RU Mantine

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[OVERVIEW]

Mantine's typing and excellent special bulk let it handle menacing, commonplace attackers like Mega Blastoise, Ninetales, and Roserade. The high usage of these attackers means it gets opportunities to switch in against many teams, letting it use Defog with decent consistency, and the ability to run any two of Air Slash, Scald, and Toxic can make it tricky for offensive teams to safely respond to early-game. However, vulnerability to Electric-type attacks and Toxic renders it easily forced out by Pokemon that might have those moves. Registeel and Bronzong are prevalent Stealth Rock users that practically always have Toxic, so it's extremely difficult for Mantine to keep entry hazards away against teams with them. A Stealth Rock weakness means it often switches in with significant HP lost and is under a lot of pressure to clear hazards, and the high number of Stealth Rock setters that run Toxic makes this job even harder. It faces significant competition from Milotic, which boasts greater versatility by not requiring three specific moves and the ability to beat Steel-types by using Refresh. Only having one customizable moveslot means it'll be helpless against certain setup users depending on its fourth move; for example, using Haze over Air Slash makes Toxicroak a counter, and using Air Slash allows bulky Pokemon like Curse Snorlax to be a problem.


[SET]
name: Defog
move 1: Roost
move 2: Defog
move 3: Scald
move 4: Air Slash / Haze
item: Leftovers
ability: Water Absorb
nature: Calm
evs: 252 HP / 120 SpD / 136 Spe

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

Aptitude at switching into common special attackers gives Mantine plenty of Defog opportunities. Scald's burn chance keeps physical attackers and Steel-types from switching in freely. Air Slash hits Grass- and Fighting-types that could exploit Scald, including Virizion, Roserade, Shaymin, and Toxicroak. Haze eliminates boosts from special setup wallbreakers like Salazzle. Toxic is an option to take attackers like Mega Blastoise and Ninetales down as efficiently as possible.


Set Details
========

136 Speed EVs are used to outpace Adamant Machamp, which would otherwise handle Mantine without issue. The remaining investment goes in special bulk to maximize Mantine's ability to check special attackers.

Usage Tips
========

Opportunities to switch in come from common special attackers that can't hope to break through a healthy Mantine like Mega Blastoise and Ninetales. Air Slash should punish Grass-types, Toxicroak, and Machamp expecting Scald on the switch, and spreading Toxic if Mantine has it weakens the opposition for a teammate to clean up. Blanket checks like Milotic can run Toxic, so they must be scouted before Mantine can safely switch in. However, trading Toxic with an opposing wall can be productive if Mantine is no longer necessary or your team has a cleric. Don't be afraid to let Mantine go down if the foes it checks have been sufficiently weakened for teammates to handle; putting too much focus on keeping Mantine around can drain your momentum.

Team Options
========

Mantine's slow, somewhat passive nature limits it to balanced and defensive teams. Registeel and Ground-types such as Rhyperior absorb Electric-type attacks sent Mantine's way, and threatening physical attackers can be answered by bulky Psychic-types like Cresselia. Florges and Umbreon offer Heal Bell, meaning Mantine is much less afraid of Toxic users, and appreciate a solid Ninetales switch-in. Choice Scarf Gardevoir's Healing Wish is a way for more offensive teams to revitalize Mantine. Fast sweepers such as Zygarde-10% and Barbaracle appreciate Mantine softening the opposition up with Toxic and attacks.

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

Ice Beam can hit Grass-, Ground-, and Dragon-types all at once, specifically surprising Noivern, but its overall poor coverage and power usually aren't worthwhile.

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

**Toxic**: Anything running Toxic, including common blanket checks like Registeel and Milotic, can leave Mantine pretty useless. It's too weak to KO foes before poison damage racks up. Almost every Pokemon can learn Toxic, so any attacker wanting to lure Mantine can easily do so.

**Electric**: A 4x weakness to Electric makes Mantine easily OHKOed or 2HKOed by anything running moves of the type. Such Pokemon include Raikou, Mega Ampharos, Rotom-C, Goodra, and Mismagius.

**Physical Attackers**: Mantine has fairly poor physical bulk, so any physical attacker faster than it has an easy time beating it. Wallbreakers like Guts Machamp and Choice Band Zygarde-10% are free to throw out attacks, and Swords Dance users such as Toxicroak and Virizion OHKO it after boosting. Most don't like taking one or both of Scald and Air Slash as they switch in, though.

**Rock**: Stealth Rock removing a quarter of Mantine's HP puts it in KO range of attackers it could otherwise check like Poisonium Z Salazzle. Rock-types like Tyrantrum and Lycanroc-D force Mantine out with the power of their STAB moves.

