Magnemite [QC: 1/3]

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Zephyri

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[OVERVIEW]

Magnemite's niche in Little Cup is due to its high Special Attack and its defensive utility as a Steel-type. Furthermore, the huge difference between the roles of each set and the difficulty of determining its set at Team Preview makes it threatening in the early stages of the game, with the SturdyJuice set denying most setup users and strong breakers of a sweep, while the Choice Scarf set is able to offensively pressure the opposing team's VoltBlocker or Electric-resist, while also providing support in the form of pivoting. Magnemite can work effective with each of its abilities, with Sturdy letting it function as a failsafe, and Analytic allowing Choice Scarf sets to punish switches and create leverage. However, Magnemite's middling Speed-tier, weakness to trappers like Diglett and Trapinch, fraility and vulnerability to popular Pokemon like Mienfoo and Ferroseed can limit its effectiveness.

[SET]
name: Choice Scarf
move 1: Volt Switch
move 2: Thunderbolt
move 3: Flash Cannon
move 4: Steel Beam
item: Choice Scarf
ability: Analytic
nature: Timid / Modest
evs: 36 Def / 236 SpA / 236 Spe

[SET COMMENTS]
Moves
========

One of Magnemite's biggest draws is the fact that its Volt Switch is extremely difficult to switch into, Analytic boosting its power on switches it forces against common Pokemon like Vullaby. Volt Switch also allows Magnemite to bring in strong hitters such as Vullaby or Ponyta on popular switchins of Foongus and Ferroseed. Thunderbolt pressures Mareanie, defensive Staryu, and Vullaby, and is the best move to use in the late game, due to its high power. However, Flash Cannon acts as wide neutral coverage throughout LC, notably OHKOing Grookey with an Analytic boost, Onix, and offensive Diglett, while also 2HKOing Trapinch. Steel Beam is useful due to the massive chip it creates, creating holes in the opponent's defensive cores that can be capitalized on by strong breakers.

Set Details
========

A Modest nature is helpful for maximizing damage output and offensively pressuring the opponent further, while also getting a few OHKOs that wouldn't happen otherwise, such as Grookey on the switch and Diglett. The Timid nature allows you to outspeed major threats like Scarf Porygon, and speed tie boosted Jolly +1 Tyrunt and +1 Scraggy. Analytic lets Magnemite capitalize on the switches it forces, as even resisted hits from it will wear down most Pokemon. Maximum investment in Speed and Special Attack let Magnemite function best offensively, and the remaining investment in Defense helps it take advantage of its Steel-typing

Usage Tips
========

Magnemite functions best as a late-game cleaner due to the fact that it struggles to get KOs without significant chip damage, but it is still very useful early game, due to its ability to wear down teams with Volt Switch. However, much more caution is required in the early game against trappers When playing with it, try eliminating the opposing team's Magnemite switch-ins before bringing it in, as Magnemite has no reliable recovery and as such, gets worn down easily. Use Endure/Steel Beam against boosted setup sweepers, like a +1 Scraggy or Tyrunt.

Team Options
========

Pivots like Mienfoo and Vullaby are helpful to Magnemite as they give it free turns and prevent other Pokemon from exploiting its frailty. Mienfoo specifically is very beneficial, as Magnemite can capitalize on the opposing switch into Koffing or Mareanie. Hazard support in the form of Spikes from Ferroseed is also useful, as Magnemite can sometimes struggle to get KOs against healthy Pokemon, even with the Analytic boost. Partners that can punish bulky Grass-types for coming in on Volt Switch, like Vullaby, Timburr, Abra and Ponyta-Galar are also very valuable, as Ferroseed and Foongus can consistently answer Magnemite.

