Pokemon Examination:
Dark Magneton
Name: Magnemite
Type: Basic Pokemon
Card #: 60 of 82
Rarity: Common
Color: Electric
HP: 40 HP
Weakness: Fighting
Resistance: none
Retreat: 1
Pokemon #: 81
Species: Magnet
Level: 12
Attack: [2] Tackle (20)
Attack: [1L] Magnetism (10+)
Does 10 damage plus 10 more damage for each Magnemite, Magneton,
and Dark Magneton on your Bench.
Name: Dark Magneton
Type: Stage 1 -- from Magnemite
Card #: 11 of 82, 28 of 82
Rarity: Rare-Holo, Rare
Color: Lightning
HP: 60 HP
Weakness: Fighting
Resistance: none
Retreat: 2
Pokemon #: 82
Species: Magnet
Level: 26
Attack: [2] Sonicboom (20)
Don't apply Weakness and Resistance for this attack. (Any other
effects that would happen after applying Weakness and Resistance
still happen.)
Attack: [LL] Magnetic Lines (30)
If the Defending Pokemon has any basic Energy cards attached to
it, choose 1 of them. If your opponent has any Benched Pokemon,
choose 1 of them and attach that Energy card to it.
Note: I'm not using Edo's Spoilers
anymore. They got one posted up on Pojo, and I thought that it
would have less errors and be more
accurate for American translations. By the way, seeing that
there's a Team Rocket Spoiler on Pojo is
further proof that there is no Pokemon site anywhere close
to Pojo, so kudos to the whole staff and
all contributors. =)
Strategy: The Magnemite/Dark Magneton
line is the first Magneton line that does not kill itself.
Wow!! In fact, none, I repeat,
none of the Pokemon in this family do damage to themselves. That
takes a moment to comprehend, so I will
give that moment to you........... Let me start with
Magnemite. Unfortunetaly, this
basic form only has 40 HP, which is a reflection of the Rocket
Expansion. With only 40 HP,
Magnemite won't last long, so keep him on the bench! However,
Tackle is okay and Magnetism can do good
damage sometimes. However, Magnemite is really
nothing beside a stepping stone for Dark
Magneton. Dark Magneton has some unique abilities.
Although 60 HP is not very good, Pokemon
Trainers may be pleased to not that Dark Magneton has
a decent 20 damage attack that can
overrule resistance. Dark Magneton's second attack is the real
winner, though. Magnetic Lines
does 30 damage for 2 Lightning Energy, which is already great. To
add to that, Magnetic Lines moves an
Energy from the Defending Pokemon to any of their Benched
Pokemon. That effect may not seem
that great, but it can be very useful. By moving an Energy from
the Defending Pokemon to a Benched
Pokemon, it can (1) stop the opponent's Pokemon from
attacking on the next turn, (2) move the
Energies to a damaged Pokemon and Gust it up for the kill,
thus being almost an Energy Removal, (3)
move a Colored Energy to a Pokemon of a different color
and (4) moving an Energy to a Pokemon
that is already pumped, making that Energy useless
(warning: this can backfire; it can make
that Pokemon more immune of Energy Removal). I think that
Magnetic Lines and Energy Removal can
make an amazing Energy Manipulation Deck.
Strengths: Magnemite has an attack that
can possibly work first turn and deal good damage and
with enough Magnemite/Magneton/Dark
Magneton Magnetism good damage compared to Energy
used (That's a lot of magnets.... =).
Dark Magneton can even hit Lightning-resistant types with
Sonicboom and can deal good damage with
Magnetic Lines. The effect of Magnetic Lines is
amazing, to find out why read Strategy.
Weaknesses: A few obvious ones.
Fighting comes to mind immedietaly. A Special Punch from
Hitmonchan can kill both Pokemon in the
line instantly. Another weakness is the low HP, which, at
40 and 60, are not quite high enough.
Many Lightning Pokemon need Defenders to protect against
themselves from their own attacks, but
this family might need them to stay alive. Also, despite the
fact that Magnemite can do damage first
turn, without a Double Colorless that is impossible.
Without a 1 Energy attack, combined with
the low HP, Magnemite must stay on the bench.
Energy Manipulation v1.0:
Pokemon (15)
4 Magnemite (Lvl. 13)
3 Dark Magneton
4 Electabuzz
4 Scyther
Energy (22)
18 Lightning Energy
4 Double Colorless Energy
Trainers (23)
3 Bill
3 Professor Oak
2 Computer Search
1 Item Finder
2 Gust of Wind
4 Energy Removal
3 Super Energy Removal
2 PlusPower
2 Scoop Up
1 Energy Retrieval
- Magnemite Lvl. 13 - This Magnemite
is the Basic Set one. Why did it win over the Team Rocket one
- I just reviewed?? Magnemite
Lvl. 13 has a 1 Energy attack and the same HP, so it won the decision.
- Dark Magneton - Now, does he really
need explanation after the long examination??
- Electabuzz - Needed in any Lightning
deck. With Thundershock and Thunderpunch, who can
- challenge this decision?
- Scyther - Put in for several
reasons: (1) Resistance to Fighting, which counters the Fighting
- Weakness that the other Pokemon
have, and (2) for his good HP and good attack.
- Bill - No explanation, but I must
say that while I wanted 1 more, space constraints limitied me to 3.
- Professor Oak - Again, no
explanation.
- Computer Search - Used to find Dark
Magneton and Professor Oaks.
- Item Finder - Very good card that
gets back my Trainers. Unfortunetaly, space constraints limited me to
1.
- Gust of Wind - A good combo with
Magnetic Lines (see above). Wanted 3, but same old story.
- Energy Removal - This is an Energy
Manipulation deck.
- Super Energy Removal - Same as
above. Wanted 4, but space constraints again.
- PlusPower - Helps Scyther and Dark
Magneton kill 70 HP Pokemon in 2 hits.
- Scoop Up - Healing and switching
power.
- Energy Retrieval - To make up for
the low amount of Energy.
Conclusion:
Dark Magneton is a very good Pokemon
overall. I'm sorta running out of words, so let me end it here.
Dark Magneton's unique abilities are very strong and in a combo with Energy
Removal and Gusts, it can hurt the opponent quite a bit.
Thanks,
Sidewinder