options against Golem. I like Toxic a lot when paired w fire spin zard / moltres.

Magneton can operate best by looking for chances to get in against Clefable, Wigglytuff, and Blastoise to spread paralysis and deal damage. It also exploits paralyzed Water- and Flying-types, forcing the opponent to choose between sacrificing their Pokemon or switching into a painful Thunderbolt. Magneton pairs well with allies that can cover for its horrid matchup into Ground-types, like Seadra and Blastoise. It also aids allies that benefit from paralysis, like Nidoking, Golem, and Kingler. Like most Pokemon, Magneton also enjoys support from Venomoth to remove its checks with Sleep Powder and weaken other foes with Stun Spore; this is particularly nice for Magneton due to its uniquely unwinnable matchups. Venomoth can also lure in and weaken Golem with Mega Drain.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/sabelette.583793/
Quality checked by:
https://www.smogon.com/forums/members/togkey.400664/
Grammar checked by:
 

MrSoup

my gf broke up with me again
is a Tiering Contributor
RBTT Champion
Magneton is the hardest-hitting Electric-type in NU, competing with Electrode for a team slot. Magneton brings a number of advantages over its faster competition; it hits devastatingly hardresuse of the word hard, OHKOing Kingler outright with Thunderbolt and having rolls to OHKO every Water- or Flying-type foe with Thunder. Even neutral targets dislike facing Magneton due to its solid bulk and high damage; tier staples like Clefable and Mr. Mime face a 3HKO, and Magneton can even go for a 2HKO sometimes with Thunderbolt + Thunder. Charizard fares poorly with a mere 14.7% chance to 2HKO Magneton and a 2.6% chance to OHKO with a critical hit, and even Moltres, the strongest special attacker in the entire game, can only 2HKO Magneton 20% of the time, and it faces a guaranteed 2HKO in return. Magneton has Thunder Wave as well, allowing it to hobble fast foes like Mr. Mime and Raticate that might otherwise deal with it decently.

Of course, there's a reason that Electrode is generally better-regarded than Magneton. Compared to Electrode, Magneton is much slower, failing to outspeed relevant targets like Blastoise, Kingler, Mr. Mime, Raticate, and Charizard, among others. Electrode's Speed and massive critical hit chance often allow it to avoid damage that Magneton cannot, and this critical hit chance also allows it to clean teams off the back of a critical hit OHKO or two. Explosion is also relevant for taking out frail targets like Mr. Mime or dealing significant damage to Nidoking; while both Electric-types are unable to harm Golem, Magneton additionally can't touch Nidoking. Despite this, Magneton can deal a lot of damage against foes like Clefable and Mr. Mime in situations where Electrode might balk at taking paralysis.
id flip the two negatives in this paragraph. Lead with being useless into grounds: that's magneton's biggest flaw. Its competition with trode is its secondary issue; its much less important of a factor than grounds.
[SET]
name: Offensive
move 1: Thunder Wave
move 2: Thunderbolt
move 3: Thunder / Rest
move 4: Rest / Reflect / Double-Edge

[SET COMMENTS]

Thunder Wave allows Magneton to hamstring faster foes like Mr. Mime and Blastoise before dealing huge damage. Thunderbolt outright OHKOes Kingler, is a roll to OHKO Kabutops and Fearow, and 2HKOes Flying- and Water-type foes. Thunder, meanwhile, is a roll to OHKO most of these foes barring Moltres. Magneton is actually capable of utilizing Reflect + Rest due to its bulk and ability to spread paralysis, allowing it to potentially stall paralyzed foes like Clefable and Blastoise to recover HP without allowing Swords Dance sweepers safe entry. Since Magneton using Rest will often come by surprise and the viable Swords Dance users are weak to Thunderbolt, it can usually get away with one Rest against a paralyzed foe. Using Rest without Reflect may allow Magneton to stall an endgame scenario assuming setup sweepers have been dealt with, while Reflect by itself can fend off Clefablethis is true but i would highly recommend to use them in tandem if you're going to use one. Double-Edge is a weak move that can have niche utility in chipping Nidoking for allies to finish off. Toxic is a niche option against Golem when combined with partial trapping from allies like Charizard that can help to wear it down more quickly, but this is inconsistent at best.

