Mantine [QC 3/3] [GP 2/2]

Komodo

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http://www.smogon.com/bw/pokemon/mantine

[Overview]

<p>When you look at Mantine, the first thing you'll notice is its massive Special Defense. Mantine has access to Water Absorb, making it an excellent switch in to Pokemon such as Slowking and Poliwrath, and it also restores
up to 25% of Mantine's health. Because of its secondary Flying typing, Mantine is immune to both Spikes and Toxic Spikes;however, this comes with the downside of losing one-fourth of its HP at the hands of Stealth Rock. On the plus side, Mantine is only hit neutrally by Grass-type attacks, which is a major advantage over fellow Water-types such as Slowking. Unfortunately, Mantine also has a dual weakness to Electric-type attacks, no reliable recovery outside of Rest, and poor HP and Defense stats. If you can patch Mantine's crippling weaknesses, and take advantage of its useful stats, itwill become an excellent addition to your team.</p>

[SET]
name: RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Scald
move 4: Hidden Power Flying / Toxic
item: Leftovers
ability: Water Absorb
nature: Calm
evs: 252 HP / 4 Def / 252 SpD

[SET COMMENTS]

<p>This set takes advantage of Mantine's excellent Special Defense, lack of weaknesses
, and ability to restore its health with Rest. Rest is Mantine's only reliable form of recovery outside of Water Absorb, and along with Sleep Talk, it transforms Mantine into a great special tank and status absorber. Scald is used as a reliable STAB move, and its 30% burn rate can be devastating for physical attackers, should they be on the receiving end. Hidden Power Flying is a secondary STAB move, and it also provides good type coverage against Grass- and Fighting-types. Finally, Toxic can be used to wear down bulky Water-types such as Slowking, but it may conflict with Scald's burn rate.</p>

[ADDITIONAL COMMENTS]

<p>This set invests heavily in HP and Special Defense, which gives Mantine as much bulk as possible. The remaining EVs are placed into Defense
, which works well in conjunction with Scald. A physically defensive EV spread of 252 HP / 252 Def / 4 SpD is also viable, and gives Mantine a much easier time dealing with threats such as Poliwrath, Scyther, and Torterra.</p>

<p>Rapid Spin support is almost essential due to Mantine's typing; this can be provided by Claydol, a Pokemon who shares excellent defensive synergy with Mantine, and it also has access to a variety of support moves such as Stealth Rock, Reflect, and Light Screen. Cryogonal is another great choice, as Mantine can switch into Fire- and Fighting-type attacks aimed at it, while Cryogonal can
absorb special-based Electric-type attacks with its good Special Defense. Toxic Spikes should also be taken into consideration when using RestTalk Mantine; the increasing damage can be exploited by Mantine's ability to stall the opponents with Rest, and they also give your team an easier time defeating Pokemon such as Slowking and Tangrowth. Drapion and Qwilfish are good teammates as they have usable defensive stats, nifty support moves, and weaknesses to Ground-type moves that Mantine can freely switch in on.</p>

<p>When looking at defensive partners for Mantine,
your first consideration should be a Pokemon who can switch into Electric-type attacks. Electivire is an excellent offensive partner as it receives a Speed boost from Motor Drive, turning it into a dangerous threat which is capable of severely denting the opponent's team. Lanturn is a more defensive option; Volt Absorb provides Lanturn a crucial Electric-type immunity, by restoring 25% of its HPwhen hit by an Electric move. Lanturn's massive HP stat and decent defenses make it harder to KO, and with Mantine's ability to switch into Ground-type attacks without taking damage, it will be difficult to hit both Pokemon super effectively. Steel-types are also great partners as they can switch into the Rock-type moves aimed at Mantine, while Mantine can sponge the Fighting-type attacks they are weak to. Finally, Clefable can provide valuable Wish support for Mantine, while its Fighting-type weakness is easily covered by Mantine's Flyingtyping.</p>

[Other Options]

