LC Mankey

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Overview
########

Mankey has a nice movepool that includes Close Combat, Earthquake, Gunk Shot, the elemental punches, and U-turn. It also has two good abilities, Defiant and Vital Spirit, as well as good base Attack and Speed stats. However, it is quite frail and is outclassed by other common Fighting-types in certain roles; for example, both Mienfoo and Timburr outclass it as a pivot, as they have access to Knock Off to hit Ghost-types and cripple foes. However, Mankey's niche lies in its Choice Scarf set, which can utilize Defiant and a STAB Close Combat to punch holes in opposing teams.

Choice Scarf
########
name: Choice Scarf
move 1: Close Combat
move 2: U-turn
move 3: Earthquake
move 4: Gunk Shot / Ice Punch
ability: Defiant
item: Choice Scarf
evs: 36 HP / 196 Atk / 76 Def / 196 Spe
nature: Jolly / Adamant

Moves
========

Close Combat is Mankey's STAB move of choice, sporting 120 Base Power. U-turn allows Mankey to pivot out of unfavorable matchups and scout, as its damage output can determine whether the foe is running Eviolite or Berry Juice. Earthquake is primarily for hitting Poison-types, such as Trubbish, that can otherwise wall Mankey; it also smacks Chinchou for super effective damage. Gunk Shot hits Fairy-types that resist Mankey's STAB, notably Snubbull, Cottonee, and Spritzee, for super effective damage. Ice Punch provides Mankey with a means of hitting Foongus, which shrugs off Mankey's other attacks.

Set Details
========

The EVs are primarily centered on maximizing Mankey's Attack and Speed and enhancing its capabilities as a physical attacker; the remaining EVs are invested in HP and Defense to boost Mankey's bulk. An Adamant nature allows Mankey to 2HKO both Timburr and Spritzee with Close Combat and Gunk Shot, respectively, and have a decent chance to KO Trubbish after Stealth Rock damage. A Jolly nature can be utilized instead, boosting Mankey's Speed to 17, which allows it to Speed creep Choice Scarf Bunnelby and Modest Choice Scarf Chinchou. Defiant turns Mankey's fear of Sticky Web into something it appreciates, capitalizing on Sticky Web's Speed drop and gaining a +2 Attack boost; it also deters foes from attempting to Defog, which also boosts Mankey's Attack by two stages. Choice Scarf lets Mankey outspeed every unboosted Pokemon in Little Cup and still hit 17 Speed when Sticky Web is in play.

Usage Tips
========

Due to Mankey's frailty, one should be cautious when switching it in, as most moves it doesn't resist will put a large dent in it. Mankey functions best as a late-game cleaner, so bringing it in by slowly pivoting, or simply sacrificing a Pokemon, is preferred.

Team Options
========

Slow pivots, such as Mienfoo and Chinchou, can allow Mankey to switch in safely so it can proceed to threaten the foe with a powerful attack. Knock Off support from the likes of Pawniard and Mienfoo softens up opposing walls, enhancing Mankey's cleaning and revenge killing capabilities. Entry hazard support from the likes of Archen, Tirtouga, and Ferroseed is quite beneficial, as it whittles down the health of Mankey's switch-ins, eventually allowing Mankey to capitalize on their low HP and KO them with one of its coverage moves. Also, opponents will usually attempt to Defog away entry hazards, at which point Mankey can switch in and gain a +2 Attack boost thanks to Defiant. Pokemon that can handle Fairy-, Poison-, and Flying-types have good synergy with Mankey, as they clear away the Pokemon that resist its STAB attack. Tirtouga, Archen, and Ferroseed make great teammates, as the former two can handle Poison- and Flying-types, while the latter can handle Poison- and Fairy-types.

Other Options
########

An itemless set including Acrobatics and Thief can be utilized, giving Mankey a pseudo-Knock Off, as well as a strong 110 Base Power Flying-type move. Vital Spirit is an option, but it can only really check Foongus and even then, Mankey can only 2HKO it after Stealth Rock damage. Encore can cripple support Pokemon and, in tandem with Bulk Up, can provide Mankey with a free turn to set up; Foongus is especially hampered by Encore, as Mankey is immune to Spore if it has its other ability Vital Spirit and can threaten Foongus with Ice Punch. Rock Slide allows Mankey to hit Flying-types and, more importantly, Larvesta for super effective damage. Taunt, combined with Mankey's impressive 17 Speed, can shut down opposing entry hazard leads and support Pokemon, creating free turns and momentum for Mankey and its allies. Night Slash gives Mankey a way to hit Ghost-types so that it doesn't have to switch out every time Gastly or Pumpkaboo switches in.

Checks & Counters
########

**Flying-types **: Flying-types such as Fletchling and Choice Scarf Doduo can effectively revenge kill Mankey, as both can outspeed and hit it with a super effective Flying-type move. Vullaby can also handle Mankey, as it avoids the 2HKO from Close Combat as long as Stealth Rock isn't up.

**Poison-types**: Poison-types such as Croagunk and Trubbish don't mind anything Mankey can throw at them, bar Earthquake, and can hit it with a STAB Sludge Bomb or Gunk Shot, respectively. Foongus is hit neutrally by Earthquake and can avoid the 2HKO from Ice Punch if Stealth Rock isn't up. Koffing completely walls Mankey thanks to Levitate, rendering Earthquake useless against it.

