[AAA] Mandibuzz [QC 1/3]

Max Carvalho

Que os jogos comecem
Long time I don't write an analysis, please sorry for any dumb mistakes.
Approved by Eevee General.

[OVERVIEW]

• Great defensive stats on both sides.
• Great defensive typing, assuming Delta Stream, you will have only one weakness to Fairy-type, walling a great part of the metagame.
• Good Speed stat for a defensive Pokemon.
• Grants hazard removal with Defog.
• Poison Heal brings incredible recovery to Mandibuzz, saving it from a good of 2HKOs, while giving it immunity to status. With 2 turn of poison heal recovery, all HP lost by Stealth Rock is recovered.
• Whirlwind and Foul Play makes Mandibuzz quite difficult to set up on.
• With Knock Off, Mandibuzz may pose some offensive presence while offering to her team the great utility on removing items.
• Lacks offensive pressure in a metagame where a great number of Pokemon have it.
• Mandibuzz has 4MSS, heavily missing either Foul Play or Knock Off no matter the team Mandibuzz is a component of.
• As a Defoger, being weak to Stealth Rock leaves Mandibuzz as a not so wanted choice of hazard removal, unlike Skarmory. Pokemon hit too hard in here, and having to switch in on Stealth Rock pretty much everytime, doesn't make things very easy for Mandibuzz.


[SET]
name: Physically Defensive
move 1: Roost
move 2: Foul Play / Knock Off
move 3: Taunt / Whirlwind
move 4: Defog / Toxic
ability: Poison Heal / Magic Bounce / Intimidate
item: Toxic Orb / Leftovers / Rocky Helmet
nature: Bold / Impish
evs: 248 HP / 216 Def / 46 Speed


[SET COMMENTS]
Moves
========

  • Roost is obligatory recovery move in any Mandibuzz set, and you must have it and make good use of it to keep walling Pokemon that can only 3HKO Mandibuzz.
  • Foul Play is the most optimal choice for Mandibuzz in this set, especially on a physical defensive one; with it, you are granted to beat a good number of physical attackers in the metagame. Knock Off is another fantastic option, and a good way to cripple both special attackers and physical attackers. Do not run Foul Play on Intimidate set though, as it's counter productive.
  • Taunt is the prefered option due to its several uses, including negating boosting and recovery, allowing Mandibuzz to slowly taking down its foes. Whirlwind is a good option if you are running Knock Off; this way, you still force out physical sweepers.
  • Defog removes hazard from both fields, benefiting her teammates and herself from the absence of Stealth Rock. Toxic is a way to slowly beat several walls or special attackers that takes little damage from any of Mandibuzz attacking moves, such as Cresselia. Toxic is a less optimal choice, however, because of the omnipresence of Poison Heal within the walls of this metagame. Defog shouldn't be used alongside Magic Bounce, as this set is supposed to avoid status with it's own Ability; prefer Toxic instead.


Set Details
========

  • Defense EVs are focused for a set using Foul Play, to take physical attackers better. 248 HP is a Stealth Rock number, and 46 Speed allows Mandibuzz to outspeed uninvested Suicune, Taunt it, and eventually winning with Knock Off. You may outspeed a Suicune using Roar with Whirlwind as well. It can also outspeed Cresselia with these EVs. If you are not interested in outspeeding these two Pokemon just merge the Speed EVs to Defense, while giving the leftovers EVs to Special Defense. A balanced spread for both defenses is not good; Pokemon just hit too hard in AAA, and balanced EV spreads will just leave you unable to switch in on anything important.
  • Poison Heal is the ability of choice so Mandibuzz exploit it's amazing recovery every turn. Magic Bounce is another Ability that still allows you to avoid status, Taunt, and hazards at the same time, sending all of these back to the opponent. Intimidade is another great ability for being a better switch in to Physical Attackers, although you miss recovery from Poison Heal, that's great against everything.
  • Bold nature is supposed to be used alongside with Foul Play, while Impish, along Knock Off. 0 IVs in attack could also be exploited to maximize Foul Play power.
  • Toxic orb activates Poison Heal. Leftovers is valuable passive recovery for both last Abilities options, while Rocky Helmet is a fine option to take a bits of damage from physical attackers, while Mandibuzz still misses passive recovery.


