Manaphy

Taken over from here



I've lost the moon while trying to count the stars. I've lost my mind, but that's okay, 'cause I've been trying to fix my heart.

QC: 49 / AM / bludz
GP: The Dutch Plumberjack / Snobalt

[OVERVIEW]

Despite Manaphy's adorable facade, it is one of the most capable Pokemon in the entire OU tier, being one of the most prominent wallbreakers and stallbreakers. Tail Glow makes it immediately threatening, boosting Manaphy's Special Attack by whole stages in the span of only one turn. With this tool, Manaphy can easily set up on and destroy many common defensive Pokemon, such as Mega Sableye, Mega Scizor, Mandibuzz, Alomomola, Tentacruel, Skarmory, Starmie, Heatran, Hippowdon, and Slowbro. Manaphy also has decent all-around bulk, allowing it to take on the likes of Mega Metagross, Gliscor, and Keldeo when utilizing a defensive EV spread and hold its own against defensive Pokemon such as Mega Sableye and Chansey and take a hit from more offensive Pokemon when utilizing a more offensively inclined EV spread. Manaphy's prowess at breaking down defensive teams and cores is further aided by its wide movepool consisting of many coverage options, including Ice Beam for the likes of Mega Altaria, Latios, and Celebi, Energy Ball for Slowbro, Keldeo, and Azumarill, and Psychic for Toxicroak, Amoonguss, and Mega Venusaur, thus greatly limiting Manaphy's number of viable checks. Hydration works great with Rain Dance, as it gives Manaphy an immunity to status ailments in the rain and, in tandem with Rest, gives Manaphy great longevity. Rain Dance also powers up Manaphy's Water-type STAB attacks, making it capable of 2HKOing Chansey and Unaware Clefable, although Manaphy has to be at +6 to defeat the former.

Manaphy, however, possesses quite an average Speed stat, leaving it easily revenge killed by offensive Pokemon such as Mega Manectric, Raikou, Thundurus, Mega Lopunny, Serperior, and Mega Sceptile. Manaphy's Special Attack, when unboosted, also pales in comparison to other offensive behemoths in the tier such as Latios and Gengar. Lastly, despite Manaphy's good coverage, it can't cover the entire tier with two or three coverage moves, meaning Manaphy will always be walled by something no matter what.

[SET]
name: Tail Glow + 3 Attacks
move 1: Tail Glow
move 2: Scald
move 3: Ice Beam / Hidden Power Fire
move 4: Energy Ball / Psychic
item: Leftovers
ability: Hydration
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

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

Tail Glow makes Manaphy immediately threatening and lets it break past defensive teams with ease. Scald has a nifty 30% chance to burn the foe, which is extremely useful to cripple the likes of Chansey, Unaware Clefable, and Ferrothorn. In particular, Ferrothorn's defensive capabilities get hit hard when burned, as its health will get slowly whittled away, particularly with no means of recovery outside of Leech Seed and Leftovers, and its offensive moves will be neutered. Scald also nets a neutral hit on many defensive Pokemon such as Mega Sableye. Ice Beam deals with Grass- and Dragon-types such as Celebi, Amoonguss, Mega Altaria, and Latios. Energy Ball handles bulky Water-types such as Slowbro, Starmie, Rotom-W, and Azumarill looking to tank Manaphy's Scald and Ice Beam. Hidden Power Fire lets Manaphy circumvent Ferrothorn, which normally checks it. On bulky offensive teams, Hidden Power Fire has additional utility in being able to pressure Mega Scizor, which threatens balance teams built around Hippowdon. Psychic OHKOes Mega Venusaur at +3, hits Poison and Fighting-types such as Toxicroak, Amoonguss, Keldeo, and Conkeldurr for super effective damage, and hits Water-types such as Suicune and Azumarill for neutral damage. Shadow Ball can be used as a catch-all move to hit Psychic-types such as Slowbro, Latios, Celebi, Jirachi, and Starmie in only one moveslot, as well as hit the likes of Rotom-W and Mega Venusaur for neutral damage. In particular, it works well alongside Hidden Power Fire, as Shadow Ball somewhat compresses the roles of Ice Beam and Energy Ball into one moveslot but is more team dependent.

Set Details
========

Manaphy is most effective when utilizing maximum Speed EVs and a Timid nature, as it Speed ties with opposing Manaphy, Mega Medicham, Mega Gardevoir, and both Mega Charizard formes and outspeeds Adamant Terrakion, standard Volcarona, Jolly Landorus-T, Naive Kyurem-B, and Jolly Excadrill. If you value bulk over Speed, an EV spread of 96 HP / 252 SpA / 160 Spe is perfectly viable to just outpace Excadrill, while retaining a bit of bulk to take on the likes of Mega Lopunny more easily; 164 Speed EVs should be run if using Hidden Power Fire to make up for the lost Speed IV. Leftovers provides much-needed longevity for Manaphy, meaning it can switch into resisted moves such as Scald Pokemon like Heatran more easily. Other viable items include Wacan Berry to let Manaphy take on an Electric-type such as Raikou, Mega Manectric, or Thundurus once, Salac Berry to patch up Manaphy's mediocre Speed stat against offensive teams, Lum Berry to allow Manaphy to shrug off status ailments such as Clefable's or Klefki's Thunder Wave, especially against teams lacking a definite answer to it, and Sitrus Berry to let Manaphy recover one-quarter of its health after it has been been brought down to or below 50% HP, which greatly benefits certain offensive teams that play Manaphy more aggressively.

Usage Tips
========

Manaphy fares well against defensive or balanced teams, as the extra coverage helps it break down its checks, making Manaphy even harder for defensive teams to beat. Against defensive teams, set up on the likes of Mandibuzz, Mega Sableye, and Tentacruel, which pose no threat to Manaphy. However, keep in mind that, without Rain Dance, Manaphy can only beat Unaware Clefable and Chansey if they have been weakened beforehand. It is obvious that you should eliminate Clefable and weaken Chansey first so that Manaphy can sweep. Manaphy can also hit Clefable or Chansey with Scald on the switch as to potentially cripple them with a burn. Manaphy can set up on Calm Mind users such as Mega Sableye, Mega Slowbro, and Magic Guard Clefable, as Tail Glow allows Manaphy to boost faster than them and then KO them with the appropriate coverage move. However, Magic Guard Clefable is easily able to hit Manaphy with Thunder Wave, and without a Lum Berry or rain support, Manaphy will remain crippled for the remainder of the battle. Manaphy can be easily revenge killed by offensive Grass- or Electric-types such as Serperior and Thundurus, so do not attempt to pull of a sweep with Tail Glow against offensive teams unless the coast is clear. At the start of a match, using Scald is usually beneficial to cripple potential checks to Manaphy.

Team Options
========

Pursuit support greatly aids Manaphy, as it can struggle with Psychic-types such as Celebi, Latios, Latias, Cresselia, and Slowking, making the likes of Bisharp, Mega Metagross, Weavile, and Tyranitar ideal partners. Gothitelle traps and eliminates Mega Venusaur and Ferrothorn, while Magnezone also traps and eliminates Ferrothorn can checks the likes of Latios. Hidden Power Fire Mega Diancie is able to surprise Ferrothorn, allowing Manaphy to break apart slower teams more easily. If Manaphy is running Hidden Power Fire, this relationship is inverted, allowing Mega Diancie to sweep instead. Mega Lopunny deals with faster offensive Pokemon such as Tornadus-T, Raikou, and Starmie, while Manaphy easily breaks defensive teams thanks to Tail Glow in return. Similarly, Mega Alakazam fares well against fast teams, as it's capable of checking fast Pokemon such as Mega Lopunny and Mega Manectric that trouble Manaphy, as well as weather sweepers such as Excadrill and Kingdra. Mega Scizor beats Ferrothorn and Chansey, as well as Psychic-types such as Celebi, Latios, Latias, and Cresselia. Defensive Garchomp can set up Stealth Rock to whittle down switch-ins and check fast offensive threats to Manaphy such as Mega Metagross, Mega Lopunny, and Hawlucha. Mega Gallade has Close Combat to break past Chansey, Ferrothorn, and Kyurem-B, Zen Headbutt for Mega Venusaur, Amoonguss, and Toxicroak, and Knock Off for bulky Psychic-types such as Celebi, Latios, and Jirachi. In turn, it appreciates Manaphy's ability to break past Mega Sableye, Magic Guard Clefable, and Mega Slowbro. Chansey is a problem for non-Rain Dance Manaphy, so Knock Off users, Chansey lures, or strong wallbreakers are good teammates.

Answers to Electric-types such as Mega Altaria, Raikou, and Hippowdon are good teammates if Manaphy lacks Wacan Berry, while answers to Grass-types, mainly Serperior, Mega Venusaur, and Celebi, are appreciated as well. These Pokemon include Talonflame, Mega Charizard X, Tornadus-T, Weavile, Mega Aerodactyl, and Mamoswine. In particular, Talonflame and Mega Charizard X appreciate Manaphy's ability to beat Water- and Ground-types. If not running Energy Ball, Grass-types such as Celebi and Serperior are good partners thanks to their ability to check Water-types that resist Manaphy's Scald and Ice Beam, and they can potentially complete Fire-Water-Grass cores. If Manaphy lacks Psychic, Psychic or Hidden Power Flying Thundurus makes for a good teammate thanks to its ability to beat Mega Venusaur, and if Manaphy lacks Hidden Power Fire, Hidden Power Fire Kyurem-B and Latios are good partners thanks to their ability to beat Ferrothorn.