**Psychic-types**: Bulky Psychic-types, notably Slowpoke, can easily handle Mankey, as they're only hit super effectively by U-turn. Slowpoke, due to its handy ability Regenerator, can actually heal off more damage than Jolly Mankey can deal with U-turn; however, Adamant Mankey can outdamage Regenerator's healing capability by one point of HP. Gothita and Wynaut can also switch into any of Mankey's attacks, bar U-turn, and trap it, eventually KOing it with either Psychic or Counter, respectively.

**Fairy-types**: Fairy-types, notably Spritzee, can be quite an issue for Mankey, as although Gunk Shot can 2HKO Spritzee, it can comfortably take any of Mankey's other moves and threaten it with a super effective Fairy-type move. Spritzee also has access to reliable recovery in Wish, letting it repeatedly switch into Mankey's Close Combat, and can OHKO Mankey with Moonblast.

**Ghost-types**: Due to Mankey's lack of a Dark-type move on its main set, Ghost-types can usually switch in with little trouble. Gastly and Frillish, in particular, are large nuisances, as the former is immune to Earthquake and the latter can threaten Mankey with Scald and Will-O-Wisp. Pumpkaboo is also a large threat, as it resist Earthquake and can burn Mankey with Will-O-Wisp.
 
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Choice Scarf:
So I ran a couple calcs and Adamant might be worth a slash. It allows you to 2HKO Timburr and get a guaranteed 2HKO on Spritzee. After rocks, you can also 2HKO Foongus with Ice Punch. It also gives you a 56.3% chance to KO Trubbish after rocks.

Team Options:
I don't really agree with the hazards removal point. It doesn't mind rocks or web at all and it isn't affected by spikes much more than any other pokemon.
Provide teammates that can handle Fairy/Poison/Flying types for Mankey.

Other Options:
Rock Slide is most notably hitting Larvesta; basically no prevalent Flying types resist Fighting anyway.

Check and Counters:
Doduo gets OHKO by Close Combat so only the Choice Scarf varient can check Mankey.
Snubbull isn't a great check because basically all varients are OHKO'd by gunk shot after Mankey gets the defiant boost.
Mienfoo is 2HKO'd so "can easily switch into Mankey's attacks" doesn't really make sense. Timburr can also be 2HKO'd if Mankey is Adamant. Maybe change the section to bulky pokemon in general that can avoid a 2HKO, although there are probably very few with Mankey's coverage and power.
Ghost types in general are annoying because they make Mankey much more cautious to spam Close Combat. Frillish specifically counters the set very well.

Nice job, QC 1/3
 
Overview: Elaborate a little bit in the "Mienfoo outclasses Mankey", add that Mienfoo has access to Knock Off and a better speed and bulk.

Set Details: That EV spread is weird as it gives more EVs than the ones allowed (556 EVs while the ones allowed are only 508), give it a spread of 36 HP / 196 Atk / 76 Def / 196 Spe instead. And I think Adamant deserves to be slashed before Jolly because of the 2HKOs Obvious Power stated and because Mankey hits an even number with Adamant (16 and 24 after the scarf boost) which is usually preferred on Choice Scarfed mons and Mankey will appreciate the Attack boost more than the Speed boost, you can mention that Jolly speedcreeps some Scarf mons like Bunnelby and modest Chinchou.

Team Options: Add to the hazards support part that it also appreciates them because people tend to remove them using Defog letting Mankey w/ Defiant switch on it and get the boost by +2. Also add some examples of teammates that deal with Fairy-, Poison-, and Flying-types (OP said this already but idk why you didn't add some yet).

Other Options: Mention Night Slash as a way to deal with Ghost-types.

Checks and Counters: To be honest I don't find stating that Spritzee not getting OHKOed by Gunk Shot a good statement as it gets 2HKOed by it even without rocks being up so in my opinion it'll be better to say that it can switch into all of Mankey's attacks except Gunk Shot, and mention that it OHKOs Mankey with Moonblast.

Do that and QC 2/3, good job!
 

Corporal Levi

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Choice Scarf:
I don't think Vital Spirit deserves a slash at all. It's pretty much limited to helping Mankey check Foongus; this is great because Foongus is pretty much the best Pokemon in the game, but the problem here is that Mankey loses trying to switch in anyway, even if it comes in on Spore, because Giga Drain usually 2HKOs after Stealth Rock and its healing will usually allow Foongus to win with around 9 HP to spare, more than enough for Foongus to easily recover off the damage later in the match with Regenerator. Keeping Ice Punch is fine because it's useful for hitting Foongus on the switch, but Vital Spirit is pretty pointless because Mankey can't switch in on Foongus and expect to win. Remove Vital Spirit from Set Details and Usage Tips accordingly.

Team Options:
Give examples for the last two points. Archen, Tirtouga and Ferroseed can all set up Stealth Rock; Tirtouga can additionally check Flying-types and provide Knock Off support, Ferroseed can check Fairy- and Poison-types, and Archen can check Poison- and Flying-types and provide Knock Off and U-Turn support.

Other Options:
Add Vital Spirit here and explain why it's not worth using.
Mention that Close Combat outdamages Rock Slide against most Flying-types.