Usage Tips
========

  • Pokemon that Mandibuzz can easily switch in on with the suggested spread include Aegislash, Doublade, Skarmory, Snorlax, Mega Metagross, non band Genesect, Suicune and Mega Gyarados, to mention a few, while later being able to KO / force out these Pokemon.
  • Avoid absorbing Knock Off before getting poisoned when running Poison Heal.
  • Mandibuzz can absorb Knock Off after adquiring its status, while running Poison Heal; Knock Off won't do jack to Mandibuzz, so feel free to do so. Do note this is not recommended if you are planning to use moves such as Aromatherapy and Heal Bell later in a game.
  • Taunt and Defog shuts down any chances of setting up hazards again, while Taunt and Toxic beats defensive mons without Poison Heal.
  • If you can switch in on the turn the opponent sets up Stealth Rock, Mandibuzz will be able to avoid several 2HKOs later on the match.
  • Try the best you can to switch in on minimally threatening attacks, so you can start to wear down the opposing team.
  • Also feel free to absorb any form of status thrown at your team, as long as you are already poisoned.
  • Magic Bounce can be used to reflect back both enemy hazards and status moves.
  • Do note that Mold Breaker goes through Magic Bounce.
  • Don't forget that, when using Magic Bounce, while you avoid status coming from Will-O-Wisp, you can still be burned via Scald when not running Poison Heal.
  • Defiant wielders are rather uncommon, but most are all pre-mega evolutions, such as Metagross. You gotta watch for it anyway, as you can't handle physical attackers boosted that well without Foul Play when running Intimidate.
  • Intimidate set can be used to switch in on an incoming Swords Dance or Dragon Dance to mitigate its boost, giving the oponnent a hard time.
  • Mandibuzz running Intimidate is also vulnerable to every single form of status, try to avoid it with Taunt whenever its possible.
  • Feel free to switch in on physical attacks even when you've been worn down a bit when running Intimidate. Mega Metagross Meteor Mash is merely a 4HKO after Stealth Rock.


Team Options
========

  • Balanced teams appreciate Mandibuzz ease on dealing with set up sweepers.
  • Stall teams also like Mandibuzz hazard removal packed with Knock Off and Taunt. These teams really appreciate Magic Bounce capabilities of sending back to its user Taunt, Status and Hazards.
  • This set is quite prone to Fairies. Heatran formes a good defensive synergy with Mandibuzz, while eating Fairies for breakfast.
  • If not using Defog, always pair Mandibuzz with a Pokemon that can remove hazards, such as Mew.
  • Special walls are Mandibuzz best friends. Chansey is a great canditate. Even a specially defensive spread has difficulties switching in on some powerful attacks.
  • If Mandibuzz is using Knock Off, Mandibuzz would be better paired with a Pokemon that set up Stealth Rock several times and outlast it, such as Deoxys-D and Ferrothorn.
  • Pokemon weak to Stealth Rock would make good use of Mandibuzz's hazard removal capabilities.
  • An interesting idea would be pairing a Toxic Spikes user such as Tentacruel while having Whirlwind Mandibuzz, so you can spread Toxic Spikes through the opposing team. Running Toxic on this Mandibuzz is not a good idea due to Toxic Spikes, though.
  • A cleric is a crucial teammate. Especially Intimidate one, Mandibuzz usually dislike status, especially poison; a cleric such as Chansey and Umbreon would mitigate this Mandibuzz weakness. NOte that a cleric is not as needed when running Poison Heal Mandibuzz.
  • Unaware wielding Pokemon, such as Cresselia, are great options to deal with Defog and Competitive Pokemon that abuses of Defog Evasion drop.
  • Defensive Pokemon that struggle to deal with Physical Attackers such as Vaporeon form a great core with Intimidate Mandibuzz.

[SET]
name: Specially Defensive
move 1: Roost
move 2: Knock Off / Foul Play
move 3: Taunt / Whirlwind
move 4: Defog / Toxic
item: Leftovers
ability: Delta Stream / Volt Absorb
nature: Careful / Calm
evs: 248 HP / 216 SpD / 46 Spe

[SET COMMENTS]
Moves
========

  • Roost is a fantastic recovery move, that will save Mandibuzz from many 3HKOs from powerful special attackers.
  • Knock Off is the prefered option due to this set focusing on Special Defense, but Foul Play is still a good option if you want to nail Physical Attackers harder.
  • Taunt stops recovery and boosting, giving Mandibuzz the edge over walls and set up sweepers. Whirlwind is a good option to accumulate hazard damage and check set up sweepers.
  • Defog is a great move to remove hazards, if your team need them off, while Toxic is a must-have to slowly beats walls, if your team already has ways around hazards.

Set Details
========

  • The EVs focuses on Special Defense due to, while using Delta Stream, Mandibuzz being able to mitigate 3 of its weaknesses, 2 of them being mostly special attacks (Electric- and Ice-types), thus, a Specially Defensive spread is better to take on these attacks. The Speed EVs are intended to allow Mandibuzz to outspeed Suicune and possibly Whirlwind it before it can Roar Mandibuzz.
  • Delta Stream is the prefered option in order to mitigate Mandibuzz weaknesses, while Volt Absorb is great for teams that want to deter Volt Switch and Thunder Wave. Volt Absorb also is useful if Stealth Rocks are in the field.
  • A Careful nature is prefered to use alongside Knock Off, while a Calm nature is better when used with Foul Play. If you want to use a physically defensive spread, you may also prefer a favorable nature, either Bold or Impish.

Usage Tips
========

  • Mandibuzz has two new neutral types with Delta Stream so now you don't need to fear common STABs such as Thunderbolt.
  • Do note Delta Stream does not weaken Stealth Rock, as hazard damage goes before ability activation. Avoid switching on Stealth Rock as usual if not running Defog.
  • If your Mandibuzz wields Volt Absorb, try to switch in on an opposing Volt Switch, this play will shift the momentum badly towards you.
  • Volt Absorb goes without warning, unlike Delta Stream; make good use of this.
  • With this set, Mandibuzz can now check some of the metagame Electric-types.
  • Watch for Defiant! It can be quite a pain without a physically defensive spread, especially if you are not running Foul Play.

