Magnezone

Magnezone, The Magnet Area Pokémon. Three units generate magnetism. There have been many mistaken reports of UFO sightings when Magnezone flies through the night sky. As it zooms through the sky, this Pokémon seems to be receiving signals of unknown origin, while transmitting signals of unknown purpose. It uses radar to monitor its territory. Intruders are quickly disposed of with a hyper beam. There are still people who believe that this Pokémon came from outer space. It emanates a powerful magnetic field.

Overview

Magnezone has been a staple in standard play since abilities got introduced in RSE with its pre-evolution Magneton. It's quite easy to see why as Magnezone has really nice defensive stats to combo with its high Special Attack, which makes it a strong pivot. However, in 6v6 battles Magnet Pull is the real reason you pick Magnezone for your team, as it can trap and remove Steel-types. This is a huge boon and allows some interesting team building options such as the classic offensive DragMag team of past gens where you would run Magnezone and another Steel with 4 Dragon-types. However, most common Steel-types in standard formats can beat Magnezone nowadays and tend to have better Special Defense, making it harder for Magnezone to do its job well. This is less relevant in a 3v3 setting though, where both of Magnezone's other abilities contribute to its viability as well, so overall Magnezone is still doing fine in competitive play these days.
Positives
Abilities - Magnet Pull is really strong as it can just remove the opponents Steel type and as such as big pivot for the opponent. It's not entirely unique to Magnezone but it's a niche few other Pokemon can really compete with. However if the opponent lacks a Steel-type wall Magnezone can be a bit less useful, which is where both of its other abilities stand out to give it stronger overall utility.
Defensive Stats - While not as good as they use to be, Magnezone has pretty good defensive stats allowing it to act as a good pivot in a pinch. Magnezone's Defense in particular is great at 115 base and when combined with its Steel typing is really nice, especially to beat physical Steel-types such as Scizor.

Negatives
Speed - Magnezone has pretty bad Speed overall at base 60, meaning a Choice Scarf is often a needed option to successfully trap foes. Without a Choice Scarf, Magnezone loses a lot of Speed matches even with Timid and 252 EVs and as such needs to be played with more care.
Common weaknesses - This applies to most Steel-types, but Magnezone's weaknesses to Ground, Fire, and Fighting moves are all very common which makes it difficult for Magnezone to handle a large range of threats. Many Pokemon run Ground and Fire moves for coverage, including the Steel-types it often traps, which makes Magnezone somewhat riskier than you might want from it.

Abilities

Magnet Pull - Prevents Steels types from switching out - Trapping abilities are generally great even if it only applies to one type. If utilized properly this can basically turn a 6v6 game into a 6v5, or a 3v3 into a 3v2.
Sturdy - Prevents being OHKOed - This is a solid ability but you generally won't use this outside of a 3v3 setting, where the pseudo Focus Sash effect and OHKO move immunity has more utility.
Analytic - Moves gain a 1.3 multiplier if the Pokemon moves last - Magnezone is on the slower side so this is actually a very strong ability, and generally will be the primary consideration for Magnezone in a 3v3 setting since trapping from Magnet Pull is less powerful. Note that Analytic still applies if the foe switches, so being slower than the foe isn't exactly a necessity here. However, this will typically be secondary to Magnet Pull in a 6v6 setting.

Movesets

Steel Trapper

-Volt Switch
-Thunderbolt
-Hidden Power Fire
-Flash Cannon
Item Attached: Choice Scarf
Ability: Magnet Pull
EVs and Nature:
8 HP / 4 Def / 244 SpA / 252 Spe
Timid Nature

Choice Scarf Magnezone is the classic bread and butter Magnezone in 6v6. Volt Switch is necessary to pivot around with Magnezone's increased Speed due to the Choice Scarf. Thunderbolt is the other STAB having higher base power than Flash Cannon, which helps beat Celesteela and Skarmory without forcing Magnezone to pivot out. Hidden Power Fire is necessary for Ferrothorn, Mega Scizor and Kartana, the former of which end up being two fairly easy Pokemon to deal with after trapping. Finally, Flash Cannon lets Magnezone fight the Tapus and check other Fairy threats such as Mega Gardevoir, while also allowing Magnezone to get some solid damage in against Ground-types in a pinch.