[SET]
name: Tail Glow + Rain Dance
move 1: Tail Glow
move 2: Rain Dance
move 3: Scald
move 4: Psychic / Energy Ball
item: Leftovers
ability: Hydration
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

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

Tail Glow boosts Manaphy's Special Attack by three stages, making it capable of cutting through defensive teams. Rain Dance further boosts Manaphy's power, allowing it to break past Clefable and Chansey more easily and making it effectively immune to status ailments. Scald has a nifty 30% chance to burn the foe and is Manaphy's strongest STAB move, and its power is augmented even further via Tail Glow and Rain Dance. Psychic allows Manaphy to circumvent Mega Venusaur, Amoonguss, Conkeldurr, Dragalge, Toxicroak, and Keldeo. Using Psychic means that Manaphy has an easier time against stall utilizing Mega Sableye + Amoonguss or Mega Venusaur + Heatran cores. Energy Ball hits Water-types such as Slowbro, Suicune, and Rotom-W for super effective damage. It also lets Manaphy beat Calm Mind Slowbro and Suicune one-on-one due to Tail Glow boosting Manaphy's Special Attack more than Calm Mind boosts the foe's Special Defense. Alternatively, Ice Beam deals with Grass- and Dragon-types such as Celebi and Mega Altaria. Rest can be used, which works fantastically in combination with Rain Dance and Hydration.

Set Details
========

Maximum Speed investment in tandem with a Timid nature allows Manaphy to Speed tie with positive-natured Mega Medicham, opposing Manaphy, Mega Gardevoir, Mega Charizard X, and Mega Charizard Y, and outspeed Adamant Mega Charizard X, Modest Mega Charizard Y, standard Volcarona, Adamant Terrakion, Naive Kyurem-B, and Jolly Landorus-T. The rest of the EVs are put into Special Attack for more power. Leftovers provides passive recovery, allowing Manaphy to have an easier time against defensive and balance teams. If running Rest, a bulkier EV spread of 248 HP / 108 Def /136 SpA / 16 Spe can be used to outpace Bisharp, beat Clefable, and handle Mega Altaria and Mega Metagross. The combination of Hydration and Rain Dance makes Manaphy effectively immune to status ailments. Modest is an option if you prefer raw power over Speed and if outspeeding Jolly Excadrill and Speed tying with base 100 Speed Pokemon isn't necessary. In particular, the combination of a Modest nature, Splash Plate, Rain Dance, and Surf is a viable option to 2HKO Unaware Clefable when unboosted.

Usage Tips
========

As this Manaphy variant only has two coverage moves, it lacks the ability to break past a wider range of defensive Pokemon, so identify any Pokemon that Manaphy cannot beat using its two coverage moves and either weaken it or remove it prior to attempting a sweep with Manaphy. Use Scald at the start of the game to potentially cripple Manaphy's checks. How you set up Manaphy depends on what the opposing team consists of, as if Chansey is present, having rain active as well as obtaining two Tail Glow boosts is necessary to beat it with Scald. If facing a foe that relies on status moves, Manaphy should use Rain Dance before attempting to set up Tail Glow. Don't reveal what coverage move Manaphy has, as it may come in handy to surprise would-be answers such as Mega Venusaur if running Psychic. If Unaware Clefable is the opposing team's answer to Manaphy, don't reveal Rain Dance too early either. Set up on defensive Pokemon lacking a way to deal a lot of damage to Manaphy, such as Mega Sableye, Mega Slowbro, Mandibuzz, and Alomomola. Manaphy is revenge killed easily by offensive threats such as Thundurus, Serperior, and Mega Lopunny. However Manaphy's bulk allows it to take a hit from them and retaliate, but don't play too aggressively. Weaken Manaphy's checks first so that it can potentially break through them with Scald depending on what coverage move Manaphy opts for.

Team Options
========

Fast offensive Pokemon such as Mega Alakazam, Mega Lopunny, Tornadus-T, Talonflame, Thundurus, and Mega Sceptile are ideal partners for Manaphy due to their ability to handle offensive teams Depending on the coverage move that Manaphy runs, teammates that cover the targets of the other coverage move are good partners. For example, Energy Ball Manaphy struggles with Grass- and Dragon-types, so Ice-types such as Weavile and Mamoswine are good partners to deal with them. Answers to Grass-types, such as Mega Charizard X, Tornadus-T, and Mega Scizor, are good partners, as Manaphy struggles against the likes of Celebi, Mega Venusaur, and Amoonguss if lacking Ice Beam. Answers to Electric-types, such as Mega Charizard X, Mamoswine, Raikou, and Serperior, are good teammates as well due to Manaphy's susceptibility to being revenge killed by the likes of Raikou, Mega Manectric, and Thundurus. Pursuit trappers such as Mega Metagross, Bisharp, Tyranitar, and Weavile can get rid of Psychic-types such as Latios, Latias, Gothitelle, and Celebi. Mega Metagross also deals with Mega Venusaur, Amoonguss, and Keldeo, which Manaphy fails to beat without the right coverage. Magnezone and Gothitelle can trap and eliminate Ferrothorn. However, their Hidden Power Fire gets weakened in rain, so be wary of activating rain when about to trap Ferrothorn. Jirachi deals with Psychic-types such as Latios, Latias, and Celebi and Grass-types such as Mega Venusaur and Serperior. Thanks to the rain, Mega Venusaur and Serperior's Hidden Power Fire is weakened. Rain users and Swift Swim sweepers such as Tornadus-T, Raikou, Kabutops, Kingdra, and Mega Swampert appreciate Manaphy's ability to set up rain to power up their own attacks. Mega Scizor also deserves a mention for functioning nicely in rain and checking Ferrothorn and numerous Psychic-types such as Latios, Celebi, and Cresselia.

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Scald
move 3: Rain Dance
move 4: Rest
item: Leftovers
ability: Hydration
nature: Bold
evs: 252 HP / 240 Def / 16 Spe

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

Calm Mind boosts Manaphy's Special Attack and Special Defense slowly to make it more powerful and impervious to special attacks. Scald is Manaphy's main STAB move and is chosen for its nifty 30% chance to burn the foe. On a set utilizing mono-Water coverage, this is particularly important, as the burn chance means that Manaphy can potentially cripple and stall out would-be answers such as Ferrothorn. Rain Dance summons rain, activating Hydration to provide Manaphy with an effective immunity to status ailments and powering up Scald. Rest functions very effectively alongside Rain Dance, recovering all of Manaphy's health under rain without needing to put Manaphy to sleep, making it a good check to the likes of Mega Metagross, Keldeo, and Bisharp.

Set Details
========

16 Speed EVs allow Manaphy to outpace Adamant Bisharp and potentially burn it first before getting hit by Knock Off. The remaining EVs are placed into HP and Defense, alongside a Bold nature to check physical threats such as Mega Lopunny better. Though both 240 HP / 252 Def and 252 HP / 240 Def arrive at the same defensive benchmark, maximum HP investment is chosen to deal with special attackers such as Slowbro and Keldeo slightly better. Leftovers is the chosen item to provide Manaphy with passive recovery and to make sure it sticks around for longer.

Usage Tips
========

Manaphy can function as a check to the likes of Talonflame, Mega Metagross, Mega Aerodactyl, Keldeo, Landorus-T, Gliscor, and Hippowdon due to the Defense investment. It is to be highlighted that Calm Mind Manaphy does have a few advantages over CroCune, such as a better Speed stat, better damage output in general, especially taking Rain Dance into account, and reliable recovery without having to depend on the unreliable Sleep Talk for two turns. Manaphy can switch into and set up Rain Dance and Calm Mind against the above and then use Rest to be able to continuously set up and sweep when low at health. Manaphy should not be forced into a position where the foe can KO it easily, so don't wait until the last minute to use Rest, as Manaphy will be vulnerable for two turns if rain ends. Manaphy also functions well against defensive teams, as it's capable of finding opportunities to set up on many common defensive Pokemon such as Slowbro, Alomomola, Mandibuzz, Mega Sableye, Chansey, Clefable, Tyranitar, Hippowdon, and opposing Manaphy, as well as specific defensive wincons such as Mega Scizor, Keldeo, and Gliscor. Manaphy can also use Calm Mind against offensive teams to tank hits from special attackers such as Latios, Clefable, and Starmie. Remove Grass-, Electric-, and Dragon-types that Manaphy cannot remove by itself. In terms of Dragon-types, prioritize taking down strong physical attackers such as Mega Altaria, Dragonite, and Garchomp.

Team Options
========

Amoonguss is a good defensive partner that appreciates Manaphy's ability to stallbreak and provides an answer to the majority of Electric- and Grass-types such as Mega Manectric and Celebi, which hit Manaphy super effectively with their STAB moves. The rain that Manaphy summons also further increases the defensive synergy between the duo, making Amoonguss less susceptible to Fire-type attacks. Amoonguss is also capable of beating Ferrothorn with Hidden Power Fire. Magnezone and Gothitelle trap and eliminate Ferrothorn with Hidden Power Fire as well. As an added bonus, they can also take down Water-types such as Slowking, Gyarados, and Azumarill that resist Manaphy's mono-Water coverage. Gothitelle can also deal with most Grass-types such as Mega Venusaur and Amoonguss. Dragon-, Grass-, and Ground-types such as Latios, Ferrothorn, and Hippowdon can take care of Electric-types. Rain setters such as Klefki and Politoed can set up rain in a pinch, activating Hydration and letting Manaphy use Rest without any repercussions. Grass-types such as Serperior, Mega Venusaur, and Celebi check Water- and Electric-types and, in Mega Venusaur's case, opposing Grass-types. Because Manaphy is running mono-Water coverage, it is very susceptible to Pokemon that resist Water.