Team Options
========
  • Teams lacking on a Thunder Wave and Volt Switch immunity would find it good to run Mandibuzz.
  • Pokemon weak to Stealth Rock such as Zapdos.
  • Fighting-type Pokemon give this set more trouble due to its Specially Defensive spread. Cresselia is a fantastic teammate in order to patch that issue.
  • Physical walls are also great teammates, as this Mandibuzz doesn't counter Physical threats as well as 1st set.
  • Pokemon running Unaware such as Suicune are fantastic option to deal against Pokemon that cover Defog Evasion drop with Defiant and Competitive.
  • Overall, Pokemon weak to what Delta Stream covers, such as Mega Slowbro, which forms a good defensive core with Mandibuzz, are interesting team options


Other Options
=============

  • Unaware is a strong ability for almost any defensive threat, but on Mandibuzz it just doesn't increase its walling capabilities like the other abilities do, and she has already many ways to handle Set Up.
  • Brave Bird offers a way to check Fighting-types in general, such as Heracross.
  • Magic Guard is useful for absorving status and being immune to Stealth Rock, but Zapdos is a better Magic Guard due to it being immune to Thunder Wave.
  • Mandibuzz can provide slow pivoting with U-turn on any of the sets if there is no need for some of the moves slashed there. A set with Regenerator + U-turn is actually quite good to form a VoltTurn core.
  • In any of the sets but Poisonous Burd, Rocky Helmet can be run, but Mandibuzz will be more pressured to use Roost.
  • Prankster might sond good on paper, as priority Roost might save Mandibuzz from a clean 2HKO sometimes, but Prankster main use is utilitary, not giving Manidbuzz much of defensive capabilities as the other abilities.

Checks and Counters
===================

** Fairy-types **: They are the ultimate counter to Mandibuzz, countering every single of its attacks and inflincting hard damage on the bird. Things that come to mind include Mega-Diancie and Mega-Altaria, especially the former, which can't be affected by either Whirlwind or Toxic.

**Pixilate and Refrigerate**: Allows several threats that Mandibuzz would otherwise shut down to inflict severe damage on her.

**Status**: Without Poison Heal or Magic Bounce, Mandibuzz effectiviness is extremely hindered while burned, making it set up fooder to pretty much any relevant physical threat.

** Taunt **: Mandibuzz nightmare when not running Magic Bounce, although Mold Breaker allows Taunt user to go through that. Disallows its recovery and Defog, allowing some Pokemon to easily beat Mandibuzz. Most Taunt users have enough bulk to take a few Foul Plays.

** Lucario **: Due to its typing Lucario can use Mandibuzz as set up fodder if lacking Whirlwind or Foul Play. Special Lucario doesn't even fear Foul Play.
 
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Twix

jicama
is a Contributor Alumnus
I'm not really a part of OM analyses, but you're using the old format. The new one can be found below:

[OVERVIEW]

Generalize what the Pokemon does in the metagame and as a whole and why you should or shouldn't consider using it on your teams.

[SET]
name: SET NAME
move 1:
move 2:
move 3:
move 4:
item:
ability:
nature:
evs:

[SET COMMENTS]
Moves
========

Describe what the moves on the set do.

Set Details
========

Describe the other aspects of the set such as what the EVs do and nature/item.

Usage Tips
========

Describe how to use the Pokemon in question.

Team Options
========

Describe some teammates that would be a good idea to pair with this Pokemon.

[STRATEGY COMMENTS]
Other Options
=============

List some options for the Pokemon user that are plausible but not always recommended due to either being not consistent enough or too outclassed by other Pokemon in the metagame.

Checks and Counters
===================

**Insert Threat Here**: Describe why the Pokemon is a threat.
 

Max Carvalho

Que os jogos comecem
Didn't even know, thank you man :] EDIT: Also, OO is not ready cus I will add more sets.
EDIT 2: Finished copy n paste.
 
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The analysis looks great, but given that all physically defensive Mandibuzz sets (#1, #2 and #4) follow the same general ideas, I think that you should combine all of them into one set named "physically defensive" with Poison Heal, Magic Bounce, and Intimidate slashed as the abilities. This would leave you with a physically defensive set as the first one and a specially defensive set as the second.

I understand that some of the moves aren't ideal with some of the abilities, though explaining these unideal combinations in the Moves section should solve these problems.

I'll QC once you've combined the sets. ^_^
 

Max Carvalho

Que os jogos comecem
The analysis looks great, but given that all physically defensive Mandibuzz sets (#1, #2 and #4) follow the same general ideas, I think that you should combine all of them into one set named "physically defensive" with Poison Heal, Magic Bounce, and Intimidate slashed as the abilities. This would leave you with a physically defensive set as the first one and a specially defensive set as the second.

I understand that some of the moves aren't ideal with some of the abilities, though explaining these unideal combinations in the Moves section should solve these problems.

