Monotype Mantine (Flying) [QC 3/3] [GP 2/2] Written

[OVERVIEW]

Flying
========

Mantine is a great special wall on balance and stall Flying teams thanks to its high Special Defense stat and its excellent Water typing allowing it to take Ice-type moves neutrally, taking pressure off Pokemon such as Celesteela that would otherwise need to deal with them. Its ability Water Absorb also makes it a great counter to heavy-hitting Water-type Pokemon such as Kingdra and Keldeo. Its utility moves in Roost and Defog allow it to take pressure off teammates such as Zapdos by absorbing neutral hits for them and allowing Zapdos to run Substitute and Toxic rather than Defog. Furthermore, the option to use Toxic or Haze allows Mantine to cripple opposing Pokemon, limiting their switches, and prevent setup Pokemon such as Volcarona from beating the team. Access to a spammable move in Scald as well makes Mantine very dangerous to even physical Pokemon trying to take advantage of its lack of physical bulk such as Scizor and Mega Gallade, as it has a chance to burn and cripple them. However, Mantine's 4x weakness to Electric-type moves is detrimental to Flying-type teams, as it does not help in the matchup against Electric, and Pokemon such as Keldeo can act as lures with Hidden Power Electric. Mantine's mediocre Defense stat also means it is forced out by strong physical attackers such as Mega Lopunny, leaving it pressured while Defogging. Mantine is extremely passive and offers little to the team in terms of offense, so it is dead weight on more balanced and offensive teams outside of Scald.

[SET]
name: Support
move 1: Defog
move 2: Scald
move 3: Roost
move 4: Haze
item: Leftovers
ability: Water Absorb
nature: Calm
evs: 252 HP / 160 SpD / 96 Spe

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

Defog is massively important on Flying-type teams, and as a bulky Pokemon with high sustainability, Mantine puts it to good use. Unfortunately, as Mantine has little offensive presence, choosing to Defog can allow physical attackers to grab momentum, as Pokemon such as Bisharp can come in and gain a boost from it, and Mega Pinsir can start setting up and force Mantine out. Scald is the most spammable offensive move that Mantine has, enabling it to threaten physical attackers with a burn and preventing it from becoming bait for stallbreakers and Taunt users. Roost is necessary on Mantine, as it gives it more longevity in battle and can let it completely shut down special attackers such as Greninja and Mega Charizard Y. Haze is used to stop Mantine from becoming setup fodder, with Mantine having the ability to take a boosted Z-Move from Volcarona and remove its boosts. Mantine can also live a hit from Z-Celebrate Victini and can outspeed Z-Belly Drum Azumarill and can Haze both of them. Toxic is an option to cripple Pokemon that are unable to hit Mantine for much damage as well as bulkier Pokemon that Scald has little effect versus such as other Water-type Pokemon and other bulkier Pokemon such as Porygon2 and Mandibuzz. However, Haze is a better option in general, as it has more use on balanced Flying teams, being able to shut down threats that can boost their stats.

Set Details
========

Leftovers allows Mantine to stay at high health each turn; this helps when using Haze against potential setup sweepers and lets it switch into Stealth Rock more often over time, allowing it to Defog more efficiently. Even though Mantine already resists Water-type attacks, Water Absorb allows Mantine to take on Water-type Pokemon that are looking to hit other Pokemon on the team for heavy damage such as Keldeo and Kingdra. 160 Special Defense EVs and maximum EVs in HP allow Mantine to act as a great mixed wall, having a gigantic Special Defense stat and taking physical attacks from Pokemon that struggle with to hit it for super effective damage such as Scizor fairly well too. This also prevents it from being completely trapped by Pursuit trappers like Alolan Muk. 96 Speed EVs allow it to outspeed Azumarill and remove its boosts with Haze; 252 HP / 240 Def / 16 SpD should be the EV spread if using Toxic, as Mantine does not need the Speed.

Usage Tips
========

Make good use of Haze when facing Pokemon such as Volcarona and Mew, as they are not powerful enough to overwhelm Mantine, so switching into them and using Haze is the best option to not let them get out of hand. Although Mew can OHKO Mantine at +2 with a Z-Move, Mantine at least stops Mew from being able to raise its Speed as well, making it easier to revenge kill. Make use of Water Absorb; do not let the rest of your team take unnecessary damage when Mantine can indefinitely check opposing Water-types. Mantine's great Water typing also lets it take hits from Pokemon with Ice-type coverage, meaning Pokemon such as Greninja and Latios find it much harder to break Flying-type teams. Try to keep Mantine healthy so that it can Defog periodically throughout the battle, as its teammates, such as Mega Charizard Y, rely on Stealth Rock being removed. Know when to use Toxic and when to use Scald; burning a Pokemon such as Porygon2 will be less beneficial for your team than using Toxic, whereas getting a Scald burn on physical attackers such as Terrakion and Tapu Bulu is much more beneficial to cripple them throughout the match. Mantine wants to avoid status, as it can be easily worn down with hazard damage and Toxic over time. If you are not using Toxic, be aware that Mantine loses one-on-one to other walls that can viably run Toxic. Do not try to beat Pokemon such as Porygon2 and Mandibuzz without Toxic, as they can status and stall out Mantine easily. Pick the correct times to use Defog, as Defogging whilst in the face of setup Pokemon or heavy hitters can result in losing multiple Pokemon. Mantine should also not Defog while Bisharp is out or if the opponent has the ability to switch Bisharp in. Try to get a Defog off while Mantine is in on a Pokemon it completely shuts down such as Mega Charizard Y or Greninja. Similarly, take advantage of Stealth Rock setters that Mantine beats; Pokemon such as Skarmory and Hippowdon are easily checked by Mantine, and switching in on them right away allows it to Defog without taking unnecessary hazard damage.