[SET]
name: Sturdy Juice
move 1: Volt Switch
move 2: Flash Cannon
move 3: Recycle
move 4: Endure / Steel Beam
item: Berry Juice
ability: Sturdy
nature: Timid
evs: 36 Def / 236 SpA / 236 Spe

[SET COMMENTS]
Moves
========

Volt Switch allows the formation of Volt-Turn cores with Pokemon like Vullaby and Mienfoo, while also allowing Magnemite to pivot on and force out Vullaby, Staryu, and Mareanie. Flash Cannon provides almost universal neutral coverage and does significant damage to Pokemon that would resist Volt Switch like Onix, Foongus, and Diglett. Furthermore, Flash Cannon allows Magnemite to act as a solid answer to setup sweepers like Tyrunt and Onix, as it's able to take at least one attack from them due to Sturdy and can OHKO them with Flash Cannon. Recycle enables Magnemite to recover to full health and regain Sturdy, making it difficult to KO and allowing it to consistently and repetitively check setup sweepers throughout the game. Endure makes it so you can survive hits without Sturdy active and can check setup-sweepers even at less than full HP. Steel Beam is a less reliable option to activate Berry Juice but doesn't allow you to consistently come in and answer setup sweepers, but the absurdly high power of the move can be useful in some cases, as it allows you to OHKO Pokemon like Grookey.

Set Details
========

Max Speed allows you to outspeed targets of Steel Beam like Trapinch, Koffing, and Timburr. Max Special Attack is necessary to OHKO Onix, Tyrunt and Vullaby after Stealth Rocks damage. Berry Juice is necessary for the set as it allows Magnemite to consistently act as a failsafe against sweepers and strong breakers throughout the game

Usage Tips
========

Avoid coming in on Knock Off users like Vullaby and Mienfoo, as the Berry Juice is necessary to preserve Magnemite's merit as a failsafe. The SturdyJuice set is great against all setup-sweepers, bar Scraggy, so make sure that you can bring Magnemite in easily versus setup sweepers. However, Steel Beam sets can beat Scraggy due to the fact that Steel Beam OHKOs Scraggy from full. Endure allows Magnemite to maintain its integrity as a failsafe even after hazard damage, as you can take a hit and recover with the Berry Juice. Recycle allows you to repeat this recovery process and makes sure you can always take atleast two hits from an opposing threat. Ideally, hazards should be kept off the field for Magnemite, as, even with Endure, Substitute users like Tyrunt can force mindgames with Magnemite when it's not at full health

Team Options
========

Dewpider can set Sticky Web for Magnemite, allowing Magnemite to outspeed much of the metagame. This is where this Magnemite set tends to excel as under Sticky Web Magnemite can run Steel Beam with greater safety. However it can still run Endure to be a safety net for great effect. Magnemite appreciates the Grassy Terrain recovery from Grookey's Grassy Surge, as it heals up the damage Magnemite takes from Stealth Rocks, keeping it at full health. Furthermore, Grookey can form a VoltTurn core with Magnemite and clean setup-sweepers that Magnemite isn't able to finish off with priority. Other Pokemon that can pivot Magnemite in like Vullaby and Mienfoo are also useful. Finally, Magnemite heavily values being at full health, so hazard removal from Staryu or Vullaby is extremely helpful.

[STRATEGY COMMENTS]
Other Options
=============

A set with Magnet Pull, Iron Defense, Charge Beam, Rest, and Flash Cannon can be used to trap and beat Ferroseed, which makes way for other special sweepers like Porygon or Staryu; however, this set is usually subpar in comparison to the other two sets, as it is very matchup-specific and doesn't do very much outside of that. Thunder Wave is an option that allows you to cripple setup sweepers that you're unable to OHKO, and Teleport can be used to safely pivot on Electric Immunities, specifically the two trappers in Diglett and Trapinch.

Checks and Counters
===================

**Ferroseed and Foongus*: Ferroseed resists both of Magnemite's STABs and can use those turns to set hazards, whereas Foongus is only really threatened by Steel Beam, as it can take two Flash Cannons from full and put Magnemite to sleep. Foongus is basically impossible to beat without support, as Regenerator allows it to regularly recover from chip damage from Volt Switches and Flash Cannons, however Ferroseed is more prone to getting worn down by repeated Volt Switches and needs to be wary of the niche Magnet Pull trapping set.

