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Hey y’all, did you miss these? Back with some more underrated mons, this time its Magnezone. While it has never been in the forefront of any OU metagame, it and its pre-evo Magneton have been a major part of the tier since ADV due to Magnet Pull. Before we get into its niche in DLC2, here’s a history lesson.
ADV
The simple niche of trapping Skarm is that huge, so Magneton ended up in OU. That’s because Skarm checked half the tier by itself. It laid out spikes while being immune to the infamous TSS combo (if you know, you know). Skarm was such a meta defining force that teams will do anything to try and lure it, whether its Fire coverage from Ttar and Mence, or going full Oppenheimer on it with CB Gross. Magneton didn’t just trap Skarm, it also crippled or rkilled Rachi and Gross while smacking Pert or Flygon with HP Grass/Ice. Mag was also used as a sack once its job was done, so it becomes easier to bring in your big offensive threats. Magneton was so effective at its role that some players started running offensive variants with max speed and HP Ground, specifically for it. Currently Mag sits in C1 rank which puts it next to the two Fire/Flying types and Flygon.
DPP
Skarm got Roost making it harder to kill and Stealth Rocks plus the limited amount of spinners which made hazard stacking even better. However Magneton would evolve into Magnezone in this generation, sporting more raw power and bulk for the cost of 10 points of speed. There were more steels to trap this time. Empoleon, Scizor, and Bronzong, tho the latter often carried EQ. It also punished Scarf Rachi for clicking anything other than U-Turn. BW is often credited for inventing Dragmag, but it actually started in DPP with the release of new dragons and buffed Outrages. Outside of its role in trapping Skarm, it sported an impressive 130 SpA, solid bulk, and a whopping 13 resistances. These traits combined with options like Hidden Power, T-Wave, Sub, Explosion, and Magnet Rise let Zone break defensive while acting as an emergency check to Latias, Wastom, Scarf Rachi, etc. However it wasn’t just Magnezone, in recent years, Magneton has picked up usage and even ranks alongside it in B3 within the DPP OU VR. The extra 10 points in speed means with a Scarf, it gets the jump on +1 Ada Gyara, Azelf, and Scarf Ttar.
BW
While Zone’s role of being more than a steel trapper has been limited due to the hostile nature of BW OU and the nerf to Explosion, it has gotten better as a steel trapper. Ferro is the most notable new steel that it could trap, and with Balloon + Magnet Rise it could even trap Drill. BW dropped more volatile dragons than ever before. Chomp, Latios, Kyu-B, and the newly buffed Multiscale Dnite. This led to the infamous Dragmag style becoming even stronger than in modern DPP. Due to how demanding team building is in BW, Zone rarely found itself onto teams outside of Dragmag. It found itself solidly in B+ next to Terrak and Starmie in the BW OU VR, as for Magneton, it had to take High School instead of chilling with the OU titans, so it never caught on.
XY/ORAS
Good news is the introduction of the Fairy type gave its Steel STAB a purpose. Bad news is that now Dragons can’t mindlessly spam Draco or Outrage anymore because of it. Tbolt and HP also received got BP nerfs. It lost its Dark and Ghost resists come Gen 6. However Mag was in a better spot this gen than in BW due to teambuilding in ORAS being less restrictive. Scarf and Magnet Rise sets picked off Skarm, Mega-Scizor, Ferro, Drill, and weakened Mega-Gross. It also bolstered the typical Steel type resistances alongside a resistance to Electric. Even though it didn’t trap everything, its offensive typing + its 130 SpA let it hit a majority of the meta super-effectively. Scarf got the jump on base 110s or lower like Keldeo, the Lati twins, Mega-Gross, Mega-Medi, and Mega-Diancie. A few of these Zone can one shot. Zone currently sits 24th in the ORAS VR in A tier.
USUM
Zone is in A tier in the current USUM VR. Its defensive profile became more useful than before, with multiple Fairy types now joining the tier. There were even more Steel types like Kart, Cele, Mega Maw, but more importantly, Magearna. While it didn’t trap AV Magearna due to Volt Switch, it matched up well into the dangerous setup variants. Substitute with Z-Moves let it trap Steel types and potentially pick up another kill on Lando, Chomp, Mega-Lati, or even a greedy Heatran. Scarf Zone was another set that limited Scarf/SD Kart to only one kill at best. Zone enabled Ash-Gren, the Tapus, Kart, Mega-Maw, and offensive Lando that are otherwise checked by these Steels. Zone finds itself in a solid place within the offensive USUM metagame.
SS
Zone received a major nerf in Gen 8, it lost Hidden Power. Now it could no longer reliably trap Ferro who also got BP to threaten it. Magnezone even dropped to UU and RU this gen. It was out of the job, or so we thought. SS introduced Corv, a mon with better special bulk than Skarm, Pressure Defog, and U-Turn, but even that got trapped by Zone if it was too careless. It also found a way to trap Ferro due to its newfound access to BP. So with a Sub-ID set, it effectively trapped Ferro once again. Specs also saw use in the IoA meta, but not with Magnet Rise, but Analytic. It absolutely smacked Ground Types like Hippo and Drill, fulfilling a similar role to Specs Magearna before it was banned. Crown Tundra came and the Sub-ID set became the norm. Kart returned along with the brand new Melm. Zone not only could trap these two, but also teamed up with them. Trapping Ferro and Corv enabled Tox + Tect Melm along with Scarf Kart. Zone was also a semi-check to Weavile so that Melm and other Weav checks could be preserved for later. Trapping Corv and Ferro also enabled other big offensive threats such as RS Shifu, CM Fini, Lando, Weav, SD Chomp, Koko, and Rilla. While its feats are impressive, it was hard to splash onto teams due to its MU fishy nature. The BO styles it fit itself in sometimes didn’t even need it. The overwhelming force of these mons paired together was enough to wear down Ferro/Corv. Zone is currently in B+ tier next to Goltres and Zera.
