Mandibuzz

rs

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Taken over from Max
QC: Kl4ng / Lcass4919 / -Grim
GP: Haund / The Dutch Plumberjack

[OVERVIEW]

With great mixed defensive stats as well as a fantastic defensive typing, Mandibuzz finds it place as one of the best Defoggers in the metagame. Furthermore, with a great movepool, decent Speed for a defensive Pokemon, and access to greater abilities than its original ones such as Poison Heal, Delta Stream, and Prankster, it's one tough Pokemon to bring down overall. As for its movepool, it has a wide variety of support moves such as Taunt, Defog, Knock Off, and Whirlwind. However, Mandibuzz has a Stealth Rock weakness, cutting a fourth of its health lost each time it switches in, which is is pretty crippling for a Defogger. It's also worth mentioning that while Mandibuzz is a Taunt user, its also susceptible to Taunt itself, considering that the majority of its movesets won't have attacking moves. Lastly, its offensive stats are pretty lackluster, which is detrimental considering that the metagame mostly revolves around offensive playstyles.

[SET]
name: Physically Defensive
move 1: Roost
move 2: Foul Play / Knock Off
move 3: Taunt / Whirlwind
move 4: Defog / Toxic
item: Toxic Orb / Leftovers
ability: Poison Heal / Magic Bounce / Intimidate / Prankster
nature: Bold / Impish
evs: 248 HP / 216 Def / 44 Spe

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

Roost is an obligatory recovery move to keep walling Pokemon that can only 3HKO Mandibuzz. Foul Play is the optimal choice for an attacking move on a physically defensive Mandibuzz; with it, Mandibuzz is guaranteed 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 and physical attackers. Do not run Foul Play in conjunction with Intimidate, though, as it's counterproductive. Taunt is the preferred option due to its several uses, including preventing boosting and recovery, allowing Mandibuzz to slowly taking down its foes. Whirlwind is a good alternative if Mandibuzz is running Knock Off; this way, Mandibuzz will be able to still force out physical sweepers. Defog removes entry hazards from both sides of the fields, benefiting both Mandibuzz's teammates and itself with absence of Stealth Rock. Toxic is a way to slowly beat several walls or special attackers that take little damage from any of Mandibuzz attacking moves, such as Cresselia. Toxic is a generally inferior choice, however, because of the omnipresence of Poison Heal among the walls of this metagame.

Set Details
========

Mandibuzz's Defense EVs allow it to maximize its overall physical bulk to take physical attackers better. 248 HP allows Mandibuzz to switch into Stealth Rock five times, and 44 Speed EVs allow Mandibuzz to outspeed uninvested Suicune, Taunt it, and eventually win beat it one-on-one with Knock Off. They also allow Mandibuzz to phaze a Suicune using Roar with Whirlwind as well as outspeeding neutral-natured Cresselia. If you are not interested in outspeeding these two Pokemon, just move the Speed EVs to Defense while investing the leftover EVs into Special Defense. A balanced spread with investment in both defenses is not good; Pokemon just hit too hard in AAA, and a mixed EV spread will leave Mandibuzz unable to switch in on anything important. Poison Heal is the ability of choice so that Mandibuzz exploits its amazing recovery every turn and also makes it immune to other statuses once the Toxic Orb activates. Magic Bounce is an alternative ability that still allows Mandibuzz to avoid status, Taunt, and entry hazards at the same time, sending all of these back to the opponent. Intimidate is another great ability for being a better switch-in to physical attackers, although Mandibuzz misses recovery from Poison Heal, which is generally better to have. Prankster is also an option, as it gives priority to all of Mandibuzz's non-attacking moves. A Bold nature is supposed to be used alongside Foul Play, while an Impish one should be run along with Knock Off. Toxic Orb activates Poison Heal, but Leftovers can be used to provide valuable passive recovery if Mandibuzz is running Intimidate or Prankster.

Usage Tips
========

Pokemon that Mandibuzz can easily switch in on and later force out or KO with the suggested spread include Aegislash, Doublade, Skarmory, Snorlax, Mega Metagross, non-Choice Band Genesect, Suicune, and Mega Gyarados. Avoid Knock Off before getting poisoned when running Poison Heal. On the other hand, Mandibuzz should absorb Knock Off after acquiring its status, as it will take little damage from it and Toxic Orb will no longer be needed. However, 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 shut down any chances of setting up entry hazards again, while Taunt and Toxic beat defensive Pokemon without Poison Heal. If it can switch in on the turn the foe sets up Stealth Rock with Magic Bounce, thus without taking damage, Mandibuzz will be able to avoid several 2HKOs later on the match. Try the best you can to switch in Mandibuzz on minimally threatening attacks so that it can start to wear down the opposing team. While Magic Bounce can be used to reflect back both enemy hazards and status moves, be on the lookout for the common Mold Breaker is common. Defiant and Competitive wielders are rather uncommon, but most of them are Pokemon with a Mega Evolution, such as Metagross and Ampharos, so think twice about Defogging when you see one of them. An Intimidate set can be used to switch in on a predicted Swords Dance or Dragon Dance to mitigate the boost, giving the foe a hard time having a solid damage output. However, Mandibuzz running Intimidate is vulnerable to all forms of status, so try to prevent them with Taunt whenever its possible. On the other hand, feel free to switch in on physical attacks even when Mandibuzz has been worn down a bit when running Intimidate.