[STRATEGY COMMENTS]
Other Options
=============

Specially defensive Manaphy with Scald, Rain Dance, U-turn, and Rest is very effective at beating special attackers such as Heatran, Clefable, and Gengar, avoiding being trapped by Gothitelle, and preserving momentum with U-turn. For sets utilizing Tail Glow, Sitrus Berry and Salac Berry are viable options, with the former recovering one-quarter of Manaphy's health in a pinch, allowing it to take a hit from an offensive Pokemon such as Mega Lopunny more easily, and the latter letting Manaphy patch up its average Speed, which is especially useful against offensive teams. Knock Off cripples Chansey, Ferrothorn, and Clefable on the switch, and when combined with a defensive EV spread, Manaphy can perform the role of a good defensive utility Pokemon. Heart Swap can allow Manaphy to steal boosts from the likes of Calm Mind Mega Sableye, Calm Mind Clefable, and Agility Mega Metagross, but it is extremely matchup dependent. Heal Bell provides good clerical support, especially when Manaphy is paired up with offensive Pokemon such as Bisharp and Mega Lopunny that hate status ailments. Rindo Berry negates Manaphy's weakness to Grass-type moves, albeit for only one turn, allowing it to turn the tables on the likes of Serperior and Mega Sceptile. Substitute allows Manaphy to ease setup and prediction, particularly against offensive teams. Lastly, Dazzling Gleam hits Kyurem-B and Kingdra, but other than that, it does not have many notable targets, and losing a coverage option such as Energy Ball or Ice Beam is usually not worth it.

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

**Fast Offensive Pokemon**: Due to Manaphy's average Speed, fast offensive Pokemon such as Mega Lopunny, Hawlucha, Gengar, Tornadus-T, Alakazam, Mega Alakazam, and Mega Medicham can easily revenge kill it. Weather sweepers such as Kingdra, Mega Swampert, Venusaur, and Excadrill outspeed and revenge kill Manaphy as well under their respective weather conditions.

**Priority Users**: Priority mobes from the likes of Talonflame, Breloom, Dragonite, Conkeldurr, and Diggersby can easily KO a weakened Manaphy, as it lacks priority of its own.

**Hoopa-U**: Thanks to its ridiculously high special bulk, Hoopa-U can take on Manaphy, as it is not OHKOed by any of Manaphy's attacks, even at +3. However, it is not an extremely reliable check, as being burned severely hinders its time on the field, and if Manaphy is at +3, it has to be substantially weakened for Hoopa-U to beat it.

**Grass-types**: Mega Sceptile, Celebi, Serperior, Shaymin, and Tangrowth check non-Ice Beam Manaphy very well, as they all resist Manaphy's main STAB moves. Amoonguss and Mega Venusaur check non-Ice Beam and non-Psychic variants of Manaphy, while Ferrothorn beats non-Hidden Power Fire Manaphy. In return, they can all retaliate with their own Grass-type STAB moves.

**Electric-types**: Though they cannot directly switch in, Electric-types such as Mega Manectric, Raikou, and Thundurus can safely revenge kill Manaphy as they are all faster than Manaphy.

**Dragon-types**: Being resistant to Scald and being able to counter non-Ice Beam variants of Manaphy, various Dragon-types such as Latios, Mega Altaria, Latias, Kyurem-B, Dragalge, Dragonite, and Kingdra are great answers to it. Among them, Pokemon neutral to Ice Beam, such as Kingdra and Kyurem-B, are even better answers. However, none of these Pokemon enjoy switching into Scald, as the burns slowly whittle away at their health.

**Unaware Clefable**: Unaware Clefable counters Manaphy, as Scald fails to 2HKO it even after Stealth Rock and burn damage. With Special Defense investment and a Calm nature, it can even avoid the 2HKO from rain-boosted Scald. Clefable can then use Manaphy as setup fodder for Calm Mind, cripple Manaphy with Thunder Wave, or pass Wishes to teammates. However, it can be overwhelmed by Splash Plate Manaphy.
 
Last edited:
Ok, TDK let me finish this up from the previous thread since DN went missing. I implemented bludz's check from the last thread, so I'm sending this right away to GP, this hopefully shouldn't take too long to finish up.

edit @ below:
ok did that

edit edit:
reducing team options size tonight cause jesus christ its huge so i'll very quickly put it into wip again until i clear that up

edit edit edit:
ok i shortened it as much as i could without removing anything important lets actually put this in gp now
 
Last edited:

p2

Banned deucer.
before you move this to gp can you either change Garchomp to Hippowdon or keep it as Garchomp but remove the mention of checking Electric types because Garchomp doesn't check Electrics at all
"Defensive Garchomp sets up Stealth Rock to whittle down switch-ins, as well as checking Electric-types such as Mega Manectric and Raikou and fast offensive threats such as Mega Metagross, Mega Lopunny, and Hawlucha." It's TO from the first set
 

Lumari

empty spaces
is a Site Content Manageris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator Alumnus
TFP Leader
yay
i really like DN's writing, too bad he seems to have disappeared :T good thing you were willing to finish this up on his behalf

also brb rewatching Pokemon Ranger and the Temple of the Sea i guess :>

remove add (Capitalize / Fix) (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
Taken over from here



I've lost the moon while trying to count the stars. I've lost my mind, but that's okay, 'cause I've been trying to fix my heart.

QC: 49 / AM / bludz
GP: /

[OVERVIEW]

Despite Manaphy's adorable facade, it is one of the most capable Pokemon in the entire OU tier, being one of the most prominent wallbreakers and stallbreakers. Tail Glow is Manaphy's trump card, a move that makes it immediately threatening, boosting Manaphy's Special Attack three whole stages in the space of only one turn. With this tool, Manaphy can easily set up on and destroy many common defensive Pokemon, such as Mega Sableye, Mega Scizor, Mandibuzz, Alomomola, Tentacruel, Skarmory, Starmie, Heatran, Hippowdon, and Slowbro. Manaphy also has decent all-around bulk, (AC) allowing it to take on the likes of Mega Metagross, Gliscor, and Keldeo when utilizing a defensive EV spread (RC) and hold its own against defensive Pokemon such as Mega Sableye and Chansey and take a hit from more offensive Pokemon when utilizing a more offensively inclined (remove hyphen) EV spread. Manaphy's prowess at breaking down defensive teams and cores is further aided by its wide movepool consisting of many coverage options, including Ice Beam for the likes of Mega Altaria, Latios, and Celebi, Energy Ball for Slowbro, Keldeo, and Azumarill, and Psychic for Toxicroak, Amoonguss, and Mega Venusaur, thus greatly limiting Manaphy's number of viable checks. Hydration is the cream of the crop, working great with Rain Dance, as it gives Manaphy an immunity to status ailments in the rain (RC) and, (AC) in tandem with Rest, gives Manaphy great longevity. Rain Dance also powers up Manaphy's Water-type STAB attacks, making it capable of feats such as 2HKOing Chansey and Unaware Clefable, although Manaphy has to be at +6 to defeat Chansey the former.

Manaphy, however, possesses quite an average Speed stat, leaving it easily revenge killed by offensive Pokemon such as Mega Manectric, Raikou, Thundurus, Mega Lopunny, Serperior, and Mega Sceptile. Manaphy's Special Attack, when unboosted, also pales in comparison to other offensive behemoths in the tier such as Latios and Gengar. Lastly, despite Manaphy's good coverage, it can't cover the entire tier with two or three coverage moves, meaning Manaphy will always be walled by something no matter what.

[SET]
name: Tail Glow + 3 Three Attacks
move 1: Tail Glow
move 2: Scald
move 3: Ice Beam / Hidden Power Fire
move 4: Energy Ball / Psychic
item: Leftovers
ability: Hydration
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

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

Tail Glow makes Manaphy immediately threatening (RC) and is the tool that lets Manaphy break past defensive teams with ease. Scald has a nifty 30% chance to burn the foe, which is extremely useful to cripple the likes of Chansey, Unaware Clefable, and Ferrothorn. In particular, Ferrothorn's defensive capabilities get hit hard when burned, (AC) as its health will get slowly whittled away, particularly with no means of recovery outside of Leech Seed and Leftovers, and its offensive moves will not do as much damage too be gimped. (or w/e, just anything shorter and more direct) Scald also nets a neutral hit on many defensive Pokemon such as Mega Sableye. Ice Beam deals with Grass- and Dragon-types such as Celebi, Amoonguss, Mega Altaria, and Latios. Energy Ball handles bulky Water-types such as Slowbro, Starmie, Rotom-W, and Azumarill looking to resist Manaphy's Scald and Ice Beam. Hidden Power Fire lets Manaphy circumvent Ferrothorn, which normally checks Manaphy it. On bulky offensive teams, Hidden Power Fire has additional utility in being able to pressure Mega Scizor, which threatens balance built around Hippowdon. Psychic OHKOes Mega Venusaur when at +3, hits Poison-types and Fighting-types such as Toxicroak, (AC) and Amoonguss, (or keep the previous and and change this comma to "and" as well if you really don't want to lump them together, but eeh what's the point) Keldeo and Conkeldurr, for super effective damage, as well as Water-types such as Suicune, Slowbro, and Azumarill for neutral damage. Shadow Ball can be used as a catch-all move to hit Psychic-types such as Slowbro, Latios, Celebi, Jirachi, and Starmie in only one moveslot, as well as hitting the likes of Rotom-W and Mega Venusaur for neutral damage. In particular, it works well alongside Hidden Power Fire, (AC) as Shadow Ball sort of compresses the roles of Ice Beam and Energy Ball into one (RC) but is more so team dependent.