**Arena Trap Users**: Diglett OHKOs Magnemite with Earthquake and can punish it for locking into an Electric-type move; however, only Eviolite Diglett can live an Analytic-boosted Flash Cannon from full HP. Trapinch has plenty of bulk to survive Magnemite's Steel-type moves and traps and OHKOs it in return. Both of these trappers create mindgames regarding Magnemite's Electric-moves and make it a lot more difficult for Magnemite to freely click Volt Switch.

*Fighting-Types*: Both Timburr and Mienfoo can act as good checks to Magnemite, as they both live a hit from Magnemite from full and OHKO it with Drain Punch and High Jump Kick respectively. Timburr's Mach Punch can also reliably revenge kill Magnemite and force it out, while both Fighting-types have Knock Off, which completely diminishes the SturdyJuice set's effectiveness. However, neither Pokemon like switching into Analytic-boosted Volt Switch due to its high damage output, although Mienfoo is able to take a few due to Regenerator and Eviolite.

[CREDITS]
- Written by: [[Zephyri, 455611]]
- Quality checked by: [[KSG, 32350], [Fiend, 208173], [, ]]
- Grammar checked by: [[, ], [, ]]
 
Last edited:

ghost

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[OVERVIEW]

Magnemite's high viability in the LC metagame niche in Little Cup is due to its high Special Attack, good STAB combination (i don't think this is true, electric is decent but steel is pretty mediocre) and resistance to Flying, which is both rare in the LC metagame and important due to the omnipresence of Vullaby and its defensive utility as a Steel-type (I think this is a more accurate way to describe Mag's defensive value, since it cannot switch into Vull knock but can switch into Porygon). Although it has only two popular sets, (isn't this is as many or more than most LC mons?) the huge difference between the roles of either each set and the fact that it's hard to find out what set it is on Preview alone the difficulty of determining its set at Team Preview makes it exceptionally versatile (since these sets run mostly the same moves, I don't think Mag is "exceptionally" versatile). Both its abilities are useful, Magnemite can work effective with each of its abilities, (Mag has three abilities!) with Sturdy basically defining one of its sets letting it function as a failsafe, and Analytic allowing Choice Scarf sets to consistently pressure the foe and create low-risk scenarios for the user punish switches and create leverage (I've edited this to be more specific about what Analytic accomplishes. I would also add a blurb about how Magnet Pull has a niche use for trapping Ferro). However, Magnemite's middling Speed-tier and vulnerability to popular Pokemon like Mienfoo, Diglett, and Ferroseed hold it back quite a bit can limit its effectiveness. (This sentence should mention that Magnemite is limited by its frailty and its vulnerability to trappers, both Diglett and Trapinch, which make it difficult to click Electric moves. I also think this the paragraph should explain what the sets do on a surface level since you've already mentioned Mag's versatility.)

[SET]
name: Choice Scarf
move 1: Volt Switch
move 2: Thunderbolt
move 3: Flash Cannon
move 4: Steel Beam
item: Choice Scarf
ability: Analytic
nature: Timid / Modest (I think Timid should be the main nature here since it lets you outspeed +1 Ada Scraggy and all Scarf Pory. Other QCers may disagree)
evs: 36 Def / 236 SpA / 36 Def / 236 Spe