I'll QC once you've combined the sets. ^^
Oh, fancy idea, also the analysis becomes less of an intimidating wall of text for readers. Ya, will implement. Tho not now, gotta sleep. Thanks anyway. EDIT: Done
 
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Overview
  • No need to list Mandibuzz's actual defensive stats - those are available at the top of the analysis. Just saying it has great defensive stats on both sides should be enough.
  • While Knock Off is a pretty great move, calling it the best attacking move in the game is a bit of a stretch. Change the bullet point about Knock Off to inform the reader that it allows Mandibuzz to pose an offensive presence while giving it the utility of removing opposing items.
  • Instead of saying that Mandibuzz cannot afford to run both Foul Play and Knock Off, explain how Mandibuzz has 4MSS, since its inability to run both is mostly a biproduct of that. Knock Off doesn't necessarily deal with Poison Heal either, since bar Aromatherapy problems most PH Pokemon are fine with taking a Knock Off after they've been poisoned.

Physically* Defensive

  • I'm not convinced Brave Bird merits being on the set - non-Intimidate Mandibuzz cannot defeat Heracross, and even with Intimidate it's iffy at best considering any prior damage or Stealth Rock being up allows Heracross to defeat Mandibuzz. Chesnaught is not too common either. OO is best for Brave Bird, unless aesf or Adrian Marin disagree.
  • Since a specially defensive spread is featured in the next set, remove mentions of a specially defensive spread in Set Details.
  • In Set Details, instead of listing a new spread, just say that the speed EVs can be moved to defense with the leftover dropped into Special Defense.
  • Mention that the Speed EVs are also useful with Whirlwind to outspeed Roar Suicune.
  • 0 IVs in attack minimize Foul Play power, not maximize.
  • In your first Usage Tips bullet point, replace "my" with "the", since you're not allowed to refer to yourself in the analysis and it needs to be as objective as possible.
  • In Usage Tips, mention that Mandibuzz should avoid Knock Off until its Orb activates when using Poison Heal, as without being poisoned it is crippled.
  • In your second Usage Tips bullet point, be sure to mention that you should only let Mandibuzz absorb Knock Off after being poisoned if you don't plan to use Aromatherapy or Heal Bell in the future, since if these moves are used Mandibuzz will no longer have its Orb to poison it again.
  • In Usage Tips, remove the bullet point about Magic Bounce being better in the hands of experienced players and replace it with a bullet point that explains that it should be used to attempt to both deny the opponent's entry hazards and reflect status moves from opposing walls.
  • Don't forget that, while you avoid status coming from Will-O-Wisp when using Magic Bounce,
  • In your last 3 bullet points in Usage Tips, be sure to specify which abilities you're talking about (Intimidate in all of them I assume).
  • In Team Options, Poison Heal Mandibuzz is normally fine without a cleric, so be sure to specify clerics are needed on the Intimidate and Magic Bounce sets.
  • In Team Options, list Unaware users as great partners to handle Defiant and Competitive Pokemon on sets using Defog.

Specially Defensive

  • "Whirlwind is a good option to spread hazards" I'm guessing you meant accumulate hazard damage?
  • Since a physically defensive spread is covered above, remove mentions of it here. The above set can usually beat most Rock-types courtesy of its fast Roost, anyway.
  • Be sure to mention that the speed benchmark is there to outspeed Suicune to either Whirlwind it before it can Roar or Taunt it.
  • Despite its new neutralities to Ice and Electric Delta Mandibuzz shouldn't actively be trying to switch into these moves - which is what your current description is suggesting. It is, after all, still taking full damage from them. Instead, explain how Delta Stream means it should no longer fear Pokemon with those moves.
  • In Usage Tips, you have 2 bullet points dedicated to not switching into Stealth Rock, so combine them.
  • In Team Options, list Unaware users as great partners to handle Defiant and Competitive Pokemon on sets using Defog.

Other Options / C&C
  • Poisonous Burd is no longer a set, and Rocky Helmet is on the main set, so remove the mention of Rocky Helmet in OO.
  • Add Brave Bird to OO, as noted above.
  • Your bullet point on Prankster is incomplete.
  • Be sure to mention that Taunt does not counter Magic Bounce sets unless the user has mold breaker, and that the Taunt user should be able to take a few Foul Plays.

Really good and detailed analysis!