Team Options
========

Balanced teams appreciate Mandibuzz's ease on dealing with setup sweepers. Stall teams also like Mandibuzz's entry hazard removal and support moves such as Knock Off and Taunt. These teams really appreciate Magic Bounce's capability of sending Taunt, status moves, and hazards back to the foe. This set is quite vulnerable to Fairies, so Pokemon such as Heatran that have good defensive synergy with Mandibuzz are appreciated. If not using Defog, always pair Mandibuzz with a Pokemon that can remove hazards, such as Skarmory or Mew. Special walls such as Chansey are Mandibuzz's best friends. Pokemon weak to Stealth Rock such as Staraptor and Braviary would make good use of Mandibuzz's hazard removal capabilities. Clerics such as Chansey and Umbreon are crucial teammates, especially paired with the Intimidate set, when Mandibuzz can't avoid status moves; however, note that a cleric is not as needed when running Poison Heal. Unaware Pokemon such as Cresselia are great options to deal with Defog and Competitive users that take advantage of Defog's evasion drop. Specially defensive Pokemon that struggle to deal with physical attackers such as Chansey 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 / Prankster
nature: Careful / Calm
evs: 248 HP / 216 SpD / 44 Spe

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

Roost is Mandibuzz's fantastic and reliable recovery move. Knock Off is the preferred 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 moves, giving Mandibuzz the edge over walls and setup sweepers. Whirlwind is a good option to accumulate entry hazard damage and check setup sweepers. Defog is a great move to remove hazards if your team needs them off the field, while Toxic is a must-have to slowly beats walls if your team already has ways around hazards.

Set Details
========

Delta Stream is the preferred 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 Rock is on the field. Prankster is also an option because it gives priority to all of Mandibuzz's non-attacking moves. The given EVs focus on Special Defense because Delta Stream cancels out three of Mandibuzz's weaknesses, two of which are mostly specially oriented, namely Electric and Ice. The Speed EVs allow Mandibuzz to outspeed Suicune and possibly phaze it before it can Roar out Mandibuzz. A Careful nature is preferred to use alongside Knock Off, while a Calm nature is better when you're using Foul Play.

Usage Tips
========

Mandibuzz has three fewer weaknesses with Delta Stream so it doesn't need to fear common STAB moves such as Thunderbolt. Note that Delta Stream does not mitigate the Stealth Rock weakness, as entry hazard damage goes before ability activation. If your Mandibuzz wields Volt Absorb, try to switch it in on an opposing Volt Switch, as gaining momentum is valuable. Watch out for Defiant or Competitive users, as they can be quite a pain if you allow them to get +2 off a Defog.

Team Options
========

Teams lacking a Thunder Wave and Volt Switch immunity would find it good to run Mandibuzz. Pokemon weak to Stealth Rock such as Zapdos, Staraptor, and Braviary are good teammates, as they appreciate Stealth Rock gone. Fighting-types Pokemon give this set more trouble due to its lack of physically defensive investment, so Cresselia, Doublade, and Aegislash are fantastic teammates in order to patch up this weakness. Pokemon running Unaware such as Suicune are great options to deal with Pokemon that get a boost from the Defog Evasion drop with Defiant and Competitive.

[STRATEGY COMMENTS]
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 it has already many ways to handle setup sweepers. Brave Bird offers a way to check Fighting-types in general, such as Heracross. Magic Guard is also useful for absorbing status and being immune to Stealth Rock, but Zapdos is a better Magic Guard user 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. On any of the sets but Poison Heal, Rocky Helmet can be run, but Mandibuzz will be more pressured to use Roost often due to having no passive recovery.

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

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

**Pixilate and Refrigerate**: Pixiliate and Refrigerate allow several threats that Mandibuzz would otherwise shut down to inflict severe damage on it.

**Status**: Without Poison Heal or Magic Bounce, Mandibuzz's effectiveness is extremely hindered while it's burned or poisoned, making it setup fodder to pretty much any relevant physical threat.

**Taunt**: Taunt is Mandibuzz's nightmare when it's not running Magic Bounce, and Mold Breaker allows Taunt users to go even through that. Taunt also prevents Mandibuzz from using Roost and Defog, allowing some Pokemon to easily beat Mandibuzz. Most Taunt users have enough bulk to take a few Foul Plays as well.

**Fighting-types**: Fighting-types such as Heracross and Lucario are great checks to non-Brave Bird Mandibuzz sets, as Mandibuzz can't do much back to them, even with Foul Play.

**Defiant or Competitive users**: Defiant or Competitive users such as Metagross and Ampharos can switch in on a Defog and get an easy +2 boost, which obviously threatens Mandibuzz.
 
Last edited:

Grim

The Ghost
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Any changes would be subjective here I guess and no one else seems to have something to say, so might as well get this over with. 3/3.
 
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amcheck to the rescue (kinda)

blue for changes
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[OVERVIEW]

With great defensive stats on both sides mixed defensive stats as well as a fantastic defensive typing, Mandibuzz makes it marks its place as one of the best Defoggers in the metagame. It's not just its Defenses and typing that make it great; (asc) With a great movepool, decent Speed for a defensive Pokemon, and access to greater more abilities than its original ones such as Poison Heal, Delta Stream (rcm) and Prankster, it's one tough Pokemon to bring down overall. As for its movepool, it has a wide variety of support moves such as Taunt, Defog, Knock Off (rcm) and Whirlwind.

[separate paragraph]

Though While it does have some great qualities, there are some weaknesses to offset those. it has its fair share of weaknesses. (that sentence was pretty off) It has, (acm) for one, it does have a Stealth Rock weakness, which, as a Defogger a fourth of its health lost each time switching in, (acm) is pretty crucial. It's also worth mentioning that while Mandibuzz is a Taunt user, its it's also susceptible to Taunt itself considering that a majority of the its moveset won't be attacking moves. As for its offensive stats, they're pretty lackluster, which is crucial considering that the metagame mostly revolves around the an offensive playstyle.

[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 / Prankster
item: Toxic Orb / Leftovers
nature: Bold / Impish
evs: 248 HP / 216 Def / 46 Spe


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

Roost is an 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 (redundant) 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 in conjunction with Intimidate though, as it's counter productive. Taunt is the preferred option due to its several uses, including negating boosting and recovery, allowing Mandibuzz to slowly taking whittle (Mandibuzz does not punch holes) down its foes. Whirlwind is a good option if you are running Knock Off; this way, you still force out physical sweepers. Defog removes hazards 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 It is, however, a less suboptimal choice however because of the omnipresence of Poison Heal within the walls of this metagame.

