The latest Mandibuzz I've been using is this:
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 Spd
Impish Nature
- Foul Play
- Knock Off
- Taunt
- Roost
Taunt has been really useful so far, allowing Mandi to pretty much completely shut down slower things like Chansey so that she can easily beat them 1v1. It also lets her beat things like Skarmory, as it can simply Taunt it to prevent it from Roosting, forcing it to Brave Bird repeatedly, while Roosting off any damage herself and spamming Knock Off and/or Foul Play until the opponent faints (which can often also punish things switching in). Taunt has good utility in general as well, and comes in handy when facing random stuff, not to mention stopping things from setting up hazards.
As for the EV's, I generally prefer going with the straight physical wall spread. Speed could be handy, letting it taunt things like CroCune so it can't set-up, but things like that are generally rare in the meta (despite being surprisingly good), and losing a bit of physical bulk is a tad dubious imo especially when the thing you're facing could have speed-crept as well which essentially means the sacrifice was in vain (like vs Rotom-W).
Foul Play and Roost are both practically mandatory on Mandi in this gen, but the other 2 slots are definitely interchangeable. Defog, Whirlwind and Toxic are all good options, then there are more niche moves like Tailwind, U-turn and so on. I think those 2 moveslots are what we need to work out a better understanding of. I've been using Mandi for ages in OU now to a lot of success, but I admittedly haven't tinkered enough with her more niche moves in order to get a true feel of what her ideal set could be.
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 Spd
Impish Nature
- Foul Play
- Knock Off
- Taunt
- Roost
Taunt has been really useful so far, allowing Mandi to pretty much completely shut down slower things like Chansey so that she can easily beat them 1v1. It also lets her beat things like Skarmory, as it can simply Taunt it to prevent it from Roosting, forcing it to Brave Bird repeatedly, while Roosting off any damage herself and spamming Knock Off and/or Foul Play until the opponent faints (which can often also punish things switching in). Taunt has good utility in general as well, and comes in handy when facing random stuff, not to mention stopping things from setting up hazards.
As for the EV's, I generally prefer going with the straight physical wall spread. Speed could be handy, letting it taunt things like CroCune so it can't set-up, but things like that are generally rare in the meta (despite being surprisingly good), and losing a bit of physical bulk is a tad dubious imo especially when the thing you're facing could have speed-crept as well which essentially means the sacrifice was in vain (like vs Rotom-W).
Foul Play and Roost are both practically mandatory on Mandi in this gen, but the other 2 slots are definitely interchangeable. Defog, Whirlwind and Toxic are all good options, then there are more niche moves like Tailwind, U-turn and so on. I think those 2 moveslots are what we need to work out a better understanding of. I've been using Mandi for ages in OU now to a lot of success, but I admittedly haven't tinkered enough with her more niche moves in order to get a true feel of what her ideal set could be.
