Competitive Information for Magmar [Gold/Silver]

Competitive Pokemon Gold/Silver Movesets and Strategies for Magmar magmar
Base Stats for Magmar

Fire


Evolutions / Family:
Magby
Magmar

Weakness Chart for Fire-type:
Bug
Dark
Dragon
Electric
Fighting
Fire
Flying
Ghost
Grass
0.5x
  
  
  
  
0.5x
  
  
0.5x
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
2x
0.5x
  
  
  
2x
0.5x
2x
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for MagmarVisit Serebii's Pokedex for location, breeding, and other game details about MagmarVisit Bulbapedia for more information about MagmarVisit Pikalytics for competitive usage stats on Magmar

Movesets for Singles


What is a good competitive moveset for Magmar? These builds have been optimized for Pokemon competing in Gold/Silver Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Gold/Silver generation metagame.


Common team mates for Magmar in Pokemon Gold/Silver:

PersianElectabuzzWeezingPiloswinePrimeapeKabutopsHoundoomVenusaurKangaskhanMuk


Magmar is a decent Fire-typed Pokemon. Magmar are common Pokemon to see in the GS metagame. There were no known abilities back in the Gold/Silver Pokemon games. Magmar is weak to Ground, Rock, and Water-typed attacks.


Species: Magmar
Item: Life Orb / Focus Sash
Moveset:
- Double-Edge / Return
- Karate Chop / Seismic Toss
- Mud-Slap
- Barrier

Physical Sweeper Magmar (Retro)

Magmar is an astounding Physical Sweeper. It's designed to take down the opponent's team with brute physical power. Before Generation IV, a move's damage category was determined by its type. Focus Sash helps protect Magmar from being one-shotted and allowing it to atleast use a crucial move when brought out.

Double-Edge is a physical 120-base power Normal-type move (has 1/4 recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Karate Chop is a physical 50-base power Fighting-type move (high critical hit ratio).
Seismic Toss is a physical 0-base power Fighting-type move (does damage equal to your Magmar's level).
Mud-Slap is a physical 20-base power Ground-type move (100% chance to lower the target's accuracy by 1 stage).
Barrier is a status move (raises your Magmar's defense by 2 stages).




Species: Magmar
Item: Life Orb / Focus Sash
Moveset:
- Flamethrower / Fire Punch
- Psychic
- Thunder Punch
- Thief

Special Sweeper Magmar (Retro)

Magmar is a phenomenal Special Sweeper. This moveset is designed to take down the opponent's team with high-damaging special attacks. Remember before Generation IV, a move's damage category was determined by its type. Focus Sash helps protect Magmar from being one-shotted and allowing it to atleast use a crucial move when brought out.

Flamethrower is a special STAB-boosted 95-base power Fire-type move (10% chance to burn the target).
Fire Punch is a special STAB-boosted 75-base power Fire-type move (10% chance to burn the target).
Psychic is a special 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Thunder Punch is a special 75-base power Electric-type move (10% chance to paralyze the target).
Thief is a special 40-base power Dark-type move (if your Magmar has no item, it steals the target's).



Movepool


Wondering what moves can Magmar learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Ember
40
100%
25
10% chance to burn the target.
Feint Attack
60
--
20
This move does not check accuracy.
Fire Blast
120
85%
5
10% chance to burn the target.
Fire Punch
75
100%
15
10% chance to burn the target.
Flamethrower
95
100%
15
10% chance to burn the target.
Psychic
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Psywave
--
80%
15
Random damage from 1 to (user's level*1.5 - 1).
Thief
40
100%
10
If the user has no item, it steals the target's.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
Bide
--
100%
10
Waits 2-3 turns; deals double the damage taken.
Body Slam
85
100%
15
30% chance to paralyze the target.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Cross Chop
100
80%
5
High critical hit ratio.
Dizzy Punch
70
100%
10
20% chance to confuse the target.
Double-Edge
120
100%
15
Has 1/4 recoil.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Headbutt
70
100%
15
30% chance to flinch the target.
Hyper Beam
150
90%
5
User cannot move next turn.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Karate Chop
50
100%
25
High critical hit ratio.
Mega Kick
120
75%
5
No additional effect.
Mega Punch
80
85%
20
No additional effect.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Rage
20
100%
20
Next Rage increases in damage if hit during use.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rock Smash
20
100%
15
50% chance to lower the target's Defense by 1.
Seismic Toss
--
100%
20
Does damage equal to the user's level.
Skull Bash
100
100%
15
Raises user's Defense by 1 on turn 1. Hits turn 2.
Smog
20
70%
20
40% chance to poison the target.
Snore
40
100%
15
User must be asleep. 30% chance to flinch target.
Strength
80
100%
15
No additional effect.
Submission
80
80%
25
Has 1/4 recoil.
Take Down
90
85%
20
Has 1/4 recoil.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Barrier
--
--
30
Raises the user's Defense by 2.
Confuse Ray
--
100%
10
Confuses the target.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Detect
--
--
5
Prevents moves from affecting the user this turn.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Leer
--
100%
30
Lowers the target's Defense by 1.
Metronome
--
--
10
Picks a random move.
Mimic
--
--
10
The last move the target used replaces this one.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Screech
--
85%
40
Lowers the target's Defense by 2.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Smokescreen
--
100%
20
Lowers the target's accuracy by 1.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
90%
15
Raises the target's Attack by 2 and confuses it.
Teleport
--
--
20
Fails when used.
Toxic
--
85%
10
Badly poisons the target.

Combo List


These are a list of several common move combinations Magmar can perform in Gold/Silver. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive GS Move and Ability Combos for Magmar

Create a build


Have an idea in mind for Magmar that you'd like to test? Customize the IVs, EVs and their Gold/Silver moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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