Metagame SS OU Metagame Discussion Thread v7 (Usage Stats in post #3539)

I think that Magnet Pull is neither broken nor uncompetitive.It provides a way of dealing with one of the BEST types in the game while having counterplay at the same time without slapping Shed Shell on all of your Steel types unnaturally.Corv and Skarm can both U-Turn out or run Shed Shell rather easily and Melm and Tran can both beat it in the 1v1.The Steel that's on the shakiest ground is Ferro,however it can run ID Press of its own to beat Zone.The fact that Zone has trouble successfully trapping and eliminating the Steels of the tier means that the user of Zone must play carefully and skillfully to avoid it turning into a 5v6 in the opponent's favor.Therefore,I think that Magnet Pull is completely fine in OU.
 
I think it's worth noting that Magnezone hasn't prevented the Pokemon it can theoretically trap from being among the best in the meta. Pretty much all of them have tools to give themselves at least a fighting chance against Zone, meaning the Zone user may have to try for a risky double switch to get meaningful use out of Magnezone. Ferrothorn also effortlessly litters the field with Spikes while Zone sets up. I think running suboptimal EV spreads to deal with Zone is a huge difference from what we saw with Dugtrio, which simply invalidated quite a few mons from being viable at all in the tier. Zone doesn't have the speed, movepool or ability necessary to come in and collect one free kill after another. I think the preparation required in team builder for it is reasonable.
 
I don't Understand why we are suddenly talking about Magnet pull when stuff Like Sand veil still exists, Volcarona massivly pressure's team-building or Ghost Spam and Arcozolt have a field day on the Ladder (I dont think either of these are broken just stating they've been complained about more). Did I miss something? Seriously, what has suddenly changed in the Meta to bring this up now right as the game is stabilizing?

Magnet Pull is in no-way Comparable to Arena Trap or Shadow tag whom have proven far to generic and tailorable to the teams needs and no matter which pokemon there on (See Diglett and Gothita) They've proven Consistent and broken. Of all the pokemon that get magnet pull only 1 maybe 2 have seen any real play accross 4 Generations of pokemon and Even then stuff they trap can potentially perform there tasks and only now are we talking about it?. I just don't see how its broken and Honestly this debate should be put aside along with any notion that trapping itself is broken. If someone whats to dedicate a moveslot (which is a gamble and comes at the expense of coverage/Utility) or teamslot which is visible at preview and also gamble since mag only traps 1 type let them I say.

If we're gonna insist on talking about this then I'll only support a test of Magnezone not Magnet pull and Even then I'd vote No ban
 
I don't Understand why we are suddenly talking about Magnet pull when stuff Like Sand veil still exists, Volcarona massivly pressure's team-building or Ghost Spam and Arcozolt have a field day on the Ladder (I dont think either of these are broken just stating they've been complained about more). Did I miss something? Seriously, what has suddenly changed in the Meta to bring this up now right as the game is stabilizing?

Magnet Pull is in no-way Comparable to Arena Trap or Shadow tag whom have proven far to generic and tailorable to the teams needs and no matter which pokemon there on (See Diglett and Gothita) They've proven Consistent and broken. Of all the pokemon that get magnet pull only 1 maybe 2 have seen any real play accross 4 Generations of pokemon and Even then stuff they trap can potentially perform there tasks and only now are we talking about it?. I just don't see how its broken and Honestly this debate should be put aside along with any notion that trapping itself is broken. If someone whats to dedicate a moveslot (which is a gamble and comes at the expense of coverage/Utility) or teamslot which is visible at preview and also gamble since mag only traps 1 type let them I say.

If we're gonna insist on talking about this then I'll only support a test of Magnezone not Magnet pull and Even then I'd vote No ban
I mean Magnezone only really reliably traps a few mons and as far as the stuff it typically clears the way for, there's definitely still ways to effectively check stuff like Rillaboom and Kartana. Tapu Lele is probably the biggest culprit as far as creating issues when it comes to Magnet Pull teams. I'm not saying Lele is necessarily the highest priority right now, but if there's anything commonly run with Magnet Pull that I'd look at, I'd start there, definitely moreso than Magnet Pull or Magnezone itself.
 
Manectric
"Wahahaha! The secret to good health is being willing to laugh!" - Gym Leader Wattson


BASE STATSMAX STAT TOTAL
HP:
70
250 - 344
Attack:
75
139 - 273
Defense:
60
112 - 240
Sp. Atk:
105
193 - 339
Sp. Def:
60
112 - 240
Speed:
105
193 - 339

(I'm sorry this post took longer than I promised you all; I was tinkering with EVs and moveset options and had to do a LOT of testing. I'd also like to thank BoomFantastic for all his team-building help. Without him, I wouldn't have been able to finalize the wonderful core team combinations that I'll talk about later in the post, nor would I have discovered some of the synergies Manectric had with specific Pokemon in OU).

DISCLAIMER: MANECTRIC REQUIRES CAREFUL PREDICTION PLAY FOR BOTH ITSELF AND ITS PARTNERS AND A BROAD INNATE UNDERSTANDING OF MAINTAINING MOMENTUM AND READING YOUR OPPONENT'S POTENTIAL SWITCHES. DO NOT JUST SLAP IT ONTO A TEAM WITHOUT THINKING. IT'S A GREAT POKEMON, BUT IT REQUIRES THINKING AND A RELATIVELY BROAD GENERAL KNOWLEDGE OF COMMON OR CURRENTLY TRENDING OU SETS THANKS TO MANECTRIC'S LOWER DEFENSIVE PROFILE.

Cue the shocked gasps by absolutely no one if you have seen most or really any of my large essay sized OU posts; you all know my style as a competitive player is to bring the forgotten and cool Pokemon to light with usable niches in what is (in my opinion) one of the most fun OU metagames I've ever been a part of. Moving onto Manectric, though, oh goodness, what can I say about this spiky electric wolfdoggo currently residing in the dark depths of ZU (or untiered for those who don't consider that tier official yet)? Manectric was the absolute crux of my main laddering team for the last few weeks and has been crucial in enabling powerful monsters like Specs Kyurem to swoop in and have a much easier time firing off damage along with crippling and taking out key threats. But you're probably asking yourself, "what makes Manectric work in OU like you're describing?" Let's dig into Manectric's advantages, its sets, and why it works in OU. In addition to this, I'll be sharing some FAQs I got from people on Showdown when testing and laddering with the set; along with this, we'll be talking about what playstyles suit Manectric the best, what team partners Manectric's talents enable the best, as well as what partners Manectric has a better chance of succeeding in OU with.

Manectric's Advantages and Functions:

- Manectric's ability Lightningrod combined with access to powerful moves in Switcheroo, Volt Switch, and Overheat give Manectric a very usable and dangerous niche as a Pokemon with the ability to cripple or destroy certain powerful threats such as Ferrothorn, Toxapex, stat boost, or hazard setup sets (such as Dragon Dance Multiscale Dragonite or Leftovers Defensive Landorus-T), and a wide variety of others. In addition to being an incredible momentum-based Pokemon with fantastic combined role compression.
  • Lightningrod gives Manectric many possible opportunities to entirely ignore its lackluster (but in some cases underrated [which I'll get to later]) defensive profile and gain a free Special Attack boost thanks to its immunity to Electric-type attacks. This is absolutely crucial as it means Pokemon like Defensive Zapdos cannot touch Manectric and are cleanly 2HKO'd in return. Along with this, Manectric also outspeeds all variants of Zapdos (bar the extremely uncommon Scarf Zapdos), which means either the opponent is going to make the smart play and switch into something else (which you can then predict and use Switcheroo or Overheat to cripple or maim the switch-in) or stay in thinking it can tank, in which you still cripple it with Switcheroo and then you've taken out one of your opponent's keystone defensive profiles.
- Speaking of the above Switcheroo, Scarf Manectric is outspeeding most other Scarfers and boosted sweepers. Timid nature with base 105 speed means that Manectric will have a whopping 508 speed, which means that unless the opponent is running something like Scarf Dragapult, you've got the advantage. Crippling defensive profiles is absolutely key and prevents so many Pokemon from properly functioning; want to prevent Futureport Teleport Spam? Trick a Scarf, want to prevent Pokemon from utilizing Swords Dance boosts? Trick a Scarf. Want to prevent multi-hazard setters and bulky slow-mons from being able to deal with your whole team? Trick a Scarf. Ferrothorn, Toxapex, Blissey, Corviknight, some Clefable variants, Hawlucha, Defensive Heatran, Hippowdon, Mandibuzz, Substitute Arctozolt, Icy Rock Alolan Ninetales, Melmetal, Mew, Skarmory, the Slowtwins, Slowking-G, and Bulky / Quiver Dance Volcarona variants do not appreciate being crippled like this, as it gives you either great momentum opportunity, or entirely removes a Pokemon's purpose in the game. In addition to this, Manectric can then adapt to your team's specific needs depending on the item it steals from an opposing Pokemon. It's both a useful tool for scouting while maintaining momentum. In addition to this, you could forgo Switcherooing Scarf entirely to utilize Manectric's insane speed Scarfed to hit some impressive speed feats, which can work wonders in tandem with a predicted incoming Electric-type attack boosting Manectric's Special Attack up to surprisingly notable levels.

- The previously mentioned Overheat is an absolutely fantastic coverage tool, allowing even unboosted Manectric to get some impressive feats, while +1 Lightningrod boosted variants can hit some impressive damage benchmarks. This also means that the average 1500+ ELO opponent won't want to switch in certain Ground-types like Excadrill willy nilly; it puts pressure on the opponent, allowing you to score a unique opportunity to gain momentum or regain lost momentum. (I won't be putting Pokemon weak to both Thunderbolt and Overheat in these calculations, we'll get to that).


Overheat Damage Calculations:

252 SpA Manectric Overheat vs. 0 HP / 0- SpD Arctozolt: 328-386 (102.1 - 120.2%) -- guaranteed OHKO (also can switch into Bolt Beak without worry and gain a free Special Attack boost, pretty nifty, right?)
252 SpA Manectric Overheat vs. 248 HP / 252+ SpD Scizor: 408-480 (118.9 - 139.9%) -- guaranteed OHKO
252 SpA Manectric Overheat vs. 0 HP / 0 SpD Bisharp: 328-386 (121 - 142.4%) -- guaranteed OHKO
252 SpA Manectric Overheat vs. 0 HP / 0 SpD Rillaboom: 328-386 (96.1 - 113.1%) -- 75% chance to OHKO
+1 252 SpA Manectric Overheat vs. 128 HP / 252+ SpD Assault Vest Melmetal: 230-272 (51.9 - 61.3%) --
guaranteed 2HKO (If you chose to hit Melmetal on the switch-in)
252 SpA Manectric Overheat vs. 128 HP / 252+ SpD Melmetal: 230-272 (51.9 - 61.3%) -- guaranteed 2HKO (If you don't have a Lightningrod boost and chose to Switcheroo on switch-in)
+1 252 SpA Manectric Overheat vs. 252 HP / 176+ SpD Ferrothorn: 504-596 (143.1 - 169.3%) -- guaranteed OHKO
252 SpA Manectric Overheat vs. 252 HP / 176+ SpD Ferrothorn: 340-400 (96.5 - 113.6%) -- 81.3% chance to OHKO
252 SpA Manectric Overheat vs. 0 HP / 252 SpD Excadrill: 252-298 (69.8 - 82.5%) -- guaranteed 2HKO after Leftovers recovery
+1 252 SpA Manectric Overheat vs. 0 HP / 252 SpD Excadrill: 376-444 (104.1 - 122.9%) -- guaranteed OHKO
252 SpA Manectric Overheat vs. 0 HP / 0 SpD Magnezone: 268-316 (95.3 - 112.4%) -- 68.8% chance to OHKO
-2 252 SpA Manectric Overheat vs. 0 HP / 4 SpD Kartana: 580-684 (223.9 - 264%) -- guaranteed OHKO (Lmao)
252 SpA Manectric Overheat vs. 0 HP / 4 SpD Kartana: 1160-1368 (447.8 - 528.1%) -- guaranteed OHKO

- Before we go further, I'd like to run two scenarios by you all, specifically revolving around Manectric's Defensive profile. Manectric's 70 / 60 / 60 may seem unusable, but it's JUST enough to survive crucial hits in absolutely critical scenarios; it also has an advantageous resistance to Flying-type moves, meaning that it can take certain attacks in a pinch, an incredible Electric immunity thanks to Lightningrod, and a more niche resistance to Steel-type moves. Let's take the following scenario as an example (something that has happened to me quite a few times in my testing); let's say your opponent uses Zeraora as a fast, physical pivot, and you've already tricked your Scarf onto another Pokemon. You predict a Plasma Fists, then switch in Manectric to get the Special Attack boost. You're then thinking, well, now Zeraora is gonna decimate me because Manectric is so weak, and Zeraora is faster right? This is actually not what will happen. More often than not, by this point in the match, players will want to keep their Zeraora in to hit Close Combat as you will have likely (if you played right) taken care of the Ground-type switch-ins. So Zeraora will most of the time click Close Combat. Manectric (even with chip) survives Close Combat, and then with +1 SpA and the -1 SpD drop from Close Combat, Manectric can OHKO in return.