Set Details
========

Mandibuzz's 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. By extension, may outspeed a Suicune using also outspeed its 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 exploits its amazing recovery every turn and also makes it immune to other statuses once the Toxic Orb activates. 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. Intimidate is another great ability for being a better switch in to Physical Attackers; (asc) although you miss recovery from Poison Heal, that's great against everything. Prankster is also an option as it allows priority on all of Mandibuzz's non-attacking moves, which is often useful. can be important a lot of the time. 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, while Leftovers is valuable passive recovery for both last Abilities options. any other ability.

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. Try to avoid absorbing Knock Off before getting poisoned when running Poison Heal. Mandibuzz can absorb Knock Off after acquiring its status (rcm) while running Poison Heal; Knock Off won't do jack much 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 Pokemon without Poison Heal. If you can switch in on the turn the opponent sets up Stealth Rock (without taking damage), Mandibuzz will be able to avoid several 2HKOs later in the match. Try the best you can your best to switch in on minimally threatening weaker attacks, so you can start to wear down the opposing team. Magic Bounce can be used to reflect back both enemy hazards and status moves, though Mold Breaker is common so be on the lookout for moves that can bypass Magic Bounce. Defiant and Competitive wielders are rather uncommon, but most are all pre-Mega evolutions, such as Metagross and Ampharos, so but still think twice about Defogging. Intimidate set can be used to switch in on an incoming Swords Dance or Dragon Dance to mitigate its boost, giving the opponent a hard time having to have a solid power output. Mandibuzz running Intimidate is also vulnerable to every single form of status, so try to avoid it with Taunt whenever its possible. However, feel free to switch in on physical attacks even when you've been worn down a bit when running Intimidate.


Team Options
========

Balanced teams appreciate Mandibuzz's ease on dealing ability to deal with setup sweepers. Stall teams also like Mandibuzz hazard removal packed with support moves like Knock Off and Taunt. These teams really appreciate Magic Bounce's capabilities of sending back to its user Taunt, Status and Hazards, but this set is quite prone to Fairies. Heatran formes a good defensive synergy with Mandibuzz. If not using Defog, always pair Mandibuzz with a Pokemon that can remove hazards, such as Skarmory or Mew. Special walls such as Chansey are Mandibuzz's best friends. However, 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 such as Staraptor and Braviary would make good use of Mandibuzz's hazard removal capabilities. A cleric is a crucial teammate, especially paired with the Intimidate set where Mandibuzz can't avoid status moves. Clerics such as Chansey and Umbreon would mitigate this 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 Chansey 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 / Prankster
nature: Careful / Calm
evs: 248 HP / 216 SpD / 46 Spe

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

Roost is Mandibuzz's fantastic and reliable recovery move. Knock Off is the preferred 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 setup 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 beat walls, if your team already has ways around hazards.

Set Details
========

Delta Stream is the preferred option in order to mitigate Mandibuzz's 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 on the field. Prankster is also an option as another ability as it allows priority on all of Mandibuzz's non-attacking moves, which can be important a lot of the time. very useful. 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); (asc) 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. A Careful nature is preferred to use alongside Knock Off, while a Calm nature is better when used with Foul Play.

Usage Tips
========

Mandibuzz has two new neutral types with Delta Stream so now you don't need to fear common STABs such as Thunderbolt. Note that Delta Stream does not mitigate the Stealth Rock weakness, as hazard damage goes before ability activation. If your Mandibuzz wields Volt Absorb, try to switch in on an opposing Volt Switch, as gaining momentum is valuable. Watch for Defiant or Competitive users, as they can be quite a pain if you allow them to get +2 off of a Defog.

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, Staraptor, or Braviary Fighting-type Pokemon give this set more trouble due to its Specially Defensive spread.) what? Cresselia, Doublade, or Aegislash are fantastic teammates in order to patch up this weakness. Pokemon running Unaware such as Suicune are fantastic option to deal against Pokemon that get a boost from the Defog Evasion drop with Defiant and Competitive.

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 setup sweepers. Brave Bird offers a way to check Fighting-types in general, such as Heracross. Magic Guard is also useful for absorbing status and being immune to Stealth Rock, but Zapdos is a better Magic Guard user 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 Poison Heal, Rocky Helmet can be run, but Mandibuzz will be more pressured to use Roost often due to having no passive recovery.

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

** Fairy-types **: They are the ultimate counter to Mandibuzz, countering every single one of its attacks and inflicting hard heavy damage on to the bird. Things that come to mind include Mega-Diancie and Mega-Altaria, especially the former, which who 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's effectiveness is extremely hindered while burned statused, making it set up fodder to pretty much any relevant physical threat.

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

**Fighting-types**: Fighting-types such as Heracross and Lucario are great checks against non-Brave Bird Mandibuzz sets, as Mandibuzz can't do much back to them, even with Foul Play.

**Defiant / Competitive users**: Defiant or Competitive users such as Metagross and Ampharos can switch in on a Defog and get an easy +2 boost, which obviously easily threatens Mandibuzz.


incomplete, will continue
this is way too long and has so many edits

edit: done
 
Last edited:
add remove comments
i changed she/her to it/its, but since mandibuzz is 100% female you can keep them if you use them consistently
[OVERVIEW]

With great mixed defensive stats stats on both sides as well as a fantastic defensive typing, Mandibuzz makes finds it place as one of the best Defoggers in the metagame. It's not just its Defenses and typing that make it great. Furthermore, with a great movepool, decent Speed for a defensive Pokemon, and access to greater abilities than its original ones such as Poison Heal, Delta Stream, and Prankster, it's one tough Pokemon to bring down overall. As for its movepool, it has a wide variety of support moves such as Taunt, Defog, Knock Off, and Whirlwind. Though it does have some great qualities, there are some weaknesses to offset those. For one, it However, Mandibuzz does have a Stealth Rock weakness, which as a Defogger cutting a fourth of its health lost each time switching it switches in, (AC) which is is pretty crucial for a Defogger. It's also worth mentioning that while Mandibuzz is a Taunt user, its also susceptible to Taunt itself, (AC) considering that a the majority of its the movesets won't be have attacking moves. As for its offensive stats, they're pretty lackluster, which is crucial considering that the metagame mostly revolves around the offensive playstyle.

