Competitive Information for Magnezone [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Magnezone magnezone
Base Stats for Magnezone

Electric / Steel

Abilities:
SturdySturdy: If this Pokemon is at full HP, it survives one hit with at least 1 HP. Immune to OHKO.
,
Magnet PullMagnet Pull: Prevents adjacent Steel-type foes from choosing to switch.
,
AnalyticAnalytic: This Pokemon's attacks have 1.3x power if it is the last to move in a turn.


Evolutions / Family:
Magnemite
Magneton
Magnezone

Weakness Chart for Electric/Steel-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
0.5x
  
0.5x
0.5x
0.5x
2x
2x
0.25x
  
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
0.5x
4x
0.5x
0.5x
0x
0.5x
0.5x
0.25x
  
¼x
½x
2x
4x


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

Movesets for Singles


What is a good competitive moveset for Magnezone? These builds have been optimized for Pokemon competing in Sun/Moon 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 Sun/Moon generation metagame.


Common team mates for Magnezone in Pokemon Sun/Moon:

Tapu%20LeleTornadus-TherianChanseyGliscorGarchompTapu%20BuluSkarmoryAlakazam-MegaLatias-MegaKrookodileBeedrill-MegaSalamence


Magnezone is an extraordinary Electric and Steel-typed Pokemon. It's a pretty usual sight to see Magnezone out in the 7th generation battlefield. Magnezone is weak to Fighting, Fire, and Ground-typed attacks.


Species: Magnezone
Item: Electrium Z / Air Balloon
Ability: Analytic
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Thunderbolt / Discharge
- Flash Cannon
- Tri Attack
- Signal Beam

Special Sweeper Magnezone (Analytic)

Magnezone is an extraordinary Special Sweeper. It's goal is to take down the opponent's team with high-damaging special attacks. Life Orb boosts the power of Magnezone's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Analytic, Magnezone's attacks have 1.3x power if it is the last to move in a turn.

Thunderbolt is a special STAB-boosted 90-base power Electric-type move (10% chance to paralyze the target).
Discharge is a special STAB-boosted 80-base power Electric-type move (30% chance to paralyze adjacent pokemon).
Flash Cannon is a special STAB-boosted 80-base power Steel-type move (10% chance to lower the target's special defense by 1 stage).
Tri Attack is a special 80-base power Normal-type move (20% chance to paralyze or burn or freeze target).
Signal Beam is a special 75-base power Bug-type move (10% chance to confuse the target).



Movesets for Doubles


What is a good doubles moveset for Magnezone? These builds have been optimized for Sun/Moon Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Sun/Moon generation metagame.


Common team mates for Magnezone in Pokemon Sun/Moon:

Tapu%20LeleTornadus-TherianChanseyGliscorGarchompTapu%20BuluSkarmoryAlakazam-MegaLatias-MegaKrookodileBeedrill-MegaSalamence


Species: Magnezone
Item: Electrium Z / Air Balloon
Ability: Analytic
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Discharge / Electroweb
- Flash Cannon
- Tri Attack
- Signal Beam

Doubles Special Sweeper Magnezone (Analytic)

Magnezone is an outstanding Special Sweeper. It is designed to take down the opponent's team with high-damaging special attacks. Life Orb boosts the power of Magnezone's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Analytic, Magnezone's attacks have 1.3x power if it is the last to move in a turn.

Discharge is a special STAB-boosted 80-base power Electric-type move (30% chance to paralyze adjacent pokemon).
Electroweb is a special STAB-boosted 55-base power Electric-type move (100% chance to lower the foes speed by 1 stage).
Flash Cannon is a special STAB-boosted 80-base power Steel-type move (10% chance to lower the target's special defense by 1 stage).
Tri Attack is a special 80-base power Normal-type move (20% chance to paralyze or burn or freeze target).
Signal Beam is a special 75-base power Bug-type move (10% chance to confuse the target).



Movepool


Wondering what moves can Magnezone 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
Charge Beam
50
90%
10
70% chance to raise the user's Sp. Atk by 1.
Discharge
80
100%
15
30% chance to paralyze adjacent Pokemon.
Electro Ball
--
100%
10
More power the faster the user is than the target.
Electroweb
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Flash Cannon
80
100%
10
10% chance to lower the target's Sp. Def by 1.
Hyper Beam
150
90%
5
User cannot move next turn.
Mirror Coat
--
100%
20
If hit by special attack, returns double damage.
Mirror Shot
65
85%
10
30% chance to lower the target's accuracy by 1.
Round
60
100%
15
Power doubles if others used Round this turn.
Shock Wave
60
--
20
This move does not check accuracy.
Signal Beam
75
100%
15
10% chance to confuse the target.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Sonic Boom
--
90%
20
Always does 20 HP of damage.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Thunder
110
70%
10
30% chance to paralyze. Can't miss in rain.
Thunder Shock
40
100%
30
10% chance to paralyze the target.
Thunderbolt
90
100%
15
10% chance to paralyze the target.
Tri Attack
80
100%
10
20% chance to paralyze or burn or freeze target.
Volt Switch
70
100%
20
User switches out after damaging the target.
Zap Cannon
120
50%
5
100% chance to paralyze the target.
Bide
--
--
10
Waits 2 turns; deals double the damage taken.
Double-Edge
120
100%
15
Has 33% recoil.
Explosion
250
100%
5
Hits adjacent Pokemon. The user faints.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Gyro Ball
--
100%
5
More power the slower the user than the target.
Iron Head
80
100%
15
30% chance to flinch the target.
Magnet Bomb
60
--
20
This move does not check accuracy.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Rage
20
100%
20
Raises the user's Attack by 1 if hit during use.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rollout
30
90%
20
Power doubles with each hit. Repeats for 5 turns.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Spark
65
100%
20
30% chance to paralyze the target.
Tackle
40
100%
35
No additional effect.
Take Down
90
85%
20
Has 1/4 recoil.
Wild Charge
90
100%
15
Has 1/4 recoil.
Ally Switch
--
--
15
The user swaps positions with its ally.
Barrier
--
--
20
Raises the user's Defense by 2.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Electric Terrain
--
--
10
5 turns. Grounded: +Electric power, can't sleep.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Gravity
--
--
5
For 5 turns, negates all Ground immunities.
Iron Defense
--
--
15
Raises the user's Defense by 2.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Lock-On
--
--
5
User's next move will not miss the target.
Magic Coat
--
--
15
Bounces back certain non-damaging moves.
Magnet Rise
--
--
10
For 5 turns, the user has immunity to Ground.
Magnetic Flux
--
--
20
Raises Def, Sp. Def of allies with Plus/Minus by 1.
Metal Sound
--
85%
40
Lowers the target's Sp. Def by 2.
Mimic
--
--
10
The last move the target used replaces this one.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Recycle
--
--
10
Restores the item the user last used.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Refresh
--
--
20
User cures its burn, poison, or paralysis.
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.
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.
Supersonic
--
55%
20
Causes the target to become confused.
Swagger
--
85%
15
Raises the target's Attack by 2 and confuses it.
Teleport
--
--
20
Fails when used.
Thunder Wave
--
90%
20
Paralyzes the target.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.

Combo List


These are a list of several common move combinations Magnezone can perform in Sun/Moon. 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 SM Move and Ability Combos for Magnezone

Create a build


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



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