252 Atk Zeraora Close Combat vs. 0 HP / 4 Def Manectric: 177-209 (62.9 - 74.3%) -- guaranteed 2HKO
+1 252 SpA Manectric Overheat vs. -1 0 HP / 0 SpD Zeraora: 331-390 (104.4 - 123%) -- guaranteed OHKO
Well, now you're wondering, "well, there's the other common Zeraora option, Knock Off! Why not use that?" Well, you can, but the damage output does not reach the same level, and if Manectric has Switcheroo'd a Rocky Helmet onto itself (probably the most common item I've stolen in higher-level play), it puts Zeraora into critical damage ranges. In addition to this, unless your opponent calls a double bluff and uses Knock Off a second time (which rarely happens as Manectric has a chance to survive two Knock-Offs from full health), you can then switch to a Pokemon that either resists Close Combat (which will commonly be used) or is completely immune to it (such as Dragapult who is immune to Close Combat) and then you once again have momentum.

252 Atk Zeraora Knock Off (97.5 BP) vs. 0 HP / 4 Def Manectric: 143-169 (50.8 - 60.1%) -- guaranteed 2HKO
252 Atk Zeraora Knock Off vs. 0 HP / 4 Def Manectric: 96-114 (34.1 - 40.5%) -- guaranteed 3HKO

In addition to this, Manectric could have also been Switcheroo'd some other item. Life Orb, Choice Specs, Leftovers, the momentum is unpredictable, allowing Manectric to create these mind games. As for the second scenario, let's say you're up against Bisharp (which may seem dumb as Manectric does not like to switch into Bisharp, but this is specifically for double switching, which is key to maintaining momentum in some cases and has happened way more often than you think). Your opponent already knows that Manectric has access to Overheat (which, especially as you ladder higher up, is far more likely). Your opponent understands that they will not have the opportunity to set up a Swords Dance (if they do Swords Dance, it's curtains for Bisharp) and will likely click Sucker Punch hoping to get a smack on Manectric. But since Manectric is relatively easy to keep at full health (even more so with Wish or Grassy Terrain support), Bisharp cannot score an OHKO even with an Adamant nature, full 252 attack EV investment, and the power boost given to its STAB Priority by Blackglasses.

252+ Atk Black Glasses Bisharp Sucker Punch vs. 0 HP / 4 Def Manectric: 220-261 (78.2 - 92.8%) -- guaranteed 2HKO
252 SpA Manectric Overheat vs. 0 HP / 0 SpD Bisharp: 328-386 (121 - 142.4%) -- guaranteed OHKO

Even with Stealth Rock chip, the chance to OHKO Manectric is less than 50%

252+ Atk Black Glasses Bisharp Sucker Punch vs. 0 HP / 4 Def Manectric: 220-261 (78.2 - 92.8%) -- 37.5% chance to OHKO after Stealth Rock

These are just a few examples from dozens I could list; Manectric's defensive profile is very situational. Still, it scores critical moments that other Pokemon can't reach or don't want to risk reaching. It's also worth noting that Manectric defensively comfortably survives Choice Band Weavile's Ice Shard and can take a +2 Ice Shard from Swords Dance Weavile in a pinch, while Manectric almost always OHKOs in return with a non-boosted Overheat (we're talking about Shard here as Manectric generally wants to keep its Scarf when dealing with Weavile).

252 Atk Choice Band Weavile Ice Shard vs. 0 HP / 4 Def Manectric: 139-165 (49.4 - 58.7%) -- 98.8% chance to 2HKO
+2 252+ Atk Weavile Ice Shard vs. 0 HP / 4 Def Manectric: 204-241 (72.5 - 85.7%) -- guaranteed 2HKO
252 SpA Manectric Overheat vs. 0 HP / 0 SpD Weavile: 280-330 (99.6 - 117.4%) -- 93.8% chance to OHKO
- Manectric's impressive 508 speed with a Choice Scarf is notable, but just as notable is its speed without Choice Scarf. 339 Speed with a Timid nature means that Manectric will be faster than a wide margin of OU, including the pesky base 102 Speed Garchomp (which with a +1 Overheat has a chance to 3HKO offensive variants and 4HKOs tanky variants that have max HP investment, meaning you can Switcheroo cripple set-up sets or pick off weakened Garchomp switch-ins). This means the only Pokemon that outspeed Manectric in OU are Dragapult, Hawlucha (who doesn't like to switch into or stay in on Manectric anyways), Kartana (which is easily OHKO'd by Overheat so Scarf variants that outspeed cannot switch-in without fear of getting melted), Tapu Koko (who wouldn't want to switch-in anyways as a boosted +1 Overheat OHKOs with hazard damage), Tornadus-Therian (which cannot handle STAB Thunderbolt or Volt-Switch, and Assault Vest Variants are easily crippled by Switcheroo), Weavile (which is also melted by Overheat), and Zeraora (which does not appreciate taking a boosted Overheat or being locked into Scarf thanks to Switcheroo).

- Mono-Electric typing means that defensively, Manectric only has one weakness, Ground types. However, this weakness to Ground-type moves can easily be worked around, and in many cases, Manectric actually counts on this weakness for prediction plays. Offensively, STAB Thunderbolt is fantastic; 105 Special Attack is a solid stat, and especially with a Lightningrod boost, can 2HKO or OHKO some of the most threatening Pokemon in the OU Metagame.


Thunderbolt Damage Calculations (Neutral):

252 SpA Manectric Thunderbolt vs. 0 HP / 4 SpD Hawlucha: 368-434 (123.9 - 146.1%) -- guaranteed OHKO
252 SpA Manectric Thunderbolt vs. 252 HP / 88 SpD Corviknight: 264-312 (66 - 78%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Manectric Thunderbolt vs. 252 HP / 252+ SpD Corviknight: 204-242 (51 - 60.5%) -- 89.1% chance to 2HKO after Leftovers recovery (By this time you've most likely already Switcheroo'd Corviknight's Leftovers or Rocky Helmet, making it an assured 2HKO)
252 SpA Manectric Thunderbolt vs. 248 HP / 144 SpD Mandibuzz: 230-272 (54.3 - 64.3%) -- guaranteed 2HKO
252 SpA Manectric Thunderbolt vs. 252 HP / 4 SpD Skarmory: 338-398 (101.1 - 119.1%) -- guaranteed OHKO
252 SpA Manectric Thunderbolt vs. 252 HP / 4 SpD Slowbro: 306-360 (77.6 - 91.3%) -- guaranteed 2HKO
252 SpA Manectric Thunderbolt vs. 252 HP / 252+ SpD Slowking: 170-204 (43.1 - 51.7%) -- 7.4% chance to 2HKO
252 SpA Manectric Thunderbolt vs. 252 HP / 0 SpD Tapu Fini: 204-240 (59.3 - 69.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Manectric Thunderbolt vs. 0 HP / 0 SpD Tornadus-Therian: 278-330 (92.9 - 110.3%) -- 62.5% chance to OHKO
252 SpA Manectric Thunderbolt vs. 252 HP / 252+ SpD Toxapex: 144-170 (47.3 - 55.9%) -- 78.5% chance to 2HKO (Even the rare fully Special Defense Calm or Careful Nature invested Toxapex has a high chance to be 2HKO'd by Thunderbolt, while every single other variants of Toxapex is cleanly 2HKO'd).
252 SpA Manectric Thunderbolt vs. 0 HP / 0 SpD Urshifu-Rapid-Strike: 384-452 (112.6 - 132.5%) -- guaranteed OHKO

So uninvested base 105 Special Attack Thunderbolt's chunk a lot of dangerous OU threats, or outright KO them, while 2HKOing a lot of neutrally hit Pokemon in OU as well (meaning there are way fewer safe-switch-ins than you think for Manectric. So now, let's take that oh-so-common Lightningrod boost and apply it here to some of the specific damage thresholds we talked about in the uninvested section.


Thunderbolt Damage Calculations (+1 Lightningrod):

+1 252 SpA Manectric Thunderbolt vs. 252 HP / 88 SpD Corviknight: 392-464 (98 - 116%) -- 87.5% chance to OHKO
+1 252 SpA Manectric Thunderbolt vs. 252 HP / 252+ SpD Corviknight: 306-360 (76.5 - 90%) -- guaranteed 2HKO after Leftovers recovery
+1 252 SpA Manectric Thunderbolt vs. 248 HP / 144 SpD Mandibuzz: 342-404 (80.8 - 95.5%) -- guaranteed 2HKO
+1 252 SpA Manectric Thunderbolt vs. 252 HP / 4 SpD Slowbro: 456-536 (115.7 - 136%) -- guaranteed OHKO
+1 252 SpA Manectric Thunderbolt vs. 252 HP / 252+ SpD Slowking: 258-306 (65.4 - 77.6%) -- guaranteed 2HKO
+1 252 SpA Manectric Thunderbolt vs. 252 HP / 0 SpD Tapu Fini: 306-360 (88.9 - 104.6%) -- 31.3% chance to OHKO
+1 252 SpA Manectric Thunderbolt vs. 252 HP / 4 SpD Toxapex: 282-332 (92.7 - 109.2%) -- 56.3% chance to OHKO (for those Toxapex with higher Special Defense investment, Manectric still has a chance to OHKO all the way up to 252 HP / 123 SpD investment)
In addition, there are other aspects such as if Manectric Switcheroo'd itself a Life Orb (which is not as common but is still easy to attain if you predict Magic Guard Life Orb Clefable switch-ins), in which case, those chanced OHKOs become assured OHKOs, and some 2HKOs have a chance to OHKO or become OHKOs themselves.

