# Amperox

<h2 align="center">General Information</h2>

<p align="center">Tier: RUBL</p>

<figure><img src="/files/h39a9ew2o7ls8ghAoY2c" alt="" width="329"><figcaption><p>"If they're on a street, I beat them."</p></figcaption></figure>

<figure><img src="/files/wlV6s9w5070waNTZ8H1o" alt=""><figcaption></figcaption></figure>

<h3 align="center">Abilities</h3>

{% tabs %}
{% tab title="Magnet Pull" %}
Prevents opposing Steel-type Pokemon from choosing to switch out, unless they are holding a Shed Shell or are a Ghost type.
{% endtab %}

{% tab title="Hustle" %}
This Pokemon's Attack is multiplied by 1.5 and the accuracy of its physical attacks is multiplied by 0.8.
{% endtab %}

{% tab title="HA: Motor Drive" %}
This Pokemon is immune to Electric-type moves and raises its Speed by 1 stage when hit by an Electric-type move.
{% endtab %}
{% endtabs %}

<h2 align="center">Strategies</h2>

{% tabs fullWidth="true" %}
{% tab title="National Dex" %}

### Choice

Amperox @ Choice Band <img src="/files/axUHSnkihuPeABFaLDP1" alt="" data-size="line"> / Choice Scarf <img src="/files/xAPIOKSGfmKckYwTJC7D" alt="" data-size="line">\
Ability: Hustle / Magnet Pull / Motor Drive\
Adamant / Jolly Nature\
EVs: 252 Atk / 4 SpD / 252 Spe\
\- Close Combat\
\- Volt Tackle\
\- U-Turn / Volt Switch\
\- Crunch / Ice Fang / Shadow Claw

Amperox fulfills a niche role in the National Dex format through the ability to trap the tier's often seen steel types and deal supereffective damage to most of them through Close Combat (or Volt Tackle into Corviknight). Threatening the possibility of steel trapping may be better for your team, baiting the opponent into reluctantly using their steel types, when in reality, you are running either Hustle for more damage or trying to bank off a Motor Drive activation to bolster your speed in Choice Band sets.

### Offensive Pivot

Amperox @ Life Orb <img src="/files/Et6l7oatTS8kUXI8UOyG" alt="" data-size="line"> / Heavy-Duty Boots <img src="/files/h9vO4RUeDCXEQHSVIhLV" alt="" data-size="line"> / Darkinium Z <img src="/files/wpIJA97yjnqVL0T1gTnx" alt="" data-size="line"> / Electrium Z <img src="/files/h05c2kuvlMnvhBNQ2P3n" alt="" data-size="line">/ Fightinium Z <img src="/files/LsohypNnMSAPm1dBhvwF" alt="" data-size="line">\
Ability: Hustle / Magnet Pull / Motor Drive\
Jolly Nature\
EVs: 252 Atk / 4 SpD / 252 Spe\
\- Close Combat\
\- Volt Tackle\
\- U-Turn / Volt Switch\
\- Encore / Thunder Wave / Crunch

With its impressive speed, Amperox makes good use of its two pivot moves to stay away from powerful threats as well as utilizing strong tools on switch-in, such as Encore or Thunder Wave. The threat of paralysis or dead turns can open up opportunities for Amperox to dish out damage or enable a teammate.

Fightinium Z allows it to OHKO most Steel types (including Melmetal). Electrium Z allows it to OHKO Corviknight. Darkinium Z allows it to OHKO bulky Gholdengo sets. Consider these Z-Crystals if these Pokemon prove to be significant hurdles for your team.
{% endtab %}

{% tab title="Monotype" %}

### Choice (Fighting)

Amperox @ Choice Band <img src="/files/axUHSnkihuPeABFaLDP1" alt="" data-size="line"> / Choice Scarf <img src="/files/xAPIOKSGfmKckYwTJC7D" alt="" data-size="line">\
Ability: Hustle / Magnet Pull / Motor Drive\
Adamant / Jolly Nature\
EVs: 252 Atk / 4 SpD / 252 Spe\
\- Close Combat\
\- Volt Tackle\
\- U-Turn / Volt Switch\
\- Crunch / Ice Fang / Shadow Claw