Team Options
========

Mantine is a great Defogger and switch-in to Ice-type attacks, making it a great teammate for most Flying-type Pokemon. Landorus and Landorus-T are both good offensive checks to Electric-type Pokemon. Both offer a huge amount of offensive pressure, forcing out a lot of Pokemon that threaten Mantine with their STAB Earth Power and Earthquake. Landorus-T also works as a check to physical attackers with Intimidate and its great bulk. Zapdos is a good teammate for Mantine, as it can deal with Water-types that Mantine cannot do much against, such as Toxapex, and offers super effective STAB attacks as well as Substitute and Toxic to beat bulkier Pokemon that could Toxic stall Mantine. Zapdos also has the ability to deal with most Electric-type Pokemon, such as opposing Defog Zapdos and Tapu Koko. Skarmory acts as a polar opposite to Mantine, being a great physical wall that can take on Pokemon that scare Mantine out with Rock-type attacks as well as act as another form of entry hazard removal to take pressure off of Mantine. Celesteela is a mixed wall that works well with Mantine, as it threatens all Rock-type Pokemon other than Stakataka with Heavy Slam and has Leech Seed to wear down bulky Pokemon. Gliscor is a good stallbreaker on Flying-type teams, able to shut down Pokemon that rely on recovery with Taunt and whittle down bulky Pokemon that can usually take on Mantine such as Chansey. As Mantine struggles to deal with walls if it isn't running Toxic, Dragonite pairs well with it to offer great wallbreaking power, being able to deal with Chansey and Toxapex. Dragonite also appreciates Mantine's Defog, keeping its Multiscale intact. Mega Charizard Y is another great wallbreaker with its very high Special Attack, and it can help break walls that Mantine cannot touch such as Porygon2. Mantine can also Defog well for Mega Charizard Y to safely come in. Mega Aerodactyl can Pursuit trap Pokemon that would usually threaten Mantine such as Victini.

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

Flying
--------
* Mantine has no other options.

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

Flying
--------
**Electric-types**: Most offensive Electric-type Pokemon OHKO Mantine with their STAB attacks, forcing it to switch out, and Pokemon such as Tapu Koko and Zapdos are very common on top-tier teams. Some special attackers such as Keldeo also run Hidden Power Electric to lure in Mantine and OHKO it.

**Rock-types**: Pokemon such as Mega Diancie, Tyranitar, and Terrakion are very threatening to Mantine and scare it out, forcing other Pokemon on your team to take damage. However, Rock-type Pokemon such as Terrakion and Tyranitar do not switch into Mantine, as they fear being burned by Scald.

**Physical Wallbreakers**: The likes of Dragonite and Kyurem-B find it really easy to force out Mantine, as Mantine cannot risk taking a hit from these Pokemon due to its underwhelming Defense stat.

**Setup Sweepers**: Although Mantine has Haze for special attackers trying to set up, it cannot deal with them all. Calm Mind + Thunderbolt Mega Latios can easily set up on and deal with Mantine, as can physical attackers such as Mega Pinsir, Garchomp, and Bisharp, with the latter also being able to come in on Defog and get an automatic boost. However, physical attackers do risk being burned when trying to set up on Mantine.

**Walls**: Mantine loses one-on-one versus the walls of the tier. A couple of examples include Chansey and Mandibuzz. This is because Mantine cannot really afford to run Toxic, whereas Pokemon such as Mandibuzz, Chansey, and Porygon2 are able to make use of it, and Chansey also has access to Heal Bell, while Mandibuzz gets Taunt in its arsenal.
 
Last edited:
AM Check, keep any changes you agree with.
[OVERVIEW]

Flying
========

* Mantine is a great Special Wall on flying thanks to its high Special Attack stat. Fix Special Defense, and mention Mantine's excellent typing here, and why it's an asset for flying.
* Its utility moves in Roost and Defog allows it to take pressure off of teammates such as Zapdos when taking neutral hits.
* Its ability of Water Absorb makes it a great counter to heavy hitting Water-type Pokemon such as Greninja and Keldeo.
* Having the option to use Haze or Toxic allows you to cripple Pokemon giving them limited switch ins as well as preventing set up Pokemon such as Volcarona from beating the team.
* Having access to a spammable move in Scald makes Mantine very dangerous to even Physical Pokemon trying to take advantage of its lack of physical bulk, as it has a chance to burn and cripple them.
* Mantine's Water-typing allows it to take Ice-type moves neutrally taking pressure off of Pokemon such as Celesteela that would otherwise need to deal with it. Condense this info with the second bullet.
* Mantine's 4x weakness to Electric-type moves is detrimental to Flying-type teams as Pokemon such as Keldeo can act as lures with HP Electric and does not help in the match up against Electric.
* Mantine's bad defense stat makes it susceptible to being Pursuit trapped by strong Physical Attackers in the tier such as Scizor. Mantine's Defense is mediocre, not bad. Secondly, Pursuit trappers are not very common. You should just say "susceptible to physical attackers such as Y or Z."
* Mantine is easily pressured when trying to Defog as it is easily scared out by strong physical attackers. A nitpick,
but "easily pressured" is an overstatement.


**Add a line talking about Mantine's passivity

[SET]
name: Support
move 1: Defog
move 2: Scald
move 3: Roost
move 4: Haze / Toxic
item: Leftovers
ability: Water Absorb
nature: Calm
evs: 252 HP / 240 Def / 16 SpD If Haze is the primary move, then this spread should outspeed Azumarill. EVs: 248 HP / 164 SpD / 96 Spe with a Calm Nature

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

* Defog is massively important on Flying-type teams and as a bulky Pokemon with high sustain, it is put to good use on Mantine. Unfortunately as Mantine has little offensive presence, choosing to Defog can allows Physical Attackers to take advantage. The second half of this bullet point should be saved for the Usage Tips
* Scald is the most splashable offensive move that Mantine has, with the ability to threaten Physical attackers with a burn as well as not becoming free set up fodder for stall breakers and Taunt users. "splashable offensive move" doesn't make a whole lot of sense.
* Roost is necessary on Mantine as it gives it more sustain in battle, being able to Roost on Special Attackers and Toxic stall opponents are Mantines main uses other than being used for Defog.
* Haze is used to stop itself becoming set up fodder. It has the ability to take a boosted Z-move from Volcarona and Haze it off as well as beating the other common threat in Mewnium-Z Mew with Haze.
* Toxic is used to cripple Pokemon that are unable to hit Mantine for much damage as well as bulkier Pokemon that Scald has little effect versus such as other Water-type Pokemon.