8 HP and 4 Def allows Magnezone to live an unboosted Kartana Sacred Sword after Stealth Rock which is low investment to ensure it can actually trap it. Note that this only works at level 100 since attacks are stronger at level 50. Otherwise a Timid nature with maximum Speed investment is necessary to outspeed as many foes as possible with a Choice Scarf, while the rest is placed in Special Attack to ensure Magnezone is actually hitting hard.

Z-Move Wallbreaker

-Volt Switch / Substitute
-Thunderbolt
-Hidden Power Fire / Hidden Power Ice
-Flash Cannon
Item Attached: Electrium Z / Steelium Z
Ability: Analytic / Magnet Pull
EVs and Nature:
4 Def / 252 SpA / 252 Spe
Modest Nature

Volt Switch is always useful for the pivoting utility it provides, though Substitute is also very useful for the wallbreaking role as it allows Magnezone to stay in and check other threats more easily after an anticipated switch. Thunderbolt is the main STAB due to high base power and beating Steels that aren't 4x weak to Hidden Power Fire. Hidden Power Fire is used to beat threats such as Ferrothorn and Mega Scizor, both of which Magnezone can set up Substitute on well. Hidden Power Ice is useful if the trapping utility is secondary to your reason for using Magnezone, and is primarily helpful in a 3v3 setting where Mega Salamence may be a relevant threat. Finally, Flash Cannon lets Magnezone fight Fairy-types, as Magnezone has a decent match up into most of the Tapus and can set up Substitute on a few.

Maximum Special Attack and Speed investment make Magnezone as powerful as possible while also letting it outspeed defensive Pokemon that don't invest in Speed such as Celesteela. However, the Speed is less critical on this set than a Choice Scarf set so a Modest nature is taken for the stronger returns on Magnezone's higher Special Attack stat. Electrium Z tends to be a better Z-Move choice due to its typing and power over Flash Cannon, but Steelium Z can be an option for sniping an unsuspecting Ground-type. The choice of ability depends on the format and niche you want from Magnezone. Analytic lets Magnezone wallbreak more effectively as it can punish switches even more and break through a faster foe, though Magnet Pull allows it to trap Steel-types. The former is more useful in 3v3 while the latter is more useful in 6v6.

Assault Vest

-Volt Switch
-Thunderbolt
-Hidden Power Fire / Hidden Power Ice
-Flash Cannon
Item Attached: Assault Vest
Ability: Analytic / Magnet Pull
EVs and Nature:
252 HP / 252 SpA / 4 Spe
Modest Nature

For the unaware, the general 6v6 assumption that Assault Vest users must have some form of passive recovery to function does not apply in a 3v3 setting. Assault Vest ends up being the best item for Magnezone in a 3v3 setting due to its fantastic bulk and resistances. Magnezone's moves tend to be the same as always, Volt Switch is necessary for pivoting with its great bulk while Thunderbolt is used for the consistent offensive STAB option. Meanwhile Hidden Power Fire or Ice is used depending on whether you want Magnezone to deal with Steel-types like Ferrothorn or the likes of Landorus-T and Mega Salamence. Flash Cannon provides a solid secondary STAB for hitting other Ground-types in a pinch.

Maximum HP and Special Attack investment with a Modest nature makes Magnezone as strong as possible while giving it more bulk to take advantage of the boost that Assault Vest provides. Analytic is ideal for taking advantage of Magnezone's tendency to act last, pushing its damage output further. However, Magnet Pull can be used to allow Magnezone to trap Steel-types if necessary.