Probably the most potent role fulfilled by Amperox on Fighting Monotype teams is its potential to obliterate most Flying types, aside from a couple exceptions, whilst still outspeeding most with a Choice Scarf. Choice Band is also a viable option to ensure KOs on bulkier targets such as Corviknight. The fourth attacking move is flexible. Consider Crunch if your team struggles into Psychic, Ice Fang for Gliscor, or Shadow Claw for better neutral coverage.

Hustle provides the highest possible damage at the loss of accuracy. Although risky, there's a lot of reward for Amperox to completely remove something from the field. Magnet Pull is an option, though there are very few Steel-types that threaten Fighting Monotype teams. Motor Drive synergizes well with a team that runs Hawlucha as Amperox can act as a potent switch-in, especially if its running a Choice Band set as you'll highly benefit from the speed boost.

### Offensive Pivot (Electric)

Amperox @ Life Orb <img src="/files/Et6l7oatTS8kUXI8UOyG" alt="" data-size="line"> / Heavy-Duty Boots <img src="/files/h9vO4RUeDCXEQHSVIhLV" alt="" data-size="line"> / Icium Z <img src="/files/9Jp8Y17E1QXu7WNE9Gdn" alt="" data-size="line">\
Ability: Hustle / Magnet Pull\
Jolly Nature\
EVs: 252 Atk / 4 SpD / 252 Spe\
\- Close Combat\
\- Volt Tackle\
\- U-Turn / Volt Switch\
\- Encore / Thunder Wave / Ice Fang

There isn't much Amperox does better in Electric Mono than other Electric-types other than acting as an accessible and viable physical Electric-type due to its access to Volt Tackle. Icium Z can be run to allow Amperox to annihilate Ground-types.
{% endtab %}
{% endtabs %}

### Team Options

* Amperox appreciates **Hazard Setters** to allow it to more reliably deal with bulkier targets. Consider the following:
  * Gliscor
  * Glimmora
  * Ferrothorn
* Amperox also appreciaotes team-side **Hazard Control** to allow it to more easily switch-in and out without the requirement of Heavy-Duty Boots. This includes:
  * Any Rapid Spin user. Preferably, Iron Treads
  * Tridion
  * Grounded Poison-types that can absorb Toxic Spikes
  * While it clears all hazards on the field, Defog users are good too if you aren't running hazards yourself or are willing to take the time to set them up when you need to.

### Weaknesses

While it is capable of steel type trapping, its frailty makes its staying power rather difficult should it not be able to KO its target or be stuck against a poor match-up due to a poor prediction. A lot of Amperox's effectiveness relies on effective predictions and moving in and out where required. However, constant pivoting can result in wear-and-tear without Heavy-Duty Boots in the case of hazard stack match-ups or taking other means of chip damage.

As a non-Fire type physical attacker, Amperox is liable to burn. Though, few Will-O-Wisp users are fast enough to apply burn before it strikes. However, it does have to watch out for Flame Body on some Pokemon. Luckily, it easily OHKOs the most notable one in the metagame in Moltres (and Volcarona if holding Choice Band or Life Orb).

Amperox has to watch out for Steel types that can tank its offenses from full health under no or certain conditions. This includes Corviknight, Gholdengo, and Melmetal.

Amperox has to avoid most match-ups where it cannot OHKO its target as its frailty will usually result in either its own KO or too much damage to be able to be reliably switched-in without a slow switch. This is usually match-ups against bulky offensive Pokemon or faster offensive threats (especially while not running Choice Scarf). This includes Iron Valiant with Scarf or Quark Drive: Speed, Tapu-Lele Choice Scarf sets, Tapu-Koko, and Lopunny-Mega.


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