Magmortar in depth
A cannon born from a mythical creature
Magmortar’s design starts from the same base as Magmar’s, but takes it towards a sturdier, more heavily armed figure. It shares traits with the karura, a creature associated with Japanese mythology, and adds elements of a bird, salamander and reptile. Its limbs are not simple arms: the claws can retract and the skin forms a pressurised cannon. The result is a silhouette that combines a humanoid body, a beaked animal and a piece of artillery.
The English and Spanish names combine magma with “mortar”, an English word associated with an artillery mortar. The Japanese name Booburn combines “booby”, a seabird, with “burn”. That mixture explains both its avian appearance and the species’ insistence on firing fire from its arms.
The finishing touch to a line that took time to complete
Magmar appeared in Generation I and Magby in Generation II; Magmortar arrived in Generation IV as the final evolution. The most direct comparison is Electivire, another Generation IV evolution built on an older species. Both share the Human-Like Egg Group, the gender ratio of 75% male and 25% female, a total of 540 and an evolution through trading with an item whose English name ends in “-izer”.
In its early years, obtaining it was more awkward than getting many evolutions from earlier generations: Magby and the Magmarizer were tied to connecting with Generation III games until Pokémon Platinum arrived. After that, the species appeared in more games and its availability became less dependent on that method.
What it brings when it hits the field
Magmortar does not come in to take physical hits. It comes in to attack. With 125 Special Attack, it can punish switches with Fire Blast, and its movepool lets it cover common answers to Fire. Thunderbolt threatens Water-type Pokémon; Ground-types come under pressure from Solar Beam under Sunny Day; and Focus Blast hits targets that rely on resisting its main attacks. Overheat lets it concentrate all its power into one turn, although it reduces its offensive capacity afterwards.
Vital Spirit has a practical use against teams that rely on sleep moves. Flame Body, on the other hand, punishes an opponent who tries to bring it down with physical contact if the burn is activated. Neither Ability fixes its main problem: 83 Speed is not enough against many offensive attackers, and 67 Defense leaves little room to switch in on neutral physical hits.
How to keep its cannons from going out
It is best brought in through a slow switch, a pivot move or after an opponent has been weakened. It should not take unnecessary damage on entry: entry hazards reduce its opportunities, and its weaknesses to Water, Ground and Rock limit direct switches. Against slower teams, it can open holes with special attacks, but it needs its allies to keep faster opponents under control.
The physical version exists on paper thanks to 95 Attack and moves such as Flare Blitz, Thunder Punch and Earthquake. Even so, it is weaker than its 125 Special Attack and does not solve its low Defense. In a story playthrough, it can make good use of its coverage without as much Speed pressure; in demanding battles, its role is reduced to switching in carefully and firing before the opponent has a chance to respond.