Saturday, July 17, 2010

Pokemon Focus: #462 - Magnezone

Introduction

The magnet of doom is back and better than ever. A new evolution gave it a massive base 130 Special Attack and decent defenses, while maintaining the same ability that makes sure any Steel-type within its reach won't be leaving anytime soon (albeit with more powerful Steel-types roaming around, that ability is now more useful than ever).

Capture/Training

The best place to find Magnemite is Route 38, to the left of Ecruteak. In addition to the usual ways of selectively finding Pokemon with a certain ability, one method here is to switch to a Steel-type somewhere along the line and try to escape. Just make sure your Steel-type can defeat Magnemite once it finds out it can't escape...

Magnemite evolves into Magneton at Level 30. There are notable moves worth delaying the evolution for, due to the lack of a large level difference at which the two learn moves.

Magneton must be traded to Diamond/Pearl/Platinum and taken to Mt. Coronet, where if it levels up, it will evolve to Magnezone. If you want to, use a Heart Scale on Magneton to teach it Tri Attack before trading it over.

Stats

70 HP, 70 Atk, 115 Def, 130 SpA, 90 SpD, 60 Spe

Base 130 Special Attack is killer, for sure. It also has decent defensive stats, which work well with its large set of resistances. Interestingly enough, its low Speed is actually lower than Magneton's by 10 points...

Abilities

Magnet Pull is the main attraction *cough* here. The ability to keep a Steel-type from escaping is really handy in competitive battling, and even though its in-battle use in-game isn't much, the ability to draw out Steel-types in the wild (particularly Skarmory) makes it worthwhile in the end.

Sturdy isn't much at the moment; it protects Magnezone from one-hit KO attacks like Sheer Cold, which are rare. However, in Black and White, Sturdy will have a Focus Sash effect, leaving Magnezone at 1 HP if hit at full health with a Ground-type attack (or any other move that would KO it in one hit). This makes the ability worth considering, as it means a stray Earthquake won't finish it off too quickly.

Moves

Starting things off, of course, is the classic Thunderbolt. As always, this move can be replaced with Discharge for paralysis or Thunder if used in rain (or Ubers, where rain is common even if it's not your own). The physical/special split allowed Magnezone to play with special Steel-type moves, namely Flash Cannon. The coverage between the two moves is actually not that bad; only Electric-types and certain Steel-resistant Ground-types will give Magnezone trouble.

Magnezone does not have much else in the way of secondary attacks. The best you're going to be able to do is using a Hidden Power to take out certain Steel-types you might trap; Fire in particular is effective for this purpose. Past that, you might look into Signal Beam to lay a smack-down on those weak to the move (namely, a certain Celebi). Tri Attack isn't going to be worth much in competitive battling, but it is a special attack now, and still has a fun secondary effect, making it fine for in-game havoc.

Charge Beam is an attack meant for powering up Magnezone to deadly levels. Magnezone's subpar base 70 attack means normal physical attacks are out of the question, but there's still the option of a nice, powerful Explosion.

Aside from these attack options, Magnezone has a decent set of support options meant to make its job easier. Magnet Rise is actually quite effective on Magnezone; it temporarily removes its crippling 4x Ground-weakness, which means after trapping a Steel-type, it can Rise and stop any of their plans to quake it down.

Metal Sound is situational but can work, either at forcing switches or just crippling an enemy.

For status-crippling, you can use Toxic or Thunder Wave.

Mirror Coat can flip moves back to the opponent, most notably Fire moves. Magic Coat does the same for status moves.

Rain Dance is an option for rain support on Rain teams. Gravity provides a support of an entirely different sort, and opens up the option of Zap Cannon, a move normally with way too low accuracy to be of use but now becomes a decently-accurate move with a paralysis effect if it hits.

Magnezone can also pursue a dual-screen strategy involving Reflect and Light Screen.

Of course, Substitute is always an option.

Effective Movesets

1. Standard Magnet
- Thunderbolt
- Flash Cannon
- Substitute
- Magnet Rise/Explosion
Ability: Magnet Rise
Notes: The concept of this set is a Steel-trapper: switch into Steel-types it can defeat and blast them away while they can't pull out. (Not that in-game opponents typically pull out anyways, and if you're going into the metagame, you'll want a Hidden Power, which is beyond my scope here.) Substitute allows you to scope attacks, and if your opposing Steel is one with Ground-type attacks, Magnet Rise can protect you further. All things considered, though, this set functions perfectly fine as a perfectly normal Magnezone.

2. Attack Magnet
- Thunderbolt
- Flash Cannon
- Tri Attack/Signal Beam/Hidden Power
- Explosion
Item: Choice Scarf/Choice Specs/Life Orb
Note: If your Hidden Power is a good one, use it; otherwise, go for one of the other two. Very effective whether you use Scarf or Specs, although the first works better if you want to go the Magnet Pull route and use this as a Steel-trapper. Life Orb is available for more flexibility at the cost of health.

3. SubCharge the Supermagnet
- Substitute
- Charge Beam
- Thunderbolt
- Flash Cannon/Hidden Power
Item: Leftovers/Salac Berry
Note: Salac Berry can be a fun choice if you have some to spare.

4. Screeching Magnet
- Thunderbolt
- Flash Cannon
- Hidden Power/Tri Attack/Magnet Rise
- Metal Sound
Item: Life Orb
Note: Metal Sound allows for an alternate way to weaken foes.

5. Dual Screen Magnet
- Reflect
- Light Screen
- Thunderbolt/Discharge
- Explosion/Flash Cannon
Item: Light Clay

Closing Notes

Magneton's latest evolution is more powerful than ever, and solid defenses and a great defensive typing only helps it out. Magnezone is one killer magnet, and Steel-types in particular will do well to stay far away from it.

