OU Manectric

CoolStoryBrobat

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QC: Plus, Fuzznip, PK Gaming
GP: Wyvern56, Kingler12345
Overview
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Meet Manectric, a unique Electric-type Pokemon that has a number of outstanding features that allow it to stand out in the Overused environment. Manectric enters the metagame with its Mega Evolution possessing a blistering fast base 135 Speed stat—outspeeding the entire unboosted metagame barring Deoxys-S, Mega Alakazam, and Mega Aerodactyl—as well as an excellent ability in Intimidate. On top of this, it has access to Fire-type coverage moves in Overheat and Flamethrower at its disposal, differentiating it from other Electric-types. With Intimidate, Mega Manectric is able to support its team by weakening physical attackers, making it easier to get your own threats in and obtain momentum. It can further support its team by checking Pokemon such as Scizor, Talonflame, Thundurus, and Togekiss with ease, thanks to its paralysis immunity and resistances to Steel-, Electric-, and Flying-type attacks. Said resistances in addition to its ability also allow it to shrug off priority attacks, giving your team a solid answer to very common threats. However, Mega Manectric is not without its faults, as it has to work with subpar 70 / 80 / 80 bulk, a lack of recovery, the fact almost all of its main special attacks were nerfed, and a narrow movepool that makes it a very predictable Pokemon. On top of this, it occupies your team's Mega Slot and generally has a lower damage output than most attackers, especially for a Mega Evolution. But don't let these flaws discourage you; Mega Manectric is very effective if you can play to its advantages, as it offers incredible offensive utility and support for your team.

Special Attacker
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name: Special Attacker
move 1: Thunderbolt
move 2: Volt Switch
move 3: Overheat
move 4: Hidden Power Ice
ability: Lightning Rod
item: Manectite
evs: 4 Def / 252 SpA / 252 Spe
nature: Timid

Moves
========

The move selection is very simple and straightforward; Mega Manectric doesn't have much else to work with, though it has everything it needs to be effective. Thunderbolt is the main Electric-type STAB move of choice for attacking, and Volt Switch is also mandatory in order to gain momentum. Hidden Power Ice has excellent coverage alongside Thunderbolt, and is Manectric's only option to keep it from being bait for Ground- and Dragon-types such as Landorus, Garchomp, and Dragonite. Overheat has a significant amount of power, enough to OHKO common Steel-types such as Excadrill, Lucario, and Ferrothorn.

Set Details
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A Timid nature maximizes Mega Manectric's Speed, letting it hit 405 Speed after Mega Evolution and outpace neutral-natured base 85 Speed Pokemon and below at +1 Speed, such as Adamant Dragonite and Gyarados. A Modest nature can be used, but it isn't recommended, as this puts Mega Manectric at 369 Speed, which allows it to be outsped by positive-natured base 120 Speed Pokemon and above, such as Alakazam and Greninja. Overheat is optimal despite the subsequent power drop it inflicts, as Mega Manectric will often be switching in and out due to the hit-and-run nature of the set, and having the guaranteed OHKO on certain threats that Flamethrower can't achieve is too important to pass up.

Usage Tips
========

Mega Manectric works best as a hit-and-run attacker during the early- and mid-game phases with Intimidate and Volt Switch, and acts better as a cleaner late-game with its base 135 Speed and excellent coverage. With this in mind, one can use the support tactic of bringing Mega Manectric in on a physical attacker it actually can't beat, such as Tyranitar, just to get off Intimidate, and then switch back to one's primary check for the attacker in order to soften the blow it will take. However, make sure to count the cost of switching Mega Manectric in, as it is easily worn down between entry hazards and attacks even after Intimidate due to it having no form of reliable recovery. Be advised that due to Hidden Power's nerf, even Pokemon 4x weak to Ice such as Garchomp are going to need a bit of prior damage before they can be KOed by it reliably, so play conservatively with Mega Manectric until you're in a position with which to take the upper hand either by picking off a weakened foe or getting in an attacker on a weakened threat.

