Mantine's here. And, NO, it is not just an inferior Milotic.
Analysis
QC Status:
Approval: 2/2
Rejection: 0
GP Status:
Approval: 2/2
Rejection: 0/2
[Overview]
<p>Mantine's stats are the special equivalent of Skarmory's, complete with massive Special Defense. Apart from that though, everything else seems rather lackluster. Its only reliable recovery is in the move Rest. Mantine has a 4x weakness to Electric-type attacks and a Stealth Rock weakness, not to mention poor Defense and mediocre HP, all of which hamper its ability to function as a good bulky Water. It also appears to be completely outclassed by other bulky Water-types such as Milotic and Slowbro.</p>
<p>However, if one looks past the flaws for a moment, Mantine's advantages become clear. First and foremost is its typing. While it may at first seem negative, it provides an invaluable neutrality to Grass, allowing it to switch into Grass-types with little fear and hit them back with STAB-boosted Hidden Power. Its Flying-type also grants it immunity to Spikes and Toxic Spikes, which most other bulky Waters fear. Second comes its ability, Water Absorb, which regains 25% of its HP if hit by a Water-type move. This allows it to switch into predicted Water-type moves without fearing Stealth Rock. Overall, Mantine is a sturdy special wall who, when used right, can be a great asset to balanced or defensive teams. Just keep it away from Thunderbolt.</p>
[SET]
name: Walling RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Surf
move 4: HP Flying / Signal Beam / Toxic
item: Leftovers
ability: Water Absorb
nature: Calm
evs: 252 HP / 40 SpA / 216 SpD
[SET COMMENTS]
<p>This set aims to capitalize on Mantine's incredible special bulk. With this spread, the damage it can take is almost unbelievable. Powerful attacks such as Timid Choice Specs Sceptile's Leaf Storm is only a 3HKO at best, taking into consideration the Special Attack drop, as is Timid Life Orb Alakazam's Psychic. With a special-oriented set, Mantine can switch into the special Grass-types of UU and hit back with STAB Hidden Power Flying. It laughs at any special Water-type without a boosting move or Taunt, such as the ever-present Milotic, and any Choice-locked Pokemon on a Water, Ground, or special Fire move, such as Azumarill, Moltres, and Dugtrio. Mantine can also make a fantastic status absorber for your team.</p>
[ADDITIONAL COMMENTS]
<p>There are multiple options for your fourth move. Hidden Power Flying is your main attack, receiving STAB and hitting many Pokemon in UU hard; it has the ability to 2HKO Sceptile. Signal Beam hits many Psychic-type Pokemon in UU super effectively, while still hitting the Grass-types. Toxic makes Mantine better at stalling, although running Toxic and Surf together is a terrible idea, as then you are walled by several relatively common UU Pokemon such as Venusaur, Quilfish, and most notably Toxicroak, who absorbs Surf with its ability, Dry Skin, and is immune to Toxic. The other two simply resist Water attacks.</p>
<p>To work efficiently, Mantine requires Rapid Spin support, as a wall taking 25% damage to its health just by switching in is ugly. Hitmontop, Donphan, and Claydol all make excellent partners for this reason due to Rock-type resistance, with Claydol and Donphan also being immune to Electric. Which one you should use depends on your team needs and playstyle. Other good partners include high Defense Pokemon such as Aggron and Steelix, especially the latter due to its Electric-type immunity. Mantine loses to most boosting sweepers of any type, especially Calm Mind Alakazam and Swords Dance Venusaur. It also cannot break Azumarill's Substitutes, so you should use Mantine with caution when switching into it. Lanturn also stops Mantine cold.</p>
[SET]
name: Alternate RestTalk
move 1: Rest
move 2: Sleep Talk / Toxic
move 3: Surf
move 4: Hidden Power Flying
item: Life Orb / Leftovers
ability: Water Absorb
nature: Calm
evs: 252 HP / 240 Def / 16 SpA
[SET COMMENTS]
<p>This set attempts to take a more well-rounded approach. It is only 3HKOed by many resisted physical hits, such as Adamant Hitmontop's Close Combat, allowing more ease of switching in. It allows Mantine to counter all forms of Azumarill, as HP Flying now does a minimum of 101 damage, which will always break Azumarill's Substitutes. It also makes a good wall to mixed Blaziken without ThunderPunch or Stone Edge. This set works against stall teams, as with Life Orb it becomes somewhat harder to switch into. Ypu should use this with caution, however, as it loses much of its massive special bulk with this set, making it less of a safe switch-in to Venusaur, Sceptile, and Alakazam.</p>
[ADDITIONAL COMMENTS]
