A wild Magnemite appeared!
MAGNEMITE
Pokemon #83. Magnemite seems to be some kind of robot that likes to spend it's time near power plants, feeding on electricity. Magnemites are a genderless species that are able to keep their population growing by breeding with dittos, a process that's probably best not to imagine.
Pokémon
ATTRIBUTES
4/10 Dash Speed
7/10 Air Speed
2/10 Fall Speed
6/10 Jump
7/10 Air Jump
-1/10 Traction
4/10 Weight
Magnemite is a tiny bit shorter than Pikachu, but stays floating above the ground in it's "standing" position, making it reach 1.5 times it's height. Crouching simply makes Magnemite fall to the ground. Magnemite has terrible traction, since it essentually relies on air friction to slow down. However, it is unaffected by slippery surfaces. Magnemite is capable of wall clinging, as well as ceiling clinging. Ceiling clinging is performed by holding up on the joystick while touching a ceiling, and it lasts as long as wall clinging.
SPECIALS
Neutral Special - Lock-On
As the input is held down, Magnemite gets into a stance and a slowly rotating crosshair appears on the nearest opponent. This crosshair can be cycled to other targets using the joystick. Targets being anyone or anything that can take damge. After one second without Magnemite being interrupted, the crosshair stops rotating, gives a confirmation sound, and the opponent becomes locked-on for the next ten seconds, by being magnetised. This move is somewhat laggy when it ends.
When an opponent is locked-on, some of Magnemite's moves will home in on them. When more than one opponent is locked-on, the moves will home in on the nearest locked-on opponent.
The crosshairs on Locked-on opponents will be in the same color as Magnemite's shield color. This is to make the crosshairs distinguishable in case there's more than one Magnemite in the match.
Two characters that have been locked-on will also repell each other if they are within 2 SBBs of each other via a push effect. This push is not difficult to fight, but it can be disruptive.
Holding down the input and tapping shield will make Magnemite magnetize itself. This version of the move is a bit different. Instead of a crosshair, Magnemite will have a light tint on it. Since Magnemite is not it's own opponent, the only effect this has is to repell Magnemite from it's opponents.
Small Detail: Lock-On is a status that belongs to the user that caused it. So another Magnemite won't be able to use a Lock-On that you caused, even if it's on the same team.
When Kirby uses Lock-On, he immediately throws an Electro Ball.
Forward Special - Electro Ball
2% x 8
Magnemite creates a thunder jolt-sized ball of electricity in front of it, then shoots it at the same speed as Samus' homing missile. The ball moves in a straight line and travels the length of Final Destination. Once it hits an opponent it activates and does 8 hits of 2% damage, with weak knockback and no flinching, as it continues on it's path and disappears as soon as it's last hit is given.
If there is a locked-on opponent, Electro Ball will home in on them, and will stick to them as the ball does it's multiple hits. Since it doesn't cause flinching, the opponent can attempt to move away quickly to lessen the damage. With faster ones of course being more successful at it. It also eats up shields pretty well.
Because of the starting lag, Magnemite can only have at most 2 Electro Balls out.
Can be reflected and absorbed.
Down Special - Magnet Bomb
18%
Magnemite drops down a metal ball that can roll down slopes. If an opponent comes near it (it's sticking range), it will shoot off in a straight line and stick to the opponent. If there's a locked-on opponent on the stage, the ball will roll towards the opponent, even up slopes, but not lift off the ground until it's within sticking range. The ball will also ignore a locked-on opponent in favor of one that's within sticking range. The ball explodes after 10 seconds of being dropped, and can KO starting at 80%. Being an explosive, it can also deal self-damage.
Only one Magnet Bomb can be out at a time. Trying to make a second one will just make Magnemite look exhausted for a moment.
Much like a gooey bomb, an opponent can get rid of it by running through another character.
This is a great move to drop on an off-stage opponent.
Up Special - Magnet Rise
1%...
Magnemite's two magnets begin spinning rapidly while crackling with electricity. During this time, Magnemite has free flight and anyone that touches it will take continuous hits of 1% damage, although they will be quickly pushed away. The electromagnetic force this generates is very strong and will draw in items, even from another character's hand, into an aura around Magnemite. When the move ends, the items will drop straight down. Magnetic Rise lasts for 3 seconds before automatically ending, and doesn't put Magnemite in a helpless state.