Set Details
========

* Leftovers allow Mantine to stay at the most health each turn, gaining residual health each turn helps when Hazing potential set up sweepers and Toxic stalling opponents as well as giving it more switch ins to Stealth Rock over time, allowing it to Defog more efficiently.
* Water Absorb, even though already resisted allows it to take Water-type Pokemon that are looking to hit other Pokemon on the team for heavy damage such as Keldeo and Greninja.
* 240 EVs in Def, 16 SpD and maximum EVs in HP allows it to act as a great mixed wall, taking Physical attacks from weaker Pokemon very well as well as naturally having a gigantic Special Defense stat. This also prevents it from being completely trapped by pursuit trappers. Change this to reflect the EV spread change above.

**Add a bullet point discussing the 252 HP / 240 Def / 16 SpD Spread an alternative option if running Toxic.

Usage Tips
========

* Remember that you have Haze, make good use of Haze when facing Pokemon such as Volcarona and Mew, they are not powerful enough to overwhelm Mantine and switching into it and Hazing is the best option, don't let it get out of hand. This advice is not always applicable, since if Mew Nasty Plots on Mantine's switch in, Mantine gets KOd by Genesis Supernova.
* Make use of Water Absorb, do not let the rest of your team take unnecessary damage when Mantine can indefinitely check them.
* Mantine has a great secondary typing in Water, make use of this when facing Pokemon with HP Ice or Ice Beam as it will be easily walled. Condense this and the previous bullet
* Do not let yourself get into a situation where you cant get rid of rocks. Pokemon such as Mega Charizard-Y rely on rocks being off the field in order to work effectively. This is really vague and not really helpful. Change to "Try to keep Mantine healthy so that it can Defog periodically throughout the battle as its teammates, such as Mega Charizard Y, rely on Stealth Rock being removed."
* Know when to use Toxic and when to use Scald. Burning a Pokemon such as Porygon2 will be less beneficial for your team than using Toxic, where as getting a Scald burn on Physical Attackers such as Terrakion or Tapu Bulu is much more beneficial.

*Make fishing for scald burns it's own bullet point

Team Options
========

Flying
-------
* Landorus or Landorus-Therian are both good offensive checks to Electric-type attacks. Both forms of Landorus offer a huge amount of offensive pressure forcing out a lot of Pokemon that threaten Mantine with their STAB Earthquake/Power. Landorus-Therian also works as a check to Physical Attackers with Intimidate and its great bulk.
* Zapdos is a good teammate for Mantine as it can deal with Water-types that Mantine can not do much against such as Toxapex, Zapdos offers super effective STAB as well as Substitute and Toxic to beat bulkier Pokemon that could Toxic stall Mantine.
* Thundurus-Therian is another Electric-type that works well with Mantine, however a much more offensive one, it can check Choiced Electric-type attackers as well as scaring out Water-types that can take on Mantine.
* Skarmory acts as a polar opposite of Mantine, a great Physical Wall, it can take on Pokemon that scare Mantine out with Rock-type attacks and also can act as another form of hazard removal taking pressure off of Mantine.
* Celesteela is a mixed wall, working well with Mantine as it threatens Rock-type Pokemon with Heavy Slam as well as having Leech Seed to wear down bulky Pokemon.
* Gliscor is a good stallbreaker on Flying-type teams and works well with Mantine, being able to Taunt Pokemon that rely on recovery and can widdle down bulky Pokemon that can usually take on Mantine such as Chansey.

**Add a bullet for Mega Charizard Y

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

Flying
--------
* Mantine can run maximum Special Defense EVs in order to take less damage from Special Attackers making it easier to Defog and check them, however this doesn't check much more than the other set and makes Mantine more prone to Pursuit trappers. Max Special Defense Mantine isn't a set.

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

Flying
--------
**Electric-types**: Most offensive Electric-type Pokemon OHKO Mantine with STAB forcing a switch out. It is increasingly popular that Special Attackers such as Keldeo run HP Electric to lure in Mantine and OHKO it. Provide a few examples of dangerous electric types

**Rock-types**: Pokemon such as Mega Diancie, Tyranitar and Terrakion are very threatening to Mantine and scare it out, forcing other Pokemon on your team to take damage. With Mega Diancie having both Special and Physical attacks, it is hard to find a good reliable check to it other than Celesteela on Flying-type teams.Cut the second line. It feels like a separate discussion.

**Physical Wallbreakers**: The likes of Mega Pinsir and Z-Garchomp find it really easy to force out and set up on Mantine, as Mantine can not risk taking a hit from either of these Pokemon. Use different examples of Physical Wallbreakers, since both Mega Pinsir and Z-Garchomp are set up sweepers (and you include them in the next bullet point).

**Setup Sweepers**: Although Mantine has Haze for Special Attackers trying to set up, it can not deal with them all. Calm Mind Thunderbolt Mega Latios can easily set up and deal with Mantine as well as Physical Attackers such as Mega Pinsir, Garchomp and Bisharp being able to freely set up on it, the latter being able to come in on Defog and get an automatic boost.
 
Tyke I agree with your check. The only comment I have is regarding the Pursuit line in Overview; they aren't that common but they would be threats if they weren't largely afraid of being burned by Scald. Anyway, I agree with changing away from Pursuit, since it doesn't really fit in the Overview.

Overview:
- First line should specify balance or semi-stall Flying, which you tie back to in the last line of the Overview where you discuss how passive Mantine is (from Tyke's check)
- Greninja should probably be replaced with Kingdra

Set:
[SET]
name: Support
move 1: Defog
move 2: Scald
move 3: Roost
move 4: Haze
item: Leftovers
ability: Water Absorb
nature: Calm
evs: 252 HP / 160 SpD / 96 Spe

- Fix EVs as Tyke said. 252 HP > 248 HP, though.
- Remove Toxic from the slashing. Haze is really too good. You should still talk about Toxic in the Moves section.