**Taunt**: Mantine's weak attacks render it helpless against Taunt users with recovery like Mandibuzz and Noivern.

[CREDITS]
- Written by: [[CryoGyro, 331519]]
- Quality checked by: [[roman, 396169], [phantom, 180300], [Averardo, 409096]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [Electrolyte, 148071]]
 
Last edited:

roman

Banned deucer.
[OVERVIEW]

  • Mantine's typing and excellent special bulk let it handle menacing attackers like Mega Blastoise, Ninetales, and non-Synthesis Roserade
  • Its many chances to switch in enable it to use Defog with decent consistency
  • Having the ability to run any of Air Slash, Scald, and Toxic can make it tricky for offensive teams to safely respond to early-game
  • Vulnerability to Electric-type attacks and Toxic render it easily forced out by Pokemon that might have those moves
  • A Stealth Rock weakness means it often switches in with significant HP lost and is under a lot of pressure to clear hazards, and the high number of Stealth Rock setters that run Toxic makes this job even harder
  • Even with investment, it lacks the physical bulk to handle most Choice Band or Swords Dance wallbreakers
  • Toxic susceptibility makes it pretty useless against defensive teams
  • Competition from Milotic, which boasts greater versatility, Refresh, and less severe weaknesses

* synthesis rose is pp stalled by air slash which will be on the main set, remove the non-synthesis point
* 2nd point is unclear.. why does it have many chances to switch in? explain
* any TWO of
* use examples for elec types and toxic users, add its weakness to taunt pokemon (taunt toxic mandi and noivern)
* add another sentence talking specifically about mantine's rough time vs regi, people give it flack as a defogger for this reason so its important to touch on
* we are using a spdef spread but speaking to its ability to beat physical attackers..? why.. just delete it
* delete susceptibility to toxic line and touch on it more up where you speak to its regi matchup
* explain how milotic has more versatility (3 of its slots arent locked by default like tine is), explain how refresh lets it beat steels, something tine struggles with


* maybe further touch on how mantine's restricted set leaves it susceptible to certain threats (for example, you can rarely drop air slash, leaving you helpless against set up pokemon like z celebrate shaymin)

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


slashes make it look like you arent going to be running scald on a bulky water .

use this:

name: Defog
move 1: Roost
move 2: Defog
move 3: Scald
move 4: Air Slash / Haze
item: Leftovers
ability: Water Absorb
nature: Calm

evs: 252 HP / 120 SpD / 136 Spe

creeps ada champ & fixes the slashes issue, thanks eternally for spread ^_^

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

  • Aptitude at switching into common special attackers gives Mantine plenty of Defog opportunities
  • Air Slash hits Grass- and Fighting-types that could exploit Scald, including Toxicroak, Virizion, Roserade, and Shaymin
  • Scald is still a respectable option for threatening most physical attackers and Steel-types with a burn
  • Toxic takes attackers like Mega Blastoise and Ninetales down as efficiently as possible
  • Haze can eliminate boosts from special setup wallbreakers like Salazzle and Meloetta, but Mantine is usually fine just by hitting them with Scald or Toxic
  • Ice Beam can be fit somewhere to simultaneously hit Ground- and Grass-types
  • If Mantine has a more consistent Defogger like Gligar as a partner, it can drop its own Defog for another move

* drop ice beam to other options and toxic off set and into moves, rest is fine but delete last bullet its just fluff

Set Details
========

  • Full investment in special bulk makes Mantine as good at beating special attackers as possible
  • Maximum physical bulk with a Bold nature is also valid for taking hits from physical attackers with resisted STAB moves like Golisopod, but plenty of others can beat Mantine regardless of investment
  • Various degrees of Speed investment can be used to outpace certain slow wallbreakers guaranteed, including 16 for Adamant Rhyperior and 136 for Adamant Machamp

* fix to reflect set changes

Usage Tips
========

  • Switch-in opportunities come from common special attackers that can't hope to break through a healthy Mantine like Mega Blastoise and Ninetales
  • Air Slash should punish Grass-types, Toxicroak, and Machamp expecting Scald on the switch
  • Spreading Toxic weakens the opposition for a teammate to clean up
  • Blanket checks like Milotic, Gligar, and Mega Steelix can run Toxic, so they must be scouted before Mantine can safely switch in
  • However, trading Toxic with an opposing wall can be productive if Mantine is no longer necessary or your team has a cleric
  • Don't be afraid to let Mantine go down if the foes it checks have been sufficiently weakened for teammates to handle; putting too much focus on keeping Mantine around can drain your momentum
* good ^_^

