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Post by WaterWizard on Apr 3, 2012 15:18:45 GMT -8
Type | HP | ATK | DEF | SPD | SPE | Electric/Rock | 383 | 218 | 418 | 238 | 338 |
4x | Ground | 2x | Grass, Fighting, Water | 1x | Bug, Dragon, Ghost, Ice, Psychic, Rock | 0.5x | Fire, Electric, Normal, Poison | 0.25x | Flying | 0x | |
Bide, Double Team, Double-Edge, Explosion, Flash, Hyper Beam, Mimic, Reflect, Rest, Screech, Sonicboom, Substitute, Thunder, Thunder Wave, Thunderbolt, Toxic |
Magneton gets a new Rock typing. He also gets a major HP and defense boost, making him one of the strongest walls in Plus. Magneton's offensive diversity is pretty narrow, but his STAB Thunder still packs some major voltage. Magneton also has a few new tricks, including Flash, and Double Team, which allows Magneton to parafuse. Sonicboom provides an epic end that is only resisted by Dragons, Electrics, and Grasses... was there another? Oh; Ground! Yes, Ground is bad...
Magneton is hard to stop without Grounds, but is pretty one-dimensional otherwise. Double Team, Flash and Thunder Wave support his walling, and he still has some of the strongest Electric attacks. Eliminating Grounds is crucial for Magneton to work, but if you can do that, he should last a long time. |
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Isa
Member
FOREVER SECOND
Posts: 1,479
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Post by Isa on Apr 8, 2012 3:29:20 GMT -8
Magneton becomes a major wall. Having 383 HP, a massive 418 defense and a great 338 special is obviously nothing you can easily ignore. To compensate, his Rock typing and limited move pool makes him easily countered by Grounds. Double Team and Thunder Wave allows him to annoy his opponent, especially if they're naturally slower than him. Finish off with Explosion or Sonicboom, or frustrate your opponent by using Rest for further walling and harassing.
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