STANDARD ATTACKS
Neutral Attack - Magnet Drill
1%...
Magnemite put's one of it's magnets forward and spins it rapidly, dealing continuous damage but little knockback.
Forward Tilt - Repell
5%
Magnemite whacks the foe with one of it's magnets, dealing set knockback that pushes the opponent 1.5 SBBs away. If the opponent is locked-on, the distance pushed doubles.
Down Tilt - Gyro Spin
3% x 2
While crouching, Magnemite spins once, hitting with each magnet in a row. Has very little knockback, but can trip the opponent. It's also very fast and can combo into itself for a good damage racker.
Up Tilt - Gyro Copter
3% x 3
Magnemite jumps up a bit and spins in place, dealing three, low knocback, hits. Short and simple, and can be used to set up an up smash.
Dash Attack - Magnetic Tackle
6%
Magnemite does a full body leap that can pop an opponent behind it. Magnemite leaves a trail of 4 push hitboxes behind, so it's really more useful as a retreating move.
SMASH ATTACKS
Forward Smash - Sonic Boom
12%
Magnemite shoots forward several crescent-shaped sound waves that travel 1 SBBs and can KO at around 100% damage. Charging the attack doesn't increase damage, but it does increase the range, to up to 4 SBBs at maximum charge. If there is a locked-on opponent, the waves will curve towards that opponent.
Due to the turning radius of the attack, it's very possible for an opponent to dodge it by simply jumping over it while running, so it's best to use Sonic Boom on an airborn opponent.
A trick that can be done with Sonic Boom is to shoot it around a corner. Like say, if Magnemite is on a platform and there's an opponent below Magnemite.
Down Smash - Polarize
9% - 12%
Magnemite "stomps" into the ground. The main attack is pretty weak as far as smash attacks go, but it leaves a battlefield platform sized magnetised area. Any locked-on opponet will get strongly pulled towards the magnetised area. The area lasts for 4-8 seconds, depending on the charge, so it really pays to charge. Only one magnetised area can exist at a time per Magnemite, with a newly created area replacing the old one.
Up Smash - Thundershock
15% - 21%
Magnemite shoots up a bolt or electricity that travels up 3 SBBs before coming straight back down. The attack hit box is near instantaneous so it can't actually hit an opponent twice. If there is an opponent that's locked on, the bolt will curve in an arc towards the opponent, with a horizontal range of 2 SBBs. It is a strong finishing move, but the starting lag makes it a bit easy to dodge the attack. It's best to catch someone out of a roll with this.
AIR ATTACKS
Neutral Air - Gyro Ball
2% x 6, 3%
Magnemite spins horizontally, hitting multiple times. Magnemite can be controlled left and right during the spinning. The last hit of the attack deals the most damage, and a moderate amount of backwards knockback.
If there is a locked-on opponent, Magnemite will become a sort of projectile and shoot straight towards the opponent, moving at twice it's air speed in a straight line while it spins. Used at point blank range, this can insure that all hits connect, even if the opponent uses DI.
Can be used to aid in recovery so long as there is a locked-on oponent.
Forward Air - Flash Cannon
16% (early) 1% (late)
Magnemite creates a blinding ball of light right in front if it. The first few frames of the attack does the most damage, and a high amount of knockback scaling that makes it one of Magnemite's best finishing moves. Hitting with it late does little more than flinch the opponent. The hitbox for this move is pretty small. However, a very close locked-on opponent gives this move a bit of extra range, doubling it actually. It's still not much, but it increases the window of error for hitting with it's early hitbox.
Down Air - Discharge
5%, 4%x4
Magnemite begins crackling with electricity before falling straight down. Anyone caught by the fall takes 5% damage. When Magnemite lands, it shoots out two bolts of electricity on each side of it, and two more diagonally upwards. Each bolt of electricity does 7% damage and strong knockback.
Bolts will curve towards close opponents that are locked-on, and it's possible to hit one opponent with all four bolts if that opponent is the only one that's locked-on and nearby.
Up Air - Magnetic Bounce
7%
Magnemite leaps upwards, and a bit forwards, with a full body hit and doing minor knockback.
Back Air - Magnetic Retreat
6%
Magnemite glows a bit and moves backwards in a straight line for a distance equal to it's back roll. The actual attack does weak knockback, but it can be used a sort of aerial dodge.