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

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

Roost is an 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 physically defensive Mandibuzz one; with it, you are Mandibuzz is granted to beat a good number of physical attackers in the metagame. Knock Off is another fantastic option, (RC) and a good way to cripple both special attackers and physical attackers. Do not run Foul Play in conjunction with Intimidate, (AC) though, as it's counterproductive (no space). Taunt is the preferred option due to its several uses, including negating preventing boosting and recovery, allowing Mandibuzz to slowly taking down its foes. Whirlwind is a good alternative option (differentiation) if you are Mandibuzz is running Knock Off; this way, you Mandibuzz will be able still force out physical sweepers. Defog removes entry hazards from both sides of the fields, benefiting her its teammates and itself 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, (AC) however, (AC) because of the omnipresence of Poison Heal within among the walls of this metagame.

Set Details
========

Mandibuzz's Defense EVs are needed focused for a set using Foul Play (how's this relevant? If it means that thet EVs are needed to better take physical hits to then use foul play, I don't really think it should be mentioned because Foul Play doesn't seem to be the main reason to use this set, and it's also the second move on the set, even more so. I'd just mention how the EVs maximize Mandibuzz's bulk and allow it to take on most physical attackers), to take physical attackers better. 248 HP is a Stealth Rock number (I'd like to expand this to "allows Mandibuzz to switch into Stealth Rock five times" but it isn't really necessary. Up to you), and 46 Speed EVs allows Mandibuzz to outspeed uninvested Suicune, Taunt it, and eventually winning the 1v1 with Knock Off. You may They allow Mandibuzz to outspeed a Suicune using Roar with Whirlwind as well as Cresselia (maybe specify neutral-natured Cresselia or whatever it is? Just so the reading flow is slightly better) , it and 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 with investment in both defenses is not good; Pokemon just hit too hard in AAA, and a mixed balanced EV spreads will just leave you Mandibuzz unable to switch in on anything important. Poison Heal is the ability of choice so that Mandibuzz exploits its it's amazing recovery every turn and also makes it immune to other statuses once the Toxic Orb activates. Magic Bounce is an alternative another ability that still allows you Mandibuzz to avoid status, Taunt, and entry 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 Mandibuzz misses recovery from Poison Heal, that's great against everything (um what? maybe "which is generally better to have?"). Prankster is also an option, (AC) as it allows gives priority on to all of Mandibuzz's non-attacking moves, which can be important a lot of the time. A Bold nature is supposed to be used alongside with Foul Play, while an Impish one, (RC) should be run along with Knock Off. 0 IVs in Attack could also be considered exploited to maximize Foul Play's power. Toxic Orb activates Poison Heal, but Leftovers can be used to is provide valuable passive recovery if Mandibuzz is running Intimidate or Prankster for both last Abilities options.

Usage Tips
========

Pokemon that Mandibuzz can easily switch in on and later force out or KO with the suggested spread include Aegislash, Doublade, Skarmory, Snorlax, Mega Metagross, non-Choice (add hyphen) Band Genesect, Suicune, (AC) and Mega Gyarados, to mention a few, while later being able to KO / force out these Pokemon. Try to avoid absorbing Knock Off before getting poisoned when running Poison Heal. On the other hand, Mandibuzz can (or even "should"?) absorb Knock Off after acquiring its status, as it will take little damage from it and Toxic Orb will no longer be needed ,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 entry hazards again, while Taunt and Toxic beats defensive mons Pokemon without Poison Heal. If you it can switch in on the turn the opponent foe sets up Stealth Rock, thus without taking damage, (without taking damage), Mandibuzz will be able to avoid several 2HKOs later on the match (Not sure what you mean, I assume this refers to the Magic Bounce set, otherwise it doesn't make sense to say "later in the match" because this implies Mandibuzz switches in and out more than once or twice, unless you plan on playing the whole game with Mandibuzz only. Possible solutions: 1. specify that Mandibuzz is running Magic Bounce, which allows it to Bounce Stealth Rock, without which 2HKOs are turned into 3HKOs [or generally being able to better switch multiple times], 2. specify that if Mandibuzz manages to switch in the same turn the foe uses Stealth Rock it will most likely not be 2HKOed by common Stealth Rock setters, 3. reword it completely and clarify what you mean [my suggestion], 4. delete it). Try the best you can to switch in Mandibuzz on minimally threatening attacks, so you that it can start to wear down the opposing team. Magic Bounce can be used to reflect back both enemy hazards and status moves, though Mold Breaker is common so be on the lookout for moves that can bypass Magic Bounce. Defiant and Competitive wielders are rather uncommon, but most are all of them are Pokemon with a Mega Evolution pre-mega evolutions, such as Metagross and Ampharos, so think twice about Defogging when you see one of them. Intimidate set can be used to switch in on an incoming predicted (you don't really switch into them, you switch in when they are being used the same turn) Swords Dance or Dragon Dance to mitigate its the boost, giving the foe opponent a hard time having a solid power output. However, Mandibuzz running Intimidate is also vulnerable to every single form of status, so try to avoid them it with Taunt whenever its possible. However, feel free to switch in on physical attacks even when you've Mandibuzz has been worn down a bit when running Intimidate.