Team Options
========

Due to its sole weakness to Ground, partners that resist or are immune to Ground-type attacks are effective and easy to pair along with Mega Manectric. Landorus-T for instance can help it by forming a dual-Intimidate VoltTurn core, while setting up Stealth Rock to help weaken foes. Mega Manectric hates dealing with hazards of all kinds due to how easily it is worn down, so partners with Rapid Spin or Defog, such as Starmie, Mandibuzz, Latias, and Scizor, all work effectively to keep the field clear. Mega Manectric has issues with all special walls and numerous Assault Vest users, so Pokemon who can beat them by hitting their weaker Defense make for effective partners. Pokemon such as Scizor and Talonflame are examples of hard-hitting physical attackers, both of which can form a VoltTurn core with Mega Manectric.

Other Options
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Due to Mega Manectric's shallow movepool, it doesn't have too many other options it can use without being hampered in some way. Flamethrower can be used instead of Overheat if you want a more reliable Fire-type move, but its power will often fall short on getting much-needed KOs. Hidden Power Grass can be used in order to beat Gastrodon and Quagsire, but Mega Manectric loses out on hitting several more relevant threats in OU. Charge Beam can be used to boost Mega Manectric's Special Attack stat, but it will have to give up an important coverage move or the ability to gain momentum with Volt Switch. The boost from Charge Beam in itself is also unreliable and at times can end up costing you a vital turn. Electric Terrain is another option, as it offers a more reliable boost to Mega Manectric, but it only applies to Electric moves. It does have the potential to help grounded teammates by keeping them from being put to sleep, but the move's utility is situational at best, and just as with Charge Beam, Mega Manectric has to lose out on either important coverage options or the ability to gain momentum.

Checks & Counters
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**Special Walls**: Chansey and Blissey stop Mega Manectric in its tracks as they take pitiful damage from any of its attacks and can heal with either Wish or Soft-Boiled, or inflict status on an incoming teammate. Tyranitar's incredible special bulk thanks to the boost it gets from sand allows it to survive any hit and hit back reasonably hard, even allowing it to trap Mega Manectric with Pursuit as it Volt Switches out. Rotom-H is a hard counter to Mega Manectric, as it resists its entire moveset and can hit it hard with Overheat, use Volt Switch to get the momentum advantage, or inflict status. Specially defensive Heatran can not only switch in on Overheat and get a free boost from Flash Fire, but it can stomach Thunderbolt very easily and either set up Stealth Rock or hit hard with a boosted Fire-type move.

**Ground-types**: Quagsire and Gastrodon wall Mega Manectric if it lacks Hidden Power Grass. Even physically defensive Hippowdon can survive a Hidden Power Ice and KO back with Earthquake. Mamoswine resists Hidden Power Ice and has a neutrality to Overheat thanks to Thick Fat; however, Overheat still 2HKOes it, so it's a shaky check at best if it ends up switching in on a Fire-type move.

**Dragon-types**: Goodra, even without an Assault Vest, is able to stomach a Hidden Power Ice very easily and inflict massive damage. Dragons not 4x weak to Hidden Power Ice, such as Mega Charizard X, Mega Ampharos and Kyurem-B, can take a Hidden Power Ice and deal serious blows in return. Mega Charizard X is notably dangerous for being able to use Mega Manectric as setup bait.

**Mega Venusaur**: Thanks to its ability Thick Fat and its tremendous bulk, Mega Venusaur is able to switch in even on Overheat or Hidden Power Ice with ease, giving it a free turn to use Sleep Powder or Leech Seed while eventually forcing Mega Manectric out in the process.

**Choice Scarf users**: Most Choice Scarf users, examples being Garchomp or Terrakion, can revenge kill Mega Manectric with ease, especially if it's been weakened beforehand.

**Passive Damage**: Given its hit-and-run nature and no recovery, Mega Manectric gets worn down easily by all forms of entry hazards. Burn and poison status can also put it on a timer, though this can at least be somewhat offset by switching out frequently.
 
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CoolStoryBrobat

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Not sure if there's much else to be added, but can someone peep over this and tell me if I'm ready for QC on this?
 