Usage Tips:
- Definitely discuss status issues, as Mantine cannot beat most walls. It lacks Toxic while they can Toxic poison it, meaning it loses in one-on-one matchups to most of them.

Team Options:
- Zapdos taking on most Electric-types is very important to note as well. That's mostly why the Skarmory / Zapdos / Mantine core works. Most Electric-types can't beat Zapdos.
- Thundurus-T should be removed. It's a Pokemon that only really fits on offense and Mantine can only fit on slower, fatter teams.
- Discuss Dragonite's Multiscale and wallbreaking power
- Add Mega Aerodactyl for Pursuit trapping

Other Options:
- Just say Mantine has no other viable options.

Checks and Counters:
- Add walls here. Almost every wall can beat Mantine.

QC 1/3
 

Vid

Our life is what our thoughts make it
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[OVERVIEW]

Flying
========

* Mantine is a great Special Wall on semi balance and stall flying teams thanks to its high Special Defense stat, and its excellent Water-typing allows it to take Ice-type moves neutrally taking pressure off of Pokemon such as Celesteela that would otherwise need to deal with it.
* Its utility moves in Roost and Defog allows it to take pressure off of teammates such as Zapdos when taking neutral hits. You need to mention how it allows Zapdos to run Sub + Toxic
* Its ability of Water Absorb makes it a great counter to heavy hitting Water-type Pokemon such as Kingdra and Keldeo.
* Having the option to use Haze or Toxic allows you to cripple Pokemon giving them limited switch ins as well as preventing set up Pokemon such as Volcarona from beating the team.
* Having access to a spammable move in Scald makes Mantine very dangerous to even Physical Pokemon trying to take advantage of its lack of physical bulk, as it has a chance to burn and cripple them. such as?
* Mantine's 4x weakness to Electric-type moves is detrimental to Flying-type teams as Pokemon such as Keldeo can act as lures with HP Electric and does not help in the match up against Eelctric.
* Mantine's mediocre defense stat means it is forced out by strong physical attackers such as Mega Lopunny. Mantine is pressured while Defogging due to this fact.
* Mantine is extremely passive and offers little to the team in terms of offense so it is deadweight on more balanced and offensive teams. outside of Scald needs to be mentioned here

[SET]
name: Support
move 1: Defog
move 2: Scald
move 3: Roost
move 4: Haze
item: Leftovers
ability: Water Absorb
nature: Calm
evs: 252 HP / 160 Def / 96 SpD

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

* Defog is massively important on Flying-type teams and as a bulky Pokemon with high sustain, it is put to good use on Mantine. Unfortunately as Mantine has little offensive presence, choosing to Defog can allows Physical Attackers to take advantage. how and examples?
* Scald is the most splashable offensive move that Mantine has, with the ability to threaten Physical attackers with a burn as well as not becoming free set up fodder for stall breakers and Taunt users.
* Roost is necessary on Mantine as it gives it more sustain in battle, being able to Roost on Special Attackers and Toxic stall opponents are Mantines main uses other than being used for Defog. Remove toxic stall part talk about how it allows it to wall Pokemon like Gren and Zard-Y
* Haze is used to stop itself becoming set up fodder. It has the ability to take a boosted Z-move from Volcarona and Haze it off as well as beating the other common threat in Mewnium-Z Mew with Haze. This is really wordy what does Haze do the first statement could easily e merged with the examples
* Toxic is used to cripple Pokemon that are unable to hit Mantine for much damage as well as bulkier Pokemon that Scald has little effect versus such as other Water-type Pokemon. Explain why haze is better and provide an example of what Pokemon toxic might be good against

Set Details
========

* Leftovers allow Mantine to stay at the most health each turn, gaining residual health each turn helps when Hazing potential set up sweepers and Toxic stalling opponents as well as giving it more switch ins to Stealth Rock over time, allowing it to Defog more efficiently. remove toxic stalling part it's pointless it's not in moves there's a lot of luff here cut down to the point
* Water Absorb, even though already resisted allows it to take Water-type Pokemon that are looking to hit other Pokemon on the team for heavy damage such as Keldeo and Greninja. Kingdra is better example than Gren
* 160 EVs in Def, 16 SpD and maximum EVs in HP allows it to act as a great mixed wall, taking Physical attacks from weaker Pokemon very well as well as naturally having a gigantic Special Defense stat. This also prevents it from being completely trapped by pursuit trappers. be a bit more specfic with examples this is just a vague statement
* 96 Speed allowes it to outspeed and haze Azumarill.
* 252 HP / 240 Def / 16 SpD should be the EV spread if using Toxic as you do not need the speed and in get extra bulk.

Usage Tips
========

* Remember that you have Haze This really doesn't work here, make good use of Haze when facing Pokemon such as Volcarona and Mew, they are not powerful enough to overwhelm Mantine and switching into it and Hazing is the best option, don't let it get out of hand. Although Mew can OHKO Mantine at +2 with a Z move, it limits Mew from being able to raise its Speed as well, making it easier to revenge kill.
* Make use of Water Absorb, do not let the rest of your team take unnecessary damage when Mantine can indefinitely check them. Mantine's great Water-typing lets you take hits from Pokemon with Ice-type coverage as it is neutral. can you provide an example of this because this is really general
* Try to keep Mantine healthy so that it can Defog periodically throughout the battle as its teammates, such as Mega Charizard Y, rely on Stealth Rock being removed.
* Know when to use Toxic and when to use Scald. Burning a Pokemon such as Porygon2 will be less beneficial for your team than using Toxic, where as getting a Scald burn on Physical Attackers such as Terrakion or Tapu Bulu is much more beneficial.
* Fish for Scald burns on Physical attackers to try and cripple them throughout the match.
* If you are not using Toxic be aware that Mantine loses 1vs1 to other walls that can viably run Toxic. this really shouldn't be here, it really isn't worded right you need to give examples and turn it into a usage tip
* Don't Defog on bisharp in general when to use Defog and when not to
* Switch in a predicted SR
* Avoid Status