[SET COMMENTS]
Set Description
========

One of Magnemite's biggest draws is the fact that its Volt Switch is extremely difficult to switch into, due to the fact that the best Electric-immune Pokemon in Diglett, Trapinch, and Onix all get OHKOd (or 2HKOd in Trapinch's case) by Analytic-boosted Flash Cannon. (Healthy Trapinch is not that worried about Flash Cannon, even with Analytic's boost. Instead of going to Flash Cannon, talk about how Volt Switch lets Scarf Mag use its speed and power, especially with Analytic on forced switches) Volt Switch also allows Magnemite to form Volt-Turn cores with Pokemon like Mienfoo, which beats Magnemite's most consistent answer in Ferroseed pretty easily. (I would make this point less about volt-turn and more about how Volt Switch creates offensive leverage by getting heavy hitters in on Foongus and Ferro) Thunderbolt and Flash Cannon act as solid STAB moves, as Thunderbolt pressures Mareanie, defensive Staryu, and Vullaby, while Flash Cannon acts as wide neutral coverage throughout LC, notably OHKOing Grookey with an Analytic boost, Onix, and offensive Diglett, while also 2HKOing Trapinch. (Seperate these moves - Thunderbolt is stronger is usually what Mag wants to click if it's cleaning in the end game) Steel Beam is useful with a few specific matchups; namely OHKOing Foongus after some decent chip damage, ("OHKOing after some decent cip" is not OHKOing) OHKOing Trapinch with Stealth Rocks up, and OHKOing Grookey regardless of the Analytic boost. (I don't know if Grookey is worth mentioning here since it's so frail; I also think instead of talking about Steel Beam being useful in "certain matchups," you should talk about how strong it is and how it lets you trade Mag to break stuff) Analytic has been mentioned multiple times throughout the paragraph, (This is filler) but the main merits of Analytic comes from the fact that it capitalizes on the switches that lets Magnemite is amazing at forcing capitalize on the switches it forces, due to the fact that as even resisted hits from it do meaningful chip damage to will wear down most Pokemon. A Modest nature is helpful for maximizing damage output and offensively pressuring the opponent further, while also getting a few OHKOs that wouldnt happen otherwise, such as Grookey on the switch and Diglett. Furthermore, the fact that Magnemite outspeeds the entire unboosted metagame even without a +Speed nature means that a Timid Nature would only be useful for a few matchups, such as outspeeding a +1 Speed Tyrunt or Scraggy. (Outspeeding these two + Scarf Pory is pretty valuable, I wouldn't downplay it here) Finally, the EV spread is self-explanatory, with Maximum investment in Speed and Special Attack let Magnemite function best offensively, and the remaining investment in Defense helps it take advantage of its Steel-typing along with Defense EVs as Magnemite is likely to be taking lots of Rock Blasts and U-turns.

Usage Tips
========

Magnemite functions best as a late-game cleaner due to the fact that it struggles to get KOs without significant chip damage. (Scarf Mag is definitely valuable early game off u-turns and other clean turns where it can wear down teams with volt switch. You should mention this but also that playing against a trapper requires much more caution) When playing with it, try eliminating the opposing team's Magnemite switch-ins before bringing it in, as Magnemite has no reliable recovery and as such, gets worn down easily. As a follow-up to the above, hazards like Stealth Rocks and especially Spikes make Magnemite get worn down a lot faster and can give it less oppurtunities to come in, so removing hazards with a Defogger or Rapid Spinner like Vullaby or Staryu is ideal. (Don't think this is quite a usage tip, and also Mag doesn't hate hazards more than anything else) Finally, try to use pivots like Mienfoo, Grookey, or Vullaby to bring Magnemite in, as they can force switches and give Magnemite free turns to make progress, while also creating Volt-Turn cores with Magnemite. (You say this same thing in team options, and I think it fits there better. Mention when it's a good time to click Mag's different moves, especially Steel Beam to nuke stuff like Scraggy)