SV
We finally get to Gen 9. Unfortunately Zone was not able to carve out a niche in the three metas of SV OU. Ferro and Kart are gone, Corv has to pay taxes to Ghold, and speaking of which, Zone doesn’t do much to the new Steels introduced this gen, especially Ghold who not only outclassed it, but was not trappable. Gambit it could theoretically trap with BP, but Gambit could just Tera and blow it up anyways. With so few Steels and no niche, it dropped all the way to RU. So what’s different in DLC2?
DLC2 increased the pool of Steel types.
The latter two you could ignore, being able to Sub and ID up vs Arch and win the 1v1 is definitely possible, but its not a guarantee. The important thing tho, is Skarm is back and its the best it has been since the DS era. Skarm had Spikes and better physical bulk which makes Skarm less passive and able to actually do shit even with Ghold in the tier. It checks a massive pool of threats while having the role compression of being a ground immune that isn’t weak to rocks. In a meta as hostile as SV OU, role compression is incredibly important. Basically what it has been doing for 20 years. Which is why alot of Skarm/Ting-Lu teams became the norm. Players responded to this by overwhelming Skarm with a barrage of physical threats or calling to ban Gholdengo. Rilla is normally a very effective wallbreaker, but Skarm tends to be an easy switch in. Not only are these team structures hard to break, but stuff like Meow, Weavile, Kyu, and Knock Clef have no trouble making progress vs you.
Mag has the unique role of trapping Skarm while also being a semi-check to Weav/Meow, kinda like what it did in the last gen.
The Set
Magnezone @ Leftovers/Air Balloon
Ability: Magnet Pull
Tera Type: Fighting
EVs: 48 HP / 252 Def / 28 SpA / 180 Spe
Timid Nature
IVs: 0 Atk
- Substitute/Flash Cannon
- Iron Defense
- Thunderbolt
- Body Press
The classic SS set. To summarize, 252 Def EVs to get the most out of Body Press, 28 SpA to OHKO Skarm with Tbolt, 180 Speed with Timid to speed creep Jolly Gambit and Archaludon speed creeping Jolly Gambit.
Alot of Skarm Balances don’t have many safe answers into Zone. Ting-Lu the go-to Ground gets smacked by +2 BP and doesn’t OHKO back with EQ.
+2 252 Def Magnezone Body Press vs. 252 HP / 4 Def Ting-Lu: 264-312 (51.3 - 60.7%) -- 91.8% chance to 2HKO after Leftovers recovery
0 Atk Ting-Lu Earthquake vs. +2 48 HP / 252 Def Magnezone: 168-204 (57.3 - 69.6%) -- guaranteed 2HKO after Leftovers recovery
Dozo and Mola are hit hard by Tbolt while Clef is smacked by Flash Cannon.
With Balloon you just sit on Clod and non-Knock Gliscor. Meanwhile Weavile and Meow want nothing to do with BP. Air Balloon also has the added benefit of being immune to Spikes and letting you rkill +1 Moon in a pinch. The only two MUs it needs help in is Ghold and Glowking, but those could easily be covered with Tusk, Lando, etc. Zone could also trap and rkill Gambit if it decides to not Tera. Or just ID up in its face or kill it with Tbolt/Flash Cannon in case it turns into the best Fairy or Flying type.
Partners
Remember how simply removing Skarm was enough to propel Magneton into OU in Gen 3? Take a look at the pool of mons that benefit from removing Skarm.
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Easing the pain of chipping down Skarm by simply deleting it is huge. It also helps that a handful of these can pivot into Zone directly. Removing Skarm also benefits teams indirectly.
Since Skarm is the main spike setter on alot of team structures, limiting it is huge for Pokemon that lack reliable recovery like Tusk, Ting-Lu, and Gambit since they only need to worry about taking minimal dmg from SR.
There is one thing to note. Skarm can Tera, leaving it unable to be trapped by Zone, but that creates another advantage for teams.
Skarm no longer can repeatedly switch in due to taking Spikes and shedding its amazing defensive typing leads to scenarios like this.
252+ Atk Choice Band Tera Grass Rillaboom Wood Hammer vs. 252 HP / 160+ Def Tera Dragon Skarmory in Grassy Terrain: 164-194 (49.1 - 58%) -- 64.5% chance to 2HKO after Grassy Terrain recovery
Forcing a Tera also means the opposing team can’t run defensive Tera in a pinch. No more Dozo clicking Tera Dragon on your Rillaboom.
Like in the previous gens, the very existence of Mag causes the Skarm player to make riskier plays to hopefully not get trapped.
So the question is,
where do you fit Mag?
Luckily there are two team archetypes Magnezone can find a place in,
G-Terrain BO and HO which both heavily benefit from Mag trapping Skarm while having other qualities like being a Steel type. For the first time since SS, I think it has a genuine niche in the tier and an example that the tier still has room to experiment. Though I don’t think it is some meta defining staple, the trends of DLC2 have been kind to the Zone. I’ll leave y’all with a few discussion questions.
What lower tier mon(s) do you think have a genuine niche in the tier?
Any old gen staples like Keldeo, Latios, or Ttar that you think can make a comeback?
With January being in a few days, what do you think will rise or drop?
Are there any anti-meta sets you would like to bring up?