<p>Mantine has a surprisingly good movepool, but unfortunately, it doesn't have the stats to use it. It has a variety of physical options such as Earthquake, Waterfall, and Rock Slide, but using a set like this should
n't be considered,as Mantine's Attack is horrible. Signal Beam can be used to hit Grass-, Psychic-, and Dark-types super effectively, but doesn't provide enough coverage and isn't powerful enough to warrant a moveslot. Ice Beam is another option for hitting Grass- and Flying-types, but Hidden Power Flying provides nearly the same coverage, and because of STAB, packs a higher Base Power as well. Mantine also has another useful ability, Swift Swim. With Swift Swim, Mantine has the potential to run a more offensive set with Hydro Pump, Hidden Power Grass, Ice Beam, and a filler move. Just keep in mind that Mantine only has average attacking power. Aqua Ring is a very poor recovery move and takes up a moveslot, though it can keep Mantine alive longer, and restore some of its HP. Tailwind and Agility can be used to raise Mantine's Speed, and the former option can support teammates for a very short amount of time. Confuse Ray can be used to help a teammate set up, but it's very unreliable and gimmicky. Mirror Coat is a pretty decent option to bounce back special attacks for twice the damage taken, but due to Mantine's lack of reliable recovery, there isn't always time for it to be used. Finally, Haze can be used to remove and stat boosts and defeat slow RestTalk boosters.</p>

[Checks and Counters]

<p>Due to its typing, Mantine is unable to withstand any Electric-type attack
. Lanturn serves as a complete stop to Mantine; it resists both of its STAB moves, has access to Heal Bell, should Mantine land a Toxic, and its STAB Electric-type moves will OHKO Mantine in no time. Physical attackers should prey on Mantine's poor Defense stat, especially those who carry super effective moves such as Stone Edge or ThunderPunch. Taunt will shut down most sets, as Mantine relies heavily on its support moves, while Toxic can be used to cripple any set without Rest. Kabutops and Quagsire can take on most sets with ease; just watch out for the occasional Toxic, and the rare Hidden Power Grass.</p>

[Dream World]

<p>Mantine
's Dream World ability is Water Veil. Water Veil is useless on Mantine as it will be using Rest most often, and burns won't harm its special attacks. Do not use Water Veil; the majority of opponents won't be using Will-O-Wisp or Scald against Mantine anytime soon.</p>
 
Signal Beam should go in OO to hit Grass-types and Uxie. Hitting Sharpedo hard on the switchin is pretty cool too. that's honestly it.
 

Komodo

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Okay, that's been added. Hidden Power Flying will hit most Grass-types as it is, so it's only useful for Uxie and Sharpedo really.
 

Komodo

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Why Ice Beam over HP Flying while HP Flying takes care of grass types already?
Hidden Power Flying is already the first option, I'm stating that is ALSO provides STAB. Ice Beam is the second option. Hidden Power Flying is always superious as it provides better coverage and doesn't leave Mantine helpless against Water-types. I'm not sure what you're trying to say otherwise?

I don't see why Toxicroak is listed in the checks & counters as it's OU
Whoops, I'm thinking back to Gen 4 :P
 
You have already mentioned it's electric weakness but you should state it has a 4x weakness.

Give mention as to why water absorb is inferior to it's other ability.

Did you know that mantine is a counterpart to skarmory?
 

Komodo

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You have already mentioned it's electric weakness but you should state it has a 4x weakness.

Give mention as to why water absorb is inferior to it's other ability.

Did you know that mantine is a counterpart to skarmory?
1)Yes, I mentioned a 'dual weakness', meaning both of its types are weak to Electric. The 4x weakness means the same thing.

2)Water Absorb is the superior ability? It's fairly obvious that Water Veil is useless, being burned will do nothing to a RestTalk set, and honestly, it won't be using physical attacks anyway.

3)Why would you mention Skarmory? It's in a completely different tier. It's irrelevant.
 
I would list Scald as the primary option. A 30% burn chance is much better than a weensy increase in power. Unless, that is, if you can provide me with some damage calcs that show that the power increase if worth it.
 

Honko

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Use 252 HP EVs. 334 is not divisible by 4 so you can still switch into SR an extra time.
 

Arcticblast

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I haven't really played RU yet, but in Gen4 UU Mantine could also run a physically defensive set. (I wrote that analysis XD) I wonder how viable that would be?
 

Komodo

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I've already mentioned a physically defensive EV spread in the additional comments section, they're pretty similar already, but I'm sure a mention of Life Orb as the item wouldn't hurt when I type it up.
 

Windsong

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I'm not particularly keen on Surf and Scald being slashed -- it seems to me that Scald is almost always the superior option, especially considering the only switch ins that you'd really want to poison rather than Burn aren't effected by TSpikes (Rotom, for example).

Anyhow, looks really solid. Excellent work!

[QC APPROVED 2/3]
 
Mention that if Mantine switches into a Water-type attack while taking damage from Stealth Rock, it will get most of its HP back thanks to Water Absorb.
 
Does Ice Beam even warrant a slash? The only pokemon in the tier it hits harder than Hidden Power Flying or Scald are Rotom-C and Gligar, and the latter is already wrecked by Scald anyways. Meanwhile, Poliwrath and Feraligatr can now set up on you, and other Water types can just tank your hits. It's probably OO at best.
 