QC 1/3 after changes
 

Max Carvalho

Que os jogos comecem
Overview
  • No need to list Mandibuzz's actual defensive stats - those are available at the top of the analysis. Just saying it has great defensive stats on both sides should be enough.
  • While Knock Off is a pretty great move, calling it the best attacking move in the game is a bit of a stretch. Change the bullet point about Knock Off to inform the reader that it allows Mandibuzz to pose an offensive presence while giving it the utility of removing opposing items.
  • Instead of saying that Mandibuzz cannot afford to run both Foul Play and Knock Off, explain how Mandibuzz has 4MSS, since its inability to run both is mostly a biproduct of that. Knock Off doesn't necessarily deal with Poison Heal either, since bar Aromatherapy problems most PH Pokemon are fine with taking a Knock Off after they've been poisoned.
Physically* Defensive
  • I'm not convinced Brave Bird merits being on the set - non-Intimidate Mandibuzz cannot defeat Heracross, and even with Intimidate it's iffy at best considering any prior damage or Stealth Rock being up allows Heracross to defeat Mandibuzz. Chesnaught is not too common either. OO is best for Brave Bird, unless aesf or Adrian Marin disagree.
  • Since a specially defensive spread is featured in the next set, remove mentions of a specially defensive spread in Set Details.
  • In Set Details, instead of listing a new spread, just say that the speed EVs can be moved to defense with the leftover dropped into Special Defense.
  • Mention that the Speed EVs are also useful with Whirlwind to outspeed Roar Suicune.
  • 0 IVs in attack minimize Foul Play power, not maximize.
  • In your first Usage Tips bullet point, replace "my" with "the", since you're not allowed to refer to yourself in the analysis and it needs to be as objective as possible.
  • In Usage Tips, mention that Mandibuzz should avoid Knock Off until its Orb activates when using Poison Heal, as without being poisoned it is crippled.
  • In your second Usage Tips bullet point, be sure to mention that you should only let Mandibuzz absorb Knock Off after being poisoned if you don't plan to use Aromatherapy or Heal Bell in the future, since if these moves are used Mandibuzz will no longer have its Orb to poison it again.
  • In Usage Tips, remove the bullet point about Magic Bounce being better in the hands of experienced players and replace it with a bullet point that explains that it should be used to attempt to both deny the opponent's entry hazards and reflect status moves from opposing walls.
  • Don't forget that, while you avoid status coming from Will-O-Wisp when using Magic Bounce,
  • In your last 3 bullet points in Usage Tips, be sure to specify which abilities you're talking about (Intimidate in all of them I assume).
  • In Team Options, Poison Heal Mandibuzz is normally fine without a cleric, so be sure to specify clerics are needed on the Intimidate and Magic Bounce sets.
  • In Team Options, list Unaware users as great partners to handle Defiant and Competitive Pokemon on sets using Defog.
Specially Defensive
  • "Whirlwind is a good option to spread hazards" I'm guessing you meant accumulate hazard damage?
  • Since a physically defensive spread is covered above, remove mentions of it here. The above set can usually beat most Rock-types courtesy of its fast Roost, anyway.
  • Be sure to mention that the speed benchmark is there to outspeed Suicune to either Whirlwind it before it can Roar or Taunt it.
  • Despite its new neutralities to Ice and Electric Delta Mandibuzz shouldn't actively be trying to switch into these moves - which is what your current description is suggesting. It is, after all, still taking full damage from them. Instead, explain how Delta Stream means it should no longer fear Pokemon with those moves.
  • In Usage Tips, you have 2 bullet points dedicated to not switching into Stealth Rock, so combine them.
  • In Team Options, list Unaware users as great partners to handle Defiant and Competitive Pokemon on sets using Defog.

Other Options / C&C
  • Poisonous Burd is no longer a set, and Rocky Helmet is on the main set, so remove the mention of Rocky Helmet in OO.
  • Add Brave Bird to OO, as noted above.
  • Your bullet point on Prankster is incomplete.
  • Be sure to mention that Taunt does not counter Magic Bounce sets unless the user has mold breaker, and that the Taunt user should be able to take a few Foul Plays.

Really good and detailed analysis!


QC 1/3 after changes
Thank you for this check, I could've avoided some of these if I had been more cautious when I merged sets x.x. Will implement soon.
 
sorry for being so late :/
(placeholder)
Overview
  • (Optional) Mention how Mandibuzz is incredibly hard to take down.
  • You could mention how it struggles against defensive teams.
Set 1
  • Set looks good.
  • Set Details: Minor nitpick, change 46 Speed to 44 for the sake of consistency.
  • Set Details: I know this is obvious, but mention that Poison Heal allows Mandibuzz to not get crippled by status like it usually does.
  • Set Details: I don't think it's worth mentioning the 0 IVs in attack, you take almost no foul play damage anyways, and it's just sort of an extra complication.
Set 2

Other

EDIT: no longer working on this, sorry :(
 
Last edited:

Max Carvalho

Que os jogos comecem
sorry for being so late :/
(placeholder)
Overview
  • (Optional) Mention how Mandibuzz is incredibly hard to take down.
  • You could mention how it struggles against defensive teams.
Set 1
  • Set looks good.
  • Set Details: Minor nitpick, change 46 Speed to 44 for the sake of consistency.
  • Set Details: I know this is obvious, but mention that Poison Heal allows Mandibuzz to not get crippled by status like it usually does.
  • Set Details: I don't think it's worth mentioning the 0 IVs in attack, you take almost no foul play damage anyways, and it's just sort of an extra complication.
Set 2

Other
You still working on this?
 
Long time I don't write an analysis, please sorry for any dumb mistakes.
Approved by Eevee General.