Team Options
========

As said before, pivots like Mienfoo and Vullaby are helpful to Magnemite as they provide it with free turns (The bigger benefit is that Mag is frail and pivots get it in safely. Mention that Mag can capitalize on Mienfoo u-turns against Koffing and Mare). Grookey is especially fit for this role, as it can additionally provide Grassy Terrain support to help mitigate the effects of the chip damage Magnemite will have accumulated throughout the game. (I don't think Grookey is an amazing partner, especially since both mons are checked by Foongus) Hazard removal in Staryu and Vullaby is also useful, as Magnemite is prone to being worn down. (Don't think it's worth mentioning hazard removal here, Scarf Mag doesn't hate hazards more than any other mon) Hazard support is also useful, as Magnemite can sometimes stuggle to get KOs against healthy Pokemon, even with the Analytic boost. (I would mention Spikes users if you want to keep this sentence, since every mon likes having rocks up) Partners that can break bulky Grass-types, like Vullaby and Ponyta-G are also very valuable, as Ferrothorn and Foongus can consistently come in on and answer Magnemite. (Rephrase this to emphasize that mons like Vull, Timburr, Ponyta, and Abra can punish Grass-types that come in on Volt Switch) Finally, Magnemite's ability to break bulky Water-types like Mareanie and Staryu is very valuable to sweepers like Pawniard and Onix, which struggle to break those Pokemon on their own. (Pawniard and Onix are not hugely relevant sweepers, Pawn especially, and it's not as though Star/Mare will stay in on Mag)

[SET]
name: Sturdy Juice
move 1: Volt Switch
move 2: Flash Cannon
move 3: Recycle
move 4: Endure / Steel Beam
item: Berry Juice
ability: Sturdy
nature: Timid (not sure about the nature here. I'll leave it for somebody else)
evs: 36 Def / 236 SpA / 236 Spe

[SET COMMENTS]
Set Description
========

Volt Switch allows Magnemite to pivot on and force out Vullaby, Staryu, and Mareanie, while also allowing the formation of Volt-Turn cores with Pokemon like Grookey and Mienfoo (I would flip the order here; I also think Vullaby is a better u-turn example than Grookey, especially since Grookey will be uturning on Foongus a lot). Flash Cannon provides almost universal neutral coverage and does significant damage to Pokemon that would resist Volt Switch like Grookey, Foongus, and Diglett (Mention Onix; it's more relevant as an Elec-immune than a sweeper and Grookey doesn't like eating a Volt Switch). Furthermore, Flash Cannon allows Magnemite to act as a solid answer to setup sweepers like Tyrunt and Onix, as it's able to take at least one attack from them due to Sturdy and can OHKO them with Flash Cannon. Recycle enables SturdyJuice Magnemite to replenish its item, recover to full health and regain Sturdy, making it difficult to KO and allowing it to consistently and repetitively check a setup sweepers throughout the game. Endure makes it so you're less weak to Stealth Rock (Awkward phrasing; I would instead say Endure lets Mag survive hits without Sturdy active and can check setup-sweepers even at less than full HP. Steel Beam is a less reliable way to do the above, option to as it activates your Berry Juice but doesn't allow you to consistently come in and answer setup sweepers. However, the absurdly high power of the move can be useful in some cases, as it allows you to OHKO Pokemon like Grookey and Foongus. (Merge the last two sentences. Foongus is not OHKOed by Steel Beam)


Usage Tips
========

(Mention here that this set is an invaluable failsafe against any offensive threat so long as it is at full) If the opponent has a setup sweeper, you typically want Magnemite to be at full HP until they come out, since otherwise you'll be forced to play mind games as they can either attack or set-up Substitute on your Endure. (This is clunkily phrased; the Sub comment really only applies to Scraggy; I think you want to emphasize how valuable staying at full health is rather than the mind games aspect. Instead of framing this as a negative, I would say something about Mag forcing mindgames even when not at full because of Endure) Keeping rocks off the field is also a good idea for the above reason. This Magnemite set can act as a good check to Nasty Plot Vullaby, but getting its item knocked off by Pivot Vullaby really hurts its value in-game, so scouting for the set with an alternate Vullaby answer like Staryu or Archen helps Magnemite fulfill its role better. (I'm not sure NP Vull needs its own mention since you already mention sweepers; if pivot Vull is staying in to knock you, you're likely KOing it in return. You should talk about when Recycle and Steel Beam should be used in this section.)