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[Overview]

<p>When you look looking at Mantine, the first thing you'll notice is its massive Special Defense. Mantine also (don't say also twice) has access to Water Absorb, making it an excellent switch in to Pokemon such as Slowking and Poliwrath, and it also restores up to 25% of Mantine's health, the same amount it loses to Stealth Rock (it doesn't always restore 25% iirc). Because of its secondary Being part Flying-type typing, Mantine is immune to both Spikes and Toxic Spikes;, (remove comma, add semicolon) however, though this comes with the downside of having a Stealth Rock weakness. On the plus side, Mantine is only hit neutrally by Grass-type attacks, which is a major advantage over fellow Water-types such as Slowking. Unfortunately, Mantine also has a dual weakness to Electric-type attacks, no reliable recovery outside of Rest, and poor HP and Defense stats. If you can look past Mantine's crippling weaknesses, and take advantage of its useful stats, it'll become an excellent addition to your team.</p>

[SET]
name: RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Scald
move 4: Hidden Power Flying / Toxic
item: Leftovers
ability: Water Absorb
nature: Calm
evs: 252 HP / 4 Def / 252 SpD

[SET COMMENTS]

<p>This set takes advantage of Mantine's (add apostrophe) excellent Special Defense, lack of weaknesses, and ability to restore its health with Rest. Rest is Mantine's only reliable form of recovery outside of Water Absorb, and along with Sleep Talk, it turns Mantine into a great special tank and status absorber. Scald is used for reliable STAB, and its 30% burn rate can be devastating for physical attackers, (add comma) should they be on the receiving end. Hidden Power Flying is used for secondary STAB, and it also provides good type coverage against Grass-, (remove comma) and Fighting-types. Finally, Toxic can be used to wear down drain bulky Water-types such as Slowking, but it may conflict with Scald's burn rate.</p>

[ADDITIONAL COMMENTS]

<p>This set invests heavily in HP and Special Defense, which gives Mantine as much bulk as possible. The remaining EVs are placed into Defense, as this gives Mantine a slightly easier time dealing with physical threats, and works well in conjunction with Scald. A physically defensive spread of 252 HP / 252 Def / 4 SpD is also viable, and which gives Mantine a much easier time dealing with threats such as Poliwrath, Scyther, and Torterra.</p>

<p>Support from Rapid Spin support is almost essential due to Mantine's typing; this can be provided by Claydol, a Pokemon who shares excellent defensive synergy with Mantine, and it also has access to a variety of support moves such as Stealth Rock, Reflect, and Light Screen. Cryogonal is another great choice, (add comma) as Mantine can switch into Fire- and Fighting-type attacks aimed at it, while Cryogonal can switch into special-based Electric-type attacks with its good Special Defense. Toxic Spikes should also be taken into consideration when using RestTalk Mantine; the increasing damage can be exploited by Mantine's ability to stall the opponents with Rest, and they also give your team an easier time defeating Pokemon such as Slowking and Tangrowth. Drapion and Garbodor are good teammates as they have great defensive stats, nice support moves, and Mantine can switch into the Ground-type moves they are weak to.</p>

<p>When looking at defensive partners for Mantine, the first thing you should consider is a Pokemon who can switch into Electric-type attacks. Electivire is an excellent offensive partner as it receives a Speed boost from Motor Drive, turning it into a dangerous threat which is capable of severely denting the opponent's team. Lanturn is a more defensive option; Volt Absorb means that Lanturn is immune to Electric-type attacks, while it also restores 25% of its health. Lanturn's massive HP stat and decent defenses make it harder to KO, and with Mantine's ability to switch into Ground-type attacks, it will be difficult to hit super effectively. Steel-types are also great partners as they can switch into the Rock-type moves aimed at Mantine, while Mantine can sponge the Fighting-type attacks they are weak to. Finally, Clefable can provide valuable Wish support for Mantine, while its Fighting-type weakness is easily covered by Mantine's Flying typing.</p>

[Other Options]

<p>Mantine has a surprisingly good movepool, but unfortunately, (add comma) it doesn't have the stats to use it. It has a variety of physical options such as Earthquake, Waterfall, and Rock Slide, but using a set like this should only be used as a joke; Mantine's physical Attack is horrible. Signal Beam can be used to hit Grass-, Psychic-, and Dark-types, but doesn't provide enough coverage and isn't powerful enough to warrant a moveslot. Ice Beam is another option for hitting Grass- and Flying-types, but Hidden Power Flying provides nearly the same coverage, and because of STAB, has a higher Base Power as well. Mantine also has another useful ability, Swift Swim. With Swift Swim, Mantine has the potential to run a more offensive set with Hydro Pump, Hidden Power Grass, Ice Beam, and a filler move, just keep in mind that Mantine only has average attacking power, and won't be game changing. Aqua Ring is a very poor recovery move and takes up a moveslot, though it can keep Mantine alive longer, (add comma) and restore some of its HP. Tailwind and Agility can be used to raise Mantine's (add apostrophe) Speed, and while the former option can support teammates for a very short amount of time. Confuse Ray can be used to help gain time setting up for a teammate set up, but it's very unreliable and gimmicky. Mirror Coat is a pretty decent option to bounce back special attacks for twice the damage taken, but due to Mantine's lack of recovery, there isn't always time for it to be used. Finally, Haze can be used to remove and stat boosts and defeat slow RestTalk boosters.</p>

[Checks and Counters]

<p>Due to its typing, Mantine is unable to withstand any Electric-type attack, making this the obvious first option. Lanturn serves as will cause a complete stop standstill to for Mantine; it resists both of its STAB moves, has access to Heal Bell, should just in case Mantine carry carries Toxic, and its STAB Electric-type moves will KO Mantine in no time. Physical attackers should prey on Mantine's poor Defense stat, especially those who carry super effective moves such as Stone Edge or ThunderPunch. Taunt will shut down most sets, (add comma) as Mantine relies heavily on its support moves, while Toxic can be used to cripple any set without Rest. Kabutops and Quagsire can take on most sets with ease, just watch out for the occasional Toxic, and the rare Hidden Power Grass.</p>

[Dream World]

<p>Mantine gets Water Veil as its Dream World ability. Water Veil is mostly useless on Mantine as it will be using Rest most of the time, and being burned won't harm its special attacks in the slightest. Only use Water Veil if you're afraid of being burned, but the majority of opponents won't be using Will-O-Wisp or Scald against Mantine anytime soon.</p>


Excellent job as usual, a few subjective changes as usual, etc etc good job :D

Also...


1/2
 
GP check

Unofficial GP check

Additions
Removals
Comments (do not add)

[Overview]

<p>When you look at Mantine, the first thing you'll notice is its massive Special Defense. Mantine has access to Water Absorb, making it an excellent switch in to Pokemon such as Slowking and Poliwrath, and it also restores up to 25% of Mantine's health. Because of its secondary Flying-typing, Mantine is immune to both Spikes and Toxic Spikes;(space)however, this comes with the downside of having alosing one-fourth of its HP at the hands of Stealth Rock weakness. On the plus side, Mantine is only hit neutrally by Grass-type attacks, which is a major advantage over fellow Water-types such as Slowking. Unfortunately, Mantine also has a dual weakness to Electric-type attacks, no reliable recovery outside of Rest, and poor HP and Defense stats. If you can look pastpatch Mantine's crippling weaknesses, and take advantage of its useful stats, it'(space)will become an excellent addition to your team.</p>

[SET]
name: RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Scald
move 4: Hidden Power Flying / Toxic
item: Leftovers
ability: Water Absorb
nature: Calm
evs: 252 HP / 4 Def / 252 SpD

[SET COMMENTS]

<p>This set takes advantage of Mantine's excellent Special Defense, lack of weaknesses (
to what? Explain to the reader what weaknesses), and ability to restore its health with Rest. Rest is Mantine's only reliable form of recovery outside of Water Absorb, and along with Sleep Talk, it turnstransforms Mantine into a great special tank and status absorber. Scald is used foras a reliable STAB move, and its 30% burn rate can be devastating for physical attackers, should they be on the receiving end. Hidden Power Flying is used fora secondary STAB move, and it also provides good type coverage against Grass- and Fighting-types. Finally, Toxic can be used to wear down bulky Water-types such as Slowking, but it may conflict with Scald's burn rate.</p>

[ADDITIONAL COMMENTS]

<p>This set invests heavily in HP and Special Defense, which gives Mantine as much bulk as possible. The remaining EVs are placed into Defense,
as this gives Mantine a slightly easier time dealing with physical threats,andwhich works well in conjunction with Scald (I'm opposed to explaining the purpose of the remaining 4 EVs, but feel free to keep it.). A physically defensive EV spread of 252 HP / 252 Def / 4 SpD is also viable, and gives Mantine a much easier time dealing with threats such as Poliwrath, Scyther, and Torterra.</p>