[OVERVIEW]

• Great defensive stats on both sides.
• Great defensive typing, assuming Delta Stream, you will have only one weakness to Fairy-type, walling a great part of the metagame.
• Good Speed stat for a defensive Pokemon.
• Grants hazard removal with Defog.
• Poison Heal brings incredible recovery to Mandibuzz, saving it from a good of 2HKOs, while giving it immunity to status. With 2 turn of poison heal recovery, all HP lost by Stealth Rock is recovered.
• Whirlwind and Foul Play makes Mandibuzz quite difficult to set up on.
• With Knock Off, Mandibuzz may pose some offensive presence while offering to her team the great utility on removing items.
• Lacks offensive pressure in a metagame where a great number of Pokemon have it. (I'd add that because of this it can be used as a set up fodder for some Pokemon such as...)
• Mandibuzz has 4MSS, heavily missing either Foul Play or Knock Off no matter the team Mandibuzz is a component of.
• As a Defoger, being weak to Stealth Rock leaves Mandibuzz as a not so wanted choice of hazard removal, unlike Skarmory. Pokemon hit too hard in here, and having to switch in on Stealth Rock pretty much everytime, doesn't make things very easy for Mandibuzz.


[SET]
name: Physically Defensive
move 1: Roost
move 2: Foul Play / Knock Off
move 3: Taunt / Whirlwind
move 4: Defog / Toxic
ability: Poison Heal / Magic Bounce / Intimidate
item: Toxic Orb / Leftovers / Rocky Helmet
nature: Bold / Impish
evs: 248 HP / 216 Def / 46 Speed


[SET COMMENTS]
Moves
========

  • Roost is obligatory recovery move in any Mandibuzz set, and you must have it and make good use of it to keep walling Pokemon that can only 3HKO Mandibuzz.
  • Foul Play is the most optimal choice for Mandibuzz in this set, especially on a physical defensive one; with it, you are granted to beat a good number of physical attackers in the metagame. Knock Off is another fantastic option, and a good way to cripple both special attackers and physical attackers. Do not run Foul Play on Intimidate set though, as it's counter productive.
  • Taunt is the prefered option due to its several uses, including negating boosting and recovery, allowing Mandibuzz to slowly taking down its foes. Whirlwind is a good option if you are running Knock Off; this way, you still force out physical sweepers.
  • Defog removes hazard from both fields, benefiting her teammates and herself from the absence of Stealth Rock. Toxic is a way to slowly beat several walls or special attackers that takes little damage from any of Mandibuzz attacking moves, such as Cresselia. Toxic is a less optimal choice, however, because of the omnipresence of Poison Heal within the walls of this metagame. Defog shouldn't be used alongside Magic Bounce, as this set is supposed to avoid status with it's own Ability; prefer Toxic instead. (What kind of Pokemon would you use Toxic for? Defensive Pokemon that stall? Offensive Pokemon that lack recovery to wear down faster?)


Set Details
========

  • Defense EVs are focused for a set using Foul Play, to take physical attackers better. 248 HP is a Stealth Rock number, and 46 Speed allows Mandibuzz to outspeed uninvested Suicune, Taunt it, and eventually winning with Knock Off. You may outspeed a Suicune using Roar with Whirlwind as well. It can also outspeed Cresselia with these EVs. If you are not interested in outspeeding these two Pokemon just merge the Speed EVs to Defense, while giving the leftovers EVs to Special Defense. A balanced spread for both defenses is not good; Pokemon just hit too hard in AAA, and balanced EV spreads will just leave you unable to switch in on anything important.
  • Poison Heal is the ability of choice so Mandibuzz exploit it's amazing recovery every turn. Magic Bounce is another Ability that still allows you to avoid status, Taunt, and hazards at the same time, sending all of these back to the opponent. Intimidade is another great ability for being a better switch in to Physical Attackers, although you miss recovery from Poison Heal, that's great against everything. (I'd mention Poison Heal + Roost together (As to why it is preferred) would give Mandibuzz a large amount of recovery while walling threats effectively. This is a stall utility Pokemon and Mandibuzz needs all the recovery it can get.)
  • Bold nature is supposed to be used alongside with Foul Play, while Impish, along Knock Off. 0 IVs in attack could also be exploited to maximize Foul Play power. (Imo it's not exactly needed.)
  • Toxic orb activates Poison Heal. Leftovers is valuable passive recovery for both last Abilities options, while Rocky Helmet is a fine option to take a bits of damage from physical attackers, while Mandibuzz still misses passive recovery.


Usage Tips
========

  • Pokemon that Mandibuzz can easily switch in on with the suggested spread include Aegislash, Doublade, Skarmory, Snorlax, Mega Metagross, non band Genesect, Suicune and Mega Gyarados, to mention a few, while later being able to KO / force out these Pokemon.
  • Avoid absorbing Knock Off before getting poisoned when running Poison Heal.
  • Mandibuzz can absorb Knock Off after adquiring its status, while running Poison Heal; Knock Off won't do jack to Mandibuzz, so feel free to do so. Do note this is not recommended if you are planning to use moves such as Aromatherapy and Heal Bell later in a game.
  • Taunt and Defog shuts down any chances of setting up hazards again, while Taunt and Toxic beats defensive mons without Poison Heal.
  • If you can switch in on the turn the opponent sets up Stealth Rock, Mandibuzz will be able to avoid several 2HKOs later on the match.
  • Try the best you can to switch in on minimally threatening attacks, so you can start to wear down the opposing team.
  • Also feel free to absorb any form of status thrown at your team, as long as you are already poisoned.
  • Magic Bounce can be used to reflect back both enemy hazards and status moves.
  • Do note that Mold Breaker goes through Magic Bounce.
  • Don't forget that, when using Magic Bounce, while you avoid status coming from Will-O-Wisp, you can still be burned via Scald when not running Poison Heal.
  • Defiant wielders are rather uncommon, but most are all pre-mega evolutions, such as Metagross. You gotta watch for it anyway, as you can't handle physical attackers boosted that well without Foul Play when running Intimidate.
  • Intimidate set can be used to switch in on an incoming Swords Dance or Dragon Dance to mitigate its boost, giving the oponnent a hard time.
  • Mandibuzz running Intimidate is also vulnerable to every single form of status, try to avoid it with Taunt whenever its possible.
  • Feel free to switch in on physical attacks even when you've been worn down a bit when running Intimidate. Mega Metagross Meteor Mash is merely a 4HKO after Stealth Rock.


