Bahaha! Looks like I win
qc - talkingtree / n10sit
gp - The Dutch Plumberjack / talkingtree
qc - talkingtree / n10sit
gp - The Dutch Plumberjack / talkingtree
Mega Manectric's blistering Speed tier lets it be an effective pivot that's able to get the jump on threats like Mega Metagross and Tapu Koko. Access to Volt Switch and Intimidate in tandem with a good typing make Mega Manectric a formidable positioning tool, letting it come in several times in a match to weaken physical attackers. Fire coverage in Overheat or Flamethrower sets it apart from other Electric-types such as Tapu Koko, and Snarl is another nice tool that punishes special attackers. However, despite its handy Intimidate, Mega Manectric can't come in on metagame-defining attackers like Zygarde and Landorus-T. Mega Manectric's damage output is also rather lackluster, and it struggles considerably with opposing speed control.
name: Offensive Pivot
move 1: Volt Switch
move 2: Snarl / Hidden Power Ice
move 3: Overheat / Hidden Power Ice
move 4: Protect
ability: Lightning Rod
evs: 128 HP / 44 Def / 80 SpA / 4 SpD / 252 Spe
Volt Switch is key to make Mega Manectric the reliable pivot it is, enabling it to switch out while dealing decent damage. Snarl punishes special attackers, being notably helpful to let teammates shrug off moves. Overheat hits Grass-types like Tapu Bulu, Amoonguss, and Ferrothorn, as well as Mega Metagross, a powerful and popular pick. Hidden Power Ice hits foes 4x weak to Ice, most notably Zygarde, Landorus-T, and Mega Salamence, the former two of which wall any set lacking the move. Hidden Power Ice could replace either Snarl or Overheat. Giving up Overheat makes Mega Manectric lose important coverage on Grass-types and Mega Metagross, whereas losing out on Snarl reduces some of its utility against special attackers; choosing which move to give up depends a lot on Mega Manectric's teammates, making it important to evaluate Mega Manectric's choice of moves on a case-by-case basis. Finally, Protect not only keeps Mega Manectric safe from attacks that could be troublesome but also lets it stall out methods of speed control such as Tailwind and Trick Room.
Maximum Speed EVs alongside a Timid nature let Mega Manectric outrun +1 Modest Kommo-o and Rash Deoxys-A while still tying with opposing Mega Manectric. Its bulk investment enables it to take a Psychic from Choice Scarf Tapu Lele in Psychic Terrain or a Stomping Tantrum from Mega Metagross. The rest of EVs are invested into Special Attack. Alternatively, 252 SpA EVs and 252 Spe EVs can be used to increase firepower, but this makes Mega Manectric a less reliable pivot. Lightning Rod is the preferred ability before Mega Evolution to redirect Electric-type moves, which not only can improve its firepower considerably but also helps teammates take on threats like Tapu Koko.
Mega Manectric is quite a solid lead, providing not only Intimidate but also a reliable method of pivoting and scouting thanks to its fast Volt Switch. It's important to try to undergo Mega Evolution early if Lightning Rod won't have much use, as this allows it to offer Intimidate support on the switch. Nonetheless, it's always nice to attempt to preserve Mega Manectric for late-game, as it can be quite helpful to seal a match with the combination of Intimidate and Snarl to keep faster foes in check. Pivot Mega Manectric into physical attackers to reduce their firepower with Intimidate. Decent effective bulk after Intimidate lets it come in a couple times on a match, so make sure to make the best use of that bulk by constantly utilizing Volt Switch and Intimidate against your opponent. Speaking of Volt Switch, be careful not to use it when the opponent predicts it and sends in a Ground-type; this will leave Mega Manectric vulnerable to damage it might not have intended to take during that turn. If running Overheat, it's usually ideal to pivot out afterward due to the resulting Special Attack drop. Allies with a setup move can take advantage of Intimidate and Snarl, giving them a lot more opportunities, so try to pivot Mega Manectric in when attempting to set up with them. Lastly, if your opponent has a strong Electric-type like Tapu Koko, it could be ideal to hold off on Mega Evolving for a turn or two to redirect its Electric move; just keep the lack of Intimidate, power, and Speed in mind.
Setup sweepers like Zygarde and Kommo-o greatly appreciate Intimidate and Snarl giving them more opportunities to set up. Pokemon with U-turn like Genesect and Incineroar have great synergy with Mega Manectric, enabling constant pivoting and a continually changing board state. In a similar manner, a secondary Intimidate user like Landorus-T or the aforementioned Incineroar is a good choice to annoy opposing physical attackers with a lot more effectiveness by constantly pivoting back and forth. Pokemon that take on Dragon-types like Kyurem-B and Kommo-o that would otherwise wall Mega Manectric are great partners; examples include Tapu Fini and the aforementioned Genesect. Tailwind users like Suicune and Mew greatly appreciate Intimidate and Snarl giving them more opportunities to set up. Similarly, speed control in Icy Wind or Electroweb is also appreciated, making up for Mega Manectric's susceptibility to opposing speed control. Notable users include Assault Vest Kyurem-B and Porygon2, especially since both have great matchups against Landorus-T and Zygarde. A countermeasure to Trick Room is important, as most frameworks with Mega Manectric can be quite susceptible to it otherwise; Roar Suicune is a sound pick, also compressing the role of a Tailwind setter, but Taunt users such as Tapu Koko and Tapu Lele also excel at this role. Gothitelle can trap opposing Pokemon whose stats were lowered by Intimidate or Snarl while also being able to reset opposing Trick Room.
By virtue of its limited niche, Mega Manectric doesn't have many additional options. Flamethrower gives up a lot of Overheat's power but doesn't lower Mega Manectric's damage output like Overheat does; Flamethrower also pairs quite nicely with Hidden Power Ice, as Overheat also risks weakening Hidden Power Ice. Thunder can be used over Snarl on rain teams for added power. Finally, Thunderbolt can replace Volt Switch to allow Mega Manectric to use Electric-type moves without having to switch out on non-rain teams.
Checks and Counters
**Ground-types**: While most common Ground-types are weak to Hidden Power Ice, Mega Manectric is still vulnerable to any of them switching in to block Volt Switch; the likes of Landorus-T, Zygarde, and Mega Swampert can hit it with a STAB Ground move of choice, dealing decent damage even after spread reduction and Intimidate, with Mega Swampert taking on even Hidden Power Ice variants. Landorus can also block Volt Switch, but it has a chance to get OHKOed by Hidden Power Ice and doesn't appreciate Snarl.
**Grass-types**: Most Grass-types, such as Tapu Bulu and Amoonguss, can take at least one Overheat and thus force Mega Manectric out due to the Special Attack drop. Amoonguss can also put it to sleep with Spore, and Tapu Bulu can hit it hard with a STAB move.
**Dragon-types**: Kyurem-B can take absolutely anything Mega Manectric throws at it and retaliate with an Earth Power, Ice Beam, or Icy Wind for speed control. Soundproof Kommo-o is immune to Snarl and also stomachs any move from Mega Manectric.
**Speed control**: Mega Manectric is very susceptible to speed control, as it relies on its high Speed stat to be an efficient pivot. Trick Room from the likes of Diancie and Stakataka, Tailwind from Pokemon such as Zapdos and Suicune, and Icy Wind from the likes of Kyurem-B and Milotic can heavily annoy Mega Manectric and most of its teammates.
- Written by: [[lyd, 303291]]
- Quality checked by: [[talkingtree, 232101], [n10sit, 267148]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [talkingtree, 232101]]
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