Overview
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+Great bulk
+Good ability
+Checks most common stall breakers
+Good defensive typing
-No reliable recovery
-Shallow move pool
PhysicallyDefensive
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name: PhysicallyDefensive
move 1: Defog
move 2: Rest
move 3: Scald
move 4: Toxic / Sleep Talk
ability: Water Absorb
item: Leftovers
evs: 248 HP / 252 Def / 8 SDef
nature: Bold
Moves
========
- Defog allows Mantine to clear all the hazards on the field.
- Seeing as Mantine has no reliable recovery, Rest is the best it can do.
- Scald is the only STAB attack you run on this set and it can cripple physical attackers with a high burn chance.
- Toxic is for guaranteed residual damage to wear down stall breakers or other offensive threats.
- Sleep Talk coupled with Rest allows you to keep using moves even when you're asleep, but generally Toxic is the better option.
Set Details
========
- Water Absorb helps wall popular special threats like Greninja and Keldeo, while limiting physical threats such as Mega Gyarados or Azumarill.
- Leftovers allows for greater sustainability and passive recovery.
- Given Mantine's already superb Special Defense stat, max HP and Defense are chosen to balance out its defenses from both sides of the spectrum.
- Bold Nature increases Mantines Defense while sacrificing some of its Attack.
Usage Tips
========
- Because of Mantine's Stealth Rock weakness it can have a hard time swapping in against certain Pokemon. Mantine is also quite a hard Pokemon to use as you have to actually predict against most threats. Make sure to almost always play safe when using it.
- Only use Defog if you feel they will swap out or if they can do nothing to you.
- Knowing when to Rest up is really key; make sure to always calc to make sure you can take whatever hit they go for and live. If you can't or have a high chance to die, don't risk it. Simply swap out.
- Identify which Pokemon you need to KO or wear down to win and prioritize those mons to get Toxic'd.
Team Options
========
- Skarmory pairs quite well with Mantine as they have the exact same stats just on opposite sides of the spectrum, but having dual Defog on stall means you need to run more Toxic.
- Clerics really help out Mantine because its only form of recovery is Rest.
- Ground types like Hippowdon or Stunfisk are great partners to Mantine as they resist both the things that are super effective to Mantine.
Other Options
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Air Slash - Best secondary STAB Mantine has and allows Mantine to better deal with Keldeo and Venusaur
Ice Beam - Hits dragons and Thundurus for super effective damage and can net some surprise KO's
Checks & Counters
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**Electric Types**: x4 weak to electric so Mantine really cannot swap in much against them. Many of these also cannot swap into Mantine much because of the fact that it could get poisoned or burned on the switch.
**Mega Venusaur**: Although this thing hates residual damage likes burns, it takes literally nothing from Scald and is immune to Toxic. It can Leech Seed stall you with Synthesis as well as bait out a crit with Giga Drain.
########
+Great bulk
+Good ability
+Checks most common stall breakers
+Good defensive typing
-No reliable recovery
-Shallow move pool
PhysicallyDefensive
########
name: PhysicallyDefensive
move 1: Defog
move 2: Rest
move 3: Scald
move 4: Toxic / Sleep Talk
ability: Water Absorb
item: Leftovers
evs: 248 HP / 252 Def / 8 SDef
nature: Bold
Moves
========
- Defog allows Mantine to clear all the hazards on the field.
- Seeing as Mantine has no reliable recovery, Rest is the best it can do.
- Scald is the only STAB attack you run on this set and it can cripple physical attackers with a high burn chance.
- Toxic is for guaranteed residual damage to wear down stall breakers or other offensive threats.
- Sleep Talk coupled with Rest allows you to keep using moves even when you're asleep, but generally Toxic is the better option.
Set Details
========
- Water Absorb helps wall popular special threats like Greninja and Keldeo, while limiting physical threats such as Mega Gyarados or Azumarill.
- Leftovers allows for greater sustainability and passive recovery.
- Given Mantine's already superb Special Defense stat, max HP and Defense are chosen to balance out its defenses from both sides of the spectrum.
- Bold Nature increases Mantines Defense while sacrificing some of its Attack.
Usage Tips
========
- Because of Mantine's Stealth Rock weakness it can have a hard time swapping in against certain Pokemon. Mantine is also quite a hard Pokemon to use as you have to actually predict against most threats. Make sure to almost always play safe when using it.
- Only use Defog if you feel they will swap out or if they can do nothing to you.
- Knowing when to Rest up is really key; make sure to always calc to make sure you can take whatever hit they go for and live. If you can't or have a high chance to die, don't risk it. Simply swap out.
- Identify which Pokemon you need to KO or wear down to win and prioritize those mons to get Toxic'd.
Team Options
========
- Skarmory pairs quite well with Mantine as they have the exact same stats just on opposite sides of the spectrum, but having dual Defog on stall means you need to run more Toxic.
- Clerics really help out Mantine because its only form of recovery is Rest.
- Ground types like Hippowdon or Stunfisk are great partners to Mantine as they resist both the things that are super effective to Mantine.
Other Options
########
Air Slash - Best secondary STAB Mantine has and allows Mantine to better deal with Keldeo and Venusaur
Ice Beam - Hits dragons and Thundurus for super effective damage and can net some surprise KO's
Checks & Counters
########
**Electric Types**: x4 weak to electric so Mantine really cannot swap in much against them. Many of these also cannot swap into Mantine much because of the fact that it could get poisoned or burned on the switch.
**Mega Venusaur**: Although this thing hates residual damage likes burns, it takes literally nothing from Scald and is immune to Toxic. It can Leech Seed stall you with Synthesis as well as bait out a crit with Giga Drain.
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