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Magcargo

In-battle formes

HP:50
Attack:50
Defense:120
Sp. Atk:80
Sp. Def:80
Speed:30
Min (-ve nature, 0 IVs)58
Default96
Max Neutral159
Max Positive174
Max Neutral (+1)238
Max Positive (+1)261
Max Neutral (+2)318
Max Positive (+2)348
UnderUsed
Defensive Snail96

Evolutions

Strategies

  • en
Formats:
  • UU
Written by Bluewind and uragg

Overview

Magcargo is usually relegated to NU due to its many shortcomings as a defensive Pokemon, mostly courtesy of its typing. Weaknesses to Stealth Rock and extremely common attacking types such as Water and Ground, an underwhelming set of resistances, and a rather paltry HP stat mean the poor snail doesn't see daylight too often. However, with good all-around defensive stats, a surprisingly good support movepool, and an alternative Rock-typing that serves it well when countering some of the most prominent threats in the UU metagame, Magcargo finds itself in an interesting niche.

Defensive Snail

Move 1
  • Lava Plume
    30% chance to burn adjacent Pokemon.
    TypeFire
    CategorySpecial
    Power80 BP
    Accuracy100%
  • Flamethrower
    10% chance to burn the target.
    TypeFire
    CategorySpecial
    Power95 BP
    Accuracy100%
Move 2
Move 3
Move 4

Magcargo is often overlooked in UU due to its low stats and weaknesses to common attacking types, but it can still fill a respectable niche as a wall. Despite Magcargo's lowly reputation, its respectable 50/120/80 defensive stats allow it to serve as an effective counter for some powerful sweepers. Magcargo's Fire/Rock typing, despite giving it 4x weaknesses to Water- and Ground-type attacks, is very useful, giving it resistances to Flying-, Poison-, and Normal-type attacks while reinforcing its Fire-type resistance. Combined with a usable Special Attack stat and a serviceable support movepool, Magcargo can be a useful niche counter to certain threats while supporting his team.

Magcargo is a great switch-in against Normal-types without effective coverage moves, such as Ambipom and Swellow, or those that are Choice-locked into a Normal-type move, such as Choice Band Kangaskhan or Tauros. Magcargo can also comfortably take on and force out dangerous Fire-type sweepers such as Arcanine and Moltres. Lava Plume is the STAB Fire-type attack of choice thanks to its high burn rate, which has the potential to give a Rhyperior or Azumarill switch-in a nasty surprise. Flamethrower may be used in that slot, but Lava Plume is generally preferred since Magcargo is not trying to overpower its counters, so a little extra power does not make a large difference. Hidden Power Rock is Magcargo's strongest option for a secondary STAB move, hitting Fire-types for solid damage. Recover gives Magcargo reliable recovery and allows it to stay healthy through repeated attacks and residual damage. There are a multitude of options for the last slot. Stealth Rock is always useful for residual damage, while Toxic and Will-O-Wisp can be used to spread potentially crippling status ailments among the opposing team. Toxic is great for hitting bulky Water-types looking to switch in for free, such as Milotic, Blastoise, and Slowbro, while Will-O-Wisp cripples physical attackers such as Rhyperior and Feraligatr.

There are many other moves that Magcargo can run in the last slot; Yawn can be used to shuffle your opponent's team, Light Screen and Reflect support your own team, and Refresh helps Magcargo defeat Pokemon who rely on status to damage it, such as specially defensive Arcanine and SubRoost Moltres.

The EVs and nature maximize Magcargo's defensive capabilities. 252 HP EVs are necessary to patch up Magcargo's poor base 50 HP, while 252 EVs in Special Defense help it tank special hits. Because Magcargo's Defense stat is still higher than its Special Defense even without EV investment, Bold is the preferred nature; it increases Magcargo's Defense more than Calm would boost Special Defense.

Bulky Water-types, especially Milotic, can come in for free on any move except Toxic and immediately threaten Magcargo. Thus, Venusaur makes a great teammate. Bulky pure Grass-types such as Tangrowth or Leafeon have excellent defensive synergy with Magcargo, easily taking the Ground- and Water-type attacks aimed at it. Hippopotas is also a good teammate because it sets up a permanent sandstorm, giving Magcargo a free Special Defense boost. Magcargo becomes extremely hard to take down in a sandstorm, comfortably walling all but the strongest neutral hits and healing with Recover. Magcargo greatly appreciates Rapid Spin support due to its weakness to Stealth Rock and vulnerability to Spikes and Toxic Spikes. Claydol is an excellent choice to provide this since it can comfortably take the Rock-, Fighting-, and Ground-type attacks that trouble Magcargo.