Just a little thing but Tyranitar might want to be added to the checks & counters seeing as the best Manectric can do is a 5HKO;
252 SpA Mega Manectric Thunderbolt vs. 252 HP / 252 SpD Tyranitar in Sand: 81-96 (20 - 23.7%) -- guaranteed 5HKO.

Aside from that, Manectric is a fairly mediocre mega due to it's relatively low 130 SpA but being an electric type (and therefore immune to thunder wave) and being able to check Talonflame relatively well due to intimidate if need be is also decent as well and worth a mention;
-1 252+ Atk Life Orb Talonflame Brave Bird vs. 0 HP / 0 Def Mega Manectric: 82-97 (29.1 - 34.5%) -- 8% chance to 3HKO


Aside from that, it's a pretty nice analysis. Might want to beef up some things here and there but overall very nice job Brobat!
 
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CoolStoryBrobat

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Just a little thing but Tyranitar might want to be added to the checks & counters seeing as the best Manectric can do is a 5HKO at best;
252 SpA Mega Manectric Thunderbolt vs. 252 HP / 252 SpD Tyranitar in Sand: 81-96 (20 - 23.7%) -- guaranteed 5HKO.

Aside from that, Manectric is a fairly mediocre mega due to it's relatively low 130 SpA but being an electric type (and therefore immune to thunder wave) and being able to check Talonflame relatively well due to intimidate if need be is also decent as well and worth a mention;
-1 252+ Atk Life Orb Talonflame Brave Bird vs. 0 HP / 0 Def Mega Manectric: 82-97 (29.1 - 34.5%) -- 8% chance to 3HKO


Aside from that, it's a pretty nice analysis. Might want to beef up some things here and there but overall very nice job Brobat!
Thanks, man. I'll slip that in right away
 

Shroomisaur

Smogon's fantastical fun-guy.
Aside from that, Manectric is a fairly mediocre mega due to it's relatively low 130 SpA
135 SpA, actually. You're right, Mega Manectric's not exactly powerful without an item boost, but its incredible speed and the utility of Volt Switch+Intimidate shouldn't be underestimated.

  • Overheat has significantly more power than Flamethrower for netting KOs, but Flamethrower is the preferred option because the sharp loss of Special Attack forces Manectric to switch out
You should probably mention exactly what these KOs are, because they're pretty important. Overheat guarantees OHKOs on Excadrill (that's the biggest one) while Flamethrower can't KO, and also guarantees OHKOs of Lucario and Ferrothorn while Flamethrower only has a chance to OHKO. However, it's just as important to note (as you already have) that Overheat is unreliable and really hurts Manectric's ability to sweep by forcing it out.
 
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135 SpA, actually. You're right, Mega Manectric's not exactly powerful without an item boost, but its incredible speed and the utility of Volt Switch+Intimidate shouldn't be underestimated.
My mistake, but the point still stands, due to the mediocrity of it's stats overall, it lacks the speed to contend with scarfers and the power to contend with wallbreakers, therefore making it a jack of all trades master of none kind of pokemon, one destined for lower tier supremacy but certainly not being able to match with the 'big boys' in the OU metagame.
 

CoolStoryBrobat

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135 SpA, actually. You're right, Mega Manectric's not exactly powerful without an item boost, but its incredible speed and the utility of Volt Switch+Intimidate shouldn't be underestimated.


You should probably mention exactly what these KOs are, because they're pretty important. Overheat guarantees OHKOs on Excadrill (that's the biggest one) and Skarmory while Flamethrower can't KO, and also guarantees OHKOs of Lucario and Ferrothorn while Flamethrower only has a chance to OHKO. However, it's just as important to note (as you already have) that Overheat is unreliable and really hurts Manectric's ability to sweep by forcing it out.
Thanks, I'll put that in. I honestly didn't know which KOs were missed in specific. Much appreciated
 