Team Options
========
(Dewpider should be in here as Sturdy Mag is most common on webs offense as a backstop against opposing sweepers and because it can outspeed most knock users and keep its juice) Grookey appreciates Magnemite's ability to beat Vullaby, while also being able to beat Ground-types like Diglett, which Magnemite really struggles with. Furthermore, Grookey can form a VoltTurn core with Magnemite and clean setup-sweepers that Magnemite isn't able to finish off with priority. (Sturdy Mag really does not want to switch into Vullaby so it doesn't meaningfully handle it for Grookey; mention that Grassy Terrain heals Mag back to full after rocks) Other Pokemon that can pivot Magnemite in like Vullaby and Mienfoo are also useful. Finally, Magnemite heavily values being at full health, so Defoggers like Vullaby and Rapid Spinners like Drilbur and Staryu are hazard removal from Staryu or Vullaby is (no need to specify moves; Drilbur is irrelevant) extremely helpful.

[STRATEGY COMMENTS]
Other Options
=============
A set with Magnet Pull, Iron Defense, Charge Beam, Rest, and Flash Cannon can be used to trap and beat Ferroseed, which is Magnemite's main answer; (Ferro is not Magnemite's main answer; mention that the point of this set is to remove Ferro for other strong special attackers like Porygon and Staryu) however, this set is usually subpar in comparison to the other two sets, as it doesn't provide nearly as much utility in most matchups and is slow in its damage output. (This issue with this set isn't that it's strictly worse than the other sets but that it only does one thing in one matchup effectively and is extremely niche. I would also mention Thunder Wave and Teleport in this section)

Checks and Counters
===================

**Bulky Grass-Types*: Ferroseed takes little to nothing resists both of from Magnemite's attacks STABs and can use those turns to set hazards, whereas Foongus is only really threatened by Steel Beam, as it can take two Flash Cannons from full and put Magnemite to sleep. (Mention that Regenerator helps Foongus switch into Volt Switch without getting worn down much. Mention that Ferro, on the other hand, can be worn down by repeated Volt Switches and pressured by the pivot, and also that Mag rarely will run a Magnet Pull set to trap Ferro) However, partners like Vullaby and Koffing can help against those bulky Grass-types. (Team options)

(I would put this at the top, Pinch/Dig are a way bigger problem for Mag than Grass types. This section needs to mention that opposing trappers make it difficult to ever click Volt Switch)
**Trappers Arena Trap Users**: Diglett OHKOs Magnemite with Earthquake and can either come in on a predicted Electric-type move or check Magnemite after it has used Thunderbolt punish it for locking into an Electric-type move. (Mention that Evio Dig can switch into Analytic Flash Cannon from full but other sets cannot) Trapinch takes a Flash Cannon from full has plenty of bulk to survive Magnemite's Steel-type moves and traps and OHKOs Magnemite with Earthquake it in return. As such, partners that can deal with trappers such as Grookey and Staryu are very much appreciated (Not sure if this is true, but it goes in team options regardless)

*Fighitng-Types*: Both Timburr and Mienfoo can act as good checks to Magnemite, as they both live a hit from Magnemite from full and OHKO it with Drain Punch and High Jump Kick respectively. (I would elaborate on a few things here: 1) neither of these mons like switching into Volt Switch, especially Timburr, though Mienfoo can do it ok with Evio thanks to Regenerator 2) mention how Timburr Mach Punch reliably revenge kills Mag and can force it out 3) Mention that both mons have knock and remove Sturdy Juice's survivability) Hence, Flying-types like Vullaby and Fighting-resists like Foongus and Koffing are very useful (Team options)
 

Zephyri

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KSG implemented the QC check, would love for you to look over it again before stamping :]
 

ghost

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LC Leader
One thing I forgot that may be the cause of the template: Set Comments should be separated into two discrete sections, Moves and Set Details. You can see what that looks like here. I'll stamp this 1/3 at the moment, but please implement that before the second QC.
 