+1 252 SpA Life Orb Manectric Thunderbolt vs. 252 HP / 0 SpD Tapu Fini: 398-468 (115.6 - 136%) -- guaranteed OHKO
+1 252 SpA Life Orb Manectric Thunderbolt vs. 252 HP / 252+ SpD Corviknight: 398-468 (99.5 - 117%) -- 93.8% chance to OHKO
+1 252 SpA Life Orb Manectric Thunderbolt vs. 248 HP / 144 SpD Mandibuzz: 445-525 (105.2 - 124.1%) -- guaranteed OHKO
+1 252 SpA Life Orb Manectric Thunderbolt vs. 252 HP / 252+ SpD Slowking: 335-398 (85 - 101%) -- 6.3% chance to OHKO
+1 252 SpA Life Orb Manectric Thunderbolt vs. 252 HP / 0 SpD Tapu Fini: 398-468 (115.6 - 136%) -- guaranteed OHKO
+1 252 SpA Life Orb Manectric Thunderbolt vs. 252 HP / 252 SpD Toxapex: 307-361 (100.9 - 118.7%) -- guaranteed OHKO
+1 252 SpA Life Orb Manectric Thunderbolt vs. 252 HP / 252+ SpD Toxapex: 281-330 (92.4 - 108.5%) -- 56.3% chance to OHKO

- STAB Volt Switch is absolutely crucial and a powerful part of Manectric's ability to maintain momentum. It deals a good amount of damage (not quite as much as Thunderbolt, but it will still be chunking things hard, especially at +1). Still, there's another critical advantage to Manectric's specific Volt Switches that other users don't have. First, we need to address SlowTurning or Slowporting. Many of the Pokemon who utilize SlowTurn strategies do not want to risk getting hit by Manectric at all, especially with the chip of hazards, so they're likely to switch out and allow you to Volt Switch on the Pokemon being brought in, giving you a free opportunity and regaining momentum. The only real slow-turning mon that Manectric doesn't like to deal with is Physical Pivot Flip Turn Swampert; on the flip side (hah), Swampert itself does not appreciate getting Switcheroo'd and losing its Leftovers or Rocky Helmet and getting locked into a move with Choice Scarf. We'll talk more about specific Volt-Switch situations and Pokemon v Pokemon Utility in the FAQ section.


Frequently Asked Questions:

Question 1: Why would I not use one of OU's other electric types, such as Tapu Koko, Zapdos, Zeraora, or Magnezone?

Answer: Great question. Let's tackle each of these individually, starting with Tapu Koko.

Tapu Koko has a higher speed and a great attack stat but actually lacks in two critical areas comparatively, in its Special Attack and in the specific utilization of its movepool (Manectric's base Special Attack is 105, base 10 higher than Tapu Koko's 95). Sure Electric Terrain makes Tapu Koko's Electric-type moves hit nicely. Still, that lack of power in its coverage moves and inability to hit Steel-types super effectively (or cripple them, as Tapu Koko does not get access to Switcheroo or Trick) is where Manectric shines over it, along with Manectric's useful immunity to Electric moves. In addition to this, Tapu Koko's Electric attacks actually are a perfect switch-in opportunity for Manectric, as it not only gets a +1 boost from Lightningrod absorbing Thunderbolt, Discharge, or Volt Switch, but it benefits heavily from the Electric Terrain. If Tapu Koko is chipped, it has a chance to be OHKO'd by Overheat and is comfortably 2HKO'd by Manectric's RESISTED Thunderbolt. At the same time, STAB Dazzling Gleam from Tapu Koko only 2HKOs even with chip damage on Manectric (which is even less relevant if you predict correctly). If Manectric still has its scarf, it also has the benefit of outspeeding Tapu Koko as well.

+1 252 SpA Manectric Overheat vs. 0 HP / 4 SpD Tapu Koko: 231-272 (82.2 - 96.7%) -- guaranteed 2HKO
+1 252 SpA Manectric Thunderbolt vs. 0 HP / 4 SpD Tapu Koko in Electric Terrain: 156-183 (55.5 - 65.1%) -- guaranteed 2HKO
252 SpA Tapu Koko Dazzling Gleam vs. 0 HP / 4 SpD Manectric: 159-187 (56.5 - 66.5%) -- guaranteed 2HKO

Second, let's talk about Zapdos. You're probably wondering, "well, Zapdos gets powerful Fire and STAB Flying coverage in Heat Wave and Hurricane respectively (along with Weather Ball in Sun, Hail, or Rain) along with having a much better Special Attack stat and a better defensive profile, why wouldn't I use Zapdos instead?" Great points; let's talk about Zapdos. Zapdos is often required to run Heavy-Duty Boots to avoid taking a quarter of its health in chip damage from Stealth Rock, meaning that it's a little easier to play around. Zapdos also falls into the crowded base 100 Speed tier, meaning that it cannot outspeed Pokemon such as Garchomp, Mew, Volcarona, opposing Zapdos, or the rarer Victini and Galarian-Zapdos. Zapdos's additional Flying-type gives it an incredible immunity to Earthquake but also means that Zapdos is absolutely clipped by Rock and Ice-type attacks while only having neutrality to Electric attacks compared to Manectric's immunity to them and its subsequent Lightningrod boost. Similar to Tapu Koko, Zapdos is an easy target for Manectric to switch in on if predicted correctly, as the Lightningrod boost is phenomenal and allows Manectric to 2HKO both Offensive and Defensive variants of Zapdos with +1 consistently and comfortably.

+1 252 SpA Manectric Thunderbolt vs. 0 HP / 0 SpD Zapdos: 208-246 (64.7 - 76.6%) -- guaranteed 2HKO
+1 252 SpA Manectric Thunderbolt vs. 248 HP / 0 SpD Zapdos: 208-246 (54.3 - 64.2%) -- guaranteed 2HKO

Zapdos also does not like potentially losing its Heavy-Duty Boots, Leftovers, or Rocky Helmet to Manectric and being limited by Scarf, as it then becomes prone to chip, hazard damage, and repeated attacks. However, Manectric does not have such worries, as it's meant to zip in and out as quickly as possible and does not take a quarter of its Stealth Rock damage specifically, which is more common than Spikes or Toxic Spikes.

Third, Zeraora. "Well, Zeraora is fast, powerful, can run mixed sets, is faster than Manectric, has that fire coverage, and has Volt Absorb; why not him?" Another great set of points. Zeraora seems to outclass Manectric at first glance. However, taking a deeper look at Zeraora, it has many of the same issues that Tapu Koko has, along with some additional issues that counterbalance Koko's issues that Zeraora does not have. For example, Zeraora's Special Attack is still slightly lower than Manectric's (Zeraora's base 102 compared to Manectric's base 105), and Volt Absorb does not boost Zeraora's Special Attack, only restores HP. This means that Zeraora is most likely (bar some fringe sets) going to be losing out on comparative Special Attacking power by a wide margin compared to Manectric and does not have Tapu Koko's Electric Terrain to make up for it. In addition to this, Zeraora again does not get Switcheroo or Trick, meaning that it still does not have that niche to cripple certain Pokemon. In one of the above examples, I listed a common situation where Manectric handles Zeraora, but it goes deeper than that. While Zeraora indeed gets Fire coverage, if you'll notice, Zeraora does not get any Special Fire-Type coverage; it's all physical and with much lower base power than Manectric's Overheat. This means not only will you be missing certain damage benchmarks, but you'll be wearing down Zeraora quickly in some cases as both of its Fire-type coverage moves (Fire Punch and Blaze Kick) are contact moves. On top of this, Zeraora has a tough time slotting in Fire-type coverage due to the other moves it wants to use, such as Close Combat.

252 Atk Zeraora Blaze Kick vs. 252 HP / 80 Def Ferrothorn: 248-296 (70.4 - 84%) -- guaranteed 2HKO
252 Atk Zeraora Close Combat vs. 252 HP / 80 Def Ferrothorn: 176-208 (50 - 59%) -- guaranteed 2HKO

Damage from Iron Barbs (and Rocky Helmet) is going to add up quickly. In addition, Zeraora's already shaky defensive profile of 88 / 75 / 80 is lowered after a Close Combat, making it squishier than Manectric. This combination and trouble with Zeraora's moveset keep Manectric's niche above Zeraora nice and solid, despite Zeraora's options.

Finally, we reach Magnezone. "Well, Magnezone hits way harder than Manectric on the Special side and can not only trap Steel-types but nail them with Body Press as well. So why would I not use Magnezone?" Another great question, let's dive into Magnezone some more. Magnezone is slow (base 60), meaning that some of the crucial Pokemon it wants to trap (Corviknight, Skarmory, and Scizor) can U-Turn out, spread more hazards, or heavily damage Magnezone before going down, respectively. Magnezone's secondary Steel typing actually works against it as well, as it means that additional common weaknesses hamper Magnezone's great 70 / 115 / 90 defensive profile to Fighting, Fire, along with a now 4x weakness to Ground. Along with this, Magnezone's reliance on Body Press means that it suffers from the same wear-down issues that Zeraora has, and without Iron Defense boosts, it's not able to hit certain damage Benchmarks.

252+ Def Magnezone Body Press vs. 252 HP / 80 Def Ferrothorn: 132-156 (37.5 - 44.3%) -- guaranteed 3HKO

In addition, the lack of Fire coverage (thanks to the removal of Hidden Power Fire) means that it cannot hit Steels on their Special side super effectively, which means that Steel types that Manectric would have a chance to cripple and take out (such as Melmetal who cannot be handled by Magnezone's Body Press quickly enough since Melmetal has access to Earthquake, or Specially Defensive Scizor which is neutral to all of Magnezone's attacks), cannot be anywhere near as easily handled by Magnezone. Finally, as mentioned before as well, Magnezone cannot Trick or Switcheroo its items as well, meaning that beyond a low-chance paralysis from one of its moves (or some other fringe options), Magnezone's support capabilities are more limited as well.

Question 2: Does Manectric have to use Choice Scarf? Would another item be perhaps viable?

Answer: Probably my favorite question involving Manectric, and the answer is both "yes" and "no" for a few simple reasons.

Manectric's Scarf Switcheroo set is, without a doubt, its best set (which we will get into after the FAQ, along with other parts of its movepool). However, other items have their benefits as well. For example, Choice Specs allows Manectric to hit power benchmarks immediately while easily being able to cripple Physical threats that you may feel uncomfortable giving a Scarf depending on your team building (such as Garchomp). Still, then you lose out on Manectric's incredible 508 Scarf speed benchmark. You can make this argument with Choice Band as well. Flame Orb or Toxic Orb are also interesting options as they can be incredible for shutting down certain Physical threats or wearing down stall like Blissey. Still, at the same time, this means to avoid getting status yourself, you'll only be able to switch Manectric in when a Pokemon of your own has gone down, or you'll have to run a cleric on your team to anticipate this. So while having the additional options are nice, it means you need to dedicate additional support to a Pokemon that already needs support, and thus, in my opinion (and some testing with other items), descends from Scarf Switcheroo's great niche to the other items usable but gimmick niche.

Question 3: Does Manectric gain other moves or options beyond the ones listed?

Answer: Absolutely, but we'll get into those in a moment.

Question 4: I saw your post on the forum! Can you share a Manectric team you've been using?

