Sunday, 1 February 2015

#81, #82 + #462: Magnemite, Magneton and Magnezone

Well, we have our highest number so far in the Pokedex as we have a first generation family with a fourth generation addition, for some reason. To make this weirder, it's one of those 'evolve in a specific location' deals for generation four.

Magnemite is a magnet, which is highly shocking and original. It's electric and steel, so ground attacks will wreck it, along with being weak to fighting and fire, but it does have poison immunity and a huge list of resistances. You get basically no HP (25 base), low speed (45) and minimal attack (35). The rest of the stats are ok, with 55 special defence (could be worse), 70 defence and a really nice 95 special attack. Magnet pull is an ability that prevents steel-types switching out, and in the overworld can make finding steel-types more likely. A possibly more appealing option is sturdy, which is now a little infamous for a few gimmick teams which will be detailed in a separate post, since it basically acts like a focus sash, preventing being killed in one hit from full HP. The hidden ability is analytic: if you attack a Pokemon that has already moved during the turn then you get a 30% power boost.
Don't 'screw' with me! Haha...
From the level-up movelist, you start with tackle. You also get early access to supersonic, which confuses the foe, whilst thundershock is a mediocre (base 40) electric special attack that carries a chance to paralyse. Sonic boom is basically a waste of time as it hits anything other than ghosts for 20HP only. Thunderwave is evil: it has 100 accuracy and will paralyse the recipient, crushing effectiveness, and is a decent weapon to use, especially with hex on the team. Magnet bomb (60) and spark (65) are physical moves (the former steel and the latter electric) which basically aren't worthwhile since you have rubbish physical attack. Mirror shot is of decent power (65) but poor accuracy (85) but with the added bonus of a 30% chance of lowering their accuracy. Metal sound (drops the foe's special defence by two stages) and electro ball (hits harder the faster you are compared to the enemy, so pretty worthless here) are the last moves before you can evolve (metal sound is actually worth consideration).

If you hold off evolving, you can pick up flash cannon (low PP but accurate steel special with 80 power and a chance to lower the target's special defence), screech (drops the foe's defence by two stages, so could be more useful if running a setup or on a multi-battle team), discharge (electric special base 80 that hits allies, too, with a fair chance to paralyse), lock on (makes sure the next attack lands other than through protect), magnet rise (lifts you off the ground, basically levitating you), gyro ball (steel physical that hits harder the slower you are) and zap cannon (hugely powerful, with only 50 accuracy (couple this with lock on) with only 5 PP and will paralyse the foe).

I will never understand why this Pokemon gets toxic, but hidden power is a decent choice, along with thunderbolt, and thunder could work with rain dance (available) or lock on. Round and charge beam could be options, but physical moves like return are pretty much worthless. Light screen, reflect, things like swagger, rest ad sleep talk could all be worthwhile, and if you take explosion then you deserve to lose. Instead, take volt switch.

Magnemite cannot be bred, so there are no egg moves, but there are a couple of tutor moves like electroweb, iron defence, recycle and signal beam (as well as the obligatory snore).

When you reach level 30 and attach more magnets, you get a bit better: 50HP, 60 attack (still not worth considering), 95 defence (solid), 120 special attack and 70 in both special defence and speed, which isn't too bad. You keep the same types and abilities, too.
Real funny, guys, but c'mon, just unscrew and let us go!
You wanna know what else you keep? The same lack of egg moves (of course), the same tutor moves and the same TM list but with the obvious hyper beam and giga impact. You also only add tri-attack (hits with fire, ice and electricity, with each having a small chance to cause their status ailment as well as being pretty powerful) and electric terrain, which makes Pokemon on the floor unable to fall asleep and boosts electric attacks for 5 turns.

Now you can go to Mt. Coronet, Chargestone Cave, Kalos route 13 or New Mauville to level up which brings the final evolution of Magnezone.
Actually a pretty cool design change...
No change in abilities or typing again, and you lose speed (down to 60) but you get a little more special attack (base 130), with 70 HP and attack (still ignore attack), and 115 defence with 90 special defence, making you fairly hard hitting and fairly robust. Go with the hidden ability if you can to dish out more damage and capitalise on the poor speed.

Magnetic flux raises the defences of allies with the abilities plus and minus, and barrier and magic coat are also added to the levelling roster. Aside from these questionably useful moves, there's nothing more to add other than the conclusion that these are decent Pokemon if you aren't looking for speed. You have bulk, you can hurt others, not many things can touch you (really) but the movepools are a little restricted.

(All artwork presented by Ken Sugimori, taken from the Bulbapedia image archives)

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