Set Details
========

Manaphy is most effective when utilizing maximum Speed EVs and a Timid nature, as with such these it Speed ties with opposing Manaphy, Mega Medicham, Mega Gardevoir, and both Mega Charizard formes, as well as outspeed and outspeeds Adamant Terrakion, Volcarona running a Modest nature with 252 Speed EVs or a Timid nature with 184 Speed EVs, Jolly Landorus-T, Naive Kyurem-B, and Jolly Excadrill. If you value bulk over Speed, a spread of 96 HP / 252 SpA / 160 Spe is perfectly viable to just outpace Excadrill and anything below (RC) while retaining a bit of bulk to take on the likes of Mega Lopunny more easily; (SC) or 164 Speed EVs should be run if using Hidden Power Fire to make up for the lost IV. Leftovers provides much-needed longevity for Manaphy, meaning it can switch into resisted moves such as Scald or the likes of Heatran more easily. Other viable items include Wacan Berry to let Manaphy take on an Electric-type such as Raikou, Mega Manectric, or Thundurus once, Salac Berry to patch up Manaphy's mediocre Speed stat against offensive teams, Lum Berry to allow Manaphy to shrug off status ailments such as Clefable's or Klefki's Thunder Wave, especially against teams lacking a definite answer to Manaphy it, and Sitrus Berry to let Manaphy recover a quarter of its health after its health has been halved, which greatly benefits certain offensive teams that play Manaphy more aggressively.

Usage Tips
========

Manaphy fares great against defensive or balanced teams, as the extra coverage options helps it in breaking down its checks, making Manaphy even harder for defensive teams to beat. Against defensive teams, set up on the likes of Mandibuzz, Mega Sableye, and Tentacruel that pose no threat to Manaphy. However, (AC) keep in mind that, (AC) without Rain Dance, (AC) Manaphy can only beat Unaware Clefable and Chansey if they are have been weakened beforehand. It is obvious that you should eliminate Clefable and weaken Chansey first so that Manaphy can sweep. Manaphy can also hit Clefable or Chansey with Scald on the switch so as to potentially cripple them via a burn. Manaphy can also set up on the likes of Mega Sableye, Mega Slowbro, and Magic Guard Clefable, as Tail Glow allows Manaphy to boost faster than their Calm Mind and then KO them with the appropriate coverage move. However, Magic Guard Clefable is easily able to Thunder Wave Manaphy, and without a Lum Berry or rain active, Manaphy will remain crippled for the remainder of the battle. Manaphy can be easily revenge killed by offensive Grass- or Electric-type Pokemon such as Serperior and Thundurus, so try do not attempt to pull of a sweep with Tail Glow against offensive teams unless the coast is clear. At the start of a match, using Scald is more often than not beneficial to cripple potential checks to Manaphy.

Team Options
========

Pursuit support greatly aids Manaphy, (AC) as it might struggle with Psychic-types such as Celebi, Latios, Latias, Cresselia, and Slowking, making the likes of Bisharp, Mega Metagross, Weavile, and Tyranitar ideal partners. Gothitelle traps and eliminates Mega Venusaur and Ferrothorn, and in a similar vein, Magnezone traps and eliminates Ferrothorn too, as well as checking the likes of Latios. Hidden Power Fire Mega Diancie is able to surprise Ferrothorn, allowing Manaphy to sweep easier more easily. If Manaphy is running Hidden Power Fire, the opposite effect is true, this relationship is inverted, (AC) (or w/e, this can probably be worded cleaner so lol, but "the opposite effect" rather implies that a sweep would not be possible if Manaphy runs HP Fire) allowing Mega Diancie to sweep instead. Mega Lopunny deals with faster offensive Pokemon such as Tornadus-T, Raikou, and Starmie, while Manaphy easily breaks defensive playstyles teams due to Tail Glow. Similarly, Mega Alakazam fares great against fast teams, as it's capable of checking fast Pokemon such as Mega Lopunny and Mega Manectric troubling Manaphy, as well as weather sweepers such as Excadrill and Kingdra. Mega Scizor beats Ferrothorn and Chansey, as well as Psychic-types such as Celebi, Latios, Latias, and Cresselia. Defensive Garchomp sets up Stealth Rock to whittle down switch-ins, as well as checking fast offensive threats such as Mega Metagross, Mega Lopunny, and Hawlucha. Mega Gallade has Close Combat or Drain Punch to break past Chansey, Ferrothorn, and Kyurem-B, Zen Headbutt for Mega Venusaur, Amoonguss, and Toxicroak, and Knock Off for bulky Psychic-types such as Celebi, Latios, and Jirachi. In turn, it appreciates Manaphy's ability to break Mega Sableye, Magic Guard Clefable, and Mega Slowbro. Chansey is a problem for non-Rain Dance Manaphy, so Knock Off users, Chansey lures, or strong wallbreakers are good teammates.

Answers to Electric-types such as Mega Altaria, Raikou, and Hippowdon are good teammates provided if Manaphy lacks Wacan Berry, while answers to Grass-types, mainly Serperior, Mega Venusaur, and Celebi, are appreciated. These include Talonflame, Mega Charizard X, Tornadus-T, Weavile, Mega Aerodactyl, and Mamoswine. In particular, Talonflame and Mega Charizard X appreciate Manaphy's ability to beat Water- and Ground-types. If Energy Ball isn't run, Grass-types such as Celebi and Serperior are good partners thanks to their ability to check Water-types that resist Manaphy's Scald and Ice Beam (RC) and potentially complete Fire / Water / Grass (dashes to slashes) cores. If Manaphy lacks Psychic, Psychic or Hidden Power Flying Thundurus makes for a good teammate thanks to its ability to beat Mega Venusaur, and if Manaphy lacks Hidden Power Fire, Hidden Power Fire Kyurem-B or Latios are good partners thanks to their ability to beat Ferrothorn.


[SET]
name: Tail Glow + Rain Dance
move 1: Tail Glow
move 2: Rain Dance
move 3: Scald
move 4: Psychic / Energy Ball
item: Leftovers
ability: Hydration
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

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

Tail Glow boosts Manaphy's Special Attack by three stages, making it capable of cutting through defensive teams like a hot knife through butter. Rain Dance further boosts Manaphy's power, allowing it to break past Clefable and Chansey more easily and become making it effectively immune to status ailments in the rain. Scald has a nifty 30% chance to burn and is Manaphy's strongest STAB move, and its power is augmented even further via Tail Glow and Rain Dance. Psychic allows Manaphy to circumvent Mega Venusaur, Amoonguss, Conkeldurr, Dragalge, Toxicroak, and Keldeo. Using Psychic means Manaphy has an easier time against stall utilizing Mega Sableye + Amoonguss or Mega Venusaur + Heatran cores. Energy Ball hits Water-types such as Slowbro, Suicune, and Rotom-W for super effective damage. It also lets Manaphy beat Calm Mind Slowbro and Suicune one-on-one due to Tail Glow boosting faster than its Calm Mind. Alternatively, (AC) Ice Beam deals with Grass- and Dragon-types such as Celebi and Mega Altaria.

Set Details
========

Maximum Speed investment in tandem with a Timid nature allows Manaphy to Speed tie with Jolly positive-natured Mega Medicham, opposing Manaphy, Mega Gardevoir, Jolly Mega Charizard X, Timid Mega Charizard Y, and Timid Volcarona (RC) and outspeed Adamant Mega Charizard X, Modest Mega Charizard Y, Modest Volcarona or ones running Timid and 184 Speed, Adamant Terrakion, Naive Kyurem-B, and Jolly Landorus-T. The rest of the EVs are put into Special Attack for power. Leftovers is for passive recovery, allowing Manaphy to have an easier time against defensive and balance teams. A bulkier spread with Rest to outpace Bisharp, beat Clefable, and handle Mega Altaria and Mega Metagross better is perfectly viable. An example would be something along the lines of 248 HP / 108 Def / 136 SpA / 16 Spe. The combination of Hydration and Rain Dance means makes Manaphy is effectively immune to status inside the rain. Modest is an option if you prefer wallbreaking potential over Speed (RC) and when outspeeding Jolly Excadrill and Speed tying with base 100s isn't necessary. In particular, the combination of a Modest nature, Splash Plate, Rain Dance, and Surf is a viable option to 2HKO Unaware Clefable unboosted.