Team Options
========

  • Balanced teams appreciate Mandibuzz ease on dealing with set up sweepers.
  • Stall teams also like Mandibuzz hazard removal packed with Knock Off and Taunt. These teams really appreciate Magic Bounce capabilities of sending back to its user Taunt, Status and Hazards.
  • This set is quite prone to Fairies. Heatran formes a good defensive synergy with Mandibuzz, while eating Fairies for breakfast.
  • If not using Defog, always pair Mandibuzz with a Pokemon that can remove hazards, such as Mew.
  • Special walls are Mandibuzz best friends. Chansey is a great canditate. Even a specially defensive spread has difficulties switching in on some powerful attacks.
  • If Mandibuzz is using Knock Off, Mandibuzz would be better paired with a Pokemon that set up Stealth Rock several times and outlast it, such as Deoxys-D and Ferrothorn.
  • Pokemon weak to Stealth Rock would make good use of Mandibuzz's hazard removal capabilities.
  • An interesting idea would be pairing a Toxic Spikes user such as Tentacruel while having Whirlwind Mandibuzz, so you can spread Toxic Spikes through the opposing team. Running Toxic on this Mandibuzz is not a good idea due to Toxic Spikes, though.
  • A cleric is a crucial teammate. Especially Intimidate one, Mandibuzz usually dislike status, especially poison; a cleric such as Chansey and Umbreon would mitigate this Mandibuzz weakness. NOte that a cleric is not as needed when running Poison Heal Mandibuzz.
  • Unaware wielding Pokemon, such as Cresselia, are great options to deal with Defog and Competitive Pokemon that abuses of Defog Evasion drop.
  • Defensive Pokemon that struggle to deal with Physical Attackers such as Vaporeon form a great core with Intimidate Mandibuzz.

[SET]
name: Specially Defensive
move 1: Roost
move 2: Knock Off / Foul Play
move 3: Taunt / Whirlwind
move 4: Defog / Toxic
item: Leftovers
ability: Delta Stream / Volt Absorb
nature: Careful / Calm
evs: 248 HP / 216 SpD / 46 Spe

[SET COMMENTS]
Moves
========

  • Roost is a fantastic recovery move, that will save Mandibuzz from many 3HKOs from powerful special attackers.
  • Knock Off is the prefered option due to this set focusing on Special Defense, but Foul Play is still a good option if you want to nail Physical Attackers harder.
  • Taunt stops recovery and boosting, giving Mandibuzz the edge over walls and set up sweepers. Whirlwind is a good option to accumulate hazard damage and check set up sweepers.
  • Defog is a great move to remove hazards, if your team need them off, while Toxic is a must-have to slowly beats walls, if your team already has ways around hazards.

Set Details
========

  • The EVs focuses on Special Defense due to, while using Delta Stream, Mandibuzz being able to mitigate 3 of its weaknesses, 2 of them being mostly special attacks (Electric- and Ice-types), thus, a Specially Defensive spread is better to take on these attacks. The Speed EVs are intended to allow Mandibuzz to outspeed Suicune and possibly Whirlwind it before it can Roar Mandibuzz.
  • Delta Stream is the prefered option in order to mitigate Mandibuzz weaknesses, while Volt Absorb is great for teams that want to deter Volt Switch and Thunder Wave. Volt Absorb also is useful if Stealth Rocks are in the field.
  • A Careful nature is prefered to use alongside Knock Off, while a Calm nature is better when used with Foul Play. If you want to use a physically defensive spread, you may also prefer a favorable nature, either Bold or Impish.

Usage Tips
========

  • Mandibuzz has two new neutral types with Delta Stream so now you don't need to fear common STABs such as Thunderbolt.
  • Do note Delta Stream does not weaken Stealth Rock, as hazard damage goes before ability activation. Avoid switching on Stealth Rock as usual if not running Defog.
  • If your Mandibuzz wields Volt Absorb, try to switch in on an opposing Volt Switch, this play will shift the momentum badly towards you.
  • Volt Absorb goes without warning, unlike Delta Stream; make good use of this.
  • With this set, Mandibuzz can now check some of the metagame Electric-types. (Such as?)
  • Watch for Defiant! It can be quite a pain without a physically defensive spread, especially if you are not running Foul Play.