Other Options

Choice Specs - Maxing power, Choice Specs is an option to just blow up things that switch into it. This can be a good option but needs to be played a little more carefully as the low Speed of the set can get Magnezone killed easily.

Possible Partners

Fairy types - Removing Steel walls really helps Fairy threats who have some issues with them. Mega Gardevoir is a nice option as it has to lean on Focus Blast otherwise and without Steels around can just spam Hyper Voice or Psyshock. Tapu Lele also has a hard time with Steels but can't really sweep on its own, though it can flex its muscle much easier without Steels around.
Dragon types - Similar to Fairies, Dragons like having Steels removed so they can run a bit more rampant. As a bonus, Magnezone can also threaten the Fairy-types that may annoy Dragon-types. Zygarde is a strong option as it can handle Steels or Fairies decently well with Thousand Arrow and Substitute. Garchomp also enjoys Magnezone as it otherwise needs to run Poison Jab as a gimmick for Fairies that can take an Earthquake. Finally, Salamence really enjoys Steel-types being gone as it uses Fly and Flyinium Z and it can't always just blast through Fairies.

VGC & Double Battle Options

Magnezone is a Pokemon that doesn't seem like it would be too bad in Doubles, though outside of VGC 2017 there really hasn't been much reason to use it. It's not difficult to see why either, despite its fantastic resistances and strong power that might indicate potential of a bulk attacker with Trick Room sweeping potential. Ground and Fire are bad weaknesses to have in Doubles, especially on something as slow as Magnezone, and it lacks the level of offensive pressure you might want from a Trick Room attacker. Magnezone lacks any super powerful STAB moves and its only spread option is Discharge, which is rarely worth consideration in Doubles. However, in a limited format like VGC17, its weaknesses tend to be less problematic due to generally lower power levels and fewer prominent threats that keep it out of the meta. The existence of Tapu Bulu and rain support can also alleviate Magnezone's weaknesses to make it deceptively difficult to take down. However, Magnezone lacks much in the way of team support options and it isn't exactly a standout in the offensive department for the Doubles meta, so don't expect to see much from it in a general Doubles format unless some of your favorite staples like Incineroar and Landorus-T aren't in the picture.

Bulky Attacker

- Thunderbolt
- Flash Cannon
- Hidden Power Ice / Substitute
- Protect / Volt Switch
Gender: Male
Item Attached: Leftovers / Choice Specs
Ability: Magnet Pull / Sturdy
EVs and Nature:
252 HP / 252 SpA / 4 Spe
Modest Nature

Magnezone really does not deviate much from its usual sets, the only change is that you want Protect because it's such a fantastic defensive option for almost any Pokemon. Thunderbolt is the primary STAB move which helps Magnezone threaten Tapu Fini and also deal damage to opposing Fire-types when necessary. Flash Cannon is a secondary STAB move that deals with Fairy-types and also gives Magnezone an option against Ground-types, though Hidden Power Ice can also help in those scenarios against Garchomp or Landorus-T. However, Substitute becomes a very appealing choice in a limited format such as VGC17 because Magnezone can become tricky to take down with rain or Grassy Terrain support. As a bonus, Magnezone is also resistant to all of the most common sound moves from Kommo-o, Mega Salamence and Mega Gardevoir, so it's difficult to deal with it unless you break the Substitute. Volt Switch can be used over Protect if a Choice Specs is being used, as Protect isn't going to offer much utility unless you're one of those players that knows a Knock Off is coming and will make Protect useful afterwards.

Maximum HP and Special Attack investment with a Modest nature makes Magnezone as strong as possible, while also giving it some extra bulk. Speed investment isn't necessary and it can be suboptimal if you want Trick Room support, and so a Quiet nature can also be taken if you want to outslow more foes for Trick Room. Leftovers is the preferred item with Substitute as Magnezone can really make extended use of it in combination with Grassy Terrain support. However, Choice Specs can also be a valid approach for simply breaking foes with Magnezone. Magnet Pull allows Magnezone to trap foes such as Celesteela which can completely disrupt a foe's options, though Sturdy can also be used if the trapping utility isn't necessary since avoiding a complete OHKO can also potentially disrupt a foe.

