[Overview]
Mandibuzz's typing separates it from other defensive Flying-types through its ability to check Dragapult. Its great bulk and access to Roost also allow it to check common threats like Rillaboom and Kartana. It is a good Defog user, with Foul Play pressuring common Stealth Rock users like Landorus-T and defensive Garchomp, although it loses to them in the long run due to their moves like Toxic and Knock Off. Foul Play also discourages physical wallbreakers like Rillaboom, Kartana, Dragapult, and Excadrill from setting up. Since it is reliant on Heavy-Duty Boots, Pokemon that it otherwise reliably checks, like Kartana and Rillaboom, can pressure it more effectively after using Knock Off. Due to the number of threats it can check, it can often be overwhelmed during the course of a match, which forces it to use Roost very often. Its reliance on Foul Play to check certain threats can leave it rather passive as well.
[SET]
name: Defensive
move 1: Foul Play
move 2: Roost
move 3: Defog
move 4: U-turn / Knock Off
item: Heavy-Duty Boots
ability: Overcoat
nature: Impish
evs: 248 HP / 92 Def / 152 SpD / 16 Spe
[SET COMMENTS]
Mandibuzz operates best as a mixed defensive Pokemon to check a plethora of threats like Rillaboom, Kartana, and Dragapult. Foul Play enables it to threaten Swords Dance users like Garchomp, Rillaboom, Excadrill, and Kartana while also discouraging them from setting up. Roost gives it longevity to better check threats like Dragapult and Choice Band Rillaboom, which would easily overwhelm Mandibuzz otherwise. U-turn lets it keep up momentum and pivot out on its checks like Kyurem and Tapu Koko to safely bring in its teammates. Knock Off can be a good choice instead to immediately punish its switch-ins. The EVs are used to survive two Draco Meteors from Choice Specs Dragapult and two Smart Strikes from Choice Band Kartana. The remaining EVs are put into Speed to outspeed Azumarill.
Landorus-T makes a good partner, since it can help alleviate pressure by covering physical threats like Excadrill and Garchomp that Mandibuzz can struggle with. Mandibuzz can also do the same for Landorus-T by checking offensive Grass-types like Kartana and Rillaboom. Similarly, Slowking can handle special threats that Mandibuzz can struggle with, like Nidoking and Tapu Lele. Mandibuzz also offers Slowking a switch-in to Ghost-type moves from threats like Dragapult. Mandibuzz's ability to lure in Tapu Koko and Kyurem and pivot on them can let Dragapult threaten a KO on them, and Dragapult also likes it switching into opposing Dragapult. Wallbreakers like Kyurem and Nidoking that have a difficult time switching in can take advantage of Mandibuzz's slow pivoting.
[STRATEGY COMMENTS]
Other Options
====
Mandibuzz with Toxic over Defog can work on teams with pre-existing forms of entry hazard control. This set is very good at annoying and punishing opposing Mandibuzz, Kyurem, Tapu Koko, and Zapdos, which can take advantage of it switching in. Whirlwind can be a good choice over U-turn to stop Mandibuzz from being setup fodder against sweepers like Volcarona, Tapu Fini, and Reuniclus. Taunt is also a good option over U-turn, since it can also prevent setup and stop Pokemon from setting entry hazards on Mandibuzz; it additionally allows Mandibuzz to win PP wars even though common entry hazards like Stealth Rock and Spikes have more PP than Defog. However, without U-turn, Mandibuzz becomes a lot more passive and can be taken advantage of by Pokemon like Tapu Koko and Kyurem.
Checks and Counters
====
**Offensive Electric-types**: Offensive Electric-types like Zeraora and Tapu Koko can force out and pressure Mandibuzz very well with their STAB moves, and Tapu Koko can switch in for free, but Zeraora dislikes Foul Play.
**Offensive Ice-types**: Offensive Ice-types like Kyurem and Weavile can threaten to KO or set up on Mandibuzz, as they force it out and can find opportunities to switch in as it uses Defog. However, both of them dislike switching into Knock Off.
**Status**: Pokemon that Mandibuzz can check like Excadrill, Landorus-T, and defensive Garchomp often carry Toxic, which they can use as it pivots in, hurting its longevity. Toxic also forces it to use Roost more often, which can deplete its PP more quickly and give it less opportunities to use Defog. Other status conditions like burn and paralysis, especially from Dragapult, can hurt its ability to check threats as well. Status chip damage, along with weaker attacks like U-turn from the likes of Landorus-T and Rillaboom, can be enough to overwhelm Mandibuzz.
**Knock Off**: Some Pokemon that Mandibuzz is able to check like Landorus-T, Rillaboom, and Kartana carry Knock Off, which is extremely detrimental because it can be left unable to wall certain threats after Stealth Rock damage.