Team Options
========

Balanced teams appreciate Mandibuzz's ease on dealing with setup (no space) sweepers. Stall teams also like Mandibuzz's entry hazards removal packed with support moves like such as Knock Off and Taunt. These teams really appreciate Magic Bounce's capabilityies of sending back Taunt, status moves, and hazards back to the foe to its user Taunt, Status and Hazards. This set is quite prone to Fairies, (AC) so Pokemon such as Heatran that formes a have good defensive synergy with Mandibuzz are appreciated. If not using Defog, always pair Mandibuzz with a Pokemon that can remove hazards, such as Skarmory or Mew. Special walls such as Chansey are Mandibuzz's best friends. 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 such as Staraptor and Braviary would make good use of Mandibuzz's hazard removal capabilities. A cleric Clerics such as Chansey and Umbreon are is a crucial teammates, especially paired with the Intimidate set, (AC) where when Mandibuzz can't avoid status moves; (SC) Clerics such as Chansey and Umbreon would mitigate this weakness. however, note that a cleric is not as needed when running Poison Heal Mandibuzz. Unaware wielding Pokemon, (RC) such as Cresselia, (RC) are great options to deal with Defog and Competitive users Pokemon that take advantage of abuses of Defog's evasion drop. Specially defensive (I assume?) Pokemon that struggle to deal with physical attackers such as Chansey 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 / Prankster
nature: Careful / Calm
evs: 248 HP / 216 SpD / 46 Spe

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

Roost is Mandibuzz's fantastic and reliable recovery move. Knock Off is the preferred 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 moves, giving Mandibuzz the edge over walls and setup (no space) sweepers. Whirlwind is a good option to accumulate entry hazard damage and check setup (no space) sweepers. Defog is a great move to remove hazards, (RC) if your team needs them off the field, while Toxic is a must-have to slowly beats walls, if your team already has ways around hazards.

Set Details
========

Delta Stream is the preferred 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 is are in the field. Prankster is also an option as another ability as because it allows gives priority to on all of Mandibuzz's non-attacking moves, which can be important a lot of the time. The given EVs focuses on Special Defense due to, while using Delta Stream, because Mandibuzz is being able to mitigate 3 three of its weaknesses while Delta Stream is active, 2 with two of them being mostly specially offensive, namely Electric and Ice 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. A Careful nature is preferred to use alongside Knock Off, while a Calm nature is better when used with Foul Play.

Usage Tips
========

Mandibuzz has two new neutral types with Delta Stream so it doesn't now you don't need to fear common STABs moves such as Thunderbolt. Note that Delta Stream does not mitigate the Stealth Rock weakness, as entry hazard damage goes before ability activation. If your Mandibuzz wields Volt Absorb, try to switch it in on an opposing Volt Switch, as gaining momentum is valuable. Watch out for Defiant or Competitive users, as they can be quite a pain if you allow them to get +2 off of a Defog.

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, Staraptor, and or Braviary (uhm this sentence is not complete) Fighting-types Pokemon give this set more trouble due to its specially defensive spread, so Cresselia, Doublade, or Aegislash are fantastic teammates in order to patch up this weakness. Pokemon running Unaware such as Suicune are great fantastic options to deal against Pokemon that get a boost from the Defog Evasion drop with Defiant and Competitive.

[STRATEGY COMMENTS]
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 it has already many ways to handle setup sweepers Set Up. Brave Bird offers a way to check Fighting-types in general, such as Heracross. Magic Guard is also useful for absorbing status and being immune to Stealth Rock, but Zapdos is a better Magic Guard user 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 Poison Heal, Rocky Helmet can be run, but Mandibuzz will be more pressured to use Roost often due to having no passive recovery.

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

** Fairy-types **: They Fairy-types are the ultimate counter to Mandibuzz, countering resisting every single of its attacks and inflicting hard damage on it the bird. Things Pokemon that come to mind include Mega Diancie and Mega Altaria (no hyphens), especially the former, which can't be affected by neither Whirlwind nor Toxic.

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

**Status**: Without Poison Heal or Magic Bounce, Mandibuzz's effectiveness is extremely hindered while burned or poisoned (I guess?), making it setup (no space) fodder to pretty much any relevant physical threat.

**Taunt**: Taunt is Mandibuzz's nightmare when not running Magic Bounce, although Mold Breaker allows Taunt users to go through that. Taunt also prevents it from using Roost Disallows its recovery and Defog, allowing some Pokemon to easily beat Mandibuzz. Most Taunt users have enough bulk to take a few Foul Plays as well.

**Fighting-types**: Fighting-types such as Heracross and Lucario are great checks to against non-Brave Bird Mandibuzz sets, as Mandibuzz can't do much back to them, even with Foul Play.

**Defiant / or Competitive users**: Defiant or Competitive users such as Metagross and Ampharos can switch in on a Defog and get an easy +2 boost, which obviously threatens Mandibuzz.

will take a look at the amcheck tomorrow, kinda tired now
1/2


went over only over a few things because most of the stuff is pretty clear either in the check above or in the grammar standards
[OVERVIEW]

With great defensive stats on both sides mixed defensive stats as well as a fantastic defensive typing, Mandibuzz makes it marks its place as one of the best Defoggers in the metagame. It's not just its Defenses and typing that make it great; (asc) With a great movepool, decent Speed for a defensive Pokemon, and access to greater more abilities than its original ones (No, the writer wants to hihglight how Mandibuzz has access to new abilities that are superior to the ones it originally has, not simply the fact that it has access to more. Also this is AAA so technically it has accesso to... almost any ability?)such as Poison Heal, Delta Stream (rcm) (Smogon uses the serial comma, so the comma in a list such as x, y, and z is necessary. This applies to all similar changes) and Prankster, it's one tough Pokemon to bring down overall. As for its movepool, it has a wide variety of support moves such as Taunt, Defog, Knock Off (rcm) and Whirlwind.