GRAB & THROWS
Grab - Magnet Pull
Magnemite has a very short grab range, where it just sticks one of it's magnets onto an opponent. By holding down the grab input, however, any locked-on opponent gets pulled towards Magnemite, not just the nearest one. Pulling a foe in can be risky due to the small grab hitbox.
Pummel - Electrocute
2%
Magnemite shocks the opponent. A quick pummel.
Forward Throw - Rail Gun
7%
Magnemite takes a moment to charge up, glowing blue in the process, and shoots the opponent straight forward. This move has fairly high knockback growth, and can KO starting at 80% damage.
Back Throw - Magnetic Spin
7%
Magnemite positions the opponent behind it and spins the opponent in place. While the opponent spins, they are free to attack and whatnot, which can be a bit disorienting. The spinning lasts for two seconds.
Down Throw - Gyro Drill
9%
Magnemite slams the opponent down and spins on top of them. Deals a good amount of knockback and can't be used as a chain throw.
Up Throw - Anti-Gravity
2%
Magnemite levitates the opponent above it. For the next 3 seconds, the opponent will slowly rise up in the air. Both Magnemite and it's opponent will regain control after 1 second, but the opponent will still rise for the remaining 2 seconds. This is obviously useful for getting in a free attack.
FINAL SMASH
Tri-Attack
Magnemite has the Smash Ball! Magnemite shoots out two bolts of electricity, one into the background and one into the foreground. Out of nowhere the two bolts drag in two extra magnemites! The main Magnemite loosely holds the other two in a triangle formation. Immediatly, one of the extra magnemite causes the ground in front of it to crack open and a large ball of lava shoots out. The ball travels in a large arc, which can be aimed with the joystick. Once the ball lands, it'll burn with several hits, doing 20% damage if all hits connect. After the ball of lava burns out, the other extra magnemite will shoot out an instantaneous light blue beam that can be angled with the joystick. The beam does 15% damage and is pretty much guaranteed to freeze any opponent it contacts with. Finally, the original Magnemite, who has been charging a large electric ball around it from the moment it called in the other two magnemites, shoots out it's Zap Cannon attack. This one doesn't need to be aimed, as the ball will home in on the nearest opponent, whether or not they're locked-on. If it hits, it does 35% damage with amazing knockback. Afterwards, the two extra magnemites bid their farewells and wander away from the stage.
If the opponent dodges Zap Cannon, it will continue forward since it can't turn around, although it will home in on another opponent if they're along the way.
You may be wondering where the extra magnemites learned Magma Plume and Ice Beam. It's just one of those unusual situations where Pokemon know moves that can't be normally trained.
Playstyle
Magnemite is a long-range character. Obviously, Magnemite is going to want to use Lock-On as much as it can. While it's a status that's inflicted on a foe, Magnemite gets many buffs from it. Accuracy, damage racking, KO potential, spacing manipulation, and even recovery all benefit from having at least one foe locked-on.Magnemite has a versatile ranged game. Magnemite can launch Electro Balls to damage and pressure the opponent, f-smash to punch through defenses, u-smash in case they're airborn, and Magnet Bomb to blast them in the confusion, or to keep them on their toes. Magnemite can hinder and keep foes away with d-smash, f-tilt, and it's dash attack. At close range, Magnemite leaves something to be desired. It's stubby magnets may hit fast, but they're very short ranged. Fortunately, Magnemite can retreat in the air where it is very agile and can still camp a bit using it's u-air. Magnemite's survivality is very good. It is heavy for it's size class and has three recovery moves. Although two of them require a locked-on opponent. Magnemite's grab game is risky to initialize, but can be very rewarding with it's f-throw and u-throw.
Magnemite is a cold and calculating machine that can win the day with it's personal magnetism.
CHANGE SUMMARY:
- Weight 6/10 -> 4/10
- Damage adjusted on various attacks.
Lock-On
- Is no longer a beam.
- Locked-On characters no longer attract items.
- Effect on two Locked-On characters changed from pull to push.
- Special version of Lock-On can be used on self.
Electro Ball
- Timing adjusted.
Magnet Rise
- Duration 6 seconds -> 3 seconds.
Sonic Boom
- Range adjusted.
Polarize
- No longer immobalizes.
- Pull effect much stronger.