Other Options

- Electrium Z or Steelium Z can be used if you want Magnezone to nuke something without forcing it to lock into a move. This will heavily depend on what the rest of the team wants as an item though, as multiple Z-Moves is perfectly doable but sometimes awkward to manage.
- Analytic is still just as good of an ability as the other two, though it can be tricky to utilize since moving last now requires for more Pokemon on the field to act before Magnezone.
- The 50% health berries like Wiki Berry are always good, never a wasted item slot if you can't think of something else to use.

Countering Magnezone

Heatran - Boasting solid bulk and having Fire STABs and access to Earth Power, Heatran can just flatten Magnezone only fearing Thunderbolt's damage. Magnezone can try to stay in if it has a Substitute up or Choice Scarf but if Heatran is also Scarfed, it beats Magnezone here too.
Landorus Therian - Magnezone can only hit Landorus Therian for decent damage with Flash Cannon while Landorus Therian can pressure Magnezone with a OHKO due to Earthquake or try and set up on it with Swords Dance, Rock Polish, or both and just shoot for a sweep. This extends to most Ground-types as well, Magnezone can't do much outside of chip with Flash Cannon on the switch.

Locations in Games

Red/Blue/Yellow:
Not in game.

Gold/Silver/Crystal:
Not in game.

Ruby/Sapphire/Emerald:
Not in game.

FireRed/LeafGreen:
Not in game

Colosseum/XD:
Not in game.

Diamond/Pearl/Platinum:
Evolve Magneton.

HeartGold/SoulSilver:
Trade from Diamond, Pearl & Platinum.

Black/White:
Evolve Magneton (White)
Trade from White, Black 2 & White 2 (Black).

Black 2/White 2:
P2 Lab.

X/Y:
Evolve Magneton.

Omega Ruby/Alpha Sapphire:
Evolve Magneton.

Sun/Moon:
Evolve Magneton.

Ultra Sun/Ultra Moon:
Evolve Magneton

Let's Go, Pikachu!/Let's Go, Eevee!:
Not in game.

Animé Appearences

Magnezone has made a few appearances in the anime. Moist notably, it was used by a Team Plasma member during the crisis against N.

# -English Episode Name- -Jp. Episode Name- Pics
M11 Giratina & The Sky Warrior Giratina & The Bouquet of the Sky - Shaymin Pics
626 Regaining the Home Advantage! Explosion! Magnezone vs Metagross!! Pics
779 Secrets From Out of the Fog! N's Secret...Beyond the Fog! Pics
780 Meowth, Colress and Team Rivalry! Team Rocket VS Team Plasma! Meowth and Colress!! Pics
781 Ash and N: A Clash of Ideals! The White Ruins! Ash VS N!! Pics
782 Team Plasma and the Awakening Ceremony! Team Plasma Strikes! The Ressurection Ritual!! Pics
865 The Future Is Now, Thanks to Determination! Protect the Future of Science! The Labyrinth of Electricity!! Pics
869 Confronting the Darkness! Criminal Investigation in Lumiose City! Clembot VS Black Clembot!! Pics
956 Racing to a Big Event! The Great Alola Pancake Race! Pics
984 Mounting an Electrifying Charge! Dash, Charjabug! Pics
1062 A High-Speed Awakening! Superspeed Vikavolt! The Awakening of Sophocles!! Pics
1117 Sobbing Sobble! Sobble Sobs For What Reason? Pics
1165 All Out, All of the Time! Fully Powered! The Alola Desert Island Race!! Pics
1182 It's all in the Name! Your Name is Francois Pics