Answer: Of course, I'd be happy to! I hope you enjoy using it! (Also thanks to BoomFantastic for helping me build this). This team contains Manectric, Heatran, Toxapex, Landorus-T, Corviknight, and Kyurem. Please note the special EVs on a few of the bulkier Pokemon, if you have any questions feel free to message me! - https://pokepast.es/5a397b29122433c9

Manectric's Main Set

Switcheroo Scarf Set
Manectric @ Choice Scarf
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Overheat
- Switcheroo
- Volt Switch​

Since we've described what this set does in painstaking detail above, let's talk about the additional movepool options Manectric has. (As a fair warning, I do not recommend deviating too far from this set or really using another set at all, as the options I'm about to talk about while being able to work are still very niche and do ruin Manectric's niche a little bit). With a bit of investment, Ice Fang gets some surprise 2HKOs on specific threats like Garchomp but is still incredibly niche, and you really don't want to remove Special Attack EVs to accommodate the 32 or more Attack EVs you'd need to reach the 2HKO benchmark on those threats. Flamethrower is also in Manectric's movepool and can be useful in specific situations where you need to stay in on something (where the -2 drop from Overheat really doesn't appreciate that approach) along with the 100% accuracy. Still, the power drop from Overheat's 130 to Flamethrower's 90 is felt in a big way in many other damage calculations. The situations where Flamethrower's consistency and higher accuracy would be more relevant are few in number compared to Overheat's power. Roar, Toxic, Substitute, Light Screen, Protect, and Snarl are additional options, but their utility is generally not as useful on Manectric and, as a result, are generally outclassed. Thunder is a great option on Rain teams and pushes Manectric's damage output even higher, but we'll get to that. Manectric has Curse and access to a great Physical movepool, including Psychic Fangs, STAB Wild Charge, Crunch, the previously mentioned Ice Fang, and Fire Fang. Still, if this kind of gimmick were really usable beyond joke teams, we'd see Electivire everywhere. Manectric also gains Hyper Voice, which could technically be useful in some very niche situations. Still, overall Normal coverage really provides nothing for Manectric and has a tough time fitting it onto a set.

What Manectric Appreciates:

Grassy Terrain | Wish and/or Cleric Support: Are you finding that Manectric gets worn down too quickly? Grassy Terrain is absolutely incredible support for Manectric, as it passively recovers Manectric's health, along with halving the damage to Earthquake. Rillaboom as a Pokemon itself is great, thanks to Grassy Glide's priority and its nice synergy with Manectric as is, but we'll get into that later. Finally, Wish support is charming for Manectric, giving it additional longevity, and as is it partners well with Pokemon commonly used for Wish passing. In addition to this, having a dedicated Cleric (or a Pokemon that can compress Wish passing and Clerical healing into one slot) is wonderful for Manectric to stay overall healthy and avoid dipping into potentially dangerous Defensive percentage ranges.

Hazard and/or Status Support | Defog or Rapid Spin Support | Knock Off: Depending on the type of team you're building, Manectric appreciates your side of the field being clear of hazards or the opponent's side of the field having hazards planted on them. The chip from Stealth Rock, Spikes, or the status wear down of Toxic Spikes, or other status-inducing moves allow Manectric to quickly wear down your opponent's team either through repeated heavy hits or continued switch-outs with Volt Switch. Knock Off support is wonderful as it allows Manectric to deal with Leftovers, Assault Vest variants, or other pesky builds if Manectric has received an item via Switcheroo that it doesn't want to get rid of.

Rain: This may seem counterproductive given that it weakens Overheat, but in actuality, it means that Manectric can run STAB Thunder, which potentially means it could ease the burden of prediction on yourself (provided you've taken care of Landorus-T, Garchomp, etc. ahead of time) and Overheat still hits nasty useful benchmarks even when weakened a little by rain. +1 Lightningrod STAB Thunder under the rain is absolutely not to be underestimated.

Potential Manectric Partners

Disclaimer: I will only be talking about Pokemon that I have personally tested. I'm sure there are more incredible partners for Manectric out there, and if you wish to bring that up, that would be wonderful! But I'm only going to be talking about the Pokemon I have personally had good results using Manectric in conjunction with. I would also like to thank BoomFantastic for his wonderful help with Kyurem, Corviknight, Toxapex, Landorus-T, and Heatran.

Kyurem

Kyurem is an absolute monster in OU right now, and thanks to its coverage and powerful attacks, Specs variants are absolutely brutal alongside Manectric's support and bulky mon crippling abilities. Kyurem will be able to come in easier on a predicted switch thanks to Manectric's Volt Switch and be able to fire off absolutely nuclear STAB Ice Beams, STAB Freeze-Dry's, Earth Powers, and Focus Blasts. Kyurem's resistances, courtesy of being half Dragon-type, along with it being one of the few Dragons neutral to Ice, is absolutely complimentary for your team's defensive profile as well as its offensive profile. Between Kyurem and Manectric's vicious attacks, you also have the coveted STAB BoltBeam coverage that is absolutely deadly against a large portion of the metagame.

Corviknight
Corviknight handles many of the Physical threats that Manectric doesn't want to stay in on really well. It is immune to Earthquake, has access to both Defog and Roost to keep itself healthy while indirectly keeping Manectric healthy due to Defog clearing hazards off of the field (this can also patch up Overheat's accuracy thanks to Defog's evasion drop). In addition to this, Corviknight has a complimentary slow U-Turn that eases the burden of prediction on your team as well while forming the dreaded VoltTurn core. Corviknight has a wealth of additional options on the defense and support spectrums. Corviknight is one of the (arguably) best Pokemon in OU, and the synergy between Corviknight and Manectric should not be underestimated.

Swampert

Physical Pivot Swampert sets are a great partner for Manectric. Not only does Manectric's Electric / Fire offensive combination work really well with Swampert's Water / Ground offenses, but Swampert can also set up Stealth Rock, then use a slow Flip Turn out to form another variant of the VoltTurn core. Of course, Swampert itself requires support but compressing Rocks, Water/Ground typing, and slow Flip Turns into one team slot, and combining that with Manectric's support capabilities is absolutely something worth looking into.

Rillaboom

Not only is Rillaboom's Grassy Terrain wonderful in helping to keep Manectric healthy as outlined above, but having priority STAB Grassy Glide along with a wide variety of powerful coverage and utility moves such as High Horsepower, Knock Off, and Superpower are an absolute boon to Manectric's survivability thanks to Rillaboom's ability to pick off key threats with ease and severely maim others into range for Manectric to pick off with either Overheat or Thunderbolt. In addition, Rillaboom gains access to and commonly uses U-Turn, which is absolutely stellar once again, thanks to the previously mentioned VoltTurn core.

Landorus - Therian

If you think we'd be leaving off arguably the best glue in OU as a great partner for Manectric, you'd be wrong. Landorus-T not only compliments Manectric extremely well with its Ground / Flying typing, but is immune to Earthquake, has Intimidate to further deal with Physical switch-ins to Manectric, and can Defog hazards away or set up its own Stealth Rocks. Knock Off and U-Turn are both parts of Landorus-T's arsenal and provide wonderful support as well. Specially Defensive Landorus-T variants are an absolute gem as well. Still, I could go on all day about Landorus-T's presence in OU, so we'll leave the gushing about Landorus-T individually here for now. With that being said, the combination synergy between Landorus-T and Manectric can absolutely throw your opponent off balance and invalidate quite a few important cores.

Scizor

Scizor is a wonderful partner for Manectric as it can pick off troublesome Pokemon or weaken them with options such as STAB Bullet Punch, Knock Off, or Superpower. In addition to this, Scizor has reliable recovery in Roost to keep itself heavy, along with a powerful STAB U-Turn which, combined with Manectric's STAB Volt Switch, is one of the most dangerous VoltTurn variant cores in sheer damage output. Powerful priority is always a boon when supporting any defensively squishy Pokemon, and Manectric is no exception.

Heatran

Heatran has the ability to set up Stealth Rock, trap Pokemon with STAB Magma Storm, wear them down with Toxic, and has excellent coverage in Earth Power to go along with its potent Fire / Steel STABs, and is generally one of the most flexible and respected Pokemon in OU, particularly Specially Defensive variants. So while Manectric doesn't like going up against Heatran (at least not the Specially Defensive sets), it absolutely loves having it as a partner due to its combined Defensive and Support capabilities.

Toxapex

The Pex, the GOAT, the Pokemon that made people absolutely tear their hair out for years. Toxapex's Defensive and Support capabilities speak for themselves, and Manectric partners with it fantastically. Regenerator is absolutely clutch for Toxapex, keeping it healthy, along with access to Recover. So whether you need to set up Toxic Spikes, shut down setup sweepers with Haze, cripple Physical attackers with Scald, or cripple anything with Knock Off, Toxapex has you covered.

Concluding Thoughts

Manectric surprised me in how quickly it became tied for the MVP of one of my most used main teams alongside Choice Specs Kyurem, and I absolutely love Manectric from both a competitive and design standpoint. I'm also pretty shocked (hah) that a post about Manectric's competitive OU viability became my longest Smogon post of all time (and probably one of the longest posts I've done on any forum in general). It's fast, powerful enough for what it needs to do, and absolutely deadly with the way it affects many of the common Pokemon and team archetypes jumping around OU at the moment. Manectric can be a wonderful asset for your team. If high prediction play and switch strategy are your forte, I highly recommend giving it a shot if you want a strong, reliable member of your team that can, if played properly, cripple or take down two or more of your opponent's Pokemon reliably.



"Wahahaha! A battle with you is always charged with shocking power!" - Gym Leader Wattson
 
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^Bro, you should be an author instead of wasting your time on smogons forums lol. Real talk tho these posts are really interesting to read, keep them up!

to avoid this being a one liner, I’d like to discuss a set that I think is super underrated: Sp. Def Hydreigon. I’m too lazy to find a picture of Hydreigon, but sp. def Hydreigon is capable of checking quite a bit in the current metagame. When it comes to notable things,It checks heatran, glowking, the slowtwins, and most Volcarona. but when it comes to weird off meta picks on the rise, Hydreigon typically shines. Mons like blacephalon,Victini, rotom formes, Volcanion, Sun and Aegislash. I think it’s a pretty neat option in the current metagame if you’re struggling with mons like blacephalon. It obviously loses to like almost everything it doesn’t check, but it can be a really effective glue mon in the current metagame.
 

Nezloe

We do not care
Manectric
"Wahahaha! The secret to good health is willing to laugh!" - Gym Leader Wattson


BASE STATSMAX STAT TOTAL
HP:
70
250 - 344
Attack:
75
139 - 273
Defense:
60
112 - 240
Sp. Atk:
105
193 - 339
Sp. Def:
60
112 - 240
Speed:
105
193 - 339

(I'm sorry this post took longer than I promised you all; I was tinkering with EVs and moveset options and had to do a LOT of testing. I'd also like to thank BoomFantastic for all of his team-building help. Without him, I wouldn't have been able to finalize the wonderful core team combinations that I'll talk about later in the post, nor would I have discovered some of the synergies Manectric had with specific Pokemon in OU).

DISCLAIMER: MANECTRIC REQUIRES CAREFUL PREDICTION PLAY FOR BOTH ITSELF AND ITS PARTNERS AND A BROAD INNATE UNDERSTANDING OF MAINTAINING MOMENTUM AND READING YOUR OPPONENT'S POTENTIAL SWITCHES. DO NOT JUST SLAP IT ONTO A TEAM WITHOUT THINKING. IT'S A GREAT POKEMON, BUT IT REQUIRES THINKING AND A RELATIVELY BROAD GENERAL KNOWLEDGE OF COMMON OR CURRENTLY TRENDING OU SETS THANKS TO MANECTRIC'S LOWER DEFENSIVE PROFILE.