<p>Rapid Spin support is almost essential due to Mantine's typing; this can be provided by Claydol, a Pokemon who shares excellent defensive synergy with Mantine, and it also has access to a variety of support moves such as Stealth Rock, Reflect, and Light Screen. Cryogonal is another great choice, as Mantine can switch into Fire- and Fighting-type attacks aimed at it, while Cryogonal can
switch intoabsorb special-based Electric-type attacks with its good Special Defense. Toxic Spikes should also be taken into consideration when using RestTalk Mantine; the increasing damage can be exploited by Mantine's ability to stall the opponents with Rest, and they also give your team an easier time defeating Pokemon such as Slowking and Tangrowth. Drapion and Garbodor (Garbodor is prominent in RU?) are good teammates as they have great defensive stats, nicenifty (Nice is an overused word.) support moves, and weaknesses toMantine can switch into the Ground-type moves they are weak tothat Mantine can freely switch in on.</p>

<p>When looking at defensive partners for Mantine,
theyour first thing you should considerationisshould be a Pokemon who can switch into Electric-type attacks. Electivire is an excellent offensive partner as it receives a Speed boost from Motor Drive, turning it into a dangerous threat which is capable of severely denting the opponent's team. Lanturn is a more defensive option; Volt Absorb providesmeans that Lanturn is immune to Electric-type attacksa crucial Electric-type immunity, while it alsoby restoresing 25% of its HPhealthwhen hit by an Electric move. Lanturn's massive HP stat and decent defenses make it harder to KO, and with Mantine's ability to switch into Ground-type attacks without taking damage, it will be difficult to hit both Pokemon super effectively. Steel-types are also great partners as they can switch into the Rock-type moves aimed at Mantine, while Mantine can sponge the Fighting-type attacks they are weak to. Finally, Clefable can provide valuable Wish support for Mantine, while its Fighting-type weakness is easily covered by Mantine's Flying-(space)typing.</p>

[Other Options]

<p>Mantine has a surprisingly good movepool, but unfortunately, it doesn't have the stats to use it. It has a variety of physical options such as Earthquake, Waterfall, and Rock Slide, but using a set like this should
n't be considered,only be used as a joke;as Mantine's Attack is horrible. Signal Beam can be used to hit Grass-, Psychic-, and Dark-types super effectively, but doesn't provide enough coverage and isn't powerful enough to warrant a moveslot. Ice Beam is another option for hitting Grass- and Flying-types, but Hidden Power Flying provides nearly the same coverage, and because of STAB, haspacks a higher Base Power as well. Mantine also has another useful ability, Swift Swim. With Swift Swim, Mantine has the potential to run a more offensive set with Hydro Pump, Hidden Power Grass, Ice Beam, and a filler move.,jJust keep in mind that Mantine only has average attacking power. Aqua Ring is a very poor recovery move and takes up a moveslot, though it can keep Mantine alive longer, and restore some of its HP. Tailwind and Agility can be used to raise Mantine's Speed, and the former option can support teammates for a very short amount of time. Confuse Ray can be used to help a teammate set up, but it's very unreliable and gimmicky. Mirror Coat is a pretty decent option to bounce back special attacks for twice the damage taken, but due to Mantine's lack of reliable recovery, there isn't always time for it to be used. Finally, Haze can be used to remove and stat boosts and defeat slow RestTalk boosters.</p>

[Checks and Counters]

<p>Due to its typing, Mantine is unable to withstand any Electric-type attack
, making this the obvious first option. Lanturn serves as a complete stop to Mantine; it resists both of its STAB moves, has access to Heal Bell, should Mantine carryland a Toxic, and its STAB Electric-type moves will OHKO Mantine in no time. Physical attackers should prey on Mantine's poor Defense stat, especially those who carry super effective moves such as Stone Edge or ThunderPunch. Taunt will shut down most sets, as Mantine relies heavily on its support moves, while Toxic can be used to cripple any set without Rest. Kabutops and Quagsire can take on most sets with ease;, just watch out for the occasional Toxic, and the rare Hidden Power Grass.</p>

[Dream World]

<p>Mantine
's Dream World ability isgets Water Veil as its Dream World ability. Water Veil is mostly useless on Mantine as it will be using Rest most of the time often, and being burnsed won't harm its special attacks in the slightest. Only Do not use Water Veil; if you're afraid of being burned, but the majority of opponents won't be using Will-O-Wisp or Scald against Mantine anytime soon.</p>


Great work, Komodo. You did have some unnecessary fluff, however, and the vocabulary was also somewhat basic.
 

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