[separate paragraph]

Though While it does have some great qualities, there are some weaknesses to offset those. it has its fair share of weaknesses. (that sentence was pretty off) (Fluff, can be cut entirely) It has, (acm) for one, it does have a Stealth Rock weakness, which, as a Defogger a fourth of its health lost each time switching in, (acm) is pretty crucial. It's also worth mentioning that while Mandibuzz is a Taunt user, its it's also susceptible to Taunt itself considering that a majority of the its moveset won't be attacking moves. As for its offensive stats, they're pretty lackluster, which is crucial considering that the metagame mostly revolves around the an offensive playstyle.

[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 / Prankster
item: Toxic Orb / Leftovers
nature: Bold / Impish
evs: 248 HP / 216 Def / 46 Spe


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

Roost is an 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 (redundant) 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 in conjunction with Intimidate though, as it's counter productive. Taunt is the preferred option due to its several uses, including negating boosting and recovery, allowing Mandibuzz to slowly taking whittle (Mandibuzz does not punch holes) (No but "take down" is rather generic so it can be used here, especially if the op specified "slowly") down its foes. Whirlwind is a good option if you are running Knock Off; this way, you still force out physical sweepers. Defog removes hazards 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 It is, however, a less suboptimal choice however because of the omnipresence of Poison Heal within the walls of this metagame.

Set Details
========

Mandibuzz's 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. By extension, may outspeed a Suicune using also outspeed its 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 exploits its amazing recovery every turn and also makes it immune to other statuses once the Toxic Orb activates. 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. Intimidate is another great ability for being a better switch in to Physical Attackers; (asc) although you miss recovery from Poison Heal, that's great against everything. Prankster is also an option as it allows priority on all of Mandibuzz's non-attacking moves, which is often useful. can be important a lot of the time. 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, while Leftovers is valuable passive recovery for both last Abilities options. any other ability.

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. Try to avoid absorbing Knock Off before getting poisoned when running Poison Heal. Mandibuzz can absorb Knock Off after acquiring its status (rcm) while running Poison Heal; Knock Off won't do jack much 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 Pokemon without Poison Heal. If you can switch in on the turn the opponent sets up Stealth Rock (without taking damage), Mandibuzz will be able to avoid several 2HKOs later in the match. Try the best you can your best to switch in on minimally threatening weaker attacks, so you can start to wear down the opposing team. Magic Bounce can be used to reflect back both enemy hazards and status moves, though Mold Breaker is common so be on the lookout for moves that can bypass Magic Bounce. (I'd rather keep it because this is "Usage Tips", and the tip in this case is exactly the party you deleted) Defiant and Competitive wielders are rather uncommon, but most are all pre-Mega evolutions, such as Metagross and Ampharos, so but still think twice about Defogging. Intimidate set can be used to switch in on an incoming Swords Dance or Dragon Dance to mitigate its boost, giving the opponent a hard time having to have a solid power output. Mandibuzz running Intimidate is also vulnerable to every single form of status, so try to avoid it with Taunt whenever its possible. However, feel free to switch in on physical attacks even when you've been worn down a bit when running Intimidate.


Team Options
========

Balanced teams appreciate Mandibuzz's ease on dealing ability to deal with setup sweepers. Stall teams also like Mandibuzz hazard removal packed with support moves like Knock Off and Taunt. These teams really appreciate Magic Bounce's capabilities of sending back to its user Taunt, Status and Hazards, but this set is quite prone to Fairies. Heatran formes a good defensive synergy with Mandibuzz. If not using Defog, always pair Mandibuzz with a Pokemon that can remove hazards, such as Skarmory or Mew. Special walls such as Chansey are Mandibuzz's best friends. However, 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 such as Staraptor and Braviary would make good use of Mandibuzz's hazard removal capabilities. A cleric is a crucial teammate, especially paired with the Intimidate set where Mandibuzz can't avoid status moves. Clerics such as Chansey and Umbreon would mitigate this 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 Chansey 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 / Prankster
nature: Careful / Calm
evs: 248 HP / 216 SpD / 46 Spe

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

Roost is Mandibuzz's fantastic and reliable recovery move. Knock Off is the preferred 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 setup 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 beat walls, if your team already has ways around hazards.

Set Details
========

Delta Stream is the preferred option in order to mitigate Mandibuzz's 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 on the field. Prankster is also an option as another ability as it allows priority on all of Mandibuzz's non-attacking moves, which can be important a lot of the time. very useful. 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); (asc) 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. A Careful nature is preferred to use alongside Knock Off, while a Calm nature is better when used with Foul Play.

Usage Tips
========

Mandibuzz has two new neutral types with Delta Stream so now you don't need to fear common STABs such as Thunderbolt. Note that Delta Stream does not mitigate the Stealth Rock weakness, as hazard damage goes before ability activation. If your Mandibuzz wields Volt Absorb, try to switch in on an opposing Volt Switch, as gaining momentum is valuable. Watch for Defiant or Competitive users, as they can be quite a pain if you allow them to get +2 off of a Defog.

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, Staraptor, or Braviary Fighting-type Pokemon give this set more trouble due to its Specially Defensive spread.) what? Cresselia, Doublade, or Aegislash are fantastic teammates in order to patch up this weakness. Pokemon running Unaware such as Suicune are fantastic option to deal against Pokemon that get a boost from the Defog Evasion drop with Defiant and Competitive.

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 setup sweepers. Brave Bird offers a way to check Fighting-types in general, such as Heracross. Magic Guard is also useful for absorbing status and being immune to Stealth Rock, but Zapdos is a better Magic Guard user 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 Poison Heal, Rocky Helmet can be run, but Mandibuzz will be more pressured to use Roost often due to having no passive recovery.