Team Options
========

Flying
-------
* Blanket statement about it being a good Defog user fits very nicely and how it can take Ice-type attacks
* Landorus or Landorus-Therian are both good offensive checks to Electric-type attacks. Both forms of Landorus offer a huge amount of offensive pressure forcing out a lot of Pokemon that threaten Mantine with their STAB Earthquake/Power put this in order you listed them. Landorus-Therian also works as a check to Physical Attackers with Intimidate and its great bulk.
* Zapdos is a good teammate for Mantine as it can deal with Water-types that Mantine can not do much against such as Toxapex, Zapdos offers super effective STAB as well as Substitute and Toxic to beat bulkier Pokemon that could Toxic stall Mantine. Zapdos also has the ability to deal with most Electric-type Pokemon such as?.
* Skarmory acts as a polar opposite of Mantine, a great Physical Wall, it can take on Pokemon that scare Mantine out with Rock-type attacks and also can act as another form of hazard removal taking pressure off of Mantine.
* Celesteela is a mixed wall, working well with Mantine as it threatens Rock-type Pokemon such as? with Heavy Slam as well as having Leech Seed to wear down bulky Pokemon.
* Gliscor is a good stallbreaker on Flying-type teams and works well with Mantine, being able to Taunt Pokemon that rely on recovery and can widdle down bulky Pokemon that can usually take on Mantine such as Chansey.
* As Mantine struggles to deal with Walls due to lack of Toxic, Dragonite offers great Wall breaking power. Dragonite also appreciates Mantine's Defog, keeping its multiscale intact. what walls spefically does Dragonite break for Mantine
* Mega Charizard-Y is a great wallbreaker with its very high Special Attack, it can help break walls that Mantine can not touch. Mantine can also Defog well for Mega Charizard-Y to safely come in.
* Mega Aerodactyl can pursuit trap Pokemon that would usually threaten Mantine such as Victini.

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

Flying
--------
* Mantine has no other options.

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

Flying
--------
**Electric-types**: Most offensive Electric-type Pokemon OHKO Mantine with STAB forcing a switch out, Pokemon such as Tapu Koko and Zapdos are very common to find on top tier teams. It is increasingly popular increasingly popular isn't necessary saying something like some special attackers run Electric-type coverage would suffice that Special Attackers such as Keldeo run HP Electric to lure in Mantine and OHKO it.

**Rock-types**: Pokemon such as Mega Diancie, Tyranitar and Terrakion are very threatening to Mantine and scare it out, forcing other Pokemon on your team to take damage. You need to mention they don't want to switch in due to risk of being burned by Scald

**Physical Wallbreakers**: The likes of Dragonite and Kyurem-Black find it really easy to force out Mantine, as Mantine can not risk taking a hit from either of these Pokemon. explain it's because Mantine's low defense is why these Pokemon check it

**Setup Sweepers**: Although Mantine has Haze for Special Attackers trying to set up, it can not deal with them all. Calm Mind Thunderbolt Mega Latios can easily set up and deal with Mantine as well as Physical Attackers such as Mega Pinsir, Garchomp and Bisharp being able to freely set up on it, the latter being able to come in on Defog and get an automatic boost. You need to mention how physical attackers need to watch out for Scald Burns

**Walls**: Mantine lacks Toxic and loses 1v1 versus the walls of the tier. A couple of examples being Chansey and Mandibuzz. You need to explain why it loses to walls because a new player wouldn't know why
QC 2/3
 
Can i request a little extension, honestly trying to keep track of smogon shit while having sudden stuff to do over health stuff is really hard.
 
Yeah I have fallen behind on a lot of stuff I am going to take a look at wednesday and thursday, as its my bday friday ill be busy all weekend, so it should be done by thursday night latest
 

iLlama

Nothing personal, I protect my people
Set:
[SET]
name: Support
move 1: Defog
move 2: Scald
move 3: Roost
move 4: Haze
item: Leftovers
ability: Water Absorb
nature: Calm
evs: 252 HP / 160 SpD / 96 Spe

Set Details
========

160 EVs in Def, 16 SpD and maximum EVs in HP allows it to act as a great mixed wall, taking Physical attacks from Pokemon that struggle with to hit it for super effective damage such as Scizor very well as well as naturally having a gigantic Special Defense stat.
- Fix the EVs to reflect the actual set.

QC 3/3
oie_rounded_corners (1).gif
 

Lumari

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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
remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

Flying
========

Mantine is a great special wall on semi balance and stall Flying teams thanks to its high Special Defense stat (RC) and its excellent Water typing (RH) allows allowing it to take Ice-type moves neutrally, (AC) taking pressure off of Pokemon such as Celesteela that would otherwise need to deal with it them. Its ability Water Absorb also makes it a great counter to heavy-hitting Water-type Pokemon such as Kingdra and Keldeo. Its utility moves in Roost and Defog allows allow it to take pressure off of teammates such as Zapdos when taking by absorbing neutral hits for it (RP) It also allows Zapdos and allowing it to run Substitute and Toxic rather than Defog. Its ability of Water Absorb makes it a great counter to heavy hitting Water-type Pokemon such as Kingdra and Keldeo. Furthermore, Having the option to use Haze or Toxic or Haze allows you Mantine to cripple Pokemon opposing Pokemon, giving them limiting their limited switch in switches, as well as preventing set up and prevent setup Pokemon such as Volcarona from beating the team. Having Access to a spammable move in Scald as well makes Mantine very dangerous to even physical Pokemon trying to take advantage of its lack of physical bulk such as Scizor and Mega Gallade, as it has a chance to burn and cripple them. However, Mantine's 4x weakness to Electric-type moves is detrimental to Flying-type teams, (AC) as it does not help in the matchup against Electric, and Pokemon such as Keldeo can act as lures with HP Hidden Power Electric and does not help in the match up against Eelctric. Mantine's mediocre Defense stat also means it is forced out by strong physical attackers such as Mega Lopunny, (AC) Mantine is leaving it pressured while Defogging due to this fact. Mantine is extremely passive and offers little to the team in terms of offense, (AC) so it is deadweight on more balanced and offensive teams outside of Scald.

