What it does
Electric-type moves hit 20% harder. No HP cost, no lock. Non-Electric moves get nothing.
Who runs it
Jolteon and Manectric both sit at 22%, the only tied pair in this group. Both are fast (Jolteon 130 Speed, Manectric 105), hit hard with decent Special Attack, and have paper-thin defenses. Their game plan: outspeed, fire Electric STAB, secure the KO or force a switch before the opponent can react. Life Orb adds 30% extra damage but at 10% HP per hit — on a Pokémon that usually faints in one or two hits from anything that can threaten it, that recoil meaningfully shrinks the already-narrow window.
Heliolisk at 17% has Speed in the same tier and specific HP management concerns depending on whether it runs Dry Skin or Solar Power. Life Orb compounds that micromanagement. Raichu at 10% is faster than it looks, but more fragile than Jolteon — Magnet is the conservative choice.
Archaludon at 4% can take more hits and sometimes prefers Choice items. Luxray at 7% relies more on Guts or raw power pressure.
How to use it
Fast Electric attackers operate on a two-phase rhythm: threaten-and-fire. Magnet makes every first-strike Thunderbolt or Thunder hit harder without accelerating the HP countdown. Use Volt Switch to exit safely when the kill isn't secured — Magnet applies to that too.
Tips & strategy
Electric-type coverage is most relevant against Water and Flying types — among the most common types in competitive play. Magnet gives you consistent pressure against those matchups without risk.
Magnet vs Choice Specs: Choice Specs is ×1.5 and numerically dominant. But Jolteon and Manectric need Volt Switch to pivot and Thunderbolt or Shadow Ball to attack — locking in telegraphs every move. Magnet's flexibility is the actual edge at high-level play.