Japanese Name: ジバコイル (Jibacoil)
Classification: Magnet Area Pokémon
Weight: 396.8 lbs
Gender Ratios: Magnezone is Genderless
Base Stats: HP 70 / Atk 70 / Def 115 / SpAtk 130 / SpDef 90 / Spd 60
Magnezone might not be as aesthetically pleasing of a Pokemon compared to his R/B/Y pre-evolution, but Magnezone gained enough in his evolutionary step in terms of stats to see action in the higher tiers, and his typing, combined with the ability Magnet Pull, gives him a special role in trapping opposing Steel types and putting the game on hold for a time, giving time to set up for the team or for an offensive push. Unfortunately, Magnezone gained nothing in terms of supereffective power against Ground, Fighting and Fire types, each of which are quite common and quite deadly to Magnezone, so careful and judicious application of his talents is a requirement. Fortunately, Magnezone does possess a number of support moves that benefit a team, as well as many resistances and the capacity to trap enemy Steel types, not to mention an upgraded Special Attack stat base, which gives him a bit of an edge over his sibling Magneton.
Magnezone has defenses befitting a Steel-type Pokemon, with a base 70 HP to go with his impressive 115 Defense and 90 SpDef and many resistances to many types of attacks. He has truly fearsome special offensive power, even with little investment placed in it, but all of those benefits defensively and offensively are markedly defined by his base Speed of 60, 10 points lower than his prior evolutionary stage and slow enough to make it so many enemies will easily outrun him. Despite the apparent weaknesses in his stats, his defensive capacity and special offense gives him enough bite to cause concern for an enemy combatant. Due to his lagging Speed, investment should go into defenses and HP to improve Magnezone’s longevity, unless planning a Choice set, or one that utilizes Substitutes.
On that note, Substitutes are just one of many support options available to Magnezone. Substitute shields Magnezone from its supereffective weaknesses while Thunder Wave and its 100% paralysis rate on non-Volt Absorb/Motor Drive and Ground types works wonders in the respect of crippling an opponent. Magnet Rise can negate Magnezone’s quadruple-weakness to Ground for a short time, while Mirror Coat can throw back heavy damage in the face of a special sweeper. Magnezone can learn both Reflect and Light Screen, giving him a special role as a Dual Screener, while simultaneously improving his own, already quite powerful, defenses.
For offense, Magnezone’s intense base 130 SpAtk gives him a horrible, mauling capacity to deal damage, but suffers from a lack of coverage moves on par with Jolteon. Every last one of Magnezone’s damage-dealing moves are Steel, Electric and Normal type, barring Hidden Power’s random roulette typing and base damage. This gives Magnezone very poor type coverage potential, having to rely on overwhelming power to pull off knockouts. Flash Cannon will be Magnezone’s Steel STAB of choice over Mirror Shot, in terms of accuracy, power and overall reliability. Thunderbolt and Thunder are reliable, time-tested STAB moves, the latter gaining 100% accuracy in Heavy Rain, making it an attractive option on Rain teams. Charge Beam can be used to a degree to build up Special Attack boosts, but the 66% chance of picking up a boost makes it more sensible on a Substitute set. While nerfed, Explosion is an excellent way to rob an opponent of a knockout, deal damage on the way out, and, with Magnezone’s speed, often bring in a sweeper with almost no risk of entry damage. Volt Switch gives Magnezone the ability to bail out on non-Ground types, making its job as a Dual Screener fairly easy and painless while keeping up an offensive presence. Magnezone also has access to the move Zap Cannon, a risky move with 50% accuracy, but a base power of 120 and a 100% chance of paralysis on contact. This move should only be played if one elects to use Lock On on a Steel type trapped with Magnet Pull or if utilizing the field effect Gravity.
Magnet Pull is easily Magnezone’s best ability. Trapping Steel types and slowing down the opponent’s pace, even securing an effortless knockout, is well worth considering. Sturdy appears valuable, but Magnezone will more often than not survive even a supereffective hit with investment in HP or defenses, and is completely useless with a Substitute set. Magnezone does have the Dreamworld ability Analytic, which, unlike Starmie’s bizarre acquisition thereof, it can theoretically pull off due to its low Speed. However, Analytic’s boost often ends up being wasted on Magnezone due to revenge killing often OHKOing at worst, and Magnezone doesn’t have the speed and energy to pull off a sweep after the Analytic boost. Simply put, Magnet Pull represents an ability to trap Steel types that makes Magnezone attractive and rather overwhelmingly defines its usefulness.
Overall, Magnezone is a Pokemon that requires a bit of love and attention to get up and off the ground, but can be a fantastic ally. Whether he’s Substituting, running Choice or Dual Screening, or a hybridized version of any of the above, Magnezone can be just what your team needs to tame an opponent’s party and provide great support service. Used with caution and foresight, Magnezone might just turn the tables on a team that relies on Steel types to make your day miserable, and turn a long battle of attrition into victory.