Magneton can operate best by looking for chances to get in against Clefable, Wigglytuff, and Blastoise to spread paralysis and deal damage. It also exploits paralyzed Water- and Flying-types, forcing the opponent to choose between sacrificing their Pokemon or switching into a painful Thunderbolt. Magneton pairs well with allies that can cover for its horrid matchup into Ground-types, like Seadra and Blastoise. It also aids allies that benefit from paralysis, like Nidoking, Golem, and Kingler. Like most Pokemon, Magneton also enjoys support from Venomoth to remove its checks with Sleep Powder and weaken other foes with Stun Spore; this is particularly nice for Magneton due to its uniquely unwinnable matchups. Venomoth can also run Mega Drain to help weaken or outright defeat Golem, freeing up Magneton to go on the offensive.
 

autumn

only i will remain
is a Site Content Manageris a Member of Senior Staffis a Community Contributoris a Tiering Contributoris a Top Contributoris a Social Media Contributor Alumnusis a Top Smogon Media Contributor Alumnusis an Administrator Alumnusis a Battle Simulator Moderator Alumnus
C&C Leader
1/1 GP Team done
[OVERVIEW]

Magneton is the hardest-hitting Electric-type in NU, competing with Electrode for a team slot. Magneton brings a number of advantages over its faster competition; firstly, it deals devastating damage, OHKOing Kingler outright with Thunderbolt and having rolls to OHKO every Water- or Flying-type foe with Thunder. Even neutral targets dislike facing Magneton due to its solid bulk and high damage; tier staples like Clefable and Mr. Mime face a 3HKO, and Magneton can even go for a 2HKO it sometimes with Thunderbolt + Thunder. Charizard fares poorly with a mere 14.7% chance to 2HKO Magneton and a 2.6% chance to OHKO it with a critical hit, and even hit. Even Moltres, the strongest special attacker in the entire game, can only 2HKO Magneton 20% of the time, and it faces a guaranteed 2HKO in return. Magneton has Thunder Wave as well, allowing it to hobble fast foes like Mr. Mime and Raticate that might otherwise deal with it decently.

Of course, Magneton cannot do anything to harm Ground-types, a major matchup flaw that holds it back from prominence. Additionally, despite Magneton's superior offense and bulk, Electrode is generally better (remove hyphen) regarded than Magneton. Compared to Electrode, Magneton is much slower, failing to outspeed relevant targets like Blastoise, Kingler, Mr. Mime, Raticate, and Charizard, among others. Electrode's Speed and massive critical hit chance often allow it to avoid damage that Magneton cannot, and this critical hit chance also allows it to clean teams off the back of a critical hit OHKO or two. Explosion is also relevant for taking out frail targets like Mr. Mime or dealing significant damage to Nidoking; while both Electric-types are unable to harm Golem, Magneton additionally can't touch Nidoking. Despite this, Magneton can deal a lot of damage against foes like Clefable and Mr. Mime in situations where Electrode might balk at taking paralysis.

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

[SET COMMENTS]

Thunder Wave allows Magneton to hamstring faster foes like Mr. Mime and Blastoise before dealing huge damage. Thunderbolt outright OHKOes Kingler, is a roll to OHKO Kabutops and Fearow, and 2HKOes Flying- and Water-type foes. Thunder, meanwhile, is a roll to OHKO most of these foes barring Moltres. Magneton is actually capable of utilizing Reflect + Rest due to its bulk and ability to spread paralysis, allowing it to potentially stall paralyzed foes like Clefable and Blastoise to recover HP without allowing Swords Dance sweepers safe entry. Since Magneton using Rest will often come by surprise, (AC) and the viable Swords Dance users are weak to Thunderbolt, it can usually get away with one Rest against a paralyzed foe. Using Rest without Reflect may allow Magneton to stall an endgame scenario assuming setup sweepers have been dealt with, while Reflect by itself can fend off Clefable, but Magneton will usually want Rest if it has Reflect. Double-Edge is a weak move that can have niche utility in chipping Nidoking for allies to finish off. Toxic is a niche option against Golem when combined with partial trapping from allies like Charizard that can help to wear it down more quickly, but this is inconsistent at best.

Magneton can operate best by looking for chances to get in against Clefable, Wigglytuff, and Blastoise to spread paralysis and deal damage. It also exploits paralyzed Water- and Flying-types, forcing the opponent to choose between sacrificing their Pokemon or switching into a painful Thunderbolt. Magneton pairs well with allies that can cover for its horrid matchup into Ground-types, like Seadra and Blastoise. It also aids allies that benefit from paralysis, like Nidoking, Golem, and Kingler. Like most Pokemon, Magneton also enjoys support from Venomoth to remove its checks with Sleep Powder and weaken other foes with Stun Spore; this is particularly nice for Magneton due to its uniquely unwinnable matchups. Venomoth can also run Mega Drain to help weaken or outright defeat Golem, freeing up Magneton to go on the offensive.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/sabelette.583793/
Quality checked by:
https://www.smogon.com/forums/members/togkey.400664/
https://www.smogon.com/forums/members/mrsoup.375193/
Grammar checked by:
 

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

Top