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Magmar

In-battle formes

HP:65
Attack:95
Defense:57
Sp. Atk:100
Sp. Def:85
Speed:93

Evolutions

Strategies

  • en
Formats:
Written by DAWNBUSTER

Special Sweeper

Move 1
  • Fire Blast
    10% chance to burn the target.
    TypeFire
    CategorySpecial
    Power120 BP
    Accuracy85%
Move 2
Move 3
Move 4
  • Sunny Day
    For 5 turns, intense sunlight powers Fire moves.
    TypeFire
  • Hidden Power Ground
    Varies in power and type based on the user's IVs.
    TypeNormal
    CategoryPhysical
    Accuracy100%
  • Thief
    If the user has no item, it steals the target's.
    TypeDark
    CategorySpecial
    Power40 BP
    Accuracy100%

Magmar is one of the best offensive Pokemon in GSC NU. It can be difficult to wall without Ninetales due to its excellent coverage, letting it hit a lot of the tier quite hard. Magmar also brings decent defensive utility to its team thanks to its usable Special Defense, which means Magmar is notably only 4HKOed by Xatu's Psychic. Magmar is also quite fast for the tier, outpacing threats like Kingler and Hitmonlee. However, Magmar does face competition from other Fire-types that bring more to a team; Ninetales brings huge defensive potential, and Rapidash is an incredibly fast lead with Hypnosis. Magmar's STAB Fire Blast threatens to 2HKO a large portion of the tier, notably Xatu, and can be powered up even more with Charcoal. Thunder Punch damages Water-types such as Octillery and Kingler quite a lot and gives Magmar coverage for Flying-types that won't miss unlike Fire Blast. Hidden Power Grass can be used instead, as it OHKOes Graveler, can 2HKO Sudoowodo with Spikes up and additional minor chip damage, and can reduce prediction between deciding to use Thunder Punch to hit Octillery or Fire Blast to hit Dugtrio while barely being weaker than Thunder Punch against Octillery; however, it comes at the cost of significantly reducing Magmar's DVs and losing out on Thunder Punch's ability to hit Flying-types with perfect accuracy. Cross Chop heavily threatens Dewgong, damages Wigglytuff and Dunsparce harder than Fire Blast, and has a chance to land a critical hit through the Normal-types' Curse boosts. Lastly, Sunny Day powers up Magmar's Fire Blast to a staggering degree, notably 2HKOing even the incredibly bulky Dewgong while lowering the power of Water moves and reducing the accuracy of Thunders aimed at Magmar, even allowing Magmar to become a solid answer to Dewgong if it can gain entry on a usage of Ice Beam or Rest. Hidden Power Ground can be used instead to hit opposing Fire-types hard while also 2HKOing Chinchou after Spikes damage, though it still cannot 3HKO the faster and RestTalk-using Ninetales without Spikes. Thief can also be chosen in order to weaken bulky Pokemon like Octillery, Ninetales, and Xatu, making it easier for Magmar itself to wallbreak later in the game while also supporting teammates, though it makes it significantly harder to switch Magmar into battle with Spikes up due to lack of Leftovers before using Thief.

Magmar pairs well with Water-types, most notably Chinchou, which beats the Water- and Fire-types that can beat Magmar one-on-one; in return, Magmar beats the Grass-types that wall Chinchou. Pokemon with Explosion or Self-Destruct such as Weezing and Sudowoodo can try to take out bulky Water- and Fire-types that give Magmar trouble. Magmar also pairs well with other fast offensive Pokemon such as Fearow, Xatu, and Primeape to overwhelm the opponent's defensive core with Spikes down, as they can force the defensive Pokemon to switch around and take chip damage, which can leave the opponent's team weakened enough to be cleaned up. Finally, Magmar makes for a very good recipient of Baton Pass, especially Growth passes from Flareon.

Credits

Moves

 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
PP
30
Raises the user's Defense by 2.
 
Power
Accuracy
100%
PP
10
Waits 2-3 turns; deals double the damage taken.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
Accuracy
100%
PP
10
Confuses the target.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
Accuracy
PP
5
Prevents moves from affecting the user this turn.
 
Power
70
Accuracy
100%
PP
10
20% chance to confuse the target.
 
Power
120
Accuracy
100%
PP
15
Has 1/4 recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
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
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
120
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
75
Accuracy
100%
PP
15
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
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
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
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
50
Accuracy
100%
PP
25
High critical hit ratio.
 
Power
Accuracy
100%
PP
30
Lowers the target's Defense by 1.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
Picks a random move.
 
Power
Accuracy
100%
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
PP
10
Prevents moves from affecting the user this turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
80%
PP
15
Random damage from 1 to (user's level*1.5 - 1).
 
Power
20
Accuracy
100%
PP
20
Next Rage increases in damage if hit during use.
 
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
20
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
Accuracy
85%
PP
40
Lowers the target's Defense by 2.
 
Power
Accuracy
100%
PP
20
Does damage equal to the user's level.
 
Power
100
Accuracy
100%
PP
15
Raises user's Defense by 1 on turn 1. Hits turn 2.
 
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
80
Accuracy
100%
PP
15
No additional effect.
 
Power
80
Accuracy
80%
PP
25
Has 1/4 recoil.
 
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
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
PP
20
Fails when used.
 
Power
40
Accuracy
100%
PP
10
If the user has no item, it steals the target's.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
85%
PP
10
Badly poisons the target.
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