Team Options
========

  • Mantine's slow, somewhat passive nature limits it to balanced and defensive teams
  • Accounting for Mantine's Electric and Toxic weaknesses should be a top priority; Gligar is immune to both, can take Defog duties, and beats many physical attackers, making it one of the best Mantine teammates
  • Florges and Umbreon offer Heal Bell, meaning Mantine is much less afraid of Toxic users, and appreciate a solid Ninetales switch-in
  • Choice Scarf Gardevoir's Healing Wish is a way for more offensive teams to revitalize Mantine
  • Chesnaught forms a solid core with Mantine, handling most of the physical sweepers and cleaners that threaten it
  • Fast sweepers appreciate Mantine softening the opposition up with Toxic and attacks
* this is pretty good but it's absolutely mandatory to provide specific examples, this is team examples :/ so do so for the last bullet

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

  • Z-Haze? Mirror Coat? idk
* ice beam can go here but that's pretty mediocre so if you just want to leave it off the analysis altogether you can just say "* Mantine has no other viable options."

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

**Toxic**: Anything running Toxic, including common blanket checks like Registeel, Gligar, and Milotic, can leave Mantine pretty useless. It's too weak to KO foes before poison damage racks up. Toxic is learned by almost every Pokemon, so any attacker wanting to lure Mantine can easily do so.

**Electric**: A 4x weakness to Electric makes Mantine easily OHKOed or 2HKOed by anything running moves of the type. Such Pokemon include Mega Ampharos, Rotom-C, Goodra, and Mismagius.

**Physical Attackers**: Mantine has fairly poor physical bulk, so any physical attacker faster than it has an easy time beating it. Wallbreakers like Guts Machamp and Choice Band Zygarde-10% are free to throw out attacks, and Swords Dance users such as Toxicroak and Virizion OHKO it after boosting. Most don't like taking one or both of Scald and Air Slash as they switch in, though.

**Rock**: Stealth Rock removing a quarter of Mantine's HP puts it in KO range of attackers it could otherwise check like Poisonium Z Salazzle. Rock-types like Tyrantrum and Lycanroc-D force Mantine out with the power of their STAB moves.

* looks pretty good, i think this accurately reflects most everything, but add taunt somewhere. taunt toxic mandi and taunt noivern beat tine down pretty good lol

[CREDITS]
- Written by: [[<username1>, <userid1>]]
- Quality checked by: [[<username1>, <userid1>], [<username2>, <userid2>], [<username3>, <userid3>]]
- Grammar checked by: [[<username1>, <userid1>], [<username2>, <userid2>]]
implement all changes for QC 1/3
 

dhelmise

banend doosre
is a Site Content Manageris a Battle Simulator Administratoris a Top Social Media Contributoris a Community Leaderis a Programmeris a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris a Top Dedicated Tournament Hostis a Smogon Discord Contributor Alumnus
Social Media Head
Shouldn't Mantine run 248 HP? It hits an even number 374 when running 252 HP
252 HP EVs: 374/4 = 93.5 which equals 93 when rounded down, so switching mantine in 4 times on stealth rock (assuming it hasnt taken damage) will allow it to live with 2 hp

248 HP EVs: 373/4 = 93.25 which equals 93 when rounded down, so switching mantine in 4 times on stealth rock (assuming it hasnt taken damage) will allow it to live with 2 hp

tl;dr running 248 hp evs does nothing but make mantine lose bulk in this scenario

gp not reserved anymore i got busy sorry everyone
 
Last edited:

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

Mantine's typing and excellent special bulk let it handle menacing, commonplace attackers like Mega Blastoise, Ninetales, and Roserade. The high usage of these attackers means it gets switch-in opportunities to switch in against many teams, letting it use Defog with decent consistency, and having the ability to run any two of Air Slash, Scald, and Toxic can make it tricky for offensive teams to safely respond to early-game. However, vulnerability to Electric-type attacks and Toxic render renders it easily forced out by Pokemon that might have those moves. Registeel and Bronzong are prevalent Stealth Rock users that practically always have Toxic, so it's extremely difficult for Mantine to keep entry hazards away against teams with them. A Stealth Rock weakness means it often switches in with significant HP lost and is under a lot of pressure to clear hazards, and the high number of Stealth Rock setters that run Toxic makes this job even harder. It faces significant competition from Milotic, which boasts greater versatility by not requiring three specific moves and ability to beat Steel-types by using Refresh. Only having one customizable moveslot means it'll be helpless against certain setup users depending on its fourth move; for example, using Haze over Air Slash makes Toxicroak a counter, and using Air Slash allows Special Defense boosters like Calm Mind Meloetta (dead) to be a problem.