Checks and Counters:
Rock Slide isn't relevant to how well Fletchling and Doduo check Mankey, considering how Close Combat outdamages Rock Slide. Just say that they can effectively revenge-kill Mankey. Add Vullaby here and mention that it can avoid the 2HKO from Close Combat if Stealth Rock isn't up.
Add a Poison-type section. Mention that Croagunk and Trubbish don't mind anything Mankey has to offer except for Earthquake, Foongus can comfortably and repeatedly switch into Ice Punch-less Mankey and can avoid the 2HKO from Adamant Ice Punch before Stealth Rock or Jolly Ice Punch after Stealth Rock as well, and Koffing completely walls Mankey.
Add a Psychic-type section. Mention that Slowpoke can easily withstand Mankey's attacks, with Adamant Mankey's U-Turn only outdamaging Regenerator by one point and Jolly Mankey's U-Turn actually being outhealed by one point, and everything else of course hitting for even less damage. Mention that Gothita and Wynaut can force Mankey to perpetually U-Turn until they're gone, as otherwise, Mankey will be trapped and revenge-killed.
Add Pumpkaboo to the list of Ghost-types. Mention that Mankey can still hit Gastly and Pumpkaboo hard with Ice Punch, although bulky Pumpkaboo can usually avoid the 2HKO.

QC 3/3
 

doomsday doink

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Choice Scarf:
I don't think Vital Spirit deserves a slash at all. It's pretty much limited to helping Mankey check Foongus; this is great because Foongus is pretty much the best Pokemon in the game, but the problem here is that Mankey loses trying to switch in anyway, even if it comes in on Spore, because Giga Drain usually 2HKOs after Stealth Rock and its healing will usually allow Foongus to win with around 9 HP to spare, more than enough for Foongus to easily recover off the damage later in the match with Regenerator. Keeping Ice Punch is fine because it's useful for hitting Foongus on the switch, but Vital Spirit is pretty pointless because Mankey can't switch in on Foongus and expect to win. Remove Vital Spirit from Set Details and Usage Tips accordingly.

Team Options:
Give examples for the last two points. Archen, Tirtouga and Ferroseed can all set up Stealth Rock; Tirtouga can additionally check Flying-types and provide Knock Off support, Ferroseed can check Fairy- and Poison-types, and Archen can check Poison- and Flying-types and provide Knock Off and U-Turn support.

Other Options:
Add Vital Spirit here and explain why it's not worth using.
Mention that Close Combat outdamages Rock Slide against most Flying-types.

Checks and Counters:
Rock Slide isn't relevant to how well Fletchling and Doduo check Mankey, considering how Close Combat outdamages Rock Slide. Just say that they can effectively revenge-kill Mankey. Add Vullaby here and mention that it can avoid the 2HKO from Close Combat if Stealth Rock isn't up.
Add a Poison-type section. Mention that Croagunk and Trubbish don't mind anything Mankey has to offer except for Earthquake, Foongus can comfortably and repeatedly switch into Ice Punch-less Mankey and can avoid the 2HKO from Adamant Ice Punch before Stealth Rock or Jolly Ice Punch after Stealth Rock as well, and Koffing completely walls Mankey.
Add a Psychic-type section. Mention that Slowpoke can easily withstand Mankey's attacks, with Adamant Mankey's U-Turn only outdamaging Regenerator by one point and Jolly Mankey's U-Turn actually being outhealed by one point, and everything else of course hitting for even less damage. Mention that Gothita and Wynaut can force Mankey to perpetually U-Turn until they're gone, as otherwise, Mankey will be trapped and revenge-killed.
Add Pumpkaboo to the list of Ghost-types. Mention that Mankey can still hit Gastly and Pumpkaboo hard with Ice Punch, although bulky Pumpkaboo can usually avoid the 2HKO.

QC 3/3
Implemented, in the process of writing up

EDIT: That took literally 10 seconds to write up, so this open for the final QC check.
 
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instead of saying mankey has "choice scarf potential" over foo and timburr, just say its best shot at a niche is a choice scarf set using its unique movepool or something like that. after that move to gp
 

Winry

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Overview
########

Mankey has a nice movepool, (RC) with access to that includes Close Combat, Earthquake, Gunk Shot, the elemental punches, and U-turn. It also has two good abilities, Defiant and Vital Spirit, as well as good Attack and Speed stats. However, it is quite frail and is outclassed in by other common Fighting-type in certain roles, such as a pivot for example, by both Mienfoo and Timburr, (RC) both of which outclass it as a pivot, (AC) as they have access to Knock Off to hit Ghost-types and cripple foes. However, Mankey's niche is its ability to run a Choice Scarf set, which can utilize Defiant and a STAB Close Combat to punch holes in opposing teams.

Choice Scarf
########
name: Choice Scarf
move 1: Close Combat
move 2: U-turn
move 3: Earthquake
move 4: Gunk Shot / Ice Punch
ability: Defiant
item: Choice Scarf
evs: 36 HP / 196 Atk / 76 Def / 196 Spe
nature: Jolly / Adamant
Moves
========

Close Combat is Mankey's STAB of choice, sporting 120 Base Power. U-turn allows Mankey to pivot out of unfavorable matchups or scout, as the damage output can determine whether the foe is Eviolite or Berry Juice. Earthquake is primarily for hitting Poison-types such as Trubbish that can otherwise wall Mankey, (RC) such as Trubbish; it also smacks Chinchou for super effective damage. Gunk Shot hits Fairy-types that which resist Mankey's STAB, notably Snubbull, Cottonee, and Spritzee, for super effective damage. Ice Punch provides Mankey with a means of hitting Foongus, which can otherwise shrug off Mankey's other attacks. (period)

