How to play
Magnet Pull can prevent opposing Steel types from switching, with exceptions such as Ghost typing or escape effects. Use Electric and Steel attacks or pivot with Volt Switch when appropriate.
Choose six Pokémon. See your score. Find your next teammate.
Level 30To Magneton
Thunder Stone (Generation 9)To Magnezone
MagnezoneLast stage shown
#0462 · GENERATION 4
Special attacker and Steel trapping
Build a Magnezone team ↓Hover or tap the cards.
Custom Pokédex collection.
Generation 9 · casual singles · base form
Magnet Pull can prevent opposing Steel types from switching, with exceptions such as Ghost typing or escape effects. Use Electric and Steel attacks or pivot with Volt Switch when appropriate.
Key risk. Ground attacks deal 4× damage; Fire and Fighting attacks are also super effective. Trapping a target does not guarantee you can defeat it, and Ground types block Electric moves.
This editorial starting point is not a ranked-format recommendation or a legality check. It does not specify EVs or Tera type. Moves, items and abilities here do not change the builder score.
BATTLE PLAN
Magnet Pull can prevent opposing Steel types from switching, with exceptions such as Ghost typing or escape effects. Use Electric and Steel attacks or pivot with Volt Switch when appropriate.
Check the matchup before attacking. Trapping does not remove Magnezone’s own 4× Ground weakness, and a trapped Steel attacker can still hit back hard.
Volt Switch brings in a teammate — but a Ground target is immune to it, so Thunder Wave or Flash Cannon is the option for that matchup.
A teammate uses a switching move to bring Magnezone in. A slower pivot may take the opponent’s hit first. Turn order and the opponent’s move still matter.
ITEM & ABILITY
Magnet Pull can keep opposing Steel types from switching out, with exceptions such as Ghost typing or escape effects. Deciding who stays on the field is not the same as deciding who wins the exchange.
Watch the tradeoff. Ground attacks deal 4× damage; Fire and Fighting attacks are also super effective. Trapping a target does not guarantee you can defeat it, and Ground types block Electric moves.
These battle mechanics do not change the builder’s type-and-base-stat score. The tool does not simulate moves, abilities, held items or damage.
COMPARE YOUR OPTIONS
Raichu offers more Speed and a different Electric pivot role, without Steel typing or trapping.
| Stat | Magnezone | Raichu |
|---|---|---|
| HP | 70 | 60 |
| Attack | 70 | 90 |
| Defense | 115 | 55 |
| Sp. Attack | 130 | 90 |
| Sp. Defense | 90 | 80 |
| Speed | 60 | 110 |
Base stats are not final battle stats. Level, nature, IVs, EVs and battle effects affect the result. Check availability in your game before choosing an alternative.
A Flying teammate covers Ground attacks. A Water partner can help against Fire attackers.
Immune to Ground and resists Fire and Fighting.
Resists Fire; Magnezone resists its Grass weakness.
These are typing-based starting pairs, not a complete competitive team. Check the remaining four slots and your game’s rules.
Compare computed teammate suggestions →Raichu offers more Speed and a different Electric pivot role, without Steel typing or trapping.
Try Raichu →Typing only. Abilities, items and battle effects can change these matchups.
Level 30
Magneton#082Thunder Stone (Generation 9)
Magnezone#462Standard main-series evolution conditions. Regional forms and games with special evolution systems can differ.
Start with Magnezone. Add teammates and compare your type-and-base-stat score.
Base species #001–1025, using Generation 9 data. A casual planning pool, not a VGC, ranked, or Showdown National Dex legality validator. Regional, Mega and alternate forms are not included yet.
Types & base stats only · Not a win probability.
Keep up to 20 teams in this browser. Clearing browser data removes saved teams.
No saved teams yet.
FIND A BETTER FIT
Fill your empty slots first. Each candidate is scored using the same rules as your current team. Only positive score changes are shown.
Team score 57 → 84
Team score 57 → 83
Team score 57 → 83
Team score 57 → 82
Team score 57 → 82
Team score 57 → 82
Suggestions optimize this initial planning heuristic. Your preferences and actual battle strategy may favor another Pokémon.
Incoming damage assumes typing only. 0× = immune, ½× / ¼× = resistant, 2× / 4× = weak. Resistance counts include immunities.
| Attack | Magnezone | Weak | Resist |
|---|---|---|---|
| Normal | ½× | 0 | 1 |
| Fire | 2× | 1 | 0 |
| Water | 1× | 0 | 0 |
| Electric | ½× | 0 | 1 |
| Grass | ½× | 0 | 1 |
| Ice | ½× | 0 | 1 |
| Fighting | 2× | 1 | 0 |
| Poison | 0× | 0 | 1 |
| Ground | 4× | 1 | 0 |
| Flying | ¼× | 0 | 1 |
| Psychic | ½× | 0 | 1 |
| Bug | ½× | 0 | 1 |
| Rock | ½× | 0 | 1 |
| Ghost | 1× | 0 | 0 |
| Dragon | ½× | 0 | 1 |
| Dark | 1× | 0 | 0 |
| Steel | ¼× | 0 | 1 |
| Fairy | ½× | 0 | 1 |
Against single-type targets, using only same-type attacks. This is not coverage against every dual-type species.
Offense (25%): neutral-or-better type coverage and strongest attacking base stats. Defense (30%): team resistances, unprotected and repeated weaknesses, and 4× vulnerabilities. Coverage (25%): fraction of 18 single-type targets hit super effectively by your own types. Synergy (20%): teammates resisting each other’s weaknesses, physical/special/bulk stat signals and base Speed ≥100. Scores are rounded to 0–100; the total uses the displayed subscores.
Rating bands: Excellent ≥80, Good ≥65, Fair ≥45, Poor below 45. An empty team has no rating.
Small teams are provisional and are not given a separate completion bonus. Adding a Pokémon can lower the score if it creates new weaknesses or lowers averages. These initial heuristics have not been calibrated against battle outcomes.
Data: Pokémon Showdown / @pkmn/dex · Sprites: PokéAPI contributors · Base species only
Starter advice written for this guide; mechanics checked against Pokémon Showdown’s Generation 9 data.
Starter moveset reviewed October 6, 2026; battle notes added October 16, 2026. Suggest a correction.