Usage Tips
========

As this Manaphy variant only has two coverage moves, it lacks the ability to break past a wider realm range of defensive Pokemon, so identify any Pokemon that Manaphy cannot beat using its two coverage moves and either weaken it or remove it first prior to attempting a sweep with Manaphy. Use Scald at the start of the game to potentially cripple Manaphy's checks. How you set up Manaphy depends on what the opposing team consists of, as if a Chansey is present, the use of Rain Dance as well as two Tail Glows is necessary to beat it with Scald. If facing an opponent who a foe that relies on status moves, Manaphy should use Rain Dance before attempting to set up Tail Glow. Don't reveal what coverage move Manaphy has, as it may come in handy to surprise would-be answers such as Mega Venusaur if running Psychic. If Unaware Clefable is the opposing team's answer to Manaphy, (AC) don't reveal Rain Dance too early as well. Set up on defensive Pokemon lacking a way to deal a lot of damage to Manaphy, (AC) such as Mega Sableye, Mega Slowbro, Mandibuzz, and Alomomola. Manaphy is revenge killed easily by offensive threats such as Thundurus, Serperior, and Mega Lopunny. However, (AC) Manaphy's bulk means in times of need it can allows it to take a hit from the above and retaliate in times of need, but don't play too aggressively. Weaken Manaphy's checks first so that it can potentially break through them with Scald, depending on what coverage move Manaphy opts for. (idg what you mean here)

Team Options
========

Fast, offensive Pokemon are ideal partners for Manaphy due to their ability to handle offensive teams. These include Mega Alakazam, Mega Lopunny, Tornadus-T, Talonflame, Thundurus, and Mega Sceptile.
Depending on the coverage move that Manaphy runs, teammates to cover the weaknesses left are good partners. For example, Energy Ball Manaphy struggles with Grass- and Dragon-types, so Ice-types such as Weavile and Mamoswine are good partners to deal with these. Answers to Grass-types, such as Mega Charizard X, Tornadus-T, and Mega Scizor, are good partners, (AC) as Manaphy struggles against the likes of Celebi, Mega Venusaur, and Amoonguss if lacking Ice Beam. Answers to Electric-types, such as Mega Charizard X, Mamoswine, Raikou, and Serperior are good teammates as well due to Manaphy's knack for susceptibility to being revenge killed by the likes of Raikou, Mega Manectric, and Thundurus. Pursuit trappers such as Mega Metagross, Bisharp, Tyranitar, and Weavile are good Pokemon to pair up with Manaphy, (AC) as they can get rid of Psychic-types such as Latios, Latias, Gothitelle, and Celebi. Mega Metagross is a notable partner, (AC) as it also deals with the Mega Venusaur, Amoonguss, and Keldeo, which without the right coverage Manaphy fails to beat. Magnezone and Gothitelle traps trap and eliminates eliminate Ferrothorn. However, their Hidden Power Fire gets weakened in the rain, so be wary of activating the rain when about to trap Ferrothorn. Jirachi deals with Psychic-types such as Latios, Latias, and Celebi and Grass-types such as Mega Venusaur and Serperior. Thanks to the rain, Mega Venusaur and Serperior's Hidden Power Fire is weakened. Rain abusers and Swift Swim users such as Tornadus-T, Mega Manectric, Raikou, Kabutops, Kingdra, and Mega Swampert appreciate Manaphy's ability to set rain to power up their own attacks. Mega Scizor also deserves a mention for functioning nicely in rain and checking Ferrothorn and numerous Psychic-types such as Latios, Celebi, and Cresselia.

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Scald
move 3: Rain Dance
move 4: Rest
item: Leftovers
ability: Hydration
nature: Bold
evs: 252 HP / 240 Def / 16 Spe

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

Calm Mind takes an alternate route from Tail Glow, boosting Manaphy's Special Attack and Special Defense slowly to not only make it more powerful but also impervious to special attacks. Scald is Manaphy's main STAB move, chosen for its nifty 30% chance to burn the foe. On a set utilizing mono-Water coverage, (AC) this is particularly important, (AC) as the burn means Manaphy can potentially cripple and stall out would-be answers such as Ferrothorn. Rain Dance summons rain, activating Hydration to provide Manaphy with an effective immunity to status ailments. It also powers up Scald. Rest functions very effectively alongside Rain Dance, recovering all of Manaphy's health under rain without needing to put Manaphy to sleep, meaning it is making it a good check to the likes of Mega Metagross, Keldeo, and Bisharp.

Set Details
========

16 Speed EVs allow Manaphy to outpace Adamant Bisharp, allowing Manaphy to and potentially burn it first before taking a Knock Off. The remaining investment EVs are placed into HP and Defense, alongside a Bold nature, to check physical threats such as Mega Lopunny better. Though both 240 HP / 252 Def and 252 HP / 240 Def arrive at the same defensive benchmark, maximum HP investment is chosen to deal with special attackers such as Slowbro and Keldeo slightly better. Leftovers is the chosen item to provide Manaphy with passive recovery (RC) and to make sure it sticks around for longer. It is to be highlighted that Calm Mind Manaphy does have a few advantages over CroCune, such as a better Speed stat, better damage output in general, especially considering taking Rain Dance into account, and reliable recovery without having to be rendered useless depend on the unreliable Sleep Talk for two turns (bar Sleep Talk but that's unreliable).

Usage Tips
========

Manaphy can function as a check to the likes of Talonflame, Mega Metagross, Mega Aerodactyl, Keldeo, Landorus-T, Gliscor, and Hippowdon (RC) due to the Defense investment. It can switch into and set up Rain Dance and Calm Mind against the above (RC) and then use Rest to be able to continuously set up and sweep when low at health. Don't let Manaphy be forced into a position where the opponent can KO it easily, so don't wait until the last minute to use Rest, as Manaphy will be vulnerable for two turns if rain ends. Manaphy also functions great against defensive teams, being capable of finding opportunities to set up on many common defensive Pokemon such as Slowbro, Alomomola, Mandibuzz, Mega Sableye, Chansey, Clefable, Quagsire, Tyranitar, Hippowdon, and opposing Manaphy, as well as specific defensive win-conditions wincons such as Mega Scizor, Keldeo, and Gliscor. Manaphy can also use Calm Mind against offensive teams to tank hits from special attackers such as Latios, Clefable, and Starmie. Remove Grass-, Electric-, and Dragon-types that Manaphy cannot remove by itself. In terms of Dragon-types these particularly include strong physical attackers such as Mega Altaria, Dragonite, and Garchomp.

Team Options
========

Amoonguss is a good defensive partner for Manaphy that appreciates Manaphy's ability to stallbreak (RC) and provides an answer to the majority of Electric- and Grass-types such as Mega Manectric and Celebi walling Manaphy via its typing. The rain Manaphy summons also further increases the defensive synergy between the duo, making Amoonguss less susceptible to Fire-type attacks. Lastly, Amoonguss is also capable of beating Ferrothorn due to having with Hidden Power Fire usually. Magnezone and Gothitelle trap and eliminate Ferrothorn via Hidden Power Fire. As an added bonus, (AC) they can also take down Water-types such as Slowking, Gyarados, and Azumarill resisting that resist Manaphy's mono-Water coverage. Gothitelle can also deal with most Grass-types such as Mega Venusaur and Amoonguss. Generic answers to Electric-types such as Dragon-, Grass-, and Ground-types are ideal partners as well. These include Latios, Ferrothorn, and Hippowdon. Rain setters such as Klefki and Politoed can set up rain in a pinch, activating Hydration and letting Manaphy use Rest without any repercussions. Grass-types such as Serperior, Mega Venusaur, and Celebi check Water- and Electric-types (RC) and, (AC) in Mega Venusaur's case, opposing Grass-types as well. Manaphy is very susceptible to these super effective attacks as it is running mono-Water coverage. (these two things aren't really related, should probably be something along the lines of "Because Manaphy is running mono-Water coverage, it is very susceptible to Pokemon that resist it")

[STRATEGY COMMENTS]
Other Options
=============

Specially defensive Manaphy with Scald, Rain Dance, U-turn, and Rest is very effective at beating special attackers such as Heatran, Clefable, Gengar, as well as avoid being trapped by Gothitelle and preserve momentum via U-turn. For sets utilizing Tail Glow, Sitrus Berry and Salac Berry are viable options, with the former recovering a quarter of Manaphy's health in a pinch, meaning it can take a hit from an offensive Pokemon such as Mega Lopunny more easily, and the latter letting Manaphy patch up its average Speed, especially against offensive teams. Knock Off cripples Chansey, Ferrothorn, and Clefable on the switch, and combined with a defensive spread, (AC) Manaphy can perform the role of a good defensive utility Pokemon. Heart Swap can allow Manaphy to steal boosts from the likes of Calm Mind Mega Sableye, Calm Mind Clefable, and Agility Mega Metagross, but it is extremely dependent on the foe matchup. Heal Bell provides good clerical support, (AC) especially when Manaphy is paired up with offensive Pokemon such as Bisharp and Mega Lopunny that hate status. Rindo Berry negates Manaphy's weakness to Grass-type moves, albeit for only one turn, allowing it to turn the tables on the likes of Serperior and Mega Sceptile. Substitute allows Manaphy to ease setup and prediction, particularly against offensive teams. Manaphy can also use it to cripple the likes of Mega Venusaur and Ferrothorn with Scald while behind the Substitute. Lastly, Dazzling Gleam hits Kyurem-B and Kingdra, but other than that, (AC) it does not have many notable targets, and losing a coverage option such as Energy Ball or Ice Beam is usually not worth it.

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

**Fast Offensive Pokemon**: Due to Manaphy's average Speed, fast offensive Pokemon such as Mega Lopunny, Hawlucha, Gengar, Tornadus-T, Alakazam, Mega Alakazam, and Mega Medicham can easily revenge kill Manaphy. Weather sweepers such as Kingdra, Mega Swampert, Venusaur, and Excadrill outspeed under their respective weather conditions outspeed and revenge kill Manaphy as well.

**Priority**: Priority from the likes of Talonflame, Breloom, Dragonite, Conkeldurr, and Diggersby can easily KO a weakened Manaphy, as it lacks priority of its own.

**Hoopa-Unbound Hoopa-U**: Thanks to its ridiculously high special bulk, Hoopa-Unbound Hoopa-U can take on Manaphy, as it is not OHKOed by any of Manaphy's attacks, even at +3. However, it is not an extremely reliable check, as being burned severely hinders its time on the field, and if Manaphy is at +3, it has to be weakened substantially for Hoopa-U to beat it.

**Grass-types**: Mega Sceptile, Celebi, Serperior, Shaymin, and Tangrowth check non-Ice Beam Manaphy very well, (AC) as they all resist Manaphy's main STAB move, Scald. Amoonguss and Mega Venusaur check non-Ice Beam and non-Psychic variants of Manaphy, while Ferrothorn beats non-Hidden Power Fire Manaphy. In return, (AC) they can all retaliate with their own Grass-type STAB move.

