What to use: Choice Specs Magnezone
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]
Role: Steel trapper, Tank, Wallbreaker (?)
What it does: Traps annoying steels, keeping them from switching out so you can reliably kill them. It shines on Volt/Turn teams because it usually is able to get a free Volt/Turn from another mon into a Steel type, effectively trapping it. It deals very good damage, with stabs of 70/80/90 BP coming from +1 Special Attack, base 130. It likes coming in on slower threats, but it has the bulk to stand up to some hits, and having a quad resist to Steel, it can switch into steel moves if needed.
Good teammates: Anything that really likes steels gone, the Lati@s, at least their CM sets, enjoy steels being removed. Clefable, likes the threat of Steels gone to free up a moveslot on the MG CM set, Mega Beedrill can form a Volt/Turn core with Magnezone and does like steels gone. Landorus-Therian, Rotom-Wash, and Scizor can form Volt/Turn cores with Magnezone, notably Landorus-Therian eases Scizors damage on Magnezone if turned correctly. (Feel free to add on anyone, not a lot of time atm.)
What checks/counters it: Heatran, as much as Magnezone wants to trap it, Scarf sets destroy Magnezone on every set. Tyranitar/Hippo and Excadrill cores can put Magnezone under heavy pressure as they all usually carry Ground coverage, and Tyranitar carries Superpower if it doesn't have Earthquake on most sets. A lot of fast things that hit hard can check Magnezone, Keldeo is a non switch in check, with STAB Secret Sword. Mega Venusaur walls Magnezone and sometimes carries Earthquake. As it's Volt/Turn used with Magnezone, Starmie, Skarmory, Mandibuzz, Excadrill, and any other hazard removal is liked to reduce chip damage.
Any additional info: In general try to get Magnezone in with a free Volt/Turn, so you don't suffer chip damage from an opponents move, plus its easier to trap steels this way.
As a bonus, I'll do Tentacruel later, reserving Tentacruel.
Edit: Is it okay to double post after reserving something? Someone enlighten me with that.
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]
Role: Steel trapper, Tank, Wallbreaker (?)
What it does: Traps annoying steels, keeping them from switching out so you can reliably kill them. It shines on Volt/Turn teams because it usually is able to get a free Volt/Turn from another mon into a Steel type, effectively trapping it. It deals very good damage, with stabs of 70/80/90 BP coming from +1 Special Attack, base 130. It likes coming in on slower threats, but it has the bulk to stand up to some hits, and having a quad resist to Steel, it can switch into steel moves if needed.
Good teammates: Anything that really likes steels gone, the Lati@s, at least their CM sets, enjoy steels being removed. Clefable, likes the threat of Steels gone to free up a moveslot on the MG CM set, Mega Beedrill can form a Volt/Turn core with Magnezone and does like steels gone. Landorus-Therian, Rotom-Wash, and Scizor can form Volt/Turn cores with Magnezone, notably Landorus-Therian eases Scizors damage on Magnezone if turned correctly. (Feel free to add on anyone, not a lot of time atm.)
What checks/counters it: Heatran, as much as Magnezone wants to trap it, Scarf sets destroy Magnezone on every set. Tyranitar/Hippo and Excadrill cores can put Magnezone under heavy pressure as they all usually carry Ground coverage, and Tyranitar carries Superpower if it doesn't have Earthquake on most sets. A lot of fast things that hit hard can check Magnezone, Keldeo is a non switch in check, with STAB Secret Sword. Mega Venusaur walls Magnezone and sometimes carries Earthquake. As it's Volt/Turn used with Magnezone, Starmie, Skarmory, Mandibuzz, Excadrill, and any other hazard removal is liked to reduce chip damage.
Any additional info: In general try to get Magnezone in with a free Volt/Turn, so you don't suffer chip damage from an opponents move, plus its easier to trap steels this way.
As a bonus, I'll do Tentacruel later, reserving Tentacruel.
Edit: Is it okay to double post after reserving something? Someone enlighten me with that.
Last edited: