Time and time again, I have heard Magnezone to be a great anti-Steel pokemon thanks to Magnet Pull. Yet, I can’t help but feel leery about an anti-Steel pokemon being 4x week to Earthquake.
Complaints about a massive Ground weakness aside, Magnezone actually has a very good typing. 11 resistances and 1 immunity in exchange for 3 weaknesses. Sign me up! Magnezone’s defenses complement this as well: a 70/130/90 spread ensures that even boosted resisted hits are not doing much for damage. 130 SATK is just icing on the cake: it allows Magnezone to hit obscenely hard while tanking hits in turn. Unfortunately Magnezone suffers from the “Electric-type moveset syndrome” in where nearly all of its special moves are Electric, meaning it is heavily reliant on Hidden Power for coverage. In addition, the 3 weaknesses it does have are frightfully common; Ground, Fighting and Fire, and neutral special attacks can take advantage of its lesser special bulk to take down Magnezone easily. Magnezone has many things that make it great, but its weaknesses are prevalent as well. Use wisely.
In the Magnezone
Magnezone (Analytic)
Item: Leftovers
-Thunderbolt
-Flash Cannon
-Hidden Power (Ice/Grass/Fire/Water)
-Substitute/Thunderwave/Tri Attack
Nature: Modest (+SATK, -ATK) or Quiet (+SATK, -SPD)
EVs: 252 HP/252 SATK/ 4 SDEF
A moveset meant to take advantage of Magnezone’s large SATK and its great bulk. Analytic gives the equivalent of a Life Orb power boost to all of Magnezone’s moves if it moves last (which thanks to a poor Base 60 SPD, is relatively easy). Leftovers increases durability. Thunderbolt and Flash Cannon are your obligatory STAB moves, doing horrific damage to anything that does not resist them. You have you type of Choice for Hidden Power, though anything that takes out Ground types is greatly appreciated. Your final move is up to preference. Substitute works well with that bulk, and gives Magnezone a shield against a single super effective attack. Thunderwave may defeat the purpose of Analytic, but it also provides valuable support to Magnezone’s teammates. Tri Attack is another SATK with good neutral coverage.
Additional Options
Reflect/Light Screen
-Great support options and they emphasize Magnezone’s already impressive bulk
Air Balloon/Magnet Rise
-Ground moves are Magnezone’s Achilles heel, so options to negate it are greatly appreciated.
Mirror Coat
-Give opponents targeting your weaker defense a nasty surprise.
Volt Switch
-For the times when you have to get out of dodge.
Signal Beam
-Weak but hits Grass types. Transfer Only.
Zone Defense
Stopping Magnezone isn't that easy. As mentioned before, it resists a HUGE portion of the game, and at least on the physical side, neutral hits don't bother it that much. Statuses are largely useless as well: sporting immunities to Poison and Paralysis and burns don't bug the magnet much either leaves you pretty much with Sleep. Magnet Pull screws over Steel types not named Aegislash, as few Steel types can withstand repeated assualts from Magnezone's heart stopping SATK. Ferrothorn is a notable exception, provided it has Leech Seed, Leftovers and Power Whip it has a good chance to win One on One with a Choice Specs Magnezone, but will be severely hurting right after (unless Magnezone has Hidden Power Fire, in which case, Ferrothorn is screwed). Shed Skin, Volt Turn, U-Turn and Baton Pass can enable your Steels to escape, though that still means you are feeding another one of your pokemon a Thunderbolt. Water-Ground types like Gastrodon and Quaqsire check Magnezone unless it has Hidden Power Grass. Opposing Electric types also resist both of Magnezone's STABs, but few have options of dealing with it quickly (Mega-Manetric, and Electivire have a good array of options) and will often take considerable damage in the mean time. Revenge killing Magnezone is rather easy. It is easily outsped both in and out of Trick Room and being quad weak to the most popular offensive move in the game (Earthquake) does it no favors. Also, Magnezone suffers from the same problem as so many other bulky prospects: lack of reliable recovery. Repeated assaults and chip damage will wear it down. Unfortunately, due to Magnezone's power, this is often a tactic of last resort: you are liable to lose a chunk of your team without good prediction.