**Electric-types**: Though they cannot directly switch in, Electric-types such as Mega Manectric, Raikou, Thundurus, and Rotom-W can safely revenge kill Manaphy, (AC) as they are all faster than Manaphy, save for Rotom-W. Rotom-W loses to Energy Ball Manaphy, however.

**Dragon-types**: Being resistant to Scald (RC) and being able to counter non-Ice Beam variants of Manaphy, various Dragon-types such as Latios, Mega Altaria, Latias, Kyurem-B, Dragalge, Dragonite, and Kingdra are great answers to Manaphy. Among them, Pokemon neutral to Ice Beam, such as Kingdra and Kyurem-B, are even better answers. However, none of these Pokemon enjoy switching into Scald, (AC) as the burns cripple them and whittle away at their health slowly.

**Unaware Clefable**: Unaware Clefable counters Manaphy, (AC) as Scald fails to 2HKO even after Stealth Rock and burn damage. With Special Defense investment and a Calm nature, (AC) it can even avoid the 2HKO from rain-boosted Scald. Clefable can then use Manaphy as setup fodder for Calm Mind, cripple Manaphy with Thunder Wave, or pass Wishes. However, it can be overwhelmed by Splash Plate Manaphy.
 
Last edited:

Freeroamer

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I don't really like Mega Medicham being mentioned under fast offensive checks to Manaphy when you're running max Speed on the first 2 sets, probably worth just removing that
 

Empress

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[OVERVIEW]

Despite Manaphy's adorable facade, it is one of the most capable Pokemon in the entire OU tier, being one of the most prominent wallbreakers and stallbreakers. Tail Glow is Manaphy's trump card, a move that (cutting the fluff) makes it immediately threatening, boosting Manaphy's Special Attack by three whole stages in the space span of only one turn. With this tool, Manaphy can easily set up on and destroy many common defensive Pokemon, such as Mega Sableye, Mega Scizor, Mandibuzz, Alomomola, Tentacruel, Skarmory, Starmie, Heatran, Hippowdon, and Slowbro. Manaphy also has decent all-around bulk, allowing it to take on the likes of Mega Metagross, Gliscor, and Keldeo when utilizing a defensive EV spread, (RC) and hold its own against defensive Pokemon such as Mega Sableye and Chansey and take a hit from more offensive Pokemon when utilizing a more offensively inclined EV spread. Manaphy's prowess at breaking down defensive teams and cores is further aided by its wide movepool consisting of many coverage options, including Ice Beam for the likes of Mega Altaria, Latios, and Celebi, Energy Ball for Slowbro, Keldeo, and Azumarill, and Psychic for Toxicroak, Amoonguss, and Mega Venusaur, thus greatly limiting Manaphy's number of viable checks. Hydration is the cream of the crop, (I wouldn't call it Manaphy's best attribute) working works great with Rain Dance, as it gives Manaphy an immunity to status ailments in the rain and, in tandem with Rest, gives Manaphy great longevity. Rain Dance also powers up Manaphy's Water-type STAB attacks, making it capable of feats such as 2HKOing Chansey and Unaware Clefable, although Manaphy has to be at +6 to defeat the former.

Manaphy, however, possesses quite an average Speed stat, leaving it easily revenge killed by offensive Pokemon such as Mega Manectric, Raikou, Thundurus, Mega Lopunny, Serperior, and Mega Sceptile. Manaphy's Special Attack, when unboosted, also pales in comparison to other offensive behemoths in the tier such as Latios and Gengar. Lastly, despite Manaphy's good coverage, it can't cover the entire tier with two or three coverage moves, meaning that Manaphy will always be walled by something no matter what.

[SET]
name: Tail Glow + Three 3 (Normally you have to write out the number, but this is an exception) Attacks
move 1: Tail Glow
move 2: Scald
move 3: Ice Beam / Hidden Power Fire
move 4: Energy Ball / Psychic
item: Leftovers
ability: Hydration
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

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

Tail Glow makes Manaphy immediately threatening and is the tool that lets Manaphy it break past defensive teams with ease. Scald has a nifty 30% chance to burn the foe, which is extremely useful to cripple the likes of Chansey, Unaware Clefable, and Ferrothorn. In particular, Ferrothorn's defensive capabilities get hit hard when burned, as its health will get slowly whittled away, particularly with no means of recovery outside of Leech Seed and Leftovers, and its offensive moves will be gimped neutered (subjective). Scald also nets a neutral hit on many defensive Pokemon such as Mega Sableye. Ice Beam deals with Grass- and Dragon-types such as Celebi, Amoonguss, Mega Altaria, and Latios. Energy Ball handles bulky Water-types such as Slowbro, Starmie, Rotom-W, and Azumarill looking to resist tank Manaphy's Scald and Ice Beam. Hidden Power Fire lets Manaphy circumvent Ferrothorn, which normally checks it. On bulky offensive teams, Hidden Power Fire has additional utility in being able to pressure Mega Scizor, which threatens balance teams built around Hippowdon. Psychic OHKOes Mega Venusaur when at +3, hits Poison and Fighting-types such as Toxicroak, Amoonguss, Keldeo, (AC) and Conkeldurr, (RC) for super effective damage, as well as and hits Water-types such as Suicune, Slowbro (are you sure?), and Azumarill for neutral damage. Shadow Ball can be used as a catch-all move to hit Psychic-types such as Slowbro, Latios, Celebi, Jirachi, and Starmie in only one moveslot, as well as hitting the likes of Rotom-W and Mega Venusaur for neutral damage. In particular, it works well alongside Hidden Power Fire, as Shadow Ball sort of somewhat compresses the roles of Ice Beam and Energy Ball into one moveslot but is more team dependent.

Set Details
========

Manaphy is most effective when utilizing maximum Speed EVs and a Timid nature, as with these it Speed ties with opposing Manaphy, Mega Medicham, Mega Gardevoir,(space)and both Mega Charizard formes, (RC) and outspeeds Adamant Terrakion, standard Volcarona running a Modest nature with 252 Speed EVs or a Timid nature with 184 Speed EVs, Jolly Landorus-T, Naive Kyurem-B, and Jolly Excadrill. If you value bulk over Speed, an EV spread of 96 HP / 252 SpA / 160 Spe is perfectly viable to just outpace Excadrill and anything below, while retaining a bit of bulk to take on the likes of Mega Lopunny more easily; 164 Speed EVs should be run if using Hidden Power Fire to make up for the lost Speed IV. Leftovers provides much-needed longevity for Manaphy, meaning allowing it to can switch into resisted moves such as Scald or the Pokemon likes of Heatran more easily. Other viable items include Wacan Berry to let Manaphy take on an Electric-type such as Raikou, Mega Manectric, or Thundurus once, Salac Berry to patch up Manaphy's mediocre Speed stat against offensive teams, Lum Berry to allow Manaphy to shrug off status ailments such as Clefable's or Klefki's Thunder Wave, especially against teams lacking a definite answer to it, and Sitrus Berry to let Manaphy recover a one-quarter of its health after its health has been halved been brought down to or below 50% HP, which greatly benefits certain offensive teams that play Manaphy more aggressively.

Usage Tips
========

Manaphy fares great well against defensive or balanced teams, as the extra coverage helps it in breaking down its checks, making Manaphy even harder for defensive teams to beat. Against defensive teams, set up on the likes of Mandibuzz, Mega Sableye, and Tentacruel, which that pose no threat to Manaphy. However, keep in mind that, without Rain Dance, Manaphy can only beat Unaware Clefable and Chansey if they have been weakened beforehand. It is obvious that you should eliminate Clefable and weaken Chansey first so that Manaphy can sweep. Manaphy can also hit Clefable or Chansey with Scald on the switch so as to potentially cripple them via with a burn. Manaphy can set up on the likes of Calm Mind users such as Mega Sableye, Mega Slowbro, and Magic Guard Clefable, as Tail Glow allows Manaphy to boost faster than their Calm Mind them and then KO them with the appropriate coverage move. However, Magic Guard Clefable is easily able to hit Manaphy with Thunder Wave Manaphy, and without a Lum Berry or rain active support, Manaphy will remain crippled for the remainder of the battle. Manaphy can be easily revenge killed by offensive Grass- or Electric-types Pokemon such as Serperior and Thundurus, so do not attempt to pull of a sweep with Tail Glow against offensive teams unless the coast is clear. At the start of a match, using Scald is more often than not usually beneficial to cripple potential checks to Manaphy.

Team Options
========

Pursuit support greatly aids Manaphy, as it might can struggle with Psychic-types such as Celebi, Latios, Latias, Cresselia, and Slowking, making the likes of Bisharp, Mega Metagross, Weavile, and Tyranitar ideal partners. Gothitelle traps and eliminates Mega Venusaur and Ferrothorn, and in a similar vein, while Magnezone also traps and eliminates Ferrothorn too, as well as checking and checks the likes of Latios. Hidden Power Fire Mega Diancie is able to surprise Ferrothorn, allowing Manaphy to break apart slower teams more easily. If Manaphy is running Hidden Power Fire, this relationship is inverted, allowing Mega Diancie to sweep instead. Mega Lopunny deals with faster offensive Pokemon such as Tornadus-T, Raikou, and Starmie, while Manaphy easily breaks defensive teams due thanks to Tail Glow in return. Similarly, Mega Alakazam fares great well against fast teams, as it's capable of checking fast Pokemon such as Mega Lopunny and Mega Manectric troubling that trouble Manaphy, as well as weather sweepers such as Excadrill and Kingdra. Mega Scizor beats Ferrothorn and Chansey, as well as Psychic-types such as Celebi, Latios, Latias, and Cresselia. Defensive Garchomp can sets up Stealth Rock to whittle down switch-ins, as well as and checking fast offensive threats to Manaphy such as Mega Metagross, Mega Lopunny, and Hawlucha. Mega Gallade has Close Combat to break past Chansey, Ferrothorn, and Kyurem-B, Zen Headbutt for Mega Venusaur, Amoonguss, and Toxicroak, and Knock Off for bulky Psychic-types such as Celebi, Latios, and Jirachi. In turn, it appreciates Manaphy's ability to break past Mega Sableye, Magic Guard Clefable, and Mega Slowbro. Chansey is a problem for non-Rain Dance Manaphy, so Knock Off users, Chansey lures, or strong wallbreakers are good teammates.