A few suggestions:
  • Mention somewhere that Mega Manectric is one of the most resistant offensive Pokemon to priority. Mega Manectric has Intimidate + resistance to Scizor's Bullet Punch and Talonflame's Brave Bird + no priority weakness. Also remove the mention of priority beating Mega Manectric; that's such a copout thing to say that isn't even applicable here.
  • Talk more about how Mega Manectric can utilize Intimidate for itself and the team rather than just saying "it softens up blows" (because that's obvious). An example of what I mean is comments along the line of:
    • Landorus-T can help it by forming a dual-Intimidate Volt-Turn core, and setting Stealth Rock to help it weaken foes"
  • I don't think a Choiced set is even worth mentioning. As you have said, it's completely outclassed by a bunch of other Electric-types, and just using Mega Manectric is more effective.
  • Electric Terrain should be mentioned in OO as it's the only way Manectric can boost its power (besides Charge Beam), and has the added benefit of potentially helping other Electric-type partners and avoiding Sleep. Of course, it's OO because Electric Terrain only gives you a +1 boost, and said +1 boost only applies to Electric-type attacks.
  • Mention that Manectric is very predictable where you say its offensive movepool is shallow.
:toast:
 

CoolStoryBrobat

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A few suggestions:
  • Mention somewhere that Mega Manectric is one of the most resistant offensive Pokemon to priority. Mega Manectric has Intimidate + resistance to Scizor's Bullet Punch and Talonflame's Brave Bird + no priority weakness. Also remove the mention of priority beating Mega Manectric; that's such a copout thing to say that isn't even applicable here.
  • Talk more about how Mega Manectric can utilize Intimidate for itself and the team rather than just saying "it softens up blows" (because that's obvious). An example of what I mean is comments along the line of:
    • Landorus-T can help it by forming a dual-Intimidate Volt-Turn core, and setting Stealth Rock to help it weaken foes"
  • I don't think a Choiced set is even worth mentioning. As you have said, it's completely outclassed by a bunch of other Electric-types, and just using Mega Manectric is more effective.
  • Electric Terrain should be mentioned in OO as it's the only way Manectric can boost its power (besides Charge Beam), and has the added benefit of potentially helping other Electric-type partners and avoiding Sleep. Of course, it's OO because Electric Terrain only gives you a +1 boost, and said +1 boost only applies to Electric-type attacks.
  • Mention that Manectric is very predictable where you say its offensive movepool is shallow.
:toast:
Thank you very much. Duly noted, and changes have been added. We ready for QC?
 

Ash Borer

I've heard they're short of room in hell
NO need to mention skarmory when detailing overheat, thunderbolt does the job regardless. Also, I fail to see why you want to give Genesect an attack boost. Ice beam at +1 has no chance of killing mega Manectric, however overheat demolishes it. Scarf genesect will be clicking u-turn regardless of boosts when staring down Manectric. Immunity to paralysis, and electric, steel and flying resistances make manectric a pretty good Thundurus-I, togekiss, and jirachi switch in, idk if that's worth mentioning though.
 
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CoolStoryBrobat

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NO need to mention skarmory when detailing overheat, thunderbolt does the job regardless. Also, I fail to see why you want to give Genesect an attack boost. Ice beam at +1 has no chance of killing mega Manectric, however overheat demolishes it. Scarf genesect will be clicking u-turn regardless of boosts when staring down Manectric. Immunity to paralysis, and electric, steel and flying resistances make manectric a pretty good Thundurus-I, togekiss, and jirachi switch in, idk if that's worth mentioning though.
Thank you. I added your suggestions in as well as added Mamoswine to the threat list since I just remembered how solid of a check it is. I think I just about covered what needs to be covered, so I'll prep this for QC
 

PK Gaming

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You could stand to shorten that overview a bit. No point in mentioning it has a Mega Evolution, or things like Lightningrod granting it a boost in power before it mega evolves. Just state what's necessary.
Competes for a team slot with Thundurus and Jolteon, who don't occupy your Mega slot
It doesn't really compete with either of these Electric-types (especially the latter, who is mediocre in standard anyway). Since Manectric is effectively Mega Manectric in OU, it's best to refer it as such in the analysis. The fact that it takes up a Mega Slot IS a downside though, and it has to Mega Evolve before it can make use out of Intimidate and the extra Speed.
Fairly mediocre Mega Evolution overall due to having only a base 135 SpA stat to work with
Mega Manectric is not mediocre, but it is weak. I'd reword this sentence to: Mega Manectric has a comparatively lower damage output than most Pokemon. In the overview, mention that despite being unremarkable offensively, it's provides you with a ton of utility; it's high Speed and Intimidate allow it to check plenty of Pokemon.