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

** Fairy-types **: They are the ultimate counter to Mandibuzz, countering every single one of its attacks and inflicting hard heavy damage on to the bird. Things that come to mind include Mega-Diancie and Mega-Altaria, especially the former, which who 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's effectiveness is extremely hindered while burned statused, making it set up fodder to pretty much any relevant physical threat.

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

**Fighting-types**: Fighting-types such as Heracross and Lucario are great checks against non-Brave Bird Mandibuzz sets, as Mandibuzz can't do much back to them, even with Foul Play.

**Defiant / Competitive users**: Defiant or Competitive users such as Metagross and Ampharos can switch in on a Defog and get an easy +2 boost, which obviously easily threatens Mandibuzz.
 
Last edited:

Lumari

empty spaces
is a Site Content Manageris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator Alumnus
TFP Leader
implement with reply button please !_!

remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[OVERVIEW]

With great mixed defensive stats stats as well as a fantastic defensive typing, Mandibuzz finds it place as one of the best Defoggers in the metagame. Furthermore, with a great movepool, decent Speed for a defensive Pokemon, and access to greater abilities than its original ones such as Poison Heal, Delta Stream, and Prankster, it's one tough Pokemon to bring down overall. As for its movepool, it has a wide variety of support moves such as Taunt, Defog, Knock Off, and Whirlwind. However, Mandibuzz does have has a Stealth Rock weakness, cutting a fourth of its health lost each time it switches in, which is is pretty crucial crippling for a Defogger. It's also worth mentioning that while Mandibuzz is a Taunt user, its also susceptible to Taunt itself, considering that the majority of its movesets won't have attacking moves. As for its offensive stats, they're Lastly, its offensive stats are pretty lackluster, which is crucial detrimental (or a more appropriate word, but it has to be negative) considering that the metagame mostly revolves around the offensive playstyles.

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

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

Roost is an 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 an attacking move (I guess?) on a physically defensive Mandibuzz; with it, Mandibuzz is granted guaranteed 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 and physical attackers. Do not run Foul Play in conjunction with Intimidate, though, as it's counterproductive. Taunt is the preferred option due to its several uses, including preventing boosting and recovery, allowing Mandibuzz to slowly taking down its foes. Whirlwind is a good alternative if Mandibuzz is running Knock Off; this way, Mandibuzz will be able to still force out physical sweepers. Defog removes entry hazards from both sides of the fields, benefiting its both Mandibuzz's teammates and itself from the with absence of Stealth Rock. Toxic is a way to slowly beat several walls or special attackers that take little damage from any of Mandibuzz attacking moves, such as Cresselia. Toxic is a less optimal generally inferior ("optimal" = "as good as possible in the given circumstances", so "most optimal" and "less optimal" don't really make sense) choice, however, because of the omnipresence of Poison Heal among the walls of this metagame.

Set Details
========

Mandibuzz's Defense EVs allow it to maximize its overall physical bulk to take physical attackers better. 248 HP is a Stealth Rock number, which allows Mandibuzz to switch into Stealth Rock five times, (this is actually correct, wow :> refreshing, incorrect SR number usage in analyses is too damn high) and 46 Speed EVs allow Mandibuzz to outspeed uninvested Suicune, Taunt it, and eventually win the 1v1 beat it one-on-one with Knock Off. They also allow Mandibuzz to outspeed phaze a Suicune using Roar with Whirlwind as well as neutral-natured Cresselia. (double check content please, made this change bc "outspeed with Whirlwind" makes no sense but I might've butchered some things re. Cresselia) If you are not interested in outspeeding these two Pokemon, (AC) just merge move the Speed EVs to Defense (RC) while giving investing the leftovers EVs into Special Defense. A balanced spread with investment in both defenses is not good; Pokemon just hit too hard in AAA, and a mixed EV spread will just leave Mandibuzz unable to switch in on anything important. Poison Heal is the ability of choice so that Mandibuzz exploits its amazing recovery every turn and also makes it immune to other statuses once the Toxic Orb activates. Magic Bounce is an alternative ability that still allows Mandibuzz to avoid status, Taunt, and entry hazards at the same time, sending all of these back to the opponent. Intimidate is another great ability for being a better switch-in (AH) to physical attackers, although Mandibuzz misses recovery from Poison Heal, which is generally better to have. Prankster is also an option, as it gives priority to all of Mandibuzz's non-attacking moves, which can be important a lot of the time. A Bold nature is supposed to be used alongside Foul Play, while an Impish one should be run along with Knock Off. 0 IVs in Attack could also be considered to maximize Foul Play's power. (standard for anything not running physical moves + it doesn't affect FP's power anyways) Toxic Orb activates Poison Heal, but Leftovers can be used to provide valuable passive recovery if Mandibuzz is running Intimidate or Prankster.

Usage Tips
========

Pokemon that Mandibuzz can easily switch in on and later force out or KO with the suggested spread include Aegislash, Doublade, Skarmory, Snorlax, Mega Metagross, non-Choice Band Genesect, Suicune, and Mega Gyarados. Try to Avoid (lil bit stronger seems fine imo) absorbing Knock Off before getting poisoned when running Poison Heal. On the other hand, Mandibuzz should absorb Knock Off after acquiring its status, as it will take little damage from it and Toxic Orb will no longer be needed. However, (AC) 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 shut down any chances of setting up entry hazards again, while Taunt and Toxic beat defensive mons Pokemon without Poison Heal. If it can switch in on the turn the foe sets up Stealth Rock with Magic Bounce, thus without taking damage, Mandibuzz will be able to avoid several 2HKOs later on the match. Try the best you can to switch in Mandibuzz on minimally threatening attacks (RC) so that it can start to wear down the opposing team. While Magic Bounce can be used to reflect back both enemy hazards and status moves, though be on the lookout for the common Mold Breaker is common so be on the lookout for moves that can bypass Magic Bounce. Defiant and Competitive wielders are rather uncommon, but most of them are Pokemon with a Mega Evolution, such as Metagross and Ampharos, so think twice about Defogging when you see one of them. An Intimidate set can be used to switch in on a predicted Swords Dance or Dragon Dance to mitigate the boost, giving the foe a hard time having a solid power damage output. However, Mandibuzz running Intimidate is vulnerable to every single form all forms of status, so try to avoid prevent them with Taunt whenever its possible. However On the other hand, feel free to switch in on physical attacks even when Mandibuzz has been worn down a bit when running Intimidate.