[SET]
name: Support
move 1: Defog
move 2: Scald
move 3: Roost
move 4: Haze
item: Leftovers
ability: Water Absorb
nature: Calm
evs: 252 HP / 160 SpD / 96 Spe

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

Defog is massively important on Flying-type teams, (AC) and as a bulky Pokemon with high sustain, it is put to good use on Mantine puts it to good use. Unfortunately, (AC) as Mantine has little offensive presence, choosing to Defog can allows physical attackers to take advantage grab momentum, as Pokemon such as Bisharp can come in and gain a boost from it, (AC) or and Mega Pinsir can start setting up forcing and force Mantine out. Scald is the most splashable spammable offensive move that Mantine has, with the ability enabling it to threaten physical attackers with a burn as well as not and preventing it from becoming free set up fodder bait (i guess? setup fodder doesn't make sense here) for stall breakers stallbreakers and Taunt users. Roost is necessary on Mantine, (AC) as it gives it more sustain in battle (RC) being able to Roost on and can let it completely shut down special attackers such as Greninja and Mega Charizard Y completely shutting them down. Haze is used to stop itself Mantine becoming set up setup fodder, (AC) with Mantine having the ability to take a boosted Z-Move from both Mew and Volcarona and removing remove their boosts. Toxic is used an option to cripple Pokemon that are unable to hit Mantine for much damage as well as bulkier Pokemon that Scald has little effect versus such as other Water-type Pokemon and other bulkier Pokemon such as Porygon 2 and Mandibuzz. However, Haze is a better option in general, (AC) as it has more use on balanced Flying teams, (AC) being able to shut down threats that can boost its their stats.

Set Details
========

Leftovers allow allows Mantine to stay at the most high health each turn; (SC) this helps when Hazing using Haze against potential set up setup sweepers and giving lets it switch into more switch ins to Stealth Rock more often over time, allowing it to Defog more efficiently. Water Absorb, even though Mantine already resisted Water-type attacks, allows it Mantine to take on Water-type Pokemon that are looking to hit other Pokemon on the team for heavy damage such as Keldeo and Kingdra. 160 SpD Special Defense EVs and maximum EVs in HP allows it allow Mantine to act as a great mixed wall, having a gigantic Special Defense stat and taking physical attacks from Pokemon that struggle with to hit it for super effective damage such as Scizor fairly well too, as well as having a gigantic Special Defense stat. This also prevents it from being completely trapped by pursuit trappers like Alolan Muk. 96 Speed allowes EVs allow it to outspeed and haze Azumarill and remove its boosts with Haze; (SC) 252 HP / 240 Def / 16 SpD should be the EV spread if using Toxic, (AC) as you do not need the Speed and in get extra bulk.

Usage Tips
========

Make good use of Haze when facing Pokemon such as Volcarona and Mew, as they are not powerful enough to overwhelm Mantine, (AC) and so switching into it and Hazing them and using Haze is the best option; (SC) don't let it them get out of hand. Although Mew can OHKO Mantine at +2 with a Z-Move, (AH) it limits Mantine at least stops Mew from being able to raise its Speed as well, making it easier to revenge kill. Make use of Water Absorb; (SC) do not let the rest of your team take unnecessary damage when Mantine can indefinitely check them opposing Water-types. Mantine's great Water typing (RH) also lets you it take hits from Pokemon with Ice-type coverage as it is neutral, meaning Pokemon that run Ice-type coverage such as Greninja and Latios find it much harder to break Flying-type teams thanks to this. Try to keep Mantine healthy so that it can Defog periodically throughout the battle, (AC) as its teammates, such as Mega Charizard Y, rely on Stealth Rock being removed. Know when to use Toxic and when to use Scald; (SC) burning a Pokemon such as Porygon2 will be less beneficial for your team than using Toxic, where as whereas getting a Scald burn on physical attackers such as Terrakion or and Tapu Bulu is much more beneficial. Fish for Scald burns on physical attackers to try and cripple them throughout the match. Mantine wants to avoid status, as it can be easily worn down with hazard damage and Toxic over time. If you are not using Toxic, (AC) be aware that Mantine loses 1vs1 one-on-one to other walls that can viably run Toxic. Do not try to beat Pokemon such as Porygon 2 Porygon2 or Mandibuzz without Toxic, (AC) as they can status and recover beating stall out Mantine easily. Mantine wants to avoid status as it can be easily worn down with hazard damage and Toxic over time. Pick the correct times to use Defog, as Defogging whilst in the face of set-up setup Pokemon or heavy hitters can result in losing multiple Pokemon. Mantine should also not Defog while Bisharp is out or if the opponent has the ability to switch Bisharp in. Try to get a Defog off while you are switched in to Mantine is in on a Pokemon you it completely shut down such as Mega Charizard Y or Greninja. Similarly, take advantage of Stealth Rock setters that Mantine beats; (SC) Pokemon such as Skarmory and Hippowdon are easily checked by Mantine, (AC) and it switching in on them right away (?) allows it to Defog without taking unnecessary hazard damage.

Team Options
========

Flying
-------

Mantine is a great Defogger and switch-in (AH) to Ice-type attacks, making it a great teammate for most Flying-type Pokemon. Landorus or and Landorus-Therian are both good offensive checks to Electric-type attacks. Both forms of Landorus offer a huge amount of offensive pressure, (AC) forcing out a lot of Pokemon that threaten Mantine with their STAB Earth Power and Earthquake. Landorus-Therian also works as a check to physical attackers with Intimidate and its great bulk. Zapdos is a good teammate for Mantine, (AC) as it can deal with Water-types that Mantine can not cannot do much against, (AC) such as Toxapex, Zapdos and offers super effective STAB attacks as well as Substitute and Toxic to beat bulkier Pokemon that could Toxic stall Mantine. Zapdos also has the ability to deal with most Electric-type Pokemon, (AC) such as other opposing Defog Zapdos' forced to run Defog, as well as and Tapu Koko. Skarmory acts as a polar opposite of Mantine, a great physical wall (RC) that it can take on Pokemon that scare Mantine out with Rock-type attacks and also can as well as act as another form of hazard removal taking to take pressure off of Mantine. Celesteela is a mixed wall (RC) working that works well with Mantine, (AC) as it threatens all Rock-type Pokemon other than Stakataka with Heavy Slam as well as having and has Leech Seed to wear down bulky Pokemon. Gliscor is a good stallbreaker on Flying-type teams and works well with Mantine, being able to Taunt shut down Pokemon that rely on recovery with Taunt and can widdle to whittle down bulky Pokemon that can usually take on Mantine such as Chansey. As Mantine struggles to deal with walls due to lack of Toxic, Dragonite offers pairs well with it to offer great Wall breaking wallbreaking power, (AC) being able to deal with Chansey and Toxapex. Dragonite also appreciates Mantine's Defog, keeping its Multiscale intact. Mega Charizard Y (RH) is another great wallbreaker with its very high Special Attack, and it can help break walls that Mantine can not cannot touch. (such as?) Mantine can also Defog well for Mega Charizard Y (RH) to safely come in. Mega Aerodactyl can Pursuit trap Pokemon that would usually threaten Mantine such as Victini.