Fiend

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[OVERVIEW]

Magnemite can work effective with each of its abilities, with Sturdy letting it function as a failsafe, Analytic allowing Choice Scarf sets to punish switches and create leverage, and Magnet Pull having a niche as Ferroseed trapper. This isn't going to be a set. Fix the grammar accordingly.

this is for choice scarf
[SET COMMENTS]
Moves
========

One of Magnemite's biggest draws is the fact that its Volt Switch is extremely difficult to switch into, due to Analytic boosting its power on the fact that the switches it forces against common Pokemon like Vullaby. (period) are punished by Analytic, which bolsters Magnemites already strong natural damage output. This felt clunky before. Volt Switch also allows Magnemite to bring in strong hitters such as Vullaby or Ponyta on popular switchins in Foonguss of Foongus and Ferroseed. Thunderbolt pressures Mareanie, defensive Staryu, and Vullaby, and is the best move to use in the late game, due to its high power. However, Flash Cannon acts as wide neutral coverage throughout LC, notably OHKOing Grookey with an Analytic boost, Onix, and offensive Diglett, while also 2HKOing Trapinch. Steel Beam is useful due to the massive chip it creates, creating holes in the opponent's defensive cores that can be capitalized on by strong breakers.

Set Details
========
Analytic lets Magnemite capitalize on the switches it forces, as even resisted hits from it will wear down most Pokemon. Move this after timid >>>A Modest nature is helpful for maximizing damage output and offensively pressuring the opponent further, while also getting a few OHKOs that wouldnt wouldn't happen otherwise, such as Grookey on the switch and Diglett. (Neither example is true, find a reason to use Modest here) <<< However, the Timid nature allows you to outspeed major threats like +1 Tyrunt, Scarf Porygon, and speed tie boosted Jolly +1 Tyrunt and Scraggy. Maximum investment in Speed and Special Attack let Magnemite function best offensively, and the remaining investment in Defense helps it take advantage of its Steel-typing

Usage Tips
========

I dont think this section says what it needs to, and it also is self-contradicting. This needs to talk about:
  • Choice Scarf Magnemite plays very differently if they have a Diglett or Trapinch.
  • If these are present, Magnemite needs to be more reserved with clicking Volt Switch.
  • Magnemite is rather frail, and can usually only switch into one attack so plan accordingly.
  • Magnemite becomes more threatening as Grass-types get Knocked Off and Ground-types are KOed.
  • Late game should revolve around Magnemite forcing good positions with Volt Switch or scoring KOes with good prediction.
I think this cover it
Magnemite functions best as a late-game cleaner due to the fact that it struggles to get KOs without significant chip damage, but it is still very useful early game, due to its ability to wear down teams with Volt Switch. However, much more caution is required in the early game against trappers. (period) When playing with it, try eliminating the opposing team's Magnemite switch-ins before bringing it in, as Magnemite has no reliable recovery and as such, gets worn down easily. Use Endure/Steel Beam against boosted setup sweepers, like a +1 Scraggy or Tyrunt.

Team Options
========

Pivots like Mienfoo and Vullaby are helpful to Magnemite as they give it free turns and prevent other Pokemon from exploiting its fraility frailty. Mienfoo specifically is very benificial beneficial, as Magnemite can capitalize on the opposing switch into Koffing or Mareanie. Hazard support in the form of Spikes from Ferroseed is also useful, as Magnemite can sometimes stuggle struggle to get KOs against healthy Pokemon, even with the Analytic boost. Partners that can punish bulky Grass-types for coming in on Volt Switch, like Vullaby, Timburr, Abra and Ponyta-Galar are also very valuable, as Ferroseed and Foongus can consistently come in on and answer Magnemite.