Cue the shocked gasps by absolutely no one if you have seen most or really any of my large essay length OU posts; you all know my style as a competitive player is to bring the forgotten and cool Pokemon to light with usable niches in what is (in my opinion) one of the most fun OU metagames I've ever been a part of. Moving onto Manectric, though, oh goodness, what can I say about this spiky electric wolfdoggo currently residing in the dark depths of ZU (or untiered for those who don't consider that tier official yet)? Manectric was the absolute crux of my main laddering team for the last few weeks and has been crucial in enabling powerful monsters like Specs Kyurem to swoop in and have a much easier time firing off damage along with crippling and taking out key threats. But you're probably asking yourself, what makes Manectric work in OU like you're describing? Let's dig into Manectric's advantages, its sets, and why it works in OU. In addition to this, I'll be sharing some FAQs I got from people on Showdown when testing and laddering with the set; along with this, we'll be talking about what playstyles suit Manectric the best, along with what partners Manectric enables the best or partners with the best as well.

Manectric's Advantages and Functions:

- Manectric's ability Lightningrod combined with access to powerful moves in Switcheroo, Volt Switch, and Overheat give Manectric a very usable and dangerous niche as a Pokemon with the ability to cripple or destroy certain powerful threats such as Ferrothorn, Toxapex, stat boost, or hazard setup sets (such as Dragon Dance Multiscale Dragonite or Leftovers Defensive Landorus-T), and a wide variety of others. In addition to being an incredible momentum-based Pokemon with fantastic combined role compression.
  • Lightningrod gives Manectric many possible opportunities to entirely ignore its lackluster (but in some cases underrated [which I'll get to later]) defensive profile and gain a free Special Attack boost thanks to its immunity to Electric-type attacks. This is absolutely crucial as it means Pokemon like Defensive Zapdos cannot touch Manectric and are cleanly 2HKO'd in return. Manectric also outspeeds all variants of Zapdos (bar the extremely uncommon Scarf Zapdos), which means either the opponent is going to make the smart play and switch into something else (which you can then predict and use Switcheroo or Overheat to cripple or maim the switch-in) or stay in thinking it can tank, in which you still cripple it with Switcheroo and then you've taken out one of your opponent's keystone defensive profiles.
- Speaking of the above Switcheroo, Scarf Manectric is outspeeding most other Scarfers and boosted sweepers. Timid nature with base 105 speed means that Manectric will have a whopping 508 speed, which means that unless the opponent is running something like Scarf Dragapult, you've got the advantage. Crippling defensive profiles is absolutely key and prevents so many Pokemon from properly functioning; want to prevent Futureport Teleport Spam? Trick a Scarf, want to prevent Pokemon from utilizing Swords Dance boosts? Trick a Scarf. Want to prevent multi-hazard setters and bulky slow-mons from being able to deal with your whole team? Trick a Scarf. Ferrothorn, Toxapex, Blissey, Corviknight, some Clefable variants, Hawlucha, Defensive Heatran, Hippowdon, Mandibuzz, Substitute Arctozolt, Icy Rock Alolan Ninetales, Melmetal, Mew, Skarmory, the Slowtwins, Slowking-G, and Bulky / Quiver Dance Volcarona variants do not appreciate being crippled like this, as it gives you either great momentum opportunity, or entirely removes a Pokemon's purpose in the game. In addition to this, Manectric can then adapt to your team's specific needs depending on the item it steals from an opposing Pokemon. It's both a useful tool for scouting while maintaining momentum. In addition to this, you could forgo Switcherooing Scarf entirely to utilize Manectric's insane speed Scarfed to hit some impressive speed feats, which can work wonders in tandem with a predicted attack boosting Manectric's Special Attack up.

- The previously mentioned Overheat is an absolutely fantastic coverage tool, allowing even unboosted Manectric to get some impressive feats, while +1 Lightningrod boosted variants can hit some impressive damage benchmarks. This also means that the average 1500+ ELO opponent won't want to switch in certain Ground-types like Excadrill willy nilly; it puts pressure on the opponent, allowing you to score a unique opportunity to gain momentum or regain lost momentum. (I won't be putting Pokemon weak to both Thunderbolt and Overheat in these calculations, we'll get to that).


Overheat Damage Calculations:

252 SpA Manectric Overheat vs. 0 HP / 0- SpD Arctozolt: 328-386 (102.1 - 120.2%) -- guaranteed OHKO (also can switch into Bolt Beak without worry and gain a free Special Attack boost, pretty nifty, right?)
252 SpA Manectric Overheat vs. 248 HP / 252+ SpD Scizor: 408-480 (118.9 - 139.9%) -- guaranteed OHKO
252 SpA Manectric Overheat vs. 0 HP / 0 SpD Bisharp: 328-386 (121 - 142.4%) -- guaranteed OHKO
252 SpA Manectric Overheat vs. 0 HP / 0 SpD Rillaboom: 328-386 (96.1 - 113.1%) -- 75% chance to OHKO
+1 252 SpA Manectric Overheat vs. 128 HP / 252+ SpD Assault Vest Melmetal: 230-272 (51.9 - 61.3%) --
guaranteed 2HKO (If you chose to hit Melmetal on the switch-in)
252 SpA Manectric Overheat vs. 128 HP / 252+ SpD Melmetal: 230-272 (51.9 - 61.3%) -- guaranteed 2HKO (If you don't have a Lightningrod boost and chose to Switcheroo on switch-in)
+1 252 SpA Manectric Overheat vs. 252 HP / 176+ SpD Ferrothorn: 504-596 (143.1 - 169.3%) -- guaranteed OHKO
252 SpA Manectric Overheat vs. 252 HP / 176+ SpD Ferrothorn: 340-400 (96.5 - 113.6%) -- 81.3% chance to OHKO
252 SpA Manectric Overheat vs. 0 HP / 252 SpD Excadrill: 252-298 (69.8 - 82.5%) -- guaranteed 2HKO after Leftovers recovery
+1 252 SpA Manectric Overheat vs. 0 HP / 252 SpD Excadrill: 376-444 (104.1 - 122.9%) -- guaranteed OHKO
252 SpA Manectric Overheat vs. 0 HP / 0 SpD Magnezone: 268-316 (95.3 - 112.4%) -- 68.8% chance to OHKO
-2 252 SpA Manectric Overheat vs. 0 HP / 4 SpD Kartana: 580-684 (223.9 - 264%) -- guaranteed OHKO (Lmao)
252 SpA Manectric Overheat vs. 0 HP / 4 SpD Kartana: 1160-1368 (447.8 - 528.1%) -- guaranteed OHKO

- Before we go further, I'd like to run two scenarios by you all, specifically revolving around Manectric's Defensive profile. Manectric's 70 / 60 / 60 may seem unusable, but it's JUST enough to survive crucial hits in absolutely critical scenarios; it also has an advantageous resistance to Flying-type moves, meaning that it can take certain attacks in a pinch, an incredible Electric immunity thanks to Lightningrod, and a more niche resistance to Steel-type moves. Let's take the following scenario as an example (something that has happened to me quite a few times in my testing); let's say your opponent uses Zeraora as a fast, physical pivot, and you've already tricked your Scarf onto another Pokemon. You predict a Plasma Fists, then switch in Manectric to get the Special Attack boost. You're then thinking, well, now Zeraora is gonna decimate me because Manectric is so weak, and Zeraora is faster right? This is actually not what will happen. More often than not, by this point in the match, players will want to keep their Zeraora in to hit Close Combat as you will have likely (if you played right) taken care of the Ground-type switch-ins. So Zeraora will most of the time click Close Combat. Manectric (even with chip) survives Close Combat, and then with +1 SpA and the -1 SpD drop from Close Combat, Manectric can OHKO in return.

252 Atk Zeraora Close Combat vs. 0 HP / 0 Def Manectric: 178-210 (63.3 - 74.7%) -- guaranteed 2HKO
+1 252 SpA Manectric Overheat vs. -1 0 HP / 0 SpD Zeraora: 331-390 (104.4 - 123%) -- guaranteed OHKO

Well, now you're wondering, "well, there's the other common Zeraora option, Knock Off! Why not use that?" Well, you can, but the damage output does not reach the same level, and Manectric has tricked a Rocky Helmet (probably the most common item I've stolen in higher-level play); it puts Zeraora into critical damage ranges. In addition to this, unless your opponent calls a double bluff and uses Knock Off a second time (which rarely happens as Manectric has a chance to survive two Knock-Offs from full health), you can then switch to a Pokemon that either resists Close Combat (which will commonly be used) or is completely immune to it (such as Dragapult who is immune to Close Combat) and then you once again have momentum.

252 Atk Zeraora Knock Off (97.5 BP) vs. 0 HP / 0 Def Manectric: 144-170 (51.2 - 60.4%) -- guaranteed 2HKO
252 Atk Zeraora Knock Off vs. 0 HP / 0 Def Manectric: 97-115 (34.5 - 40.9%) -- guaranteed 3HKO

In addition to this, Manectric could have also been Switcheroo'd some other item. Life Orb, Choice Specs, Leftovers, the momentum is unpredictable, which allows Manectric to create these mind games. As for the second scenario, let's say you're up against Bisharp (which may seem dumb as Manectric does not like to switch into Bisharp, but this is specifically for double switching, which is key to maintaining momentum in some cases and has happened way more often than you think). Your opponent already knows that Manectric has access to Overheat (which, especially as you ladder higher up, is far more likely). Your opponent understands that they will not have the opportunity to set up a Swords Dance (if they do Swords Dance, it's curtains for Bisharp) and will likely click Sucker Punch hoping to get a smack on Manectric. But since Manectric is relatively easy to keep at full health (even more so with Wish or Grassy Terrain support), Bisharp cannot score an OHKO even with an Adamant nature, full investment, and a boost from Black Glasses.

252+ Atk Black Glasses Bisharp Sucker Punch vs. 0 HP / 0 Def Manectric: 222-262 (79 - 93.2%) -- guaranteed 2HKO
252 SpA Manectric Overheat vs. 0 HP / 0 SpD Bisharp: 328-386 (121 - 142.4%) -- guaranteed OHKO

Even with Stealth Rock chip, the chance to OHKO Manectric is less than 50%

252+ Atk Black Glasses Bisharp Sucker Punch vs. 0 HP / 0 Def Manectric: 222-262 (79 - 93.2%) -- 43.8% chance to OHKO after Stealth Rock. These are just a couple of examples from dozens I could list; Manectric's defensive profile is very situational. Still, it scores critical moments that other Pokemon can't reach or don't want to risk reaching. It's also worth noting that Manectric defensively comfortably survives Choice Band Weavile's Ice Shard and can take a +2 Ice Shard from Swords Dance Weavile in a pinch, while Manectric almost always OHKOs in return with a non-boosted Overheat (we're talking about Shard here as Manectric generally wants to keep its Scarf when dealing with Weavile.

252 Atk Choice Band Weavile Ice Shard vs. 0 HP / 4 Def Manectric: 139-165 (49.4 - 58.7%) -- 98.8% chance to 2HKO
+2 252+ Atk Weavile Ice Shard vs. 0 HP / 4 Def Manectric: 204-241 (72.5 - 85.7%) -- guaranteed 2HKO
252 SpA Manectric Overheat vs. 0 HP / 0 SpD Weavile: 280-330 (99.6 - 117.4%) -- 93.8% chance to OHKO
- Manectric's impressive 508 speed with a Choice Scarf is notable, but just as notable is its speed without Choice Scarf. 339 Speed with a Timid nature means that Manectric will be a wide margin of OU, including the pesky base 102 Speed Garchomp (which with a +1 Overheat has a chance to 3HKO offensive variants and 4HKOs tanky variants that have max HP investment, meaning you can Switcheroo cripple set-up sets or pick off weakened Garchomp switch-ins). This means the only Pokemon that outspeed Manectric in OU are Dragapult, Hawlucha (who doesn't like to switch into or stay in on Manectric anyways), Kartana (which is easily OHKO'd by Overheat so Scarf variants that outspeed cannot switch-in without fear of getting melted), Tapu Koko (who wouldn't want to switch-in anyways as a boosted +1 Overheat OHKOs with hazard damage), Tornadus-Therian (which cannot handle STAB Thunderbolt or Volt-Switch, and Assault Vest Variants are easily crippled by Switcheroo), Weavile (which is also melted by Overheat), and Zeraora (which does not appreciate taking a boosted Overheat or being locked into Scarf thanks to Switcheroo).