[SET]
name: Defog
move 1: Roost
move 2: Defog
move 3: Scald
move 4: Air Slash / Haze
item: Leftovers
ability: Water Absorb
nature: Calm
evs: 252 HP / 120 SpD / 136 Spe

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

Aptitude at switching into common special attackers gives Mantine plenty of Defog opportunities. Scald's burn chance keeps physical attackers and Steel-types from switching in freely. Air Slash hits Grass- and Fighting-types that could exploit Scald, including Toxicroak, Virizion, Roserade, and Shaymin, and Toxicroak. Haze eliminates boosts from special setup wallbreakers like Salazzle and Meloetta. (dead) Toxic is an option to take attackers like Mega Blastoise and Ninetales down as efficiently as possible.


Set Details
========

136 Speed EVs are used to outpace Adamant Machamp, which would otherwise handle Mantine without issue. The remaining investment goes in special bulk to maximize Mantine's ability to check special attackers.

Usage Tips
========

Switch-in Opportunities to switch in come from common special attackers that can't hope to break through a healthy Mantine like Mega Blastoise and Ninetales. Air Slash should punish Grass-types, Toxicroak, and Machamp expecting Scald on the switch, and spreading Toxic if Mantine has it weakens the opposition for a teammate to clean up. Blanket checks like Milotic can run Toxic, so they must be scouted before Mantine can safely switch in. However, trading Toxic with an opposing wall can be productive if Mantine is no longer necessary or your team has a cleric. Don't be afraid to let Mantine go down if the foes it checks have been sufficiently weakened for teammates to handle; putting too much focus on keeping Mantine around can drain your momentum.

Team Options
========

Mantine's slow, somewhat passive nature limits it to balanced and defensive teams. Registeel and Ground-types such as Rhyperior absorb Electric-type attacks sent Mantine's way, and threatening physical attackers can be answered by bulky Psychic-types like Cresselia. Florges and Umbreon offer Heal Bell, meaning Mantine is much less afraid of Toxic users, and appreciate a solid Ninetales switch-in. Choice Scarf Gardevoir's Healing Wish is a way for more offensive teams to revitalize Mantine. Fast sweepers such as Zygarde-10% and Barbaracle appreciate Mantine softening the opposition up with Toxic and attacks.

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

Ice Beam can hit Grass-, Ground-, and Dragon-types all at once, specifically luring surprising Noivern, but its overall poor coverage and power usually aren't worthwhile.

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

**Toxic**: Anything running Toxic, including common blanket checks like Registeel and Milotic, can leave Mantine pretty useless. It's too weak to KO foes before poison damage racks up. Toxic is learned by Almost every Pokemon can learn Toxic, so any attacker wanting to lure Mantine can easily do so.

**Electric**: A 4x weakness to Electric makes Mantine easily OHKOed or 2HKOed by anything running moves of the type. Such Pokemon include Raikou, Mega Ampharos, Rotom-C, Goodra, and Mismagius.

**Physical Attackers**: Mantine has fairly poor physical bulk, so any physical attacker faster than it has an easy time beating it. Wallbreakers like Guts Machamp and Choice Band Zygarde-10% are free to throw out attacks, and Swords Dance users such as Toxicroak and Virizion OHKO it after boosting. Most don't like taking one or both of Scald and Air Slash as they switch in, though.

**Rock**: Stealth Rock removing a quarter of Mantine's HP puts it in KO range of attackers it could otherwise check like Poisonium Z Salazzle. Rock-types like Tyrantrum and Lycanroc-D force Mantine out with the power of their STAB moves.

**Taunt**: Mantine's weak attacks render it helpless against Taunt users with recovery like Mandibuzz and Noivern.

[CREDITS]
- Written by: [[<username1>, <userid1>]]
- Quality checked by: [[<username1>, <userid1>], [<username2>, <userid2>], [<username3>, <userid3>]]
- Grammar checked by: [[<username1>, <userid1>], [<username2>, <userid2>]]
 

Electrolyte

Wouldn't Wanna Know
is a Top Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
:)

add remove (comments)
[OVERVIEW]