Overheat > Flamethrower. You said it yourself, you need the boost in power to OHKO Excadrill, Lucario and Ferrothorn. Don't even slash Flamethrower.
This Pokemon has issues with almost all special walls and a number of Assault Vest users, so Pokemon who are able to beat them by hitting their weaker physical Defense work effectively
Such as...? Scizor works great here. Not only does can it beat most Special Walls, it also forms a Volturn combo with Manectric.
 

CoolStoryBrobat

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You could stand to shorten that overview a bit. No point in mentioning it has a Mega Evolution, or things like Lightningrod granting it a boost in power before it mega evolves. Just state what's necessary.

It doesn't really compete with either of these Electric-types (especially the latter, who is mediocre in standard anyway). Since Manectric is effectively Mega Manectric in OU, it's best to refer it as such in the analysis. The fact that it takes up a Mega Slot IS a downside though, and it has to Mega Evolve before it can make use out of Intimidate and the extra Speed.

Mega Manectric is not mediocre, but it is weak. I'd reword this sentence to: Mega Manectric has a comparatively lower damage output than most Pokemon. In the overview, mention that despite being unremarkable offensively, it's provides you with a ton of utility; it's high Speed and Intimidate allow it to check plenty of Pokemon.

Overheat > Flamethrower. You said it yourself, you need the boost in power to OHKO Excadrill, Lucario and Ferrothorn. Don't even slash Flamethrower.

Such as...? Scizor works great here. Not only does can it beat most Special Walls, it also forms a Volturn combo with Manectric.
Alright, I've applied all your suggestions bar the Flamethrower < Overheat one. The only issue I have with this is that it isn't hard to get the prior damage on these Pokemon to put them into Flamethrower's KO range, and Overheat can cost you serious amounts of momentum, especially if you overpredict using it. I'm kind of on the fence about its reliability vs. its power
 

PK Gaming

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252 SpA Mega Manectric Flamethrower vs. 4 HP / 0 SpD Excadrill: 288-340 (79.55 - 93.92%) -- guaranteed 2HKO after Stealth Rock
That's quite a bit more than just a "little prior damage", especially when you take its Stealth Rock resistant into account, and the potential for leftovers. Overheat also does a lot better against bulky Excadrill, but that's besides the point. The drop in SpA isn't that big of a deal because Mega Manectric is not a sweeper. It should played as a Pokemon that constantly switches in & out of play to make ends needs. It'll rarely stay on the field for more than 1-2 turns.

EDIT: I forgot to mention that Flamethrower does crap damage to most Grass-types.
EDIT2: Sure.
 

CoolStoryBrobat

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That's quite a bit more than just a "little prior damage", especially when you take its Stealth Rock resistant into account, and the potential for leftovers. Overheat also does a lot better against bulky Excadrill, but that's besides the point. The drop in SpA isn't that big of a deal because Mega Manectric is not a sweeper. It should played as a Pokemon that constantly switches in & out of play to make ends needs. It'll rarely stay on the field for more than 1-2 turns.
Fair enough then. Would it at least be worthwhile to put Flamethrower as a mention in OO?
 
Switch move 3 and 4, Overheat should be listed first.

Move the Def EVs to the front like so: 4 Def / 252 SpA / 252 Spe

Mention that Hidden Power Ice specifically prevents Manectric from being bait for Landorus and mainly Dragon-types such as Garchomp and Dragonite.

It's probably useful to mention in the Usage Tips that you can bring in Manectric against a physical attacker that it actually can't beat and then switch back out to your check/counter to said Pokemon, easing up the blow that you might take. Mention this specific kind of support tactic.