Set Details
========

The EVs are primarily centered on maximizing Mankey's Attack and Speed, (RC) and enhancing its capabilities as a physical attacker; the remaining EVs are invested in HP and Defense to boost Mankey's bulk. Adamant nature allows Mankey to 2HKO both Timburr and Spritzee with Close Combat and Gunk Shot, respectively, and have a 56.3% chance to KO Trubbish after Stealth Rock damage. A Jolly nature can be utilized instead, boosting Mankey's Speed to 17, allowing it to speed creep Choice Scarf Bunnelby and Modest Choice Scarf Chinchou. Defiant rids Mankey of a its fear of Sticky Web, capitalizing on its harmful effects and gaining a +2 Attack boost; it also deters foes from attempting to Defog, as it will gain a +2 Attack boost from that as well. Choice Scarf lets Mankey outspeed every unboosted Pokemon in Little Cup and allows Mankey to still hit 17 Speed when Sticky Web is in play.

Usage Tips
========

Due to Mankey's frailty, one should be cautious when switching it in, as most unresisted moves will put a large dent in Mankey. Mankey It functions best as a late-game cleaner, so bringing it in through means of slow pivoting, or simply saccking a Pokemon, is preferred.

Team Options
========

Slow pivots, such as Mienfoo and Chinchou, can allow Mankey to switch in safely and proceed to threaten the foe with a powerful attack. Knock Off support from the likes of Pawniard and Mienfoo softens up opposing walls, enhancing Mankey's cleaning and revenge killing capabilities. Entry hazard support from the likes of Archen, Tirtouga, and Ferroseed is quite beneficial, whittling down the health of the opponent's Mankey switch-ins, eventually allowing Mankey to capitalize on their low HP and KO them with one of its coverage moves. Also, opponents will usually attempt to Defog the entry hazards away, giving Mankey a +2 Attack boost thanks to Defiant. Pokemon that can handle Fairy-, Poison-, and Flying-types have good synergy with Mankey, as they clearing away the Pokemon that resist its STAB attack. Tirtouga, Archen, and Ferroseed, as mentioned above, make great teammates, (AC) as the former two can handle Poison- and Flying-types and the latter can handle Poison- and Fairy-types.

Other Options
########

An itemless set consisting of Acrobatics and Thief can be utilized, giving Mankey a pseudo-Knock Off, (AC) as well as a strong 110 Base Power Flying-type move. Vital spirit is an option, but it can only really check Foongus and even then, Mankey can only 2HKO it after Stealth Rock damage. Encore can cripple support Pokemon and, in tandem with Bulk Up, can provide Mankey with a free turn to set up of setup; Foongus is especially hampered by Encore, as Mankey is immune to Spore due to its other ability, Vital Spirit, and can threaten Foongus with Ice Punch. Rock Slide allows Mankey to hit Flying-types and, (AC) more importantly, (AC) Larvesta for super effective damage. Taunt, combined with Mankey's impressive 17 Speed, can shut down opposing entry hazard leads and support Pokemon, creating free turns and momentum for Mankey and its allies. Night Slash gives Mankey a mean's of hitting way to hit Ghost-types so that it doesn't have to switch out every time a Gastly or Pumpkaboo switches in.

Checks & Counters
########

**Flying-types **: Flying-types such as Fletchling and Choice Scarf Doduo can effectively revenge kill Mankey, as both can outspeed Mankey and hit it with a super effective Flying-type move. Vullaby can also handle Mankey, as it avoids the 2HKO from Close Combat as long as Stealth Rock isn't present.

**Poison-types**: Poison-types such as Croagunk and Trubbish don't mind anything Mankey can throw at them, bar Earthquake, and can hit it with a STAB Sludge Bomb or Gunk Shot, respectively. Foongus is hit neutrally by Earthquake, (RC) and can avoid the 2HKO from Ice Punch if Stealth Rock isn't present. Koffing completely walls Mankey, (RC) thanks to Levitate, rendering Earthquake useless versus it.

**Psychic-types**: Bulky Psychic-types, notably Slowpoke, can easily handle Mankey, as they're only hit super effectively by U-turn. Slowpoke, due to its handy ability Regenerator, can actually heal off more damage than Jolly Mankey can deal with U-turn; however, Adamant Mankey can outdamage Regenerator's healing capability by one point of HP. Gothita and Wynaut can also switch into any of Mankey's attacks, bar U-turn, and trap it, eventually KOing it with either Psychic or Counter, respectively.

**Fairy-types**: Fairy-types, notably Spritzee, can be quite an issue for Mankey, as, although it can be 2HKOed by Gunk Shot, it can comfortably take any of Mankey's other moves and can threaten Mankey it with a super effective Fairy-type move. Spritzee also has access to reliable recovery in Wish, letting it repeatedly switch into Mankey's Close Combat, and can OHKO Mankey with Moonblast.