<p>As far as support goes, the same can be said for both sets: Rapid Spin. However, Mantine's counters change. You are now 2HKOed by Specs Sceptile's Leaf Storm, in addition to losing walling power over other threats. To remedy your new weakness to the powerful Grass-types, Swellow makes a good teammate, as it outspeeds all of them. A plus to this set, however, is that it can switch into a Choice Scarf-locked Hitmonlee, with some luck against Choice Band sets, and OHKO back with Hidden Power Flying.</p>
[Team Options]
<p>Rapid Spin support is essential to Mantine's survival. Without it, it loses a good amount of its natural bulk. Claydol, Donphan, and Hitmontop make good partners for this reason.</p>
<p>Mantine has problems with most Mismagius, who can either zap it with Thunderbolt, set up on its face, or wear it out with Taunt, Will-O-Wisp, and Shadow Ball. For this reason, sturdy Dark-type Pokemon such as Spiritomb and Drapion (especially the former) make excellent partners, as does Choice Scarf Rotom to an extent. The safest bet is to try to wear it down before killing it outright. Mantine should not, under any condition, switch into Mismagius to wall it.</p>
[Optional Changes]
<p>There really aren't that many other moves to consider. Mantine's most notable option is Signal Beam. There are plenty of Grass- and Psychic-types in UU, so if coverage is what you need, then Signal Beam should be considered, although Surf hits Psychics just as hard. Mantine also gets a few nifty options in Haze and Mirror Coat. A set involving Swift Swim is plausible, but Mantine is terrible at it, not to mention being outclassed by plenty of other Pokemon. Mantine has a plethora of physical moves, but base 40 Attack isn't getting it anywhere.</p>
[Counters]
<p>Lanturn walks all over Mantine as even Hidden Power Grass (which Mantine should not be running anyway) barely scratches it. Other Electric-types such as Manectric and Ampharos destroy it and are capable of taking a hit from Surf. Toxicroak and Qwilfish can set up Swords Dances on Mantine and hit its weak physical defense with Stone Edge or Poison Jab, respectively. Stone Edge Quagsire works well if Mantine lacks Hidden Power Grass. Mismagius absolutely destroys Mantine, no matter the set. Boosting sweepers, Calm Mind Alakazam in particular, can muscle their way past Mantine easily, as Mantine can't do much back. Really, just hit Mantine with your hardest physical moves, and it will go down rather quickly.</p>



Analysis
QC Status:
Approval: 2/2
Rejection: 0
GP Status:
Approval: 2/2
Rejection: 0/2
[Overview]
<p>Mantine's stats are the special equivalent of Skarmory's, complete with massive Special Defense. Apart from that though, everything else seems rather lackluster. Its only reliable recovery is in the move Rest. Mantine has a 4x weakness to Electric-type attacks and a Stealth Rock weakness, not to mention poor Defense and mediocre HP, all of which hamper its ability to function as a good bulky Water. It also appears to be completely outclassed by other bulky Water-types such as Milotic and Slowbro.</p>
<p>However, if one looks past the flaws for a moment, Mantine's advantages become clear. First and foremost is its typing. While it may at first seem negative, it provides an invaluable neutrality to Grass, allowing it to switch into Grass-types with little fear and hit them back with STAB-boosted Hidden Power. Its Flying-type also grants it immunity to Spikes and Toxic Spikes, which most other bulky Waters fear. Second comes its ability, Water Absorb, which regains 25% of its HP if hit by a Water-type move. This allows it to switch into predicted Water-type moves without fearing Stealth Rock. Overall, Mantine is a sturdy special wall who, when used right, can be a great asset to balanced or defensive teams. Just keep it away from Thunderbolt.</p>
[SET]
name: Walling RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Surf
move 4: HP Flying / Signal Beam / Toxic
item: Leftovers
ability: Water Absorb
nature: Calm
evs: 252 HP / 40 SpA / 216 SpD
[SET COMMENTS]
<p>This set aims to capitalize on Mantine's incredible special bulk. With this spread, the damage it can take is almost unbelievable. Powerful attacks such as Timid Choice Specs Sceptile's Leaf Storm is only a 3HKO at best, taking into consideration the Special Attack drop, as is Timid Life Orb Alakazam's Psychic. With a special-oriented set, Mantine can switch into the special Grass-types of UU and hit back with STAB Hidden Power Flying. It laughs at any special Water-type without a boosting move or Taunt, such as the ever-present Milotic, and any Choice-locked Pokemon on a Water, Ground, or special Fire move, such as Azumarill, Moltres, and Dugtrio. Mantine can also make a fantastic status absorber for your team.</p>
[ADDITIONAL COMMENTS]