Saturday, July 10, 2010

Pokemon Focus: #358 - Jirachi

Introduction

I think this is a good time to cover Jirachi, considering the current event going on that is giving away these wish-makers over Wi-Fi. Jirachi is the first of the event legendaries from 3rd Gen, and that generation's resident all-base-100-stats pixie. Also like its predecessors, it is Psychic-type and has a large movepool and a matching large moveset.

Its differences? First, a great typing that removes the weaknesses usually associated with Psychic, has a massive number of resistances, and ultimately makes it only deal with two weaknesses. Second, an amazing ability that easily allows it to topple foes.

The generation shift started without a huge change in the already-excellent Jirachi, but the addition of the Platinum move tutors really threw Jirachi into the spotlight by opening up its physical movepool, particularly with the excellent (read: flinch-hax-happy) Iron Head. This pretty much doubled Jirachi's effective movesets. All-in-all, an excellent Pokemon.

Capture/Training

Thanks to recent Nintendo events, there are currently two Jirachi floating around. One is Modest, the other is Jolly; hence, one for special, one for physical. Each will have their separate movesets later on.

No evolutions.

Stats

100 HP, 100 Atk, 100 Def, 100 SpA, 100 SpD, 100 Spe

All 100s, all the time! Solid stats that give Jirachi quite some versatility.

Abilities

Serene Grace is the only ability here. Thankfully, it's a great one. With both Shaymin and Togekiss previously covered, I don't think much else needs to be said for this ability's usefulness, except for the fact that Jirachi's pet move to abuse here is Iron Head.

Moves

Well, let's start with STAB options. On physical, Iron Head and Zen Headbutt give you both power and a nice flinch-rate boosted by Serene Grace; in particular, the 60% flinch rate from Iron Head is guaranteed to be annoying. On the Special side, Psychic and Flash Cannon are classic attacks that get a small but noticeable boost from Serene Grace, now having a 20% chance of lowering Special Defense.

The rest of Jirachi's attack moveset is quite large. On the physical side, all three elemental punches (Fire Punch, Ice Punch, ThunderPunch) add a tremendous amount of coverage, and come with their increased 20% chance of their added status inflictions. Secret Power is an acceptable move, thanks to a 60% chance of an added effect (notably Paralysis). U-Turn is a useful attack in many situations. On the special side, Thunderbolt is always a great attack, while the odd Rain Dance Jirachi can abuse Thunder with its 60% paralysis rate. Shadow Ball can hit other Psychics hard, and the 40% Special Defense drop rate is great. Both Energy Ball and Grass Knot are available, the former also getting that 20% SpD drop rate. Signal Beam can catch Dark-types and other Psychics by surprise. You can even try Water Pulse for a 60% confuse rate (particularly in rain) and Ancientpower for a 20% chance of a full-stat boost. Finally, the event Jirachi come with Draco Meteor to blast away Dragons.

Doom Desire is an odd move: it gets no STAB and cannot hit anyone super-effectively; it also uses the current opponent's Special Defense regardless of who the opponent switches to later on. It's a strange move and can fit on novelty sets.

Jirachi comes with a massive list of support options. To start things off, access to Stealth Rock makes Jirachi a good choice for a lead.

Calm Mind allows Jirachi to boost its stats further, making it a dangerous offensive and defensive threat. Cosmic Power allows Jirachi to boost its defenses directly.

Wish is, in a way, Jirachi's signature move, since Jirachi was based on the classic Japanese tradition of putting "wish slips" (that's what those things on Jirachi's head are) on trees during Tanabata, as well as the worldwide tradition of wishing upon a star. That, and it's outright called the Wish Pokemon. At any rate, make a wish on Jirachi and it can heal 50% of the health of the active Pokemon, whether that be Jirachi or a teammate. This makes Jirachi a great supporter or gives it a way to heal itself. On another wish note, Healing Wish allows Jirachi to... er, go back to sleep (a.k.a. faint itself), in exchange for the next Pokemon having all its health restored.

Thunder Wave allows Jirachi to paralyze foes, which works well with Jirachi's flinch-inducing attacks. Trick is an alternate way to mess up opponents, particularly in the Battle Frontier.

Reflect and Light Screen allow Jirachi to serve as a dual-screener.

Jirachi can set up weather, most notably Rain Dance.

And, of course, Jirachi can Substitute.

Effective Movesets

(Physical)

1. Choice
- Iron Head
- Fire Punch
- Zen Headbutt/Ice Punch
- U-Turn/ThunderPunch/Trick (Frontier only)

2. Substitute + Thunder Wave
- Substitute
- Thunder Wave
- Iron Head
- Fire Punch

3. Wish Support
- Wish
- U-Turn
- Iron Head
- Thunder Wave

4. Dual Screen
- Reflect
- Light Screen
- U-Turn
- Wish
Item: Light Clay

5. Lead
- Stealth Rock
- Iron Head
- U-Turn
- Fire Punch

(Special)

6. Wish + Calm Mind
- Wish
- Calm Mind
- Psychic/Flash Cannon
- Thunderbolt

7. Calm Mind + Substitute
- Substitute
- Calm Mind
- Psychic/Flash Cannon
- Thunderbolt

8. Calm Mind Sweeper (Superachi!)
- Calm Mind
- Psychic
- Flash Cannon
- Thunderbolt

9. Rain Dance
- Rain Dance
- Psychic
- Thunder
- Wish

10. Gravity
- Gravity
- Psychic
- Wish
- U-Turn

Closing Notes

One of the most versatile Pokemon around, Jirachi is certainly the game's little superstar. Whether hitting with strong Special-oriented sets or annoying the opponent with high-Flinch-rate moves, Jirachi is set to take on pretty much any Pokemon out there.