Mantine

Water Absorb
Heals 25% HP when hit by a Water-type attack.
Swift Swim
Speed doubles in rain.
Type Tier
Water / Flying NU
Level 50 Statistics (see level 5, 50, 100)
Min- Min Max Max+
HP
65
- 140 172 -
Atk
40
54 60 92 101
Def
70
81 90 122 134
SpA
80
90 100 132 145
SpD
140
144 160 192 211
Spe
70
81 90 122 134
  • Underused

Overview

Mantine's stats are the special equivalent of Skarmory's, which would lead one to think that it's actually good. Unfortunately for Mantine, it's not; its only recovery move is Rest. Mantine has a 4x weakness to Electric-type attacks and a Stealth Rock weakness, not to mention poor Defense and mediocre HP, all of which hamper its ability to function as a bulky Water-type Pokemon. From that, it seems pretty clear that Mantine is inferior to its fellow bulky Water-type Pokemon, Slowbro and Milotic.

However, if one looks past the flaws, Mantine has a pretty unique niche. First and foremost, its typing helps it a lot. The secondary Flying typing provides Mantine an invaluable neutrality to Grass-type attacks, allowing it to actually switch into Grass-type Pokemon, unlike Milotic and Slowbro, and even threaten them back with STAB Hidden Power Flying. Flying typing also grants it immunity to Spikes and Toxic Spikes, which most other bulky Waters fear, and a welcome resistance to Fighting-type attacks. Water Absorb, Mantine's ability, which restores 25% of its HP if hit by a Water-type move, is the next big advantage Mantine has. This ability allows Mantine to switch into predicted Water-type moves without fearing Stealth Rock damage. Because of these niche advantages, Mantine is a sturdy special wall who, when used right, can be a great asset to balanced or defensive teams; just keep it away from Thunderbolt.

Name Item Ability Nature

Specially Defensive RestTalk

Leftovers Water Absorb Calm
Moveset EVs
~ Rest
~ Sleep Talk
~ Surf
~ Hidden Power Flying / Signal Beam / Toxic
252 HP / 40 SpA / 216 SpD

This set aims to capitalize on Mantine's incredible special bulk. Powerful attacks such as Timid Choice Specs Sceptile's Leaf Storm are a 3HKO at best when factoring the special Attack drop, as is Timid Life Orb Alakazam's Psychic. With this specially defensive set, Mantine can switch into the special Grass-types of UU and hit back with STAB Hidden Power Flying. It also laughs at the special Water-types that lack boosting moves, Electric-type attacks, or Taunt, such as the ever-present Milotic, and any Choice-locked Pokemon stuck on a Water-, Ground-, or special Fire-type move, such as Azumarill, Moltres, and Dugtrio. Mantine can also make a fantastic status absorber for your team because of the RestTalk combination.

There are multiple options for your fourth move. Hidden Power Flying is your main attack, receiving STAB and hitting many Pokemon in UU hard; it has the ability to 2HKO Sceptile. Signal Beam hits many Psychic-type Pokemon in UU super effectively, while still hitting the Grass-types for super effective damage. Toxic makes Mantine better at stalling, although running Toxic and Surf in tandem leaves Mantine walled by common UU Pokemon Venusaur, Qwilfish, and Toxicroak.

Team Options & Additional Comments >>>
Name Item Ability Nature

Physically Defensive RestTalk

Life Orb / Leftovers Water Absorb Calm
Moveset EVs
~ Rest
~ Sleep Talk
~ Surf
~ Hidden Power Flying / Toxic
252 HP / 240 Def / 16 SpA

This set attempts to balance Mantine's defenses and is now only 3HKOed by many resisted physical hits, such as Adamant Hitmontop's Close Combat. Mantine can now counter all forms of Azumarill, as Hidden Power Flying does a minimum of 102 damage with Life Orb and the given investment, enough to always break Azumarill's Substitutes. It also makes a good wall to mixed Blaziken without ThunderPunch or Stone Edge. This set works against stall teams, as with Life Orb it becomes somewhat harder to switch into. You should use this set with caution, however, as it loses much of its massive special bulk when using Life Orb, making it less of a safe switch-in to Venusaur, Sceptile, and Alakazam.

Team Options & Additional Comments >>>

Other Options

There really aren't that many other moves to consider. Mantine's most notable option is Signal Beam. There are plenty of Grass- and Psychic-types in UU, so if coverage is what you need, then Signal Beam should be considered, although Surf hits Psychics just as hard. Mantine also gets a few nifty options in Haze and Mirror Coat. A set involving Swift Swim is plausible, but Mantine is terrible at it, not to mention being outclassed by plenty of other Pokemon. Mantine has a plethora of physical moves, but base 40 Attack isn't getting it anywhere.

Checks and Counters

Lanturn walks all over Mantine as even Hidden Power Grass, which Mantine should not be running anyway, barely scratches it. Other Electric-types such as Manectric and Ampharos destroy it and are capable of taking a hit from Surf. Toxicroak and Qwilfish can set up Swords Dance on Mantine and hit its weak physical defense with Stone Edge or Poison Jab, respectively. Stone Edge Quagsire works well if Mantine lacks Hidden Power Grass. Mismagius absolutely destroys Mantine, no matter the set. Boosting sweepers, Calm Mind Alakazam in particular, can muscle their way past Mantine easily, as Mantine can't do much back. Really, just hit Mantine with your hardest physical moves and it will go down rather quickly.