[CREDITS]
- Written by: [[Abhisdn417, 526987]]
- Quality checked by: [[ausma, 360720], [Katy, 415305]]
- Grammar checked by: [[Finland, 517429], [estronic, 240732]]
Mandibuzz's typing separates it from other defensive Flying-types through its ability to check Dragapult. Its great bulk and access to Roost also allow it to check common threats like Rillaboom and Kartana. It is a good Defog user, with Foul Play pressuring common Stealth Rock users like Landorus-T and defensive Garchomp, although it loses to them in the long run due to their moves like Toxic and Knock Off. Foul Play also discourages physical wallbreakers like Rillaboom, Kartana, Dragapult, and Excadrill from setting up. Since it is reliant on Heavy-Duty Boots, Pokemon that it otherwise reliably checks, like Kartana and Rillaboom, can pressure it more effectively after using Knock Off. Due to the number of threats it can check, it can often be overwhelmed during the course of a match, which forces it to use Roost very often. Its reliance on Foul Play to check certain threats can leave it rather passive as well.
[SET]
name: Defensive
move 1: Foul Play
move 2: Roost
move 3: Defog
move 4: U-turn / Knock Off
item: Heavy-Duty Boots
ability: Overcoat
nature: Impish
evs: 248 HP / 92 Def / 152 SpD / 16 Spe
[SET COMMENTS]
Mandibuzz operates best as a mixed defensive Pokemon to check a plethora of threats like Rillaboom, Kartana, and Dragapult. Foul Play enables it to threaten Swords Dance users like Garchomp, Rillaboom, Excadrill, and Kartana while also discouraging them from setting up. Roost gives it longevity to better check threats like Dragapult and Choice Band Rillaboom, which would easily overwhelm Mandibuzz otherwise. U-turn lets it keep up momentum and pivot out on its checks like Kyurem and Tapu Koko to safely bring in its teammates. Knock Off can be a good choice instead to immediately punish its switch-ins. The EVs are used to survive two Draco Meteors from Choice Specs Dragapult and two Smart Strikes from Choice Band Kartana. The remaining EVs are put into Speed to outspeed Azumarill.
Landorus-T makes a good partner, since it can help alleviate pressure by covering physical threats like Excadrill and Garchomp that Mandibuzz can struggle with. Mandibuzz can also do the same for Landorus-T by checking offensive Grass-types like Kartana and Rillaboom. Similarly, Slowking can handle special threats that Mandibuzz can struggle with, like Nidoking and Tapu Lele. Mandibuzz also offers Slowking a switch-in to Ghost-type moves from threats like Dragapult. Mandibuzz's ability to lure in Tapu Koko and Kyurem and pivot on them can let Dragapult threaten a KO on them, and Dragapult also likes it switching into opposing Dragapult. Wallbreakers like Kyurem and Nidoking that have a difficult time switching in can take advantage of Mandibuzz's slow pivoting.
[STRATEGY COMMENTS]
Other Options
====
Mandibuzz with Toxic over Defog can work on teams with pre-existing forms of entry hazard control. This set is very good at annoying and punishing opposing Mandibuzz, Kyurem, Tapu Koko, and Zapdos, which can take advantage of it switching in. Whirlwind can be a good choice over U-turn to stop Mandibuzz from being setup fodder against sweepers like Volcarona, Tapu Fini, and Reuniclus. Taunt is also a good option over U-turn, since it can also prevent setup and stop Pokemon from setting entry hazards on Mandibuzz; it additionally allows Mandibuzz to win PP wars even though common entry hazards like Stealth Rock and Spikes have more PP than Defog. However, without U-turn, Mandibuzz becomes a lot more passive and can be taken advantage of by Pokemon like Tapu Koko and Kyurem.
Checks and Counters
====
**Offensive Electric-types**: Offensive Electric-types like Zeraora and Tapu Koko can force out and pressure Mandibuzz very well with their STAB moves, and Tapu Koko can switch in for free, but Zeraora dislikes Foul Play.
**Offensive Ice-types**: Offensive Ice-types like Kyurem and Weavile can threaten to KO or set up on Mandibuzz, as they force it out and can find opportunities to switch in as it uses Defog. However, both of them dislike switching into Knock Off.
**Status**: Pokemon that Mandibuzz can check like Excadrill, Landorus-T, and defensive Garchomp often carry Toxic, which they can use as it pivots in, hurting its longevity. Toxic also forces it to use Roost more often, which can deplete its PP more quickly and give it less opportunities to use Defog. Other status conditions like burn and paralysis, especially from Dragapult, can hurt its ability to check threats as well. Status chip damage, along with weaker attacks like U-turn from the likes of Landorus-T and Rillaboom, can be enough to overwhelm Mandibuzz.
**Knock Off**: Some Pokemon that Mandibuzz is able to check like Landorus-T, Rillaboom, and Kartana carry Knock Off, which is extremely detrimental because it can be left unable to wall certain threats after Stealth Rock damage.
[CREDITS]
- Written by: [[Abhisdn417, 526987]]
- Quality checked by: [[ausma, 360720], [Katy, 415305]]
- Grammar checked by: [[Finland, 517429], [estronic, 240732]]
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