**Ghost-types**: Due to Mankey's lack of a Dark-type move on its main set, Ghost-types can usually switch in with little trouble. Gastly and Frillish, (AC) in particular, (AC) are large nuisances, as the former is immune to Earthquake and the latter can threaten Mankey with Scald and Will-O-Wisp. Pumpkaboo is also a large threat, as it resist Earthquake and can burn Mankey with Will-O-Wisp.


gp 1/2
 
Last edited:

doomsday doink

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Overview
########

Mankey has a nice movepool, (RC) with access to that includes Close Combat, Earthquake, Gunk Shot, the elemental punches, and U-turn. It also has two good abilities, Defiant and Vital Spirit, as well as good Attack and Speed stats. However, it is quite frail and is outclassed in by other common Fighting-type in certain roles, such as a pivot for example, by both Mienfoo and Timburr, (RC) both of which outclass it as a pivot, (AC) as they have access to Knock Off to hit Ghost-types and cripple foes. However, Mankey's niche is its ability to run a Choice Scarf set, which can utilize Defiant and a STAB Close Combat to punch holes in opposing teams.

Choice Scarf
########
name: Choice Scarf
move 1: Close Combat
move 2: U-turn
move 3: Earthquake
move 4: Gunk Shot / Ice Punch
ability: Defiant
item: Choice Scarf
evs: 36 HP / 196 Atk / 76 Def / 196 Spe
nature: Jolly / Adamant
Moves
========

Close Combat is Mankey's STAB of choice, sporting 120 Base Power. U-turn allows Mankey to pivot out of unfavorable matchups or scout, as the damage output can determine whether the foe is Eviolite or Berry Juice. Earthquake is primarily for hitting Poison-types such as Trubbish that can otherwise wall Mankey, (RC) such as Trubbish; it also smacks Chinchou for super effective damage. Gunk Shot hits Fairy-types that which resist Mankey's STAB, notably Snubbull, Cottonee, and Spritzee, for super effective damage. Ice Punch provides Mankey with a means of hitting Foongus, which can otherwise shrug off Mankey's other attacks. (period)

Set Details
========

The EVs are primarily centered on maximizing Mankey's Attack and Speed, (RC) and enhancing its capabilities as a physical attacker; the remaining EVs are invested in HP and Defense to boost Mankey's bulk. Adamant nature allows Mankey to 2HKO both Timburr and Spritzee with Close Combat and Gunk Shot, respectively, and have a 56.3% chance to KO Trubbish after Stealth Rock damage. A Jolly nature can be utilized instead, boosting Mankey's Speed to 17, allowing it to speed creep Choice Scarf Bunnelby and Modest Choice Scarf Chinchou. Defiant rids Mankey of a its fear of Sticky Web, capitalizing on its harmful effects and gaining a +2 Attack boost; it also deters foes from attempting to Defog, as it will gain a +2 Attack boost from that as well. Choice Scarf lets Mankey outspeed every unboosted Pokemon in Little Cup and allows Mankey to still hit 17 Speed when Sticky Web is in play.

Usage Tips
========

Due to Mankey's frailty, one should be cautious when switching it in, as most unresisted moves will put a large dent in Mankey. Mankey It functions best as a late-game cleaner, so bringing it in through means of slow pivoting, or simply saccking a Pokemon, is preferred.

Team Options
========

Slow pivots, such as Mienfoo and Chinchou, can allow Mankey to switch in safely and proceed to threaten the foe with a powerful attack. Knock Off support from the likes of Pawniard and Mienfoo softens up opposing walls, enhancing Mankey's cleaning and revenge killing capabilities. Entry hazard support from the likes of Archen, Tirtouga, and Ferroseed is quite beneficial, whittling down the health of the opponent's Mankey switch-ins, eventually allowing Mankey to capitalize on their low HP and KO them with one of its coverage moves. Also, opponents will usually attempt to Defog the entry hazards away, giving Mankey a +2 Attack boost thanks to Defiant. Pokemon that can handle Fairy-, Poison-, and Flying-types have good synergy with Mankey, as they clearing away the Pokemon that resist its STAB attack. Tirtouga, Archen, and Ferroseed, as mentioned above, make great teammates, (AC) as the former two can handle Poison- and Flying-types and the latter can handle Poison- and Fairy-types.

Other Options
########

An itemless set consisting of Acrobatics and Thief can be utilized, giving Mankey a pseudo-Knock Off, (AC) as well as a strong 110 Base Power Flying-type move. Vital spirit is an option, but it can only really check Foongus and even then, Mankey can only 2HKO it after Stealth Rock damage. Encore can cripple support Pokemon and, in tandem with Bulk Up, can provide Mankey with a free turn to set up of setup; Foongus is especially hampered by Encore, as Mankey is immune to Spore due to its other ability, Vital Spirit, and can threaten Foongus with Ice Punch. Rock Slide allows Mankey to hit Flying-types and, (AC) more importantly, (AC) Larvesta for super effective damage. Taunt, combined with Mankey's impressive 17 Speed, can shut down opposing entry hazard leads and support Pokemon, creating free turns and momentum for Mankey and its allies. Night Slash gives Mankey a mean's of hitting way to hit Ghost-types so that it doesn't have to switch out every time a Gastly or Pumpkaboo switches in.

Checks & Counters
########

**Flying-types **: Flying-types such as Fletchling and Choice Scarf Doduo can effectively revenge kill Mankey, as both can outspeed Mankey and hit it with a super effective Flying-type move. Vullaby can also handle Mankey, as it avoids the 2HKO from Close Combat as long as Stealth Rock isn't present.

**Poison-types**: Poison-types such as Croagunk and Trubbish don't mind anything Mankey can throw at them, bar Earthquake, and can hit it with a STAB Sludge Bomb or Gunk Shot, respectively. Foongus is hit neutrally by Earthquake, (RC) and can avoid the 2HKO from Ice Punch if Stealth Rock isn't present. Koffing completely walls Mankey, (RC) thanks to Levitate, rendering Earthquake useless versus it.