----------------- this is sturdyjuice now ----------------

Usage Tips
========
This section should say these things
  • You need to avoid knock off when holding Berry Juice.
  • This set is great for checking set-up sweepers not named Scraggy, if running Endure.
  • If Sturdy is broken by prior damage like entry hazards, Endure allows for Magnemite to survive an attack and recover to full with Berry Juice.
  • Recycle allows you to repeat this.
  • Ideally entry hazards are kept off the field so Magnemite preserves its Sturdy.
  • You can talk about ppl playing around Endure but be brief
stall for turns SturdyJuice Magnemite is an impenetrable failsafe against virtually any offensive threat as long as it's full, and should be played as such. If the opponent has a setup sweeper, you really want Magnemite to be at full HP until they come out; however, Endure makes it so you can force mindgames with the opponent even when you're damaged. Keeping rocks off the field is also a good idea for the above reason. Try to make sure that you're at full health when you're using Recycle, as Recycle should be used on a predicted attack at full health

Team Options
========
Dewpider, and HO teams in general, value Magnemite's matchup against other HO teams, as it outspeeds most of the opposing setup sweepers and is thus usualy able to keep its Berry Juice for a while.
My experience is that this Magnemite set is only viable on Webs, and not screens. Therefore I'm changing this to just say Stick Webs.
Dewpider can set Sticky Web for Magnemite, allowing Magnemite to outspeed much of the metagame. This is where this Magnemite set tends to excel as under Sticky Web Magnemite can run Steel Beam with greater safety. However it can still run Endure to be a safetynet for great effect. Magnemite appreciates the Grassy Terrain recovery from Grookey's Grassy Surge, as it heals up the damage Magnemite takes from Stealth Rocks, keeping it at full health. (period) Furthermore, Grookey can form a VoltTurn core with Magnemite and clean setup-sweepers that Magnemite isn't able to finish off with priority. Other Pokemon that can pivot Magnemite in like Vullaby and Mienfoo are also useful. Finally, Magnemite heavily values being at full health, so hazard removal from Staryu or Vullaby is extremely helpful.

[STRATEGY COMMENTS]
Other Options
=============
Thunder Wave is an option that allows you to cripple setup sweepers that you're unable to OHKO, and Teleport can be used to safely pivot on VoltBlockers Electric immunities, specifically the two trappers in Diglett and Trapinch.

Checks and Counters
===================

**Bulky Grass-Types**: it's two ** Ferroseed resists both of from Magnemite's STABs and can use those turns to set hazards, whereas Foongus is only really threatened by Steel Beam, as it can take two Flash Cannons from full and put Magnemite to sleep. Foongus is basically impossible to beat without support, as Regenerator allows it to regularly recover from chip damage from Volt Switches and Flash Cannons, however Ferroseed is more prone to getting worn down by repeated Volt Switches and needs to be wary of the niche Magnet Pull trapping set.

>>>*Fighitng-Types*: **Fighting-types**: Both Timburr and Mienfoo can act as good checks to Magnemite, as they both live a hit from Magnemite from full and OHKO it with Drain Punch and High Jump Kick respectively. Timburr's Mach Punch can also reliably revenge kill Magnemite and force it out, while both Fighting-types have Knock Off, which completely diminishes the SturdyJuice set's effectiveness. However, neither Pokemon like switching into Analytic-boosted Volt Switch due to its high damage output, although Mienfoo is able to take a few due to Regenerator+ and Eviolite. (period)


You are missing credits; I did them for you below. They go at the very bottom after Check and Counters. Tag me when you have implemented this so I can do a once over, please.


[CREDITS]
- Written by: [[Zephyri, 455611]]
- Quality checked by: [[ksg, 32350], [Fiend, 208173], [, ]]
- Grammar checked by: [[, ], [, ]]
 
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