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

Flying
--------
* Mantine has no other options.

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

Flying
--------
**Electric-types**: Most offensive Electric-type Pokemon OHKO Mantine with their STAB attacks, forcing a it to switch out, and Pokemon such as Tapu Koko and Zapdos are very common to find on top-tier (AH) teams. Some special attackers such as Keldeo also run HP Hidden Power Electric to lure in Mantine and OHKO it.

**Rock-types**: Pokemon such as Mega Diancie, Tyranitar, (AC) and Terrakion are very threatening to Mantine and scare it out, forcing other Pokemon on your team to take damage. Although However, Rock-type Pokemon such as Terrakion and Tyranitar do not switch in to into Mantine, (AC) as they fear being Scald burned.

**Physical Wallbreakers**: The likes of Dragonite and Kyurem-Black find it really easy to force out Mantine, as Mantine can not cannot risk taking a hit from either of these Pokemon due to its underwhelming Defense stat.

**Setup Sweepers**: Although Mantine has Haze for special attackers trying to set up, it can not cannot deal with them all. Calm Mind + Thunderbolt Mega Latios can easily set up on and deal with Mantine, (AC) as well as can physical attackers such as Mega Pinsir, Garchomp, (AC) and Bisharp being able to freely set up on it, with the latter also being able to come in on Defog and get an automatic boost. However, physical attackers do risk being Scald burned while when trying to set up on Mantine.

**Walls**: Mantine lacks Toxic and loses 1v1 one-on-one versus the walls of the tier. A couple of examples being include Chansey and Mandibuzz. This is because Mantine can not cannot really afford to run Toxic, where as whereas Pokemon such as Mandibuzz, Chansey, and Porygon 2 are able to make use of it, as well as and Chansey having also has access to Heal Bell and while Mandibuzz also getting gets Taunt in its arsenal.
 
Last edited:

lotiasite

undedgy
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GP 2/2
[OVERVIEW]

Flying
========

Mantine is a great special wall on balance and stall Flying teams thanks to its high Special Defense stat and its excellent Water typing allowing it to take Ice-type moves neutrally, taking pressure off Pokemon such as Celesteela that would otherwise need to deal with them. Its ability Water Absorb also makes it a great counter to heavy-hitting Water-type Pokemon such as Kingdra and Keldeo. Its utility moves in Roost and Defog allow it to take pressure off teammates such as Zapdos by absorbing neutral hits for ithem and allowing itZapdos to run Substitute and Toxic rather than Defog. Furthermore, the option to use Toxic or Haze allows Mantine to cripple opposing Pokemon, limiting their switches, and prevent setup Pokemon such as Volcarona from beating the team. Access to a spammable move in Scald as well makes Mantine very dangerous to even physical Pokemon trying to take advantage of its lack of physical bulk such as Scizor and Mega Gallade, as it has a chance to burn and cripple them. However, Mantine's 4x weakness to Electric-type moves is detrimental to Flying-type teams, as it does not help in the matchup against Electric, and Pokemon such as Keldeo can act as lures with Hidden Power Electric. Mantine's mediocre Defense stat also means it is forced out by strong physical attackers such as Mega Lopunny, leaving it(add space)pressured while Defogging. Mantine is extremely passive and offers little to the team in terms of offense, so it is dead(add space)weight on more balanced and offensive teams outside of Scald.

[SET]
name: Support
move 1: Defog
move 2: Scald
move 3: Roost
move 4: Haze
item: Leftovers
ability: Water Absorb
nature: Calm
evs: 252 HP / 160 SpD / 96 Spe

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

Defog is massively important on Flying-type teams, and as a bulky Pokemon with high sustainability, Mantine puts it to good use. Unfortunately, as Mantine has little offensive presence, choosing to Defog can allows physical attackers to grab momentum, as Pokemon such as Bisharp can come in and gain a boost from it, and Mega Pinsir can start setting up and force Mantine out. Scald is the most spammable offensive move that Mantine has, enabling it(add space)to threaten physical attackers with a burn and preventing it from becoming bait for stallbreakers and Taunt users. Roost is necessary on Mantine, as it gives it more sustainlongevity in battle and can let it completely shut down special attackers such as Greninja and Mega Charizard Y. Haze is used to stop Mantine from becoming setup fodder, with Mantine having the ability to take a boosted Z-Move from both Mew (cant actually take a boosted zmove from mew like you say later might wanna rephrase) and Volcarona and remove their boosts. (youd probably also wanna mention azu here bc u mention it in set details) Toxic is an option to cripple Pokemon that are unable to hit Mantine for much damage as well as bulkier Pokemon that Scald has little effect versus such as other Water-type Pokemon and other bulkier Pokemon such as Porygon(remove space)2 and Mandibuzz. However, Haze is a better option in general, as it has more use on balanced Flying teams, being able to shut down threats that can boost their stats.

