Partner: Manaphy
Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Shadow Ball
- HP Fire
Manaphy is a good teammate thanks to its movepool, which sometimes can be unpredictable.
Psychic OHKOes Mega Venusaur at +3 and hits Poison and Fighting-types (i.e. Toxicroak, Amoonguss, Keldeo, and Conkeldurr) for super effective damage and Water-types (i.e. Suicune, Rotom-W, and Azumarill) for neutral damage. But here Psychic is dropped to use Shadow Ball, a move which compresses the utility of Ice Beam and Energy Ball towards many targets (i.e. Lati@s, Slowbro and so on). HP Fire fills very well the 4th slot, but you can choose whatever move you want.
To summarize, Tail Glow + Scald are mandatory and you can choose:
(1) Ice Beam + Energy Ball
(2) Shadow Ball + HP Fire
(3) Ice Beam + Psychic
Sadly, you have only 2 moveslots available.
Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Shadow Ball
- HP Fire
Manaphy is a good teammate thanks to its movepool, which sometimes can be unpredictable.
Psychic OHKOes Mega Venusaur at +3 and hits Poison and Fighting-types (i.e. Toxicroak, Amoonguss, Keldeo, and Conkeldurr) for super effective damage and Water-types (i.e. Suicune, Rotom-W, and Azumarill) for neutral damage. But here Psychic is dropped to use Shadow Ball, a move which compresses the utility of Ice Beam and Energy Ball towards many targets (i.e. Lati@s, Slowbro and so on). HP Fire fills very well the 4th slot, but you can choose whatever move you want.
To summarize, Tail Glow + Scald are mandatory and you can choose:
(1) Ice Beam + Energy Ball
(2) Shadow Ball + HP Fire
(3) Ice Beam + Psychic
Sadly, you have only 2 moveslots available.
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