Other Options

Magcargo doesn't have a slew of viable move options outside of those that have been mentioned on its main set. Earth Power attains super effective coverage against Rock- and Poison-types; however, Magcargo must rely on hitting its opponents as they switch in, as most of those Pokemon can outspeed and OHKO it. Explosion can be used if you're willing to go out with a real boom, but won't be doing much more than trashing Magcargo's defensive potential, given its unimpressive Attack.

Due to Magcargo's access to Light Screen and Reflect, as well as Memento, a dual screens support set is a possibility; Uxie's able to do that better, however, with fewer exploitable weaknesses and superior Speed. Magcargo also has access to an interesting setup move in Curse, and thus the option of employing a boosting set under sandstorm. Nevertheless, given the high number of weaknesses it bears to common attacking types, this set is usually better left for Pokemon like Cradily. Finally, employing a Choice Specs set is a possibility if you desire to deal some real damage with Magcargo, but other Fire-types such as Magmortar and Moltres tend to do that better with their higher Special Attack stats and superior movepools.

Even though Dugtrio is by no means omnipresent, it is the ultimate hindrance to all sorts of defensive sets Magcargo could ever dream of running, thus making Shed Shell a viable option over Leftovers.

Checks and Counters

Just about anything that has decent Special Defense, isn't weak to one of Magcargo's STABs, and bears a move that hits it for super effective damage can be considered a counter. However, every Pokemon that relies on physical attacks to beat it must be careful not to be burned by either Will-O-Wisp, Lava Plume, or Magcargo's Flame Body Ability. Water-types that carry Rest, such as Milotic and Lanturn, are prime examples of counters, being able to switch in on all of Magcargo's attacks with ease, including Specs Hidden Power Grass, and retaliate with Surf. Omastar can make use of its 4x resistance to Fire and decent special bulk to scare Magcargo away and set up multiple entry hazards. However, it won't enjoy being hit by Toxic, Earth Power, or Hidden Power Grass. Claydol, with its naturally high defensive stats, can switch in with ease and proceed to either spin away the Stealth Rock that Magcargo might have set up or hit it hard with Ground-type moves. In addition to that, because Claydol mostly runs special attacks, it can afford the risk of being burned. Clefable literally walls Magcargo for an eternity and can use the opportunity to Calm Mind up, set up Stealth Rock, or just slowly stall it out with Toxic and Soft-Boiled. While Dugtrio risks being burned by Will-O-Wisp or Lava Plume if it directly switches in, it can trap Magcargo and OHKO it with Earthquake.

Credits

Moves

 
Power
Accuracy
PP
40
Raises the user's Defense by 2.
 
Power
Accuracy
PP
20
Raises the user's Sp. Def by 2.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
Power
120
Accuracy
100%
PP
15
Has 1/3 recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Power doubles on Dig.
 
Power
40
Accuracy
100%
PP
25
10% chance to burn the target.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
250
Accuracy
100%
PP
5
Target's Def halved during damage. User faints.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
120
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
95
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
5
More power the slower the user than the target.
 
Power
Accuracy
PP
30
Raises the user's Defense by 1.
 
Power
100
Accuracy
90%
PP
10
10% chance to burn the foe(s).
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
80
Accuracy
100%
PP
15
30% chance to burn adjacent Pokemon.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
Accuracy
100%
PP
10
Lowers target's Attack, Sp. Atk by 2. User faints.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
140
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
Power
Accuracy
PP
20
Shares HP of user and target equally.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
10
Heals the user by 50% of its max HP.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
20
User cures its burn, poison, or paralysis.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
PP
20
Raises the user's Speed by 2.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
50
Accuracy
90%
PP
15
No additional effect.
 
Power
50
Accuracy
80%
PP
10
100% chance to lower the target's Speed by 1.
 
Power
30
Accuracy
90%
PP
20
Power doubles with each hit. Repeats for 5 turns.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
200
Accuracy
100%
PP
5
Target's Def halved during damage. User faints.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
20
Accuracy
70%
PP
20
40% chance to poison the target.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
100%
PP
10
More power with more uses of Stockpile.
 
Power
Accuracy
PP
20
Hurts foes on switch-in. Factors Rock weakness.
 
Power
Accuracy
PP
20
Raises user's Defense, Sp. Def by 1. Max 3 uses.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
PP
10
Heals the user based on uses of Stockpile.
 
Power
Accuracy
85%
PP
10
Badly poisons the target.
 
Power
Accuracy
75%
PP
15
Burns the target.
 
Power
Accuracy
PP
10
Puts the target to sleep after 1 turn.
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