Answers to Electric-types such as Mega Altaria, Raikou, and Hippowdon are good teammates if Manaphy lacks Wacan Berry, while answers to Grass-types, mainly Serperior, Mega Venusaur, and Celebi, are appreciated as well. These Pokemon include Talonflame, Mega Charizard X, Tornadus-T, Weavile, Mega Aerodactyl, and Mamoswine. (I hate when examples are formatted like this, but I can't change it without creating a run-on. Darn.) In particular, Talonflame and Mega Charizard X appreciate Manaphy's ability to beat Water- and Ground-types. If not running Energy Ball isn't run, Grass-types such as Celebi and Serperior are good partners thanks to their ability to check Water-types that resist Manaphy's Scald and Ice Beam, and they can potentially complete Fire-Water-Grass cores. If Manaphy lacks Psychic, Psychic or Hidden Power Flying Thundurus makes for a good teammate thanks to its ability to beat Mega Venusaur, and if Manaphy lacks Hidden Power Fire, Hidden Power Fire Kyurem-B or and Latios are good partners thanks to their ability to beat Ferrothorn.


[SET]
name: Tail Glow + Rain Dance
move 1: Tail Glow
move 2: Rain Dance
move 3: Scald
move 4: Psychic / Energy Ball
item: Leftovers
ability: Hydration
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

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

Tail Glow boosts Manaphy's Special Attack by three stages, making it capable of cutting through defensive teams like a hot knife through butter. (This isn't an article, so no cliché phrases.) Rain Dance further boosts Manaphy's power, allowing it to break past Clefable and Chansey more easily and making it effectively immune to status ailments. Scald has a nifty 30% chance to burn the foe and is Manaphy's strongest STAB move, and its power is augmented even further via Tail Glow and Rain Dance. Psychic allows Manaphy to circumvent Mega Venusaur, Amoonguss, Conkeldurr, Dragalge, Toxicroak, and Keldeo. Using Psychic means that Manaphy has an easier time against stall utilizing Mega Sableye + Amoonguss or Mega Venusaur + Heatran cores. Energy Ball hits Water-types such as Slowbro, Suicune, and Rotom-W for super effective damage. It also lets Manaphy beat Calm Mind Slowbro and Suicune one-on-one due to Tail Glow boosting faster Manaphy's Special Attack more than Calm Mind boosts the foe's Special Defense. Alternatively, Ice Beam deals with Grass- and Dragon-types such as Celebi and Mega Altaria. (Mention Rest here, as you do so in Set Details.)

Set Details
========

Maximum Speed investment in tandem with a Timid nature allows Manaphy to Speed tie with positive-natured Mega Medicham, opposing Manaphy, Mega Gardevoir, Mega Charizard X, Mega Charizard Y, and Volcarona and outspeed Adamant Mega Charizard X, Modest Mega Charizard Y, Modest standard Volcarona or ones running Timid and 184 Speed, Adamant Terrakion, Naive Kyurem-B, and Jolly Landorus-T. The rest of the EVs are put into Special Attack for more power. Leftovers is for provides passive recovery, allowing Manaphy to have an easier time against defensive and balance teams. A If running Rest, bulkier EV spread of 248 HP / 108 Def /136 SpA / 16 Spe can be used with Rest to outpace Bisharp, beat Clefable, and handle Mega Altaria and Mega Metagross better is perfectly viable. An example would be something along the lines of 248 HP / 108 Def / 136 SpA / 16 Spe. The combination of Hydration and Rain Dance makes Manaphy effectively immune to status ailments. Modest is an option if you prefer wallbreaking potential raw power over Speed, (RC) and when if outspeeding Jolly Excadrill and Speed tying with base 100s Speed Pokemon isn't necessary. In particular, the combination of a Modest nature, Splash Plate, Rain Dance, and Surf is a viable option to 2HKO Unaware Clefable when unboosted.

Usage Tips
========

As this Manaphy variant only has two coverage moves, it lacks the ability to break past a wider range of defensive Pokemon, so identify any Pokemon that Manaphy cannot beat using its two coverage moves and either weaken it or remove it first prior to attempting a sweep with Manaphy. Use Scald at the start of the game to potentially cripple Manaphy's checks. How you set up Manaphy depends on what the opposing team consists of, as if a Chansey is present, the use of Rain Dance having rain active as well as obtaining two Tail Glows boosts is necessary to beat it with Scald. If facing a foe that relies on status moves, Manaphy should use Rain Dance before attempting to set up Tail Glow. Don't reveal what coverage move Manaphy has, as it may come in handy to surprise would-be answers, (AC) such as Mega Venusaur if running Psychic. If Unaware Clefable is the opposing team's answer to Manaphy, don't reveal Rain Dance too early as well either. Set up on defensive Pokemon lacking a way to deal a lot of damage to Manaphy, such as Mega Sableye, Mega Slowbro, Mandibuzz, and Alomomola. Manaphy is revenge killed easily by offensive threats such as Thundurus, Serperior, and Mega Lopunny. However Manaphy's bulk allows it to take a hit from them above and retaliate, but don't play too aggressively. Weaken Manaphy's checks first so that it can potentially break through them with Scald, (RC) depending on what coverage move Manaphy opts for.

Team Options
========

Fast, (RC) offensive Pokemon such as Mega Alakazam, Mega Lopunny, Tornadus-T, Talonflame, Thundurus, and Mega Sceptile are ideal partners for Manaphy due to their ability to handle offensive teams. These include Mega Alakazam, Mega Lopunny, Tornadus-T, Talonflame, Thundurus, and Mega Sceptile. (remove line break) Depending on the coverage move that Manaphy runs, teammates to that cover the weaknesses left targets of the other coverage move are good partners. For example, Energy Ball Manaphy struggles with Grass- and Dragon-types, so Ice-types such as Weavile and Mamoswine are good partners to deal with these them. Answers to Grass-types, such as Mega Charizard X, Tornadus-T, and Mega Scizor, are good partners, as Manaphy struggles against the likes of Celebi, Mega Venusaur, and Amoonguss if lacking Ice Beam. Answers to Electric-types, such as Mega Charizard X, Mamoswine, Raikou, and Serperior, (AC) are good teammates as well due to Manaphy's susceptibility to being revenge killed by the likes of Raikou, Mega Manectric, and Thundurus. Pursuit trappers such as Mega Metagross, Bisharp, Tyranitar, and Weavile are good Pokemon to pair up with Manaphy as they can get rid of Psychic-types such as Latios, Latias, Gothitelle, and Celebi. Mega Metagross is a notable partner as it also deals with the Mega Venusaur, Amoonguss, and Keldeo, which Manaphy fails to beat without the right coverage Manaphy fails to beat. Magnezone and Gothitelle can trap and eliminate Ferrothorn. However, their Hidden Power Fire gets weakened in the rain, so be wary of activating the rain when about to trap Ferrothorn. Jirachi deals with Psychic-types such as Latios, Latias, and Celebi and Grass-types such as Mega Venusaur and Serperior. Thanks to the rain, Mega Venusaur's and Serperior's Hidden Power Fire is weakened. Rain abusers and Swift Swim users sweepers such as Tornadus-T, Mega Manectric, Raikou, Kabutops, Kingdra, and Mega Swampert appreciate Manaphy's ability to set up rain to power up their own attacks. Mega Scizor also deserves a mention for functioning nicely in rain and checking Ferrothorn and numerous Psychic-types such as Latios, Celebi, and Cresselia.

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Scald
move 3: Rain Dance
move 4: Rest
item: Leftovers
ability: Hydration
nature: Bold
evs: 252 HP / 240 Def / 16 Spe

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

Calm Mind takes an alternate route from Tail Glow, boosting boosts (don't cross-reference until you get to OO) Manaphy's Special Attack and Special Defense slowly to not only make it more powerful but also and impervious to special attacks. Scald is Manaphy's main STAB move, (RC) and is chosen for its nifty 30% chance to burn the foe. On a set utilizing mono-Water coverage, this is particularly important, as the burn chance means that Manaphy can potentially cripple and stall out would-be answers such as Ferrothorn. Rain Dance summons rain, activating Hydration to provide Manaphy with an effective immunity to status ailments. It also powers and powering up Scald. Rest functions very effectively alongside Rain Dance, recovering all of Manaphy's health under rain without needing to put Manaphy to sleep, making it a good check to the likes of Mega Metagross, Keldeo, and Bisharp.