- Mono-Electric typing means that defensively, Manectric only has one weakness, Ground types. This can easily be worked around, and in many cases, Manectric actually counts on this weakness for prediction plays. Offensively, STAB Thunderbolt is fantastic; 105 Special Attack is a solid stat, and especially with a Lightningrod boost, can 2HKO or OHKO some of the most threatening Pokemon in the OU Metagame.


Thunderbolt Damage Calculations (Neutral):

252 SpA Manectric Thunderbolt vs. 0 HP / 4 SpD Hawlucha: 368-434 (123.9 - 146.1%) -- guaranteed OHKO
252 SpA Manectric Thunderbolt vs. 252 HP / 88 SpD Corviknight: 264-312 (66 - 78%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Manectric Thunderbolt vs. 252 HP / 252+ SpD Corviknight: 204-242 (51 - 60.5%) -- 89.1% chance to 2HKO after Leftovers recovery (By this time you've most likely already Switcheroo'd Corviknight's Leftovers or Rocky Helmet, making it an assured 2HKO)
252 SpA Manectric Thunderbolt vs. 248 HP / 144 SpD Mandibuzz: 230-272 (54.3 - 64.3%) -- guaranteed 2HKO
252 SpA Manectric Thunderbolt vs. 252 HP / 4 SpD Skarmory: 338-398 (101.1 - 119.1%) -- guaranteed OHKO
252 SpA Manectric Thunderbolt vs. 252 HP / 4 SpD Slowbro: 306-360 (77.6 - 91.3%) -- guaranteed 2HKO
252 SpA Manectric Thunderbolt vs. 252 HP / 252+ SpD Slowking: 170-204 (43.1 - 51.7%) -- 7.4% chance to 2HKO
252 SpA Manectric Thunderbolt vs. 252 HP / 0 SpD Tapu Fini: 204-240 (59.3 - 69.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Manectric Thunderbolt vs. 0 HP / 0 SpD Tornadus-Therian: 278-330 (92.9 - 110.3%) -- 62.5% chance to OHKO
252 SpA Manectric Thunderbolt vs. 252 HP / 252+ SpD Toxapex: 144-170 (47.3 - 55.9%) -- 78.5% chance to 2HKO (Even the rare fully Special Defense Calm or Careful Nature invested Toxapex has a high chance to be 2HKO'd by Thunderbolt, while every single other variants of Toxapex is cleanly 2HKO'd).
252 SpA Manectric Thunderbolt vs. 0 HP / 0 SpD Urshifu-Rapid-Strike: 384-452 (112.6 - 132.5%) -- guaranteed OHKO

So uninvested base 105 Special Attack Thunderbolt's chunk a lot of dangerous OU threats, or outright KO them, while 2HKOing a lot of neutrally hit Pokemon in OU as well (meaning there are way fewer safe-switch-ins than you think for Manectric. So now, let's take that oh-so-common Lightningrod boost and apply it here to some of the specific damage thresholds we talked about in the uninvested section.


Thunderbolt Damage Calculations (+1 Lightningrod):

+1 252 SpA Manectric Thunderbolt vs. 252 HP / 88 SpD Corviknight: 392-464 (98 - 116%) -- 87.5% chance to OHKO
+1 252 SpA Manectric Thunderbolt vs. 252 HP / 252+ SpD Corviknight: 306-360 (76.5 - 90%) -- guaranteed 2HKO after Leftovers recovery
+1 252 SpA Manectric Thunderbolt vs. 248 HP / 144 SpD Mandibuzz: 342-404 (80.8 - 95.5%) -- guaranteed 2HKO
+1 252 SpA Manectric Thunderbolt vs. 252 HP / 4 SpD Slowbro: 456-536 (115.7 - 136%) -- guaranteed OHKO
+1 252 SpA Manectric Thunderbolt vs. 252 HP / 252+ SpD Slowking: 258-306 (65.4 - 77.6%) -- guaranteed 2HKO
+1 252 SpA Manectric Thunderbolt vs. 252 HP / 0 SpD Tapu Fini: 306-360 (88.9 - 104.6%) -- 31.3% chance to OHKO
+1 252 SpA Manectric Thunderbolt vs. 252 HP / 4 SpD Toxapex: 282-332 (92.7 - 109.2%) -- 56.3% chance to OHKO (for those Toxapex with higher Special Defense investment, Manectric still has a chance to OHKO all the way up to 252 HP / 123 SpD investment)

In addition, there are other aspects such as if Manectric Switcheroo'd itself a Life Orb (which is not as common but is still easy to attain if you predict Magic Guard Life Orb Clefable switch-ins), in which case, those chanced OHKOs become assured OHKOs, and some 2HKOs have a chance to OHKO or become OHKOs themselves.

+1 252 SpA Life Orb Manectric Thunderbolt vs. 252 HP / 0 SpD Tapu Fini: 398-468 (115.6 - 136%) -- guaranteed OHKO
+1 252 SpA Life Orb Manectric Thunderbolt vs. 252 HP / 252+ SpD Corviknight: 398-468 (99.5 - 117%) -- 93.8% chance to OHKO
+1 252 SpA Life Orb Manectric Thunderbolt vs. 248 HP / 144 SpD Mandibuzz: 445-525 (105.2 - 124.1%) -- guaranteed OHKO
+1 252 SpA Life Orb Manectric Thunderbolt vs. 252 HP / 252+ SpD Slowking: 335-398 (85 - 101%) -- 6.3% chance to OHKO
+1 252 SpA Life Orb Manectric Thunderbolt vs. 252 HP / 0 SpD Tapu Fini: 398-468 (115.6 - 136%) -- guaranteed OHKO
+1 252 SpA Life Orb Manectric Thunderbolt vs. 252 HP / 252 SpD Toxapex: 307-361 (100.9 - 118.7%) -- guaranteed OHKO
+1 252 SpA Life Orb Manectric Thunderbolt vs. 252 HP / 252+ SpD Toxapex: 281-330 (92.4 - 108.5%) -- 56.3% chance to OHKO

- STAB Volt Switch is absolutely crucial and a powerful part of Manectric's ability to maintain momentum. It deals a good amount of damage (not quite as much as Thunderbolt, but it will still be chunking things hard, especially at +1). Still, there's another critical advantage to Manectric's specific Volt Switches that other users don't have. First, we need to address SlowTurning or Slowporting. Many of the Pokemon who utilize SlowTurn strategies do not want to risk getting hit by Manectric at all, especially with the chip of hazards, so they're likely to switch out and allow you to Volt Switch on the Pokemon being brought in, giving you a free opportunity and regaining momentum. The only real slow-turning mon that Manectric doesn't like to deal with is Physical Pivot Flip Turn Swampert; on the flip side (hah), Swampert itself does not appreciate getting Switcheroo'd and losing its Leftovers or Rocky Helmet and getting locked into a move with Choice Scarf. We'll talk more about specific Volt-Switch situations and Pokemon v Pokemon Utility in the FAQ section.


Frequently Asked Questions:

Question 1: Why would I not use one of OU's other electric types, such as Tapu Koko, Zapdos, Zeraora, or Magnezone?
Answer: Great question. Let's tackle each of these individually, starting with Tapu Koko.

Tapu Koko has a higher speed and a great attack stat but actually lacks in two critical areas comparatively, in its Special Attack and in the specific utilization of its movepool (Manectric's base Special Attack is 105, base 10 higher than Tapu Koko's 95). Sure Electric Terrain makes Tapu Koko's Electric-type moves hit nicely. Still, that lack of power in its coverage moves and inability to hit Steel-types super effectively (or cripple them, as Tapu Koko does not get access to Switcheroo or Trick) is where Manectric shines over it, along with Manectric's useful immunity to Electric moves. In addition to this, Tapu Koko's Electric attacks actually are a perfect switch-in opportunity for Manectric, as it not only gets a +1 boost from Lightningrod absorbing Thunderbolt, Discharge, or Volt Switch, but it benefits heavily from the Electric Terrain. If Tapu Koko is chipped, it has a chance to be OHKO'd by Overheat and is comfortably 2HKO'd by Manectric's RESISTED Thunderbolt. At the same time, STAB Dazzling Gleam from Tapu Koko only 2HKOs even with chip damage on Manectric (which is even less relevant if you predict correctly). If Manectric still has its scarf, it also has the benefit of outspeeding Tapu Koko as well.

+1 252 SpA Manectric Overheat vs. 0 HP / 4 SpD Tapu Koko: 231-272 (82.2 - 96.7%) -- guaranteed 2HKO
+1 252 SpA Manectric Thunderbolt vs. 0 HP / 4 SpD Tapu Koko in Electric Terrain: 156-183 (55.5 - 65.1%) -- guaranteed 2HKO
252 SpA Tapu Koko Dazzling Gleam vs. 0 HP / 4 SpD Manectric: 159-187 (56.5 - 66.5%) -- guaranteed 2HKO

Second, let's talk about Zapdos. You're probably wondering, "well, Zapdos gets powerful Fire and STAB Flying coverage in Heat Wave and Hurricane respectively (along with Weather Ball in Sun, Hail, or Rain) along with having a much better Special Attack stat and a better defensive profile, why wouldn't I use Zapdos instead?" Great points; let's talk about Zapdos. Zapdos is often required to run Heavy-Duty Boots to avoid taking a quarter of its health in chip damage from Stealth Rock, meaning that it's a little easier to play around. Zapdos also falls into the crowded base 100 Speed tier, meaning that it cannot outspeed Pokemon such as Garchomp, Mew, Volcarona, opposing Zapdos, or the rarer Victini and Galarian-Zapdos. Zapdos's additional Flying-type gives it an incredible immunity to Earthquake but also means that Zapdos is absolutely clipped by Rock and Ice-type attacks while only having neutrality to Electric attacks compared to Manectric's immunity and Lightningrod boost. Along with Tapu Koko, Zapdos is an easy target for Manectric to switch in on if predicted correctly, as the Lightningrod boost is phenomenal and allows Manectric to 2HKO both Offensive and Defensive variants of Zapdos with +1 consistently and comfortably.

+1 252 SpA Manectric Thunderbolt vs. 0 HP / 0 SpD Zapdos: 208-246 (64.7 - 76.6%) -- guaranteed 2HKO
+1 252 SpA Manectric Thunderbolt vs. 248 HP / 0 SpD Zapdos: 208-246 (54.3 - 64.2%) -- guaranteed 2HKO

Zapdos also does not like potentially losing its Heavy-Duty Boots, Leftovers, or Rocky Helmet to Manectric and being limited by Scarf, as it then becomes prone to chip, hazard damage, and repeated attacks. However, Manectric does not have such worries, as it's meant to zip in and out as quickly as possible and does not take a quarter of its Stealth Rock damage specifically, which is more common than Spikes or Toxic Spikes.