**Psychic-types**: Bulky Psychic-types, notably Slowpoke, can easily handle Mankey, as they're only hit super effectively by U-turn. Slowpoke, due to its handy ability Regenerator, can actually heal off more damage than Jolly Mankey can deal with U-turn; however, Adamant Mankey can outdamage Regenerator's healing capability by one point of HP. Gothita and Wynaut can also switch into any of Mankey's attacks, bar U-turn, and trap it, eventually KOing it with either Psychic or Counter, respectively.

**Fairy-types**: Fairy-types, notably Spritzee, can be quite an issue for Mankey, as, although it can be 2HKOed by Gunk Shot, it can comfortably take any of Mankey's other moves and can threaten Mankey it with a super effective Fairy-type move. Spritzee also has access to reliable recovery in Wish, letting it repeatedly switch into Mankey's Close Combat, and can OHKO Mankey with Moonblast.

**Ghost-types**: Due to Mankey's lack of a Dark-type move on its main set, Ghost-types can usually switch in with little trouble. Gastly and Frillish, (AC) in particular, (AC) are large nuisances, as the former is immune to Earthquake and the latter can threaten Mankey with Scald and Will-O-Wisp. Pumpkaboo is also a large threat, as it resist Earthquake and can burn Mankey with Will-O-Wisp.
Implemented, thanks for the check
 

Weebl

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Hey Mambro, here's a check. Just make sure not to leave two spaces after periods at the end of a sentence.

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Overview
########

Mankey has a nice movepool that includes Close Combat, Earthquake, Gunk Shot, the elemental punches, and U-turn. It also has two good abilities, Defiant and Vital Spirit, as well as good base Attack and Speed stats. However, it is quite frail and is outclassed by other common Fighting-types in certain roles; for example, both Mienfoo and Timburr outclass it as a pivot, as they have access to Knock Off to hit Ghost-types and cripple foes. However, Mankey's niche lies in is its ability to run a Choice Scarf set, which can utilize Defiant and a STAB Close Combat to punch holes in opposing teams.

Choice Scarf
########
name: Choice Scarf
move 1: Close Combat
move 2: U-turn
move 3: Earthquake
move 4: Gunk Shot / Ice Punch
ability: Defiant
item: Choice Scarf
evs: 36 HP / 196 Atk / 76 Def / 196 Spe
nature: Jolly / Adamant
(add empty space)
Moves
========

Close Combat is Mankey's STAB move of choice, sporting 120 Base Power. U-turn allows Mankey to pivot out of unfavorable matchups or and scout, as the its damage output can determine whether the foe is running Eviolite or Berry Juice. Earthquake is primarily for hitting Poison-types, such as Trubbish, that can otherwise wall Mankey; it also smacks Chinchou for super effective damage. Gunk Shot hits Fairy-types which that resist Mankey's STAB, notably Snubbull, Cottonee, and Spritzee, for super effective damage. Ice Punch provides Mankey with a means of hitting Foongus, which can otherwise shrugs off Mankey's other attacks.

Set Details
========

The EVs are primarily centered on maximizing Mankey's Attack and Speed and enhanceing its capabilities as a physical attacker; the remaining EVs are invested in HP and Defense to boost Mankey's bulk. An adamant nature allows Mankey to 2HKO both Timburr and Spritzee with Close Combat and Gunk Shot, respectively, and have a 56.3% (these percentages just look ugly and they seem arbitrary to the average reader, so they're unnecessary, really.) decent chance to KO Trubbish after Stealth Rock damage. A Jolly nature can be utilized instead, boosting Mankey's Speed to 17, allowing which allows it to Speed creep Choice Scarf Bunnelby and Modest Choice Scarf Chinchou. Defiant rids turns Mankey's of its fear of Sticky Web into something it appreciates, capitalizing on its harmful effects Sticky Web's Speed drop and gaining a +2 Attack boost; it also deters foes from attempting to Defog, as it will gain a +2 Attack which also boosts Mankey's Attack by two stages from that as well. Choice Scarf lets Mankey outspeed every unboosted Pokemon in Little Cup and still hit 17 Speed when Sticky Web is in play.

Usage Tips
========

Due to Mankey's frailty, one should be cautious when switching it in, as most unresisted moves it doesn't resist will put a large dent in Mankey it. It Mankey functions best as a late-game cleaner, so bringing it in through means of by slowly pivoting, or simply sackrificing a Pokemon, is preferred.

Team Options
========

Slow pivots, such as Mienfoo and Chinchou, can allow Mankey to switch in safely and so it can proceed to threaten the foe with a powerful attack. Knock Off support from the likes of Pawniard and Mienfoo softens up opposing walls, enhancing Mankey's cleaning and revenge killing capabilities. Entry hazard support from the likes of Archen, Tirtouga, and Ferroseed is quite beneficial, as it whittlinges down the health of the opponent's Mankey's switch-ins, eventually allowing Mankey to capitalize on their low HP and KO them with one of its coverage moves. Also, opponents will usually attempt to Defog away the entry hazards away, at which point Mankey can switch in and get giving Mankey a +2 Attack boost thanks to Defiant. Pokemon that can handle Fairy-, Poison-, and Flying-types have good synergy with Mankey, as they clear away the Pokemon that resist its STAB attack. Tirtouga, Archen, and Ferroseed, as mentioned above, make great teammates, as the former two can handle Poison- and Flying-types, while and the latter can handle Poison- and Fairy-types.