Set Details
========

Leftovers allows Mantine to stay at high health each turn; this helps when using Haze against potential setup sweepers and lets it switch into Stealth Rock more often over time, allowing it to Defog more efficiently. Water Absorb, eEven though Mantine already resisteds Water-type attacks, Water Absorb allows Mantine to take on Water-type Pokemon that are looking to hit other Pokemon on the team for heavy damage such as Keldeo and Kingdra. 160 Special Defense EVs and maximum EVs in HP allow Mantine to act as a great mixed wall, having a gigantic Special Defense stat and taking physical attacks from Pokemon that struggle with to hit it for super effective damage such as Scizor fairly well too. This also prevents it from being completely trapped by pPursuit trappers like Alolan Muk. 96 Speed EVs allow it to outspeed Azumarill and remove its boosts with Haze; 252 HP / 240 Def / 16 SpD should be the EV spread if using Toxic, as you doMantine does not need the Speed.

Usage Tips
========

Make good use of Haze when facing Pokemon such as Volcarona and Mew, as they are not powerful enough to overwhelm Mantine, so switching into it them and using Haze is the best option; don' to not let them get out of hand. Although Mew can OHKO Mantine at +2 with a Z-Move, Mantine at least stops Mew from being able to raise its Speed as well, making it easier to revenge kill. Make use of Water Absorb; do not let the rest of your team take unnecessary damage when Mantine can indefinitely check opposing Water-types. Mantine's great Water typing also lets it take hits from Pokemon with Ice-type coverage, meaning Pokemon such as Greninja and Latios find it much harder to break Flying-type teams. Try to keep Mantine healthy so that it can Defog periodically throughout the battle, as its teammates, such as Mega Charizard Y, rely on Stealth Rock being removed. Know when to use Toxic and when to use Scald; burning a Pokemon such as Porygon2 will be less beneficial for your team than using Toxic, whereas getting a Scald burn on physical attackers such as Terrakion and Tapu Bulu is much more beneficial to cripple them throughout the match. Mantine wants to avoid status, as it can be easily worn down with hazard damage and Toxic over time. If you are not using Toxic, be aware that Mantine loses one-on-one to other walls that can viably run Toxic. Do not try to beat Pokemon such as Porygon2 orand Mandibuzz without Toxic, as they can status and stall out(add space)Mantine easily. Pick the correct times to use Defog, as Defogging whilst in the face of setup Pokemon or heavy hitters can result in losing multiple Pokemon. Mantine should also not Defog while Bisharp is out or if the opponent has the ability to switch Bisharp in. Try to get a Defog off while Mantine is in on a Pokemon it completely shuts down such as Mega Charizard Y or Greninja. Similarly, take advantage of Stealth Rock setters that Mantine beats; Pokemon such as Skarmory and Hippowdon are easily checked by Mantine, and switching in on them right away allows it to Defog without taking unnecessary hazard damage.

Team Options
========

Mantine is a great Defogger and switch-in to Ice-type attacks, making it a great teammate for most Flying-type Pokemon. Landorus and Landorus-T are both good offensive checks to Electric-type attacksPokemon. Both offer a huge amount of offensive pressure, forcing out a lot of Pokemon that threaten Mantine with their STAB Earth Power and Earthquake. Landorus-T also works as a check to physical attackers with Intimidate and its great bulk. Zapdos is a good teammate for Mantine, as it can deal with Water-types that Mantine cannot do much against, such as Toxapex, and offers super effective STAB attacks as well as Substitute and Toxic to beat bulkier Pokemon that could Toxic stall Mantine. Zapdos also has the ability to deal with most Electric-type Pokemon, such as opposing Defog Zapdos and Tapu Koko. Skarmory acts as a polar opposite tof Mantine, being a great physical wall that can take on Pokemon that scare Mantine out with Rock-type attacks as well as act as another form of entry hazard removal to take pressure off of Mantine. Celesteela is a mixed wall that works well with Mantine, as it threatens all Rock-type Pokemon other than Stakataka with Heavy Slam and has Leech Seed to wear down bulky Pokemon. Gliscor is a good stallbreaker on Flying-type teams, (AC) able to shut down Pokemon that rely on recovery with Taunt and to whittle down bulky Pokemon that can usually take on Mantine such as Chansey. As Mantine struggles to deal with walls due to lack ofif it isn't running Toxic, Dragonite pairs well with it to offer great wallbreaking power, being able to deal with Chansey and Toxapex. Dragonite also appreciates Mantine's Defog, keeping its Multiscale intact. Mega Charizard Y is another great wallbreaker with its very high Special Attack, and it can help break walls that Mantine cannot touch such as Porygon2. Mantine can also Defog well for Mega Charizard Y to safely come in. Mega Aerodactyl can Pursuit trap Pokemon that would usually threaten Mantine such as Victini.

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

Flying
--------
* Mantine has no other options.

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

Flying
--------
**Electric-types**: Most offensive Electric-type Pokemon OHKO Mantine with their STAB attacks, forcing it to switch out, and Pokemon such as Tapu Koko and Zapdos are very common on top-tier teams. Some special attackers such as Keldeo also run Hidden Power Electric to lure in Mantine and OHKO it.

**Rock-types**: Pokemon such as Mega Diancie, Tyranitar, and Terrakion are very threatening to Mantine and scare it out, forcing other Pokemon on your team to take damage. However, Rock-type Pokemon such as Terrakion and Tyranitar do not switch into Mantine, as they fear being Scald burned by Scald.

**Physical Wallbreakers**: The likes of Dragonite and Kyurem-B find it really easy to force out Mantine, as Mantine cannot risk taking a hit from these Pokemon due to its underwhelming Defense stat.

**Setup Sweepers**: Although Mantine has Haze for special attackers trying to set up, it cannot deal with them all. Calm Mind + Thunderbolt Mega Latios can easily set up on and deal with Mantine, as can physical attackers such as Mega Pinsir, Garchomp, and Bisharp, with the latter also being able to come in on Defog and get an automatic boost. However, physical attackers do risk being Scald burned when trying to set up on Mantine.

**Walls**: Mantine loses one-on-one versus the walls of the tier. A couple of examples include Chansey and Mandibuzz. This is because Mantine cannot really afford to run Toxic, whereas Pokemon such as Mandibuzz, Chansey, and Porygon(remove space)2 are able to make use of it, and Chansey also has access to Heal Bell, (AC) while Mandibuzz gets Taunt in its arsenal.
 

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