Third, Zeraora. "Well, Zeraora is fast, powerful, can run mixed sets, is faster than Manectric, has that fire coverage, and has Volt Absorb; why not him?" Another great set of points. Zeraora seems to outclass Manectric at first glance. However, taking a deeper look at Zeraora, it has many of the same issues that Tapu Koko has, along with some additional issues that counterbalance Koko's issues that Zeraora does not have. For example, Zeraora's Special Attack is still slightly lower than Manectric's (Zeraora's base 102 compared to Manectric's base 105), and Volt Absorb does not boost Zeraora's Special Attack, only restores HP. This means that Zeraora is most likely (bar some fringe sets) going to be losing out on comparative Special Attacking power by a wide margin compared to Manectric and does not have Tapu Koko's Electric Terrain to make up for it. In addition to this, Zeraora again does not get Switcheroo or Trick, meaning that it still does not have that niche to cripple certain Pokemon. In one of the above examples, I listed a common situation where Manectric handles Zeraora, but it goes deeper than that. While Zeraora indeed gets Fire coverage, if you'll notice, Zeraora does not get any Special Fire-Type coverage; it's all physical and with much lower base power than Manectric's Overheat. This means not only will you be missing certain damage benchmarks, but you'll be wearing down Zeraora quickly in some cases as both of its Fire-type coverage moves (Fire Punch and Blaze Kick) are contact moves. On top of this, Zeraora has a tough time slotting in Fire-type coverage due to the other moves it wants to use, such as Close Combat.

252 Atk Zeraora Blaze Kick vs. 252 HP / 80 Def Ferrothorn: 248-296 (70.4 - 84%) -- guaranteed 2HKO
252 Atk Zeraora Close Combat vs. 252 HP / 80 Def Ferrothorn: 176-208 (50 - 59%) -- guaranteed 2HKO

Damage from Iron Barbs (and Rocky Helmet) is going to add up quickly. In addition, Zeraora's already shaky defensive profile of 88 / 75 / 80 is lowered after a Close Combat, making it squishier than Manectric. This combination and trouble with Zeraora's moveset keep Manectric's niche above Zeraora nice and solid, despite Zeraora's options.

Finally, we reach Magnezone. "Well, Magnezone hits way harder than Manectric on the Special side and can not only trap Steel-types but nail them with Body Press as well. So why would I not use Magnezone?" Another great question, let's dive into Magnezone some more. Magnezone is slow (base 60), meaning that some of the crucial Pokemon it wants to trap (Corviknight, Skarmory, and Scizor) can U-Turn out, spread more hazards, or heavily damage Magnezone before going down, respectively. Magnezone's additional Steel typing actually works against it as well, as it means that additional common weaknesses hamper Magnezone's great 70 / 115 / 90 defensive profile to Fighting, Fire, along with a now 4x weakness to Ground. Along with this, Magnezone's reliance on Body Press means that it suffers from the same wear-down issues that Zeraora has, and without Iron Defense boosts, it's not able to hit certain damage Benchmarks.

252+ Def Magnezone Body Press vs. 252 HP / 80 Def Ferrothorn: 132-156 (37.5 - 44.3%) -- guaranteed 3HKO

In addition, the lack of Fire coverage (thanks to the removal of Hidden Power Fire) means that it cannot hit Steels on their Special side super effectively, which means that Steel types that Manectric would have a chance to cripple and take out (such as Melmetal cannot be handled by Magnezone's Body Press quickly enough, or Specially Defensive Scizor which is neutral to all of Magnezone's attacks), cannot be anywhere near as easily handled by Magnezone. Finally, as mentioned before as well, Magnezone cannot Trick or Switcheroo its items as well.

Question 2: Does Manectric have to use Choice Scarf? Would another item be perhaps viable?
Answer: Probably my favorite question involving Manectric, and the answer is both "yes" and "no" for a few simple reasons. Manectric's Scarf Switcheroo set is, without a doubt, its best set (which we will get into after the FAQ, along with other parts of its movepool). However, other items have their benefits as well. For example, choice Specs allows Manectric to hit power benchmarks immediately while easily being able to cripple Physical threats that you may feel uncomfortable giving a Scarf depending on your team building (such as Garchomp). Still, then you lose out on Manectric's incredible 508 Scarf speed benchmark. You can make this argument with Choice Band as well. Flame Orb or Toxic Orb are also interesting options as they can be incredible for shutting down certain Physical threats or wearing down stall like Blissey. Still, at the same time, this means to avoid getting status yourself, you'll only be able to switch Manectric in when a Pokemon of your own has gone down, or you'll have to run a cleric on your team to anticipate this. So while having the additional options are nice, it means you need to dedicate additional support to a Pokemon that already needs support, and thus, in my opinion (and some testing with other items), descends from Scarf Switcheroo's great niche to the other items usable but gimmick niche.

Question 3: Does Manectric gain other moves or options beyond the ones listed?
Answer: Absolutely, but we'll get into those in a moment.

Manectric's Main Set

Switcheroo Scarf Set
Manectric @ Choice Scarf
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Overheat
- Switcheroo
- Volt Switch​

Since we've described what this set does in painstaking detail above, let's talk about the additional movepool options Manectric has. (As a fair warning, I do not recommend deviating too far from this set or really using another set at all, as the options I'm about to talk about while being able to work are still very niche and do ruin Manectric's niche a little bit). With a bit of investment, Ice Fang gets some surprise 2HKOs on specific threats like Garchomp but is still incredibly niche, and you really don't want to remove Special Attack EVs to accommodate the 32 or more Attack EVs you'd need to reach the 2HKO benchmark on those threats. Flamethrower is also in Manectric's movepool and can be useful in specific situations where you need to stay in on something (where the -2 drop from Overheat really doesn't appreciate that approach) along with the 100% accuracy. Still, that power drop from Overheat's 130 to Flamethrower's 90 is felt in many other damage calculations. The situations where Flamethrower's consistency and higher accuracy would be more relevant are few in number compared to Overheat's power. Roar, Toxic, Substitute, Light Screen, Protect, and Snarl are additional options, but their utility is generally not as useful on Manectric and, as a result, are generally outclassed. Thunder is a great option on Rain teams and pushes Manectric's damage output even higher, but we'll get to that. Manectric has Curse and access to a great Physical movepool, including Psychic Fangs, STAB Wild Charge, Crunch, the previously mentioned Ice Fang, and Fire Fang. Still, if this kind of gimmick were really usable beyond joke teams, we'd see Electivire everywhere. Manectric also gains Hyper Voice, which could technically be useful in some very niche situations. Still, overall Normal coverage really provides nothing for Manectric and has a tough time fitting it onto a set.

What Manectric Appreciates:

Grassy Terrain / Wish Support: Are you finding that Manectric gets worn down too quickly? Grassy Terrain is absolutely incredible support for Manectric, as it passively recovers Manectric's health, along with halving the damage to Earthquake. Rillaboom as a Pokemon itself is great, thanks to Grassy Glide's priority and its nice synergy with Manectric as is, but we'll get into that later. Finally, wish support is charming for Manectric, giving it additional longevity, and as is it partners well with Pokemon commonly used for Wish passing.

Hazard and/or Status Support | Defog or Rapid Spin Support | Knock Off: Depending on the type of team you're building, Manectric appreciates your side of the field being clear of hazards or the opponent's side of the field having hazards planted on them. The chip from Stealth Rock, Spikes, or the status wear down of Toxic Spikes, or other status-inducing moves allow Manectric to quickly wear down your opponent's team either through repeated heavy hits or continued switch-outs with Volt Switch. Knock Off support is wonderful as it allows Manectric to deal with Leftovers, Assault Vest variants, or other pesky builds if Manectric has received an item via Switcheroo that it doesn't want to get rid of.

Rain: This may seem counterproductive given that it weakens Overheat, but in actuality, it means that Manectric can run STAB Thunder, which potentially means it could ease the burden of prediction on yourself (provided you've taken care of Landorus-T, Garchomp, etc. ahead of time) and Overheat still hits nasty useful benchmarks even when weakened a little by rain. +1 Lightningrod STAB Thunder under the rain is absolutely not to be underestimated.

Potential Manectric Partners

Disclaimer: I will only be talking about Pokemon that I have personally tested. I'm sure there are more incredible partners for Manectric out there, and if you wish to bring that up, that would be wonderful! But I'm only going to be talking about the Pokemon I have personally had good results using Manectric with. I would also like to thank BoomFantastic for his wonderful help with Kyurem, Corviknight, Toxapex, Landorus-T, and Heatran.

Kyurem

Kyurem is an absolute monster in OU right now, and thanks to its coverage and powerful attacks, Specs variants are absolutely brutal alongside Manectric's support and bulky mon crippling abilities. Kyurem will be able to come in easier on a predicted switch thanks to Manectric's Volt Switch and be able to fire off absolutely nuclear STAB Ice Beams, STAB Freeze-Dry's, Earth Powers, and Focus Blasts. Kyurem's resistances, courtesy of being half Dragon-type, along with it being one of the few Dragons neutral to Ice, is absolutely complimentary as well. Between the two, you have the coveted STAB BoltBeam coverage that is absolutely deadly.

Corviknight
Corviknight handles many of the Physical threats that Manectric doesn't want to stay in on really well. It is immune to Earthquake, has access to both Defog and Roost to keep itself healthy while indirectly keeping Manectric healthy due to Defog clearing hazards off of the field (this can also patch up Overheat's accuracy thanks to Defog's evasion drop). In addition to this, Corviknight has a complimentary slow U-Turn that eases the burden of prediction on your team as well while forming the dreaded VoltTurn core.

Swampert

Physical Pivot Swampert sets are a great partner for Manectric. Not only does Manectric's Electric / Fire offensive combination work really well with Swampert's Water / Ground offenses, but Swampert can also set up Stealth Rock, then use a slow Flip Turn out to form another variant of the VoltTurn core.

Rillaboom

Not only is Rillaboom's Grassy Terrain wonderful in helping to keep Manectric healthy as outlined above, but having priority STAB Grassy Glide along with a wide variety of powerful coverage moves is an absolute boon to Manectric's survivability thanks to Rillaboom's ability to pick off key threats with ease. In addition, Rillaboom gains access to and commonly uses U-Turn, which is absolutely stellar once again, thanks to the previously mentioned VoltTurn core.

Landorus - Therian

If you think we'd be leaving off arguably the best glue in OU as a great partner for Manectric, you'd be wrong. Landorus-T not only compliments Manectric extremely well with its Ground / Flying typing, but is immune to Earthquake, has Intimidate to further deal with Physical switch-ins to Manectric, and can Defog hazards away or set up its own Stealth Rocks. Knock Off and U-Turn are both parts of Landorus-T's arsenal and provide wonderful support as well. Specially Defensive Landorus-T variants are an absolute gem, and the combination synergy can absolutely throw your opponent off balance.

Scizor

Scizor is a wonderful partner for Manectric as it can pick off troublesome Pokemon or weaken them with options such as STAB Bullet Punch, Knock Off, or Superpower. In addition to this, Scizor has reliable recovery in Roost to keep itself heavy, along with a powerful STAB U-Turn which, combined with Manectric's STAB Volt Switch, is one of the most dangerous VoltTurn variant cores in sheer damage output.

Heatran

Heatran has the ability to set up Stealth Rock, trap Pokemon with STAB Magma Storm, wear them down with Toxic, and has excellent coverage in Earth Power to go along with its potent Fire / Steel STABs, and is generally one of the most flexible and respected Pokemon in OU, particularly Specially Defensive variants. So while Manectric doesn't like going up against Heatran, it absolutely loves having it as a partner due to its combined Defensive and Support capabilities.