Remove cleric support in the team options, that's not necessary. Manectric isn't hindered significantly by status, as it's immune to the only one that could hamper its effectiveness (paralysis), whereas it's not staying in often for poison or burn damage to take much of a toll.

QC 2/3
 
Hey I use subitudee, volt switch,flamethrower, and t bolt. The sub,make manectric last longer and deal more damage to,other pokes with his high speed.also HP ice is ok but not good and I use a defense swapert with ice puch and scald to burn the ground types or other psycal attacker that threat to,manectric.also I use sp def roseade for gastrodown and qusaire.also I also I sweep few teams with this poke
 
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i think that flamethrower should be slashed in with overheat :/

252 SpA Alakazam Flamethrower vs. 252 HP / 208 SpD Ferrothorn: 300-356 (85.22 - 101.13%) -- 87.5% chance to OHKO after Spikes
252 SpA Alakazam Flamethrower vs. 4 HP / 0 SpD Lucario: 272-320 (96.45 - 113.47%) -- 93.75% chance to OHKO after Stealth Rock
252 SpA Alakazam Flamethrower vs. 4 HP / 0 SpD Excadrill: 288-340 (79.55 - 93.92%) -- 43.75% chance to OHKO after Spikes

im not saying it should be slashed before it (although i wouldnt mind), because getting the KO on these pokemon with no hazard support is nice, but i found using hazards are pretty much a necessity with mega manectric anyway as it has no way to boost its damage output. the main reason i like flamethrower is because it allows you to continue a sweep, while the -2 on overheat forces you out. while the calc on excadrill is ofc the biggest concern, excadrill will often be in to spin hazards away, meaning that it will already have suffered damage from them. failing that, there's a good chance it has already taken LO recoil as well.

before anyone asks, yes i did bump the BP down to 90 for the calcs
 
There are a few small issues I have with the overview (not QC but I've written a lot of overviews if that counts)

Meet Manectric, a Pokemon who has never seen the light of OU since the generation it was introduced.
This doesn't say anything about Manectric's function as a Pokemon, and it implies it is still bad to be honest. Its meh status in previous generations is unrelated to how it does now. Also, this generation is a generation after it was introduced, which really devalues it.

But don't let these flaws discourage you, as Mega Manectric offers incredible offensive utility and support for your team. Use this to your advantage, and Mega Manectric can be a solid addition to your team.
These two sentences are redundant with each other and basically both state that "Manectric is useful if you play it to its advantages," and imo they could be combined or one could be pretty much removed ( the second one really ) I'm not really into concluding sentences like this but that's prolly just me.

Also, more minor, but you mention Hidden Power has been nerfed in the overview too... while this IS true, why not mention how its other moves have been nerfed as well? Maybe just putting it as a collective "special attacks Manectric typically uses" would be more fitting since Overheat, Thunderbolt, and Flamethrower were nerfed too.

EDIT: When I said "a" I meant "one of," not "one," sorry for the confusion :/
 
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CoolStoryBrobat

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There are a few small issues I have with the overview (not QC but I've written a lot of overviews if that counts)



This doesn't say anything about Manectric's function as a Pokemon, and it implies it is still bad to be honest. Its meh status in previous generations is unrelated to how it does now. Also, this generation is a generation after it was introduced, which really devalues it.



These two sentences are redundant with each other and basically both state that "Manectric is useful if you play it to its advantages," and imo they could be combined or one could be pretty much removed ( the second one really ) I'm not really into concluding sentences like this but that's prolly just me.

Also, more minor, but you mention Hidden Power has been nerfed in the overview too... while this IS true, why not mention how its other moves have been nerfed as well? Maybe just putting it as a collective "special attacks Manectric typically uses" would be more fitting since Overheat, Thunderbolt, and Flamethrower were nerfed too.
Alright, duly noted, and I tweaked up all the parts you listed. I actually forgot Thunderbolt, Flamethrower, and Overheat got nerfed this generation when I wrote this (No idea how I let myself forget). And Manectric was actually introduced in Gen 3, which was part of the focus on how I had it written before, though I have now taken that part out.
 

