Competitive Information for Magneton [X/Y]

Competitive Pokemon X/Y Movesets and Strategies for Magneton magneton
Base Stats for Magneton

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 MagnetonVisit Serebii's Pokedex for location, breeding, and other game details about MagnetonVisit Bulbapedia for more information about MagnetonVisit Pikalytics for competitive usage stats on Magneton

Movesets for Singles


What is a good competitive moveset for Magneton? These builds have been optimized for Pokemon competing in X/Y 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 X/Y generation metagame.


Magneton is a marvelous Electric and Steel-typed Pokemon. Magneton is not a Pokemon anyone usually expects sees on the battlefield. Magneton is weak to Fighting, Fire, and Ground-typed attacks.


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

Special Sweeper Magneton (Analytic)

Magneton is a fabulous Special Sweeper. It is meant to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Magneton from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Magneton's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Analytic, Magneton'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).




Species: Magneton
Item: Eviolite
Ability: Magnet Pull
Nature: Quiet (+SpA, -Spe)
EVs: 100 Hp / 200 SpA / 210 SpD
Moveset:
- Volt Switch
- Signal Beam
- Rain Dance
- Thunder

Magneton Special Tank (Manget Pulling)

Magneton is an outstanding Special Tank. It's primary goal is to take a considerable amount of hits from special attacks while dealing some decent damage. Magneton is not a Pokemon anyone usually expects sees on the battlefield until Eviolite was attached to it. If Eviolite is held by a Pokémon that is not fully evolved, it will raises the Defense and Special Defense of that Pokemon by 50%. With Magnet Pull, prevents adjacent steel-type foes from choosing to switch.

Volt Switch is a special STAB-boosted 70-base power Electric-type move (Magneton switches out after damaging the target).
Signal Beam is a special 75-base power Bug-type move (10% chance to confuse the target).
Rain Dance is a status move (for 5 turns, heavy rain powers water moves).
Thunder is a special STAB-boosted 110-base power Electric-type move (30% chance to paralyze. can't miss in rain).



Movesets for Doubles


What is a good doubles moveset for Magneton? These builds have been optimized for X/Y 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 X/Y generation metagame.


Species: Magneton
Item: Air Balloon / Life Orb
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 Magneton (Analytic)

Magneton is a wonderful Special Sweeper. It's primary goal is to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Magneton from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Magneton's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Analytic, Magneton'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 Magneton 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 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.
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.
Magnet Bomb
60
--
20
This move does not check accuracy.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
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
50
100%
35
No additional effect.
Wild Charge
90
100%
15
Has 1/4 recoil.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
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.
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
--
90%
15
Raises the target's Attack by 2 and confuses it.
Thunder Wave
--
100%
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 Magneton can perform in X/Y. 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 XY Move and Ability Combos for Magneton

Create a build


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



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