Other Options
########

An itemless-lacking set consisting of including Acrobatics and Thief can be utilized, giving Mankey a pseudo-Knock Off, as well as a strong 110 Base Power Flying-type move. Vital Spirit is an option, but it can only really check Foongus and even then, Mankey can only 2HKO it after Stealth Rock damage. Encore can cripple support Pokemon and, in tandem with Bulk Up, can provide Mankey with a free turn to set up; Foongus is especially hampered by Encore, as Mankey is immune to Spore due to if it has its other ability, (RC) Vital Spirit, (RC) and can threaten Foongus with Ice Punch. Rock Slide allows Mankey to hit Flying-types and, more importantly, Larvesta for super effective damage. Taunt, combined with Mankey's impressive 17 Speed, can shut down opposing entry hazard leads and support Pokemon, creating free turns and momentum for Mankey and its allies. Night Slash gives Mankey a way to hit Ghost-types so that it doesn't have to switch out every time a Gastly or Pumpkaboo switches in.

Checks & Counters
########

**Flying-types **: Flying-types such as Fletchling and Choice Scarf Doduo can effectively revenge kill Mankey, as both can outspeed and hit it with a super effective Flying-type move. Vullaby can also handle Mankey, as it avoids the 2HKO from Close Combat as long as Stealth Rock isn't present up.

**Poison-types**: Poison-types such as Croagunk and Trubbish don't mind anything Mankey can throw at them, bar Earthquake, and can hit it with a STAB Sludge Bomb or Gunk Shot, respectively. Foongus is hit neutrally by Earthquake and can avoid the 2HKO from Ice Punch if Stealth Rock isn't present up. Koffing completely walls Mankey thanks to Levitate, rendering Earthquake useless versus against it.

**Psychic-types**: Bulky Psychic-types, notably Slowpoke, can easily handle Mankey, as they're only hit super effectively by U-turn. Slowpoke, due to its handy ability Regenerator, can actually heal off more damage than Jolly Mankey can deal with U-turn; however, Adamant Mankey can outdamage Regenerator's healing capability by one point of HP. Gothita and Wynaut can also switch into any of Mankey's attacks, bar U-turn, and trap it, eventually KOing it with either Psychic or Counter, respectively.

**Fairy-types**: Fairy-types, notably Spritzee, can be quite an issue for Mankey, as, (RC) although it Gunk Shot can be 2HKOed Spritzee by Gunk Shot, it can comfortably take any of Mankey's other moves and threaten it with a super effective Fairy-type move. Spritzee also has access to reliable recovery in Wish, letting it repeatedly switch into Mankey's Close Combat, and can OHKO Mankey with Moonblast.

**Ghost-types**: Due to Mankey's lack of a Dark-type move on its main set, Ghost-types can usually switch in with little trouble. Gastly and Frillish, in particular, are large nuisances, as the former is immune to Earthquake and the latter can threaten Mankey with Scald and Will-O-Wisp. Pumpkaboo is also a large threat, as it resist Earthquake and can burn Mankey with Will-O-Wisp.

GP 2/2
 

doomsday doink

v̶̱̅i̵̢̕l̶̦̈́ļ̵͗a̷̙̓g̸͈͝ę̵̎ ̵̱̌g̷̭͆û̷̦a̵̰͛ȓ̶̜d̸
is a Tutor Alumnusis a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Hey Mambro, here's a check. Just make sure not to leave two spaces after periods at the end of a sentence.

add/(un)Capitalize
remove
(comments)

Overview
########

Mankey has a nice movepool that includes Close Combat, Earthquake, Gunk Shot, the elemental punches, and U-turn. It also has two good abilities, Defiant and Vital Spirit, as well as good base Attack and Speed stats. However, it is quite frail and is outclassed by other common Fighting-types in certain roles; for example, both Mienfoo and Timburr outclass it as a pivot, as they have access to Knock Off to hit Ghost-types and cripple foes. However, Mankey's niche lies in is its ability to run a Choice Scarf set, which can utilize Defiant and a STAB Close Combat to punch holes in opposing teams.

Choice Scarf
########
name: Choice Scarf
move 1: Close Combat
move 2: U-turn
move 3: Earthquake
move 4: Gunk Shot / Ice Punch
ability: Defiant
item: Choice Scarf
evs: 36 HP / 196 Atk / 76 Def / 196 Spe
nature: Jolly / Adamant
(add empty space)
Moves
========

Close Combat is Mankey's STAB move of choice, sporting 120 Base Power. U-turn allows Mankey to pivot out of unfavorable matchups or and scout, as the its damage output can determine whether the foe is running Eviolite or Berry Juice. Earthquake is primarily for hitting Poison-types, such as Trubbish, that can otherwise wall Mankey; it also smacks Chinchou for super effective damage. Gunk Shot hits Fairy-types which that resist Mankey's STAB, notably Snubbull, Cottonee, and Spritzee, for super effective damage. Ice Punch provides Mankey with a means of hitting Foongus, which can otherwise shrugs off Mankey's other attacks.

