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Magmar

In-battle formes

HP:65
Attack:95
Defense:57
Sp. Atk:100
Sp. Def:85
Speed:93
Min (-ve nature, 0 IVs)88
Default113
Max Neutral145
Max Positive159
Max Neutral (+1)217
Max Positive (+1)238
Max Neutral (+2)290
Max Positive (+2)318
VGC
Bulky Redirector113

Evolutions

Strategies

  • en
Formats:
  • VGC
Written by CodeVG

Bulky Redirector

Move 1
  • Overheat
    Lowers the user's Sp. Atk by 2.
    TypeFire
    CategorySpecial
    Power130 BP
    Accuracy90%
  • Heat Wave
    10% chance to burn the foe(s).
    TypeFire
    CategorySpecial
    Power95 BP
    Accuracy90%
Move 2
Move 3
  • Follow Me
    The foes' moves target the user on the turn used.
    TypeNormal
    Priority2
Move 4
  • Protect
    Prevents moves from affecting the user this turn.
    TypeNormal
    Priority4
  • Magmar’s role is to redirect attacks with Follow Me, allowing its teammates to set up or attack safely.
  • Vital Spirit lets Magmar redirect status moves like Spore and Sleep Powder from Pokemon such as Amoonguss and Vivillon without being put to sleep. Flame Body can punish certain physical attackers like Rillaboom, Sneasler, and Kingambit by redirecting their attacks and potentially burning them.
  • Overheat is used for a large burst of damage, while Heat Wave is sometimes preferred for its consistency, providing spread chip damage without the Special Attack drop. Will-O-Wisp is useful for pressuring physical attackers like Sneasler and Dragonite as well as physical setup threats like Kingambit. Clear Smog can be useful for hindering certain setup Pokemon like Quiver Dance Volcarona.
  • Tera Ghost, especially when Magmar's teammate can't use Protect, is particularly helpful for gaining a Fake Out immunity to allow it to click Follow Me.
  • The Defense investment lets Magmar comfortably take a Stomping Tantrum from Life Orb Garchomp, withstand two hits from Tera Dragon Dragon Darts from Choice Band Dragapult, and nearly always survive Population Bomb from Maushold. The Special Defense investment allows it to take Weather Ball from Timid Pelipper.

Teambuilding

  • Since Magmar’s primary role is redirection, it pairs best with teammates that can either apply immediate offensive pressure or set up for a potential sweep. Although there are other popular teammates like Gholdengo and Dragonite that work well with it, Magmar has been used mainly on a specific balance composition, consisting of Kingambit, Rillaboom, Sneasler, Primarina, and Dragapult to round out the Fire / Water / Grass core.
  • Kingambit is a great partner for Magmar because it can set up safely with Swords Dance and exert significant offensive pressure. Plus, with priority Sucker Punch, Magmar realistically only needs to buy Kingambit one turn. Similarly, Gholdengo is another great partner for it, safely stacking Nasty Plot boosts and sweeping with Make It Rain. Additionally, Magmar can redirect potential Sucker Punch from an opposing Kingambit and burn it with Will-O-Wisp so Gholdengo doesn't outright lose to Kingambit.
  • Rillaboom synergizes with Magmar by providing coverage for common Water-types like Primarina and Basculegion-M and Ground-types like Ursaluna-B that threaten Magmar. In return, Magmar redirects attacks that threaten Rillaboom, most importantly Dire Claw from Sneasler.
  • Primarina works well with Magmar, as it will safely chip away at foes with Hyper Voice without worrying about Dire Claw, Wood Hammer, or Spore from Sneasler, Rillaboom, and Amoonguss. Magmar also pressures Steel-types like Gholdengo and Assault Vest Kingambit that Primarina has a hard time against.
  • Sneasler puts pressure on many relevant Pokemon, including those that Magmar struggles against, like Archaludon and Primarina. Magmar supports Sneasler by helping it maintain its Focus Sash for longer and focus on its role as a glass cannon. Also acting as a glass cannon, Dragapult appreciates redirection, which allows it to safely spam Dragon Darts and deal large amounts of chip damage to both foes.

Strategy Comments

  • Magmar's playstyle is straightforward; it enables its teammates to secure KOs while it tanks the hits. For balance compositions, it's the defensive backbone of the team.
  • Typically, Magmar is better as a lead to safely establish early-game offensive dominance with glass cannons like Sneasler and Dragapult or setup sweepers like Swords Dance Kingambit. Once Magmar has fainted and momentum has been established, you can bring in another offensive threat and clean up.
  • One of the biggest flaws of Magmar is spread damage. While this largely can't be avoided, some of the common spread moves can be mitigated with the proper positioning. For example, Expanding Force in Psychic Terrain can be made single target by a well-timed Rillaboom swap, and Eruption from Hisuian Typhlosion can be tanked well by Primarina, which can dish back solid damage. Magmar also struggles against standard Archaludon rain teams. To deal with this, Sneasler, Rillaboom, and Kingambit are solid choices. Sneasler threatens Archaludon with its STAB attacks even if Archaludon Terastallizes, while Rillaboom can handle Basculegion-M effectively. Kingambit pressures everything with boosted Sucker Punch, especially Archaludon before it accumulates too many Stamina boosts.

Credits

Moves

 
Power
40
Accuracy
100%
PP
20
100% chance to lower the target's Sp. Def by 2.
 
Power
120
Accuracy
90%
PP
10
Cannot be selected until the user eats a Berry.
 
Power
Accuracy
PP
10
User loses 50% max HP. Maximizes Attack.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
70
Accuracy
100%
PP
5
100% burns a target that had a stat rise this turn.
 
Power
50
Accuracy
PP
15
Resets all of the target's stat stages to 0.
 
Power
Accuracy
100%
PP
10
Confuses the target.
 
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
120
Accuracy
100%
PP
15
Has 33% recoil.
 
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
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
110
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
Power
50
Accuracy
100%
PP
20
100% chance to raise the user's Speed by 1.
 
Power
90
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
60
Accuracy
100%
PP
25
10% chance to burn the target. Thaws user.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil. 10% chance to burn. Thaws user.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
Accuracy
PP
20
The foes' moves target the user on the turn used.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
10
More power the heavier the user than the target.
 
Power
95
Accuracy
90%
PP
10
10% chance to burn the foe(s).
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
80
Accuracy
100%
PP
15
30% chance to burn adjacent Pokemon.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
65
Accuracy
100%
PP
20
100% chance to lower the target's Speed by 1.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
Accuracy
PP
10
Picks a random move.
 
Power
130
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
Power
80
Accuracy
100%
PP
20
30% chance to poison the target.
 
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
PP
5
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
70
Accuracy
100%
PP
10
30% chance to burn the target. Thaws target.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
30
Accuracy
70%
PP
20
40% chance to poison the target.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
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
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
75
Accuracy
100%
PP
10
Power doubles if the user's last move failed.
 
Power
80
Accuracy
100%
PP
10
If Terastallized: Phys. if Atk > SpA, type = Tera.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
90
Accuracy
100%
PP
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
 
Power
Accuracy
85%
PP
15
Burns the target.
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