Mantine's typing and excellent special bulk let it handle menacing, commonplace attackers like Mega Blastoise, Ninetales, and Roserade. The high usage of these attackers means it gets opportunities to switch in against many teams, letting it use Defog with decent consistency, and the ability to run any two of Air Slash, Scald, and Toxic can make it tricky for offensive teams to safely respond to early-game. However, vulnerability to Electric-type attacks and Toxic renders it easily forced out by Pokemon that might have those moves. Registeel and Bronzong are prevalent Stealth Rock users that practically always have Toxic, so it's extremely difficult for Mantine to keep entry hazards away against teams with them. A Stealth Rock weakness means it often switches in with significant HP lost and is under a lot of pressure to clear hazards, and the high number of Stealth Rock setters that run Toxic makes this job even harder. It faces significant competition from Milotic, which boasts greater versatility by not requiring three specific moves and the (this is the only change lmao) ability to beat Steel-types by using Refresh. Only having one customizable moveslot means it'll be helpless against certain setup users depending on its fourth move; for example, using Haze over Air Slash makes Toxicroak a counter, and using Air Slash allows bulky Pokemon like Curse Snorlax to be a problem.


[SET]
name: Defog
move 1: Roost
move 2: Defog
move 3: Scald
move 4: Air Slash / Haze
item: Leftovers
ability: Water Absorb
nature: Calm
evs: 252 HP / 120 SpD / 136 Spe

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

Aptitude at switching into common special attackers gives Mantine plenty of Defog opportunities. Scald's burn chance keeps physical attackers and Steel-types from switching in freely. Air Slash hits Grass- and Fighting-types that could exploit Scald, including Virizion, Roserade, Shaymin, and Toxicroak. Haze eliminates boosts from special setup wallbreakers like Salazzle. Toxic is an option to take attackers like Mega Blastoise and Ninetales down as efficiently as possible.


Set Details
========

136 Speed EVs are used to outpace Adamant Machamp, which would otherwise handle Mantine without issue. The remaining investment goes in special bulk to maximize Mantine's ability to check special attackers.

Usage Tips
========

Opportunities to switch in come from common special attackers that can't hope to break through a healthy Mantine like Mega Blastoise and Ninetales. Air Slash should punish Grass-types, Toxicroak, and Machamp expecting Scald on the switch, and spreading Toxic if Mantine has it weakens the opposition for a teammate to clean up. Blanket checks like Milotic can run Toxic, so they must be scouted before Mantine can safely switch in. However, trading Toxic with an opposing wall can be productive if Mantine is no longer necessary or your team has a cleric. Don't be afraid to let Mantine go down if the foes it checks have been sufficiently weakened for teammates to handle; putting too much focus on keeping Mantine around can drain your momentum.

Team Options
========

Mantine's slow, somewhat passive nature limits it to balanced and defensive teams. Registeel and Ground-types such as Rhyperior absorb Electric-type attacks sent Mantine's way, and threatening physical attackers can be answered by bulky Psychic-types like Cresselia. Florges and Umbreon offer Heal Bell, meaning Mantine is much less afraid of Toxic users, and appreciate a solid Ninetales switch-in. Choice Scarf Gardevoir's Healing Wish is a way for more offensive teams to revitalize Mantine. Fast sweepers such as Zygarde-10% and Barbaracle appreciate Mantine softening the opposition up with Toxic and attacks.

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

Ice Beam can hit Grass-, Ground-, and Dragon-types all at once, specifically surprising Noivern, but its overall poor coverage and power usually aren't worthwhile.

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

**Toxic**: Anything running Toxic, including common blanket checks like Registeel and Milotic, can leave Mantine pretty useless. It's too weak to KO foes before poison damage racks up. Almost every Pokemon can learn Toxic, so any attacker wanting to lure Mantine can easily do so.

**Electric**: A 4x weakness to Electric makes Mantine easily OHKOed or 2HKOed by anything running moves of the type. Such Pokemon include Raikou, Mega Ampharos, Rotom-C, Goodra, and Mismagius.

**Physical Attackers**: Mantine has fairly poor physical bulk, so any physical attacker faster than it has an easy time beating it. Wallbreakers like Guts Machamp and Choice Band Zygarde-10% are free to throw out attacks, and Swords Dance users such as Toxicroak and Virizion OHKO it after boosting. Most don't like taking one or both of Scald and Air Slash as they switch in, though.

**Rock**: Stealth Rock removing a quarter of Mantine's HP puts it in KO range of attackers it could otherwise check like Poisonium Z Salazzle. Rock-types like Tyrantrum and Lycanroc-D force Mantine out with the power of their STAB moves.

**Taunt**: Mantine's weak attacks render it helpless against Taunt users with recovery like Mandibuzz and Noivern.
GP 2/2
 
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