Set Details
========

The EVs are primarily centered on maximizing Mankey's Attack and Speed and enhanceing its capabilities as a physical attacker; the remaining EVs are invested in HP and Defense to boost Mankey's bulk. An adamant nature allows Mankey to 2HKO both Timburr and Spritzee with Close Combat and Gunk Shot, respectively, and have a 56.3% (these percentages just look ugly and they seem arbitrary to the average reader, so they're unnecessary, really.) decent chance to KO Trubbish after Stealth Rock damage. A Jolly nature can be utilized instead, boosting Mankey's Speed to 17, allowing which allows it to Speed creep Choice Scarf Bunnelby and Modest Choice Scarf Chinchou. Defiant rids turns Mankey's of its fear of Sticky Web into something it appreciates, capitalizing on its harmful effects Sticky Web's Speed drop and gaining a +2 Attack boost; it also deters foes from attempting to Defog, as it will gain a +2 Attack which also boosts Mankey's Attack by two stages from that as well. Choice Scarf lets Mankey outspeed every unboosted Pokemon in Little Cup and still hit 17 Speed when Sticky Web is in play.

Usage Tips
========

Due to Mankey's frailty, one should be cautious when switching it in, as most unresisted moves it doesn't resist will put a large dent in Mankey it. It Mankey functions best as a late-game cleaner, so bringing it in through means of by slowly pivoting, or simply sackrificing a Pokemon, is preferred.

Team Options
========

Slow pivots, such as Mienfoo and Chinchou, can allow Mankey to switch in safely and so it can proceed to threaten the foe with a powerful attack. Knock Off support from the likes of Pawniard and Mienfoo softens up opposing walls, enhancing Mankey's cleaning and revenge killing capabilities. Entry hazard support from the likes of Archen, Tirtouga, and Ferroseed is quite beneficial, as it whittlinges down the health of the opponent's Mankey's switch-ins, eventually allowing Mankey to capitalize on their low HP and KO them with one of its coverage moves. Also, opponents will usually attempt to Defog away the entry hazards away, at which point Mankey can switch in and get giving Mankey a +2 Attack boost thanks to Defiant. Pokemon that can handle Fairy-, Poison-, and Flying-types have good synergy with Mankey, as they clear away the Pokemon that resist its STAB attack. Tirtouga, Archen, and Ferroseed, as mentioned above, make great teammates, as the former two can handle Poison- and Flying-types, while and the latter can handle Poison- and Fairy-types.

Other Options
########

An itemless-lacking set consisting of including Acrobatics and Thief can be utilized, giving Mankey a pseudo-Knock Off, as well as a strong 110 Base Power Flying-type move. Vital Spirit is an option, but it can only really check Foongus and even then, Mankey can only 2HKO it after Stealth Rock damage. Encore can cripple support Pokemon and, in tandem with Bulk Up, can provide Mankey with a free turn to set up; Foongus is especially hampered by Encore, as Mankey is immune to Spore due to if it has its other ability, (RC) Vital Spirit, (RC) and can threaten Foongus with Ice Punch. Rock Slide allows Mankey to hit Flying-types and, more importantly, Larvesta for super effective damage. Taunt, combined with Mankey's impressive 17 Speed, can shut down opposing entry hazard leads and support Pokemon, creating free turns and momentum for Mankey and its allies. Night Slash gives Mankey a way to hit Ghost-types so that it doesn't have to switch out every time a Gastly or Pumpkaboo switches in.

Checks & Counters
########

**Flying-types **: Flying-types such as Fletchling and Choice Scarf Doduo can effectively revenge kill Mankey, as both can outspeed and hit it with a super effective Flying-type move. Vullaby can also handle Mankey, as it avoids the 2HKO from Close Combat as long as Stealth Rock isn't present up.

**Poison-types**: Poison-types such as Croagunk and Trubbish don't mind anything Mankey can throw at them, bar Earthquake, and can hit it with a STAB Sludge Bomb or Gunk Shot, respectively. Foongus is hit neutrally by Earthquake and can avoid the 2HKO from Ice Punch if Stealth Rock isn't present up. Koffing completely walls Mankey thanks to Levitate, rendering Earthquake useless versus against it.

**Psychic-types**: Bulky Psychic-types, notably Slowpoke, can easily handle Mankey, as they're only hit super effectively by U-turn. Slowpoke, due to its handy ability Regenerator, can actually heal off more damage than Jolly Mankey can deal with U-turn; however, Adamant Mankey can outdamage Regenerator's healing capability by one point of HP. Gothita and Wynaut can also switch into any of Mankey's attacks, bar U-turn, and trap it, eventually KOing it with either Psychic or Counter, respectively.

**Fairy-types**: Fairy-types, notably Spritzee, can be quite an issue for Mankey, as, (RC) although it Gunk Shot can be 2HKOed Spritzee by Gunk Shot, it can comfortably take any of Mankey's other moves and threaten it with a super effective Fairy-type move. Spritzee also has access to reliable recovery in Wish, letting it repeatedly switch into Mankey's Close Combat, and can OHKO Mankey with Moonblast.

**Ghost-types**: Due to Mankey's lack of a Dark-type move on its main set, Ghost-types can usually switch in with little trouble. Gastly and Frillish, in particular, are large nuisances, as the former is immune to Earthquake and the latter can threaten Mankey with Scald and Will-O-Wisp. Pumpkaboo is also a large threat, as it resist Earthquake and can burn Mankey with Will-O-Wisp.

GP 2/2
Implemented, thanks for the check
no re

This is all wrapped up, thanks to those who helped
 

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