<p>There are multiple options for your fourth move. Hidden Power Flying is your main attack, receiving STAB and hitting many Pokemon in UU hard; it has the ability to 2HKO Sceptile. Signal Beam hits many Psychic-type Pokemon in UU super effectively, while still hitting the Grass-types. Toxic makes Mantine better at stalling, although running Toxic and Surf together is a terrible idea, as then you are walled by several relatively common UU Pokemon such as Venusaur, Quilfish, and most notably Toxicroak, who absorbs Surf with its ability, Dry Skin, and is immune to Toxic. The other two simply resist Water attacks.</p>
<p>To work efficiently, Mantine requires Rapid Spin support, as a wall taking 25% damage to its health just by switching in is ugly. Hitmontop, Donphan, and Claydol all make excellent partners for this reason due to Rock-type resistance, with Claydol and Donphan also being immune to Electric. Which one you should use depends on your team needs and playstyle. Other good partners include high Defense Pokemon such as Aggron and Steelix, especially the latter due to its Electric-type immunity. Mantine loses to most boosting sweepers of any type, especially Calm Mind Alakazam and Swords Dance Venusaur. It also cannot break Azumarill's Substitutes, so you should use Mantine with caution when switching into it. Lanturn also stops Mantine cold.</p>
[SET]
name: Alternate RestTalk
move 1: Rest
move 2: Sleep Talk / Toxic
move 3: Surf
move 4: Hidden Power Flying
item: Life Orb / Leftovers
ability: Water Absorb
nature: Calm
evs: 252 HP / 240 Def / 16 SpA
[SET COMMENTS]
<p>This set attempts to take a more well-rounded approach. It is only 3HKOed by many resisted physical hits, such as Adamant Hitmontop's Close Combat, allowing more ease of switching in. It allows Mantine to counter all forms of Azumarill, as HP Flying now does a minimum of 101 damage, which will always break Azumarill's Substitutes. It also makes a good wall to mixed Blaziken without ThunderPunch or Stone Edge. This set works against stall teams, as with Life Orb it becomes somewhat harder to switch into. Ypu should use this with caution, however, as it loses much of its massive special bulk with this set, making it less of a safe switch-in to Venusaur, Sceptile, and Alakazam.</p>
[ADDITIONAL COMMENTS]
<p>As far as support goes, the same can be said for both sets: Rapid Spin. However, Mantine's counters change. You are now 2HKOed by Specs Sceptile's Leaf Storm, in addition to losing walling power over other threats. To remedy your new weakness to the powerful Grass-types, Swellow makes a good teammate, as it outspeeds all of them. A plus to this set, however, is that it can switch into a Choice Scarf-locked Hitmonlee, with some luck against Choice Band sets, and OHKO back with Hidden Power Flying.</p>
[Team Options]
<p>Rapid Spin support is essential to Mantine's survival. Without it, it loses a good amount of its natural bulk. Claydol, Donphan, and Hitmontop make good partners for this reason.</p>
<p>Mantine has problems with most Mismagius, who can either zap it with Thunderbolt, set up on its face, or wear it out with Taunt, Will-O-Wisp, and Shadow Ball. For this reason, sturdy Dark-type Pokemon such as Spiritomb and Drapion (especially the former) make excellent partners, as does Choice Scarf Rotom to an extent. The safest bet is to try to wear it down before killing it outright. Mantine should not, under any condition, switch into Mismagius to wall it.</p>
[Optional Changes]
<p>There really aren't that many other moves to consider. Mantine's most notable option is Signal Beam. There are plenty of Grass- and Psychic-types in UU, so if coverage is what you need, then Signal Beam should be considered, although Surf hits Psychics just as hard. Mantine also gets a few nifty options in Haze and Mirror Coat. A set involving Swift Swim is plausible, but Mantine is terrible at it, not to mention being outclassed by plenty of other Pokemon. Mantine has a plethora of physical moves, but base 40 Attack isn't getting it anywhere.</p>
[Counters]
<p>Lanturn walks all over Mantine as even Hidden Power Grass (which Mantine should not be running anyway) barely scratches it. Other Electric-types such as Manectric and Ampharos destroy it and are capable of taking a hit from Surf. Toxicroak and Qwilfish can set up Swords Dances on Mantine and hit its weak physical defense with Stone Edge or Poison Jab, respectively. Stone Edge Quagsire works well if Mantine lacks Hidden Power Grass. Mismagius absolutely destroys Mantine, no matter the set. Boosting sweepers, Calm Mind Alakazam in particular, can muscle their way past Mantine easily, as Mantine can't do much back. Really, just hit Mantine with your hardest physical moves, and it will go down rather quickly.</p>