Set Details
========

16 Speed EVs allow Manaphy to outpace Adamant Bisharp and potentially burn it first before taking a getting hit by Knock Off. The remaining EVs are placed into HP and Defense, (RC) alongside a Bold nature, (RC) to check physical threats such as Mega Lopunny better. Though both 240 HP / 252 Def and 252 HP / 240 Def arrive at the same defensive benchmark, maximum HP investment is chosen to deal with special attackers such as Slowbro and Keldeo slightly better. Leftovers is the chosen item to provide Manaphy with passive recovery, (RC) and to make sure it sticks around for longer. It is to be highlighted that Calm Mind Manaphy does have a few advantages over CroCune, such as a better Speed stat, better damage output in general, especially taking Rain Dance into account, and reliable recovery without having to depend on the unreliable Sleep Talk for two turns. (This goes in Usage Tips)

Usage Tips
========

Manaphy can function as a check to the likes of Talonflame, Mega Metagross, Mega Aerodactyl, Keldeo, Landorus-T, Gliscor, and Hippowdon due to the its Defense investment. It should be noted that Calm Mind Manaphy has a few advantages over CroCune, such as a better Speed stat, a higher damage output—especially taking Rain Dance into account, and reliable recovery without having to depend on the unreliable Sleep Talk for two turns. It Manaphy can switch into and set up Rain Dance and Calm Mind against the above and then use Rest to be able to continuously set up and sweep when at low at health. Don't let Manaphy should not be forced into a position where the opponent foe can KO it easily, so don't wait until the last minute to use Rest, as Manaphy will be vulnerable for two turns if rain ends. Manaphy also functions great well against defensive teams, being as it's capable of finding opportunities to set up on many common defensive Pokemon such as Slowbro, Alomomola, Mandibuzz, Mega Sableye, Chansey, Clefable, Quagsire, Tyranitar, Hippowdon, and opposing Manaphy, as well as specific defensive wincons such as Mega Scizor, Keldeo, and Gliscor. Manaphy can also use Calm Mind against offensive teams to tank hits from special attackers such as Latios, Clefable, and Starmie. Remove Grass-, Electric-, and Dragon-types that Manaphy cannot remove by itself. In terms of Dragon-types, prioritize taking down these particularly include strong physical attackers such as Mega Altaria, Dragonite, and Garchomp.

Team Options
========

Amoonguss is a good defensive partner for Manaphy that appreciates Manaphy's ability to stallbreak and provides an answer to the majority of Electric- and Grass-types such as Mega Manectric and Celebi, which hit walling Manaphy via its typing super effectively with their STAB moves. (Electric-types don't resist Water) The rain that Manaphy summons also further increases the defensive synergy between the duo, making Amoonguss less susceptible to Fire-type attacks. Lastly, Amoonguss is also capable of beating Ferrothorn with Hidden Power Fire. Magnezone and Gothitelle trap and eliminate Ferrothorn via with Hidden Power Fire as well. As an added bonus, (AC) they can also take down Water-types such as Slowking, Gyarados, and Azumarill that resist Manaphy's mono-Water coverage. Gothitelle can also deal with most Grass-types such as Mega Venusaur and Amoonguss. Generic answers to Electric-types such as Dragon-, Grass-, and Ground-types are ideal partners as well. These include such as Latios, Ferrothorn, and Hippowdon can take care of Electric-types. Rain setters such as Klefki and Politoed can set up rain in a pinch, activating Hydration and letting Manaphy use Rest without any repercussions. Grass-types such as Serperior, Mega Venusaur, and Celebi check Water- and Electric-types and, in Mega Venusaur's case, opposing Grass-types. Because Manaphy is running mono-Water coverage, it is very susceptible to Pokemon that resist it Water.

[STRATEGY COMMENTS]
Other Options
=============

Specially defensive Manaphy with Scald, Rain Dance, U-turn, and Rest is very effective at beating special attackers such as Heatran, Clefable, and Gengar, as well as avoiding being trapped by Gothitelle, (AC) and preserve preserving momentum via with U-turn. For sets utilizing Tail Glow, Sitrus Berry and Salac Berry are viable options, with the former recovering a one-quarter of Manaphy's health in a pinch, meaning allowing it can to take a hit from an offensive Pokemon such as Mega Lopunny more easily, and the latter letting Manaphy patch up its average Speed, which is especially useful against offensive teams. Knock Off cripples Chansey, Ferrothorn, and Clefable on the switch, and when combined with a defensive EV spread, Manaphy can perform the role of a good defensive utility Pokemon. Heart Swap can allow Manaphy to steal boosts from the likes of Calm Mind Mega Sableye, Calm Mind Clefable, and Agility Mega Metagross, but it is extremely matchup dependent on the matchup. Heal Bell provides good clerical support, especially when Manaphy is paired up with offensive Pokemon such as Bisharp and Mega Lopunny that hate status ailments. Rindo Berry negates Manaphy's weakness to Grass-type moves, albeit for only one turn, allowing it to turn the tables on the likes of Serperior and Mega Sceptile. Substitute allows Manaphy to ease setup and prediction, particularly against offensive teams. Manaphy can also use it to cripple the likes of Mega Venusaur and Ferrothorn with Scald while behind the Substitute. (Why is this necessary?) Lastly, Dazzling Gleam hits Kyurem-B and Kingdra, but other than that, it does not have many notable targets, and losing a coverage option such as Energy Ball or Ice Beam is usually not worth it.

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

**Fast Offensive Pokemon**: Due to Manaphy's average Speed, fast offensive Pokemon such as Mega Lopunny, Hawlucha, Gengar, Tornadus-T, Alakazam, Mega Alakazam, and Mega Medicham can easily revenge kill Manaphy it. Weather sweepers such as Kingdra, Mega Swampert, Venusaur, and Excadrill under their respective weather conditions outspeed and revenge kill Manaphy as well under their respective weather conditions.

**Priority Users**: Priority moves from the likes of Talonflame, Breloom, Dragonite, Conkeldurr, and Diggersby can easily KO a weakened Manaphy, as it lacks priority of its own.

**Hoopa-U**: Thanks to its ridiculously high special bulk, Hoopa-U can take on Manaphy, as it is not OHKOed by any of Manaphy's attacks, even at +3. However, it is not an extremely reliable check, as being burned severely hinders its time on the field, and if Manaphy is at +3, it has to be weakened substantially weakened for Hoopa-U to beat it.

**Grass-types**: Mega Sceptile, Celebi, Serperior, Shaymin, and Tangrowth check non-Ice Beam Manaphy very well, as they all resist Manaphy's main STAB moves, Scald. Amoonguss and Mega Venusaur check non-Ice Beam and non-Psychic variants of Manaphy, while Ferrothorn beats non-Hidden Power Fire Manaphy. In return, they can all retaliate with their own Grass-type STAB moves.

**Electric-types**: Though they cannot directly switch in, Electric-types such as Mega Manectric, Raikou, Thundurus, and Rotom-W, (RC) can safely revenge kill Manaphy, (AC) as they are all faster than Manaphy, save except for Rotom-W. Rotom-W loses to Energy Ball Manaphy, however. (Why Mention Rotom-W at all then?)

**Dragon-types**: Being resistant to Scald, (AC) and being able to counter non-Ice Beam variants of Manaphy, various Dragon-types such as Latios, Mega Altaria, Latias, Kyurem-B, Dragalge, Dragonite, and Kingdra are great answers to Manaphy it. Among them, Pokemon neutral to Ice Beam, such as Kingdra and Kyurem-B, are even better answers. However, none of these Pokemon enjoy switching into Scald, (AC) as the burns cripple them and slowly whittle away at their health slowly.

**Unaware Clefable**: Unaware Clefable counters Manaphy, as Scald fails to 2HKO it even after Stealth Rock and burn damage. With (how much?) Special Defense investment and a Calm nature, it can even avoid the 2HKO from rain-boosted Scald. Clefable can then use Manaphy as setup fodder for Calm Mind, cripple Manaphy with Thunder Wave, or pass Wishes to teammates. However, it can be overwhelmed by Splash Plate Manaphy.

GP 2/2
 
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Your analysis mentions Mega Manectric as a rain abuser, but rain is not an ideal weather for Manectric. Sure, it likes a 100% accurate Thunder, but getting the power of Flamethrower / Overheat is a huge blow for it, as hitting Ferrothorn and Mega Scizor is a major selling point towards Manectric's usability. I would really change the mention of Mega Manectric from a rain abuser to an Electric check who likes Heatran and Grounds being pressured, since that is a more accurate representation of how Manaphy and Mega Man appreciate being paired with each other.
 
Alright, this is done, thanks everyone! (My 10th analysis, hooray for double digits!)
You still forgot to implement my last post:

Your analysis mentions Mega Manectric as a rain abuser, but rain is not an ideal weather for Manectric. Sure, it likes a 100% accurate Thunder, but getting the power of Flamethrower / Overheat is a huge blow for it, as hitting Ferrothorn and Mega Scizor is a major selling point towards Manectric's usability. I would really change the mention of Mega Manectric from a rain abuser to an Electric check who likes Heatran and Grounds being pressured, since that is a more accurate representation of how Manaphy and Mega Man appreciate being paired with each other.
This should be fixed before the analysis is uploaded, because Mega Manectric is not necessarily an ideal rain abuser. EDIT: To clarify, move mention of Mega Manectric as a teammate from the Rain Dance + Tail Glow set and move it over to plain Tail Glow set
 
I know I'm a bit late but is Damp Rock on Defensive CM Rest not viable at all? It can be nice sometimes since CM Rest usually spends much more time setting up so Damp Rock allows you to spend less turns using Rain Dance and more turns using CM and Rest. You might think it's 100% arbitrary but you never know when it'll come in handy because setting up a Rain Dance again after you run out of rain turns just so you can Rest up takes 2 whole turns which is both riskier and much more exploitable. It also can help out teammates that are commonly used for their synergy with Defensive Manaphy such as Ferrothorn, Serperior, Amoonguss, and Celebi.
 
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