Minus

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Overview
########

Meet Manectric, a unique Electric-type Pokemon that has a number of outstanding features that allow it to stand out in the OverUsed environment. Manectric enters the metagame with its Mega Evolution, possessing a blistering fast base 135 Speed statoutspeeding the entire unboosted metagame barring Deoxys, Mega Alakazam, and Mega Aerodactyland an excellent ability in Intimidate. On top of this, it has access to moves such as Overheat and Flamethrower at its disposal to differentiate it from other Electric-types. With Intimidate, Mega Manectric is able to support its team by weakening a physical attacker, making it easier for you to obtain momentum to get your own threats in and obtain momentum with ease. It further supports its team by checking annoying Pokemon such as Jirachi, Thundurus, and Togekiss with ease, thanks to its paralysis immunity and resistances to Steel, Electric, and Flying attacks. These same resistances and its ability also allow it to shrug off priority attacks, giving your team a solid answer to threats such as Talonflame and Scizor. However, Mega Manectric is not without its faults, as it has to work with sub-par 70/80/80 bulk, a lack of recovery, the fact almost all of its main special attacks were nerfed, and a narrow movepool that makes it a very predictable Pokemon. On top of this, it occupies your team's Mega Slot, and generally has a weaker damage output than most attackers, especially for a Mega Evolution. But don't let these flaws discourage you; Mega Manectric is very effective if you can play to its advantages, as it offers incredible offensive utility and support for your team.

Special Attacker
########
name: Special Attacker
move 1: Thunderbolt
move 2: Volt Switch
move 3: Overheat
move 4: Hidden Power Ice
ability: Lightning Rod
item: Manectite
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

Moves
========

The move selection is very simple and straightforward; given Mega Manectric doesn't have much else to work with, though it has everything it needs to be effective: Thunderbolt is your the main Electric-type STAB of choice for attacking, while Volt Switch is also mandatory in order to gain momentum on the foe. Hidden Power Ice has excellent coverage alongside Thunderbolt, and is Manectric's only option to keep it from being bait for Pokemon such as Landorus and Dragon-types such as Garchomp and Dragonite. Overheat has a significant amount of power, enough to actually OHKO Excadrill, Lucario, and Ferrothorn. while having a landing a guaranteed OHKO on Lucario and Ferrothorn.

Set Details
========

Timid nature maximizes Mega Manectric's Speed, hitting 405 Speed after Mega Evolution, outpacing neutral-natured base 85 Speed Pokemon and below at +1 Speed, such as Adamant Dragonite or Gyarados after a Dragon Dance. Modest nature can be used but it isn't recommended, as this puts it at 369 Speed, allowing it to be outsped by positive-natured base 120 Speed Pokemon and above, such as Alakazam and Greninja. Overheat is optimal despite the subsequent power drop it inflicts due to the fact because Mega Manectric will often be switching in and out due to the hit-and-run nature of the set, and having the guaranteed OHKO on certain threats that Flamethrower couldn't achieve is too important to pass up. 4 EVs are put into Defense to ensure Genesect receives a Special Attack boost from its Download ability. This is preferred because Mega Manectric would prefer to take a +1 special attack from Genesect and be able to KO back rather than take a +1 STAB U-Turn that leaves it missing a large chunk of its HP while giving the opponent an opportunity to bring in a threat safely.

Usage Tips
========

Mega Manectric works best as a hit-and-run attacker during the early and mid-game phases with Intimidate and Volt Switch, acting better as a cleaner late-game with its base 135 Speed and excellent coverage. With this in mind, one can use the support tactic of bringing it Mega Manectric in on a physical attacker it actually can't beat, such as Tyrantar Tyranitar, just to get off Intimidate, and [immediately switch out to your primary counter to it just to soften the blow it will take upon switching in] (This sounds really weird and I don't know how to fix it...). However, make sure to count the cost when you switch Mega Manectric in, because it is easily worn down between entry hazards and attacks even after Intimidate, and it has no form of viable recovery. Also be advised that due to Hidden Power's nerf, even Pokemon 4x weak to Ice such as Garchomp are going to need a bit of prior damage before they can be KOed reliably by it.(comma) Sso play conservatively with Mega Manectric until you're in a position with which to take the upper hand either by picking off a weakened foe or getting in an attacker on a weakened threat.