Team Options
========

Balanced teams appreciate Mandibuzz's ease on dealing with setup sweepers. Stall teams also like Mandibuzz's entry hazards removal packed with and support moves such as Knock Off and Taunt. These teams really appreciate Magic Bounce's capability of sending Taunt, status moves, and hazards back to the foe. This set is quite prone vulnerable to Fairies, so Pokemon such as Heatran that have good defensive synergy with Mandibuzz are appreciated. If not using Defog, always pair Mandibuzz with a Pokemon that can remove hazards, such as Skarmory or Mew. Special walls such as Chansey are Mandibuzz's best friends. If 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. (this sort of doesn't make sense + "outlast" would rather be used for foes, not teammates) Pokemon weak to Stealth Rock such as Staraptor and Braviary would make good use of Mandibuzz's hazard removal capabilities. Clerics such as Chansey and Umbreon are crucial teammates, especially paired with the Intimidate set, when Mandibuzz can't avoid status moves; however, note that a cleric is not as needed when running Poison Heal. Unaware Pokemon such as Cresselia are great options to deal with Defog and Competitive users that take advantage of of Defog's evasion drop. Specially defensive Pokemon that struggle to deal with physical attackers such as Chansey 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 / Prankster
nature: Careful / Calm
evs: 248 HP / 216 SpD / 46 Spe

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

Roost is Mandibuzz's fantastic and reliable recovery move. Knock Off is the preferred 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 moves, giving Mandibuzz the edge over walls and setup sweepers. Whirlwind is a good option to accumulate entry hazard damage and check setup sweepers. Defog is a great move to remove hazards if your team needs them off the field, while Toxic is a must-have to slowly beats walls (RC) if your team already has ways around hazards.

Set Details
========

Delta Stream is the preferred 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 is are in on the field. Prankster is also an option as another ability because it gives priority to all of Mandibuzz's non-attacking moves, which can be important a lot of the time. The given EVs focus on Special Defense because Delta Stream cancels out three of Mandibuzz's is able to mitigate three of its weaknesses while Delta Stream is active, with two of them being which are mostly specially offensive oriented, namely Electric and Ice. The Speed EVs allow Mandibuzz to outspeed Suicune and possibly Whirlwind phaze it before it can Roar out Mandibuzz. A Careful nature is preferred to use alongside Knock Off, while a Calm nature is better when used with you're using Foul Play.

Usage Tips
========

Mandibuzz has two new neutral types fewer weaknesses (and it's three, so I might be missing something here) with Delta Stream so it doesn't need to fear common STAB moves such as Thunderbolt. Note that Delta Stream does not mitigate the Stealth Rock weakness, as entry hazard damage goes before ability activation. If your Mandibuzz wields Volt Absorb, try to switch it in on an opposing Volt Switch, as gaining momentum is valuable. Watch out for Defiant or Competitive users, as they can be quite a pain if you allow them to get +2 off of a Defog.

Team Options
========

Teams lacking a Thunder Wave and Volt Switch immunity would find it good to run Mandibuzz. Pokemon weak to Stealth Rock such as Zapdos, Staraptor, and Braviary are good teammates, (AC) as they appreciate Stealth Rock being down gone. (AP) Fighting-types Pokemon give this set more trouble due to its specially defensive spread lack of physically defensive investment, so Cresselia, Doublade, or and Aegislash are fantastic teammates in order to patch up this weakness. Pokemon running Unaware such as Suicune are great options to deal against with Pokemon that get a boost from the Defog Evasion drop with Defiant and Competitive.

[STRATEGY COMMENTS]
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 it has already many ways to handle setup sweepers. Brave Bird offers a way to check Fighting-types in general, such as Heracross. Magic Guard is also useful for absorbing status and being immune to Stealth Rock, but Zapdos is a better Magic Guard user 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 On any of the sets but Poison Heal, Rocky Helmet can be run, but Mandibuzz will be more pressured to use Roost often due to having no passive recovery.

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

** Fairy-types **: Fairy-types are the ultimate counter to Mandibuzz, resisting every single of its attacks and inflicting hard damage on it. Pokemon that come to mind include Mega Diancie and Mega Altaria (no hyphens), especially the former, which can't be affected by neither Whirlwind nor Toxic.

**Pixilate and Refrigerate**: Pixiliate and Refrigerate allow several threats that Mandibuzz would otherwise shut down to inflict severe damage on it.

**Status**: Without Poison Heal or Magic Bounce, Mandibuzz's effectiveness is extremely hindered while it's burned or poisoned, making it setup fodder to pretty much any relevant physical threat.

**Taunt**: Taunt is Mandibuzz's nightmare when it's not running Magic Bounce, although and Mold Breaker allows Taunt users to go even through that. Taunt also prevents it Mandibuzz from using Roost and Defog, allowing some Pokemon to easily beat Mandibuzz. Most Taunt users have enough bulk to take a few Foul Plays as well.

**Fighting-types**: Fighting-types such as Heracross and Lucario are great checks to non-Brave Bird Mandibuzz sets, as Mandibuzz can't do much back to them, even with Foul Play.

**Defiant or Competitive users**: Defiant or Competitive users such as Metagross and Ampharos can switch in on a Defog and get an easy +2 boost, which obviously threatens Mandibuzz.
 
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