Team Options
========
  • Teams lacking on a Thunder Wave and Volt Switch immunity would find it good to run Mandibuzz. (Notable mentions? What Pokemon are most useful for Mandibuzz for Volt Switch or Thunder Wave?)
  • Pokemon weak to Stealth Rock such as Zapdos. (How does that help? Might need to be specific.)
  • Fighting-type Pokemon give this set more trouble due to its Specially Defensive spread. Cresselia is a fantastic teammate in order to patch that issue.
  • Physical walls are also great teammates, as this Mandibuzz doesn't counter Physical threats as well as 1st set. (Name a few?)
  • Pokemon running Unaware such as Suicune are fantastic option to deal against Pokemon that cover Defog Evasion drop with Defiant and Competitive. (Important Pokemon that run either of these abilities?)
  • Overall, Pokemon weak to what Delta Stream covers, such as Mega Slowbro, which forms a good defensive core with Mandibuzz, are interesting team options
(I'd also mention Stealth Rock Pokemon here as well. Combining with Madi's walling capabilities and being able to force some threats out.)

Other Options
=============

  • Unaware is a strong ability for almost any defensive threat, but on Mandibuzz it just doesn't increase its walling capabilities like the other abilities do, and she has already many ways to handle Set Up.
  • Brave Bird offers a way to check Fighting-types in general, such as Heracross.
  • Magic Guard is useful for absorving status and being immune to Stealth Rock, but Zapdos is a better Magic Guard due to it being immune to Thunder Wave.
  • Mandibuzz can provide slow pivoting with U-turn on any of the sets if there is no need for some of the moves slashed there. A set with Regenerator + U-turn is actually quite good to form a VoltTurn core.
  • In any of the sets but Poisonous Burd, Rocky Helmet can be run, but Mandibuzz will be more pressured to use Roost.
  • Prankster might sond good on paper, as priority Roost might save Mandibuzz from a clean 2HKO sometimes, but Prankster main use is utilitary, not giving Manidbuzz much of defensive capabilities as the other abilities.

Checks and Counters
===================

** Fairy-types **: They are the ultimate counter to Mandibuzz, countering every single of its attacks and inflincting hard damage on the bird. Things that come to mind include Mega-Diancie and Mega-Altaria, especially the former, which can't be affected by either Whirlwind or Toxic.

**Pixilate and Refrigerate**: Allows several threats that Mandibuzz would otherwise shut down to inflict severe damage on her. (Any specific Pokemon that are very threatening with this ability?)

**Status**: Without Poison Heal or Magic Bounce, Mandibuzz effectiviness is extremely hindered while burned, making it set up fooder to pretty much any relevant physical threat.

** Taunt **: Mandibuzz nightmare when not running Magic Bounce, although Mold Breaker allows Taunt user to go through that. Disallows its recovery and Defog, allowing some Pokemon to easily beat Mandibuzz. Most Taunt users have enough bulk to take a few Foul Plays. (What are some examples of Pokemon that uses Taunt? Important Pokemon that is.)

** Lucario **: Due to its typing Lucario can use Mandibuzz as set up fodder if lacking Whirlwind or Foul Play. Special Lucario doesn't even fear Foul Play.
Comments in Bold.
Not QC, just suggestions. Nothing much for me to say about Mandi because it's pretty much straightforward.
 

Lcass4919

The Xatu Warrior
i was going to do this now, but im too tired and cant really think straight. so ill attempt to do it tomorrow if i'm off work. and klang already QCed it jusayin unfix. step up your game imo.
 
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Lcass4919

The Xatu Warrior
ALLRIGHTY HERE WE GO!

overveiw:
  • add that prankster gives you priority roost, taunt, toxic, and defog, which are all very helpful for any bulky mon especially for one weak to SR. and helps balance and stall teams keep hazards off the field without fearing specific pokemon switching in/eating a taunt.
  • mention its weakness to taunt, as it really relys on its status moves to do anything relevant.
sets and stuff:
  • add prankster on both sets, as even in a defensive role, as i said above, priority on those four moves can really help. (a utility wall is still good if it has the tools to do so, eg:chansey)
  • mention in set comments that prankster lets mandi get priority defog, roost, and taunt, letting it combat deoxys speed with ease, and lets it recover off SR damage so it can defog more cautiously.
  • "Defog shouldn't be used alongside Magic Bounce, as this set is supposed to avoid status with it's own Ability; prefer Toxic instead." thats not really true. magic bounce doesnt GUARENTEE hazards off your side, especially when your opponent is smart enough to threaten it with powerful attacks. its not reccomended if you have a spinner/defogger not "shouldn't"
  • mention poison heal gives mandi an immunity to status, which is a main way defensive teams try to whittle it down.(kek sorry aesf, kinda stole your line)

Other Options:
  • mention gale wings brave bird, roost, and defog sounds appealing on paper, but generally is bad because mandi really doesn't hit hard enough with brave bird to warrent having a ability dedicated to it.

checks and counters:
  • mention defiant/competative, as defogging on defiant/competative is a huge issue. and can easily result in your loss.
  • fighting types are good checks, as without brave bird, you really cant do much back to them, even with foul play.
do these and you get your

2/3 qc approval.
 

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