Team Options
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Due to its sole weakness to Ground, partners who resist or are immune to Ground attacks are effective and easy to pair along with Mega Manectric. Landorus-T for instance, can help it by forming a dual-Intimidate Volt-Turn core while setting up Stealth Rock to help weaken foes. Inversely, Mega Manectric hates dealing with hazards of all kinds due to how easily it is worn down, so partners with Rapid Spin or Defog, such as Starmie, Mandibuzz, Latias, or Scizor all work effectively at keeping the field clear. This Pokemon has issues with all special walls and numerous Assault Vest users, so Pokemon who can beat them by hitting their weaker physical Defense make for effective partners. Pokemon such as Scizor and Talonflame are examples of hard-hitting physical attackers, both of whom can form a Volt-Turn core with Mega Manectric.

Other Options
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Due to Mega Manectric's shallow movepool, it doesn't have a multitude of other options for movesets it can use without being hampered in some way. Flamethrower can be used instead of Overheat if you want a more reliable Fire move, but its power will fall short on getting much-needed KOs on occasion. Hidden Power Grass can be used in order to beat Gastrodon and Quagsire, but you lose out on several more relevant threats in OU. Charge Beam can be used to boost Mega Manectric's Special Attack stat, but you will have to give up an important coverage move or the ability to gain momentum with Volt Switch. The boost from Charge Beam in itself is also unreliable and at times can end up costing you a vital turn. Electric Terrain is another option as it offers a more reliable boost to Mega Manectric, though it only applies to Electric moves. It does have the potential to help grounded teammates by keeping them from being put to sleep, but the move's utility is situational at best, and just as with Charge Beam you have to lose out on important coverage options or the ability to gain momentum.

Checks & Counters
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**Special Walls**: Chansey and Blissey stop it Mega-Manectric in its tracks as they take pitiful damage from any of Mega Manectric's its attacks(comma) and can either heal with Wish or Softboiled, or can inflict status on an incoming teammate. Tyranitar's incredible special bulk thanks to the boost it gets from Sandstorm allows it to survive any hit and hit back reasonably hard, even allowing it to trap you with Pursuit as you Volt Switch out. Rotom-H is a hard counter as it resists your entire moveset and can hit you hard with Overheat, Volt Switch to get the momentum advantage, or inflict status. Specially Defensive Heatran can not only switch in on Overheat and get a free boost from Flash Fire, but it can stomach Thunderbolt very easily and set up Stealth Rock or hit hard with a boosted Fire move.

**Ground-types**: Quagsire and Gastrodon wall Mega Manectric if it lacks Hidden Power Grass. Even Physically Defensive Hippowdon can survive a Hidden Power Ice and KO you back with Earthquake. Mamoswine resists Hidden Power Ice and has a neutrality to Overheat thanks to Thick Fat; however Overheat 2HKOes it, so it's a shaky check at best if it ends up switching in on a Fire-type move.

**Dragon-types**: Goodra, even without an Assault Vest, is able to stomach a Hidden Power Ice very easily and inflict massive damage. Dragons not 4x weak to Hidden Power Ice, such as Hydreigon and Kyurem can take a Hidden Power Ice and deal serious blows in return.

**Choice Scarfers**: Most Choice Scarf users, examples being Garchomp or Genesect, can revenge kill Mega Manectric with ease, especially if it's been weakened beforehand.

**Passive Damage**: Given its hit-and-run nature and no recovery, it gets worn down by Stealth Rock, Spikes, and Toxic Spikes. Burn and Poison status also put it on a timer, though this can at least be offset by switching out frequently.


GP 1/2
Too lazy to get a stamp :P
 
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