Magmut

Details

Specgulp
Physgulp
B

Type Chart

2x
1/2x

Base Stats

HP
90
STAMINA
45
SPEED
40
ATTACK
75
DEFENSE
62
SP ATTACK
75
SP DEFENSE
62

Overview

This is a Tem that wants to become "inevitable." With buffs and strong team support, Magmut takes hits and hits back, but until then it may struggle a bit to set up without help. It can slightly flex to the team's needs or to help handle the meta through its traits, and a +2 buff Soul Shout stings quite a bit. With proper help Magmut can become nearly unkillable; without help, it is still decent, but may feel lacking sometimes. A Magmut that is played against improperly can win based on what enemies are left, even if it is denied ally buffs, since its teammates can take out key targets and allow Magmut to set itself up or soak damage (and consequentially Stamina) like a sponge.

Raid Boss Magmut

by Taphel

Updated as of Patch 0.8.2

Trait & Items

Specgulp
Nutrition Bar

Techniques

Fiery Soul
Soul Shout
Madness Buff
Block

TVs

Base TV Total
HP 90 498 493
STAMINA 45 203 83
SPEED 40 0 128
ATTACK 75 0 187
DEFENSE 62 148 195
SP ATTACK 75 3 188
SP DEFENSE 62 148 195

Description

What is Magmut's role in PvP ?

Magmut is a fairly self-sufficient raid boss; it can boost its own defenses and special attack using Madness Buff, Charcoal Wall and Block. Once set-up, Magmut threatens its opponents with its boosted Fire/Melee coverage, and is nearly impossible to take down thanks its traits, granting it a lot of HP recovery over the course of a game.

Its great traits, Physgulp and Specgulp, grants it 12% HP recovery every time it is hit by a physical of special attack, respectively. Along with extra recovery from Nutrition bar, this gives Magmut a fairly easy time setting up Madness Buff and can easily become impossible to defeat by ennemies that attack on its trait's side.

What kind of teams appreciate Magmut ?

Magmut's main issue is that it has to choose between its two awesome traits, because it will only regain extra HP on either physical or special moves. This makes external recovery options important so it can have an easier time facing damage that bypasses its trait. This makes Magmut a prime pick in raid boss teams, granting it both several recovery tools along with a quicker defensive setup, but it can also fit into midrange with some good allies.

Nidrasil is a great teammate in almost every composition because it can threaten water types with Toxic Ink, and its Spores move is one of the reasons Specgulp is prefered over Physgulp. With Nutrition Bar up, a single Spores can recover 19% HP immediately along with the 3 regen ticks, mitigating a lot of damage while Magmut is setting up Madness Buff. Spores is also an excellent tech move against Sleep-inducing opponents, as a Nidrasil that is faster than Magmut can break the Magmut's sleep status while recovering additional HP. Nidrasil can also bring Bark Shield to help for defensive set-up. Kinu and Pigepic are also excellent allies in any raid boss team, granting a lot of defensive boosts and extra recovery.

What is the best way to play Magmut ?

Magmut can safely lead if it's not facing direct threats as it can start setting up immediately, but it can swap in later into the match. Finding the right moment to setup Madness Buff is key. Use its allies to quickly ramp up defensive boosts. A simple Madness Buff -> Block rotation along with a Protector and a Sacrifice buff from Kinu can quickly skyrocket Magmut to +5 in both defenses.

Once setup, Magmut uses its remaining stamina to threaten opponents with powerful Soul Shouts and Fiery Souls, trying to hit physicals attackers first, as their attacks won't trigger the Specgulp recovery. Fiery Soul's priority and burn can also be something to consider when attacking, allowing you to outspeed and burn some slower Temtem to soften their attacks and get some extra chip damage against very bulky opponents.

If Magmut is safely walling both opponents has sufficient recovery from allies, you can also attempt another Madness Buff to further increase Magmut's offenses...but it may be overkill or risky in some situations.

What is the goal of this specific build ?

Magmut's main issue is its very low base Stamina, along with very costy attacking moves. That's why this particular spread runs a very huge Stamina investment. By reaching 83 total Stamina, Magmut benefits from extra regen each turn while also enabling a Soul Shout, Soul Shout, Fiery Soul rotation or a Madness Buff, Block, Soul Shout, Fiery Soul rotation at full stamina. Playing Magmut alongside reliable defensive buffs and extra recovery makes investing that much into Stamina viable while still keeping its bulk sufficient. HP is then maximized so Magmut gets as much recovery as possible from all sources (Nutrition Bar, Specgulp, Regen, Revitalize...) and the remaining TVs are split into defenses so Magmut ends up with a well balanced bulk, surviving OHKOs from most opponents.

Specgulp is prefered over Physgulp for team synergy reasons (Spores Nidrasil for extra recovery) and because the early Arbury metagame showcases a lot of powerful special attackers like Momo or Valash.

What can actually deal with Magmut ?

The main issue with dealing with Magmut is checking its trait. Once you know which attack type will trigger the extra HP recovery, you want to try pressuring it with attacks from the opposing type, while hitting its several weaknesses in the process. You could also break through its trait recovery with super-effective moves in the early turns, but don't count on that once its fully buffed up, as it will recover as much or even more HP that the damage you would deal to it. Sleep users is also a fairly decent option, making Magmut a sitting duck while to deal with its allies. Beware of anti-Sleep techs like Energy Drink Nidrasil however.

MAGMUT BASIC BUILD

by East_25

Updated as of Patch 1.3

Trait & Items

Physgulp
Matcha

Techniques

Madness Buff
Fiery Soul
Soul Shout
Block

TVs

Base TV Total
HP 90 497 493
STAMINA 45 52 69
SPEED 40 0 128
ATTACK 75 0 187
DEFENSE 62 223 210
SP ATTACK 75 0 187
SP DEFENSE 62 223 210

Description

(1.3 DUKE'S NOTES - THE STAMINA CHANGE DOES MAKE A DECENT DIFFERENCE FOR MAGMUT, WHO CAN BE PLAYED AS A SPECIAL OR PHYSICAL ATTACKER DEPENDING ON HOW YOU WISH TO SCALE. THIS IS THE 2ND PATCH IN A ROW I'VE SAID THIS. I'M NOT SO SURE IT MAKES A DIFFERENCE ACTUALLY)

At the outset of the Arbury island update, many theorized that the healing and bulk math on Magmut would be overpowering. Several small nerfs have largely outdone that, however, and with the proliferation of digitals, earths, and the odd mental or water, Magmut has tumbled down the tier list.

Madness Buff and Block help bulk up Magmut considerably. Physgulp or Specgulp is largely a meta call, whichever you find Magmut beset by the most often. Fiery Soul and Soul Shout are your go-to STAB attacks, boosted by Madness Buff. If you can get enough healing going, you may even want to Madness Buff twice. Magmut likes to take things slow, so resting is fine. Matcha is a good gear to try, then, though Nutrition Bar (MUCH more stamina invest in this case,) Sweatband, and Fake Beard work, too.

Standard support tems are great with Magmut. You need defensive buffs, and healing. Kinu, Pigepic, and Shuine are all good options.

 

Name Type Class Priority Damage Stamina Hold
Base Jump
Physical Normal 115 16 0
Block
Status Normal 0 16 1
Charcoal Wall
Status high 0 20 0
Charge
Physical High 50 4 1
Fiery Soul
Special high 70 27 0
Head Charge
Physical Low 80 10 1
Madness Buff
Status Normal 0 19 0
Magma Cannon
Special Low 92 29 2
Meteor Swarm
Physical Low 80 25 1
Oshi-Dashi
Physical Normal 150 28 1
Quicksand
Status High 0 14 1
Rage
Status Normal 0 10 1
Rampage
Physical Low 65 26 1
Sand Splatter
Physical Normal 35 7 0
Show Off
Status Normal 0 7 0
Soul Shout
Special normal 110 34 0
Stampede
Physical Low 100 28 2
Warm Cuddle
Physical Normal 53 12 0