Toxapex

The Pex, the GOAT, the Pokemon that made people absolutely tear their hair out for years. Toxapex's Defensive and Support capabilities speak for themselves, and Manectric partners with it fantastically. Regenerator is absolutely clutch for Toxapex, keeping it healthy, along with access to Recover. So whether you need to set up Toxic Spikes, shut down setup sweepers with Haze, cripple Physical attackers with Scald, or cripple anything with Knock Off, Toxapex has you covered.

Concluding Thoughts

Manectric surprised me in just how quickly it became tied for the MVP of one of my most used main teams alongside Choice Specs Kyurem, I absolutely love Manectric from both a competitive and design standpoint. I'm also pretty shocked (hah) that a post about Manectric's competitive OU viability became my longest Smogon post of all time (and probably one of the longest posts I've done on any forum in general). It's fast, powerful enough for what it needs to do, and absolutely deadly with the way it affects many of the common Pokemon and team archetypes jumping around OU at the moment. Manectric can be a wonderful asset for your team. If high prediction play and switch strategy are your forte, I highly recommend giving it a shot if you want a strong, reliable member of your team that can, if played properly, cripple or take down two or more of your opponent's Pokemon reliably.



"Wahahaha! A battle with you is always charged with shocking power!" - Gym Leader Wattson
Tsym for making post like these,I feel like youre opening a lot of peoples eyes to cool niches than others would laugh at or call unviable. Youre literally the only reason i keep running back to this thread even though i stopped playing OU heck I might as well start playing it again! I hope to see more post from you in the future :heart: rip your fingers god damn
 
^Bro, you should be an author instead of wasting your time on smogons forums lol. Real talk tho these posts are really interesting to read, keep them up!

to avoid this being a one liner, I’d like to discuss a set that I think is super underrated: Sp. Def Hydreigon. I’m too lazy to find a picture of Hydreigon, but sp. def Hydreigon is capable of checking quite a bit in the current metagame. When it comes to notable things,It checks heatran, glowking, the slowtwins, and most Volcarona. but when it comes to weird off meta picks on the rise, Hydreigon typically shines. Mons like blacephalon,Victini, rotom formes, Volcanion, Sun and Aegislash. I think it’s a pretty neat option in the current metagame if you’re struggling with mons like blacephalon. It obviously loses to like almost everything it doesn’t check, but it can be a really effective glue mon in the current metagame.
What's the difference between this set and Leftovers NP Hydreigon with some bulk investment? You still check the same stuff like Slowbro, Slowking, Blacephalon, etc. but still have the offensive presence and speed tier to threaten stuff like Tapu Lele and Landorus-T.
 
^Bro, you should be an author instead of wasting your time on smogons forums lol. Real talk tho these posts are really interesting to read, keep them up!

to avoid this being a one liner, I’d like to discuss a set that I think is super underrated: Sp. Def Hydreigon. I’m too lazy to find a picture of Hydreigon, but sp. def Hydreigon is capable of checking quite a bit in the current metagame. When it comes to notable things,It checks heatran, glowking, the slowtwins, and most Volcarona. but when it comes to weird off meta picks on the rise, Hydreigon typically shines. Mons like blacephalon,Victini, rotom formes, Volcanion, Sun and Aegislash. I think it’s a pretty neat option in the current metagame if you’re struggling with mons like blacephalon. It obviously loses to like almost everything it doesn’t check, but it can be a really effective glue mon in the current metagame.
Thank you so much! I used to write a lot, but in recent times I haven't been writing as much and I'd love to get back into it more, maybe I might make some Youtube videos revolving around competitive Pokemon again as I did in the distant past.

In regards to your post, I think Specially Defensive Hydreigon is an interesting idea with some potential, what movesets and EVs have you been running for it? Or have you been trying out multiple Specially Defensive sets? Hydreigon really is a versatile, incredible mon whatever the case is and I'm glad it's had a resurgence this generation. With the recent resurgence of Blacephalon and other key threats as well, Hydreigon is becoming more useful than ever in regards to team building.

Tsym for making post like these,I feel like youre opening a lot of peoples eyes to cool niches than others would laugh at or call unviable. Youre literally the only reason i keep running back to this thread even though i stopped playing OU heck I might as well start playing it again! I hope to see more post from you in the future :heart: rip your fingers god damn
Thank you so much, I seriously appreciate that! This is the most fun I've had in OU in quite a long time, so I'd definitely recommend jumping back into OU, teambuilding is really varied, flexible, and interesting right now. My fingers actually didn't feel that bad after finishing typing that Manectric post (which was actually longer than my English College dissertation if you could believe that lol and frankly took just as much research). Typing the post up after I gathered up all my notes from weeks of testing and laddering took me roughly... five hours I think?

I'm definitely going to be testing even more Pokemon, and I'll probably be making another massive post in a couple of weeks to a month depending on how successful I am with them. I'm currently testing G-Moltres, Froslass, and Klefki in OU, so depending on how that goes I'll probably end up making a post in the future on one of them, unless the success / niche isn't notable enough to be more than a gimmick.

Manectric
"Wahahaha! The secret to good health is being willing to laugh!" - Gym Leader Wattson



BASE STATSMAX STAT TOTAL
HP:
70
250 - 344
Attack:
75
139 - 273
Defense:
60
112 - 240
Sp. Atk:
105
193 - 339
Sp. Def:
60
112 - 240
Speed:
105
193 - 339

(I'm sorry this post took longer than I promised you all; I was tinkering with EVs and moveset options and had to do a LOT of testing. I'd also like to thank BoomFantastic for all his team-building help. Without him, I wouldn't have been able to finalize the wonderful core team combinations that I'll talk about later in the post, nor would I have discovered some of the synergies Manectric had with specific Pokemon in OU).

DISCLAIMER: MANECTRIC REQUIRES CAREFUL PREDICTION PLAY FOR BOTH ITSELF AND ITS PARTNERS AND A BROAD INNATE UNDERSTANDING OF MAINTAINING MOMENTUM AND READING YOUR OPPONENT'S POTENTIAL SWITCHES. DO NOT JUST SLAP IT ONTO A TEAM WITHOUT THINKING. IT'S A GREAT POKEMON, BUT IT REQUIRES THINKING AND A RELATIVELY BROAD GENERAL KNOWLEDGE OF COMMON OR CURRENTLY TRENDING OU SETS THANKS TO MANECTRIC'S LOWER DEFENSIVE PROFILE.


Cue the shocked gasps by absolutely no one if you have seen most or really any of my large essay sized OU posts; you all know my style as a competitive player is to bring the forgotten and cool Pokemon to light with usable niches in what is (in my opinion) one of the most fun OU metagames I've ever been a part of. Moving onto Manectric, though, oh goodness, what can I say about this spiky electric wolfdoggo currently residing in the dark depths of ZU (or untiered for those who don't consider that tier official yet)? Manectric was the absolute crux of my main laddering team for the last few weeks and has been crucial in enabling powerful monsters like Specs Kyurem to swoop in and have a much easier time firing off damage along with crippling and taking out key threats. But you're probably asking yourself, "what makes Manectric work in OU like you're describing?" Let's dig into Manectric's advantages, its sets, and why it works in OU. In addition to this, I'll be sharing some FAQs I got from people on Showdown when testing and laddering with the set; along with this, we'll be talking about what playstyles suit Manectric the best, what team partners Manectric's talents enable the best, as well as what partners Manectric has a better chance of succeeding in OU with.

Manectric's Advantages and Functions:


- Manectric's ability Lightningrod combined with access to powerful moves in Switcheroo, Volt Switch, and Overheat give Manectric a very usable and dangerous niche as a Pokemon with the ability to cripple or destroy certain powerful threats such as Ferrothorn, Toxapex, stat boost, or hazard setup sets (such as Dragon Dance Multiscale Dragonite or Leftovers Defensive Landorus-T), and a wide variety of others. In addition to being an incredible momentum-based Pokemon with fantastic combined role compression.
  • Lightningrod gives Manectric many possible opportunities to entirely ignore its lackluster (but in some cases underrated [which I'll get to later]) defensive profile and gain a free Special Attack boost thanks to its immunity to Electric-type attacks. This is absolutely crucial as it means Pokemon like Defensive Zapdos cannot touch Manectric and are cleanly 2HKO'd in return. Along with this, Manectric also outspeeds all variants of Zapdos (bar the extremely uncommon Scarf Zapdos), which means either the opponent is going to make the smart play and switch into something else (which you can then predict and use Switcheroo or Overheat to cripple or maim the switch-in) or stay in thinking it can tank, in which you still cripple it with Switcheroo and then you've taken out one of your opponent's keystone defensive profiles.

- Speaking of the above Switcheroo, Scarf Manectric is outspeeding most other Scarfers and boosted sweepers. Timid nature with base 105 speed means that Manectric will have a whopping 508 speed, which means that unless the opponent is running something like Scarf Dragapult, you've got the advantage. Crippling defensive profiles is absolutely key and prevents so many Pokemon from properly functioning; want to prevent Futureport Teleport Spam? Trick a Scarf, want to prevent Pokemon from utilizing Swords Dance boosts? Trick a Scarf. Want to prevent multi-hazard setters and bulky slow-mons from being able to deal with your whole team? Trick a Scarf. Ferrothorn, Toxapex, Blissey, Corviknight, some Clefable variants, Hawlucha, Defensive Heatran, Hippowdon, Mandibuzz, Substitute Arctozolt, Icy Rock Alolan Ninetales, Melmetal, Mew, Skarmory, the Slowtwins, Slowking-G, and Bulky / Quiver Dance Volcarona variants do not appreciate being crippled like this, as it gives you either great momentum opportunity, or entirely removes a Pokemon's purpose in the game. In addition to this, Manectric can then adapt to your team's specific needs depending on the item it steals from an opposing Pokemon. It's both a useful tool for scouting while maintaining momentum. In addition to this, you could forgo Switcherooing Scarf entirely to utilize Manectric's insane speed Scarfed to hit some impressive speed feats, which can work wonders in tandem with a predicted incoming Electric-type attack boosting Manectric's Special Attack up to surprisingly notable levels.

- The previously mentioned Overheat is an absolutely fantastic coverage tool, allowing even unboosted Manectric to get some impressive feats, while +1 Lightningrod boosted variants can hit some impressive damage benchmarks. This also means that the average 1500+ ELO opponent won't want to switch in certain Ground-types like Excadrill willy nilly; it puts pressure on the opponent, allowing you to score a unique opportunity to gain momentum or regain lost momentum. (I won't be putting Pokemon weak to both Thunderbolt and Overheat in these calculations, we'll get to that).


Overheat Damage Calculations:

252 SpA Manectric Overheat vs. 0 HP / 0- SpD Arctozolt: 328-386 (102.1 - 120.2%) -- guaranteed OHKO (also can switch into Bolt Beak without worry and gain a free Special Attack boost, pretty nifty, right?)
252 SpA Manectric Overheat vs. 248 HP / 252+ SpD Scizor: 408-480 (118.9 - 139.9%) -- guaranteed OHKO
252 SpA Manectric Overheat vs. 0 HP / 0 SpD Bisharp: 328-386 (121 - 142.4%) -- guaranteed OHKO
252 SpA Manectric Overheat vs. 0 HP / 0 SpD Rillaboom: 328-386 (96.1 - 113.1%) -- 75% chance to OHKO
+1 252 SpA Manectric Overheat vs. 128 HP / 252+ SpD Assault Vest Melmetal: 230-272 (51.9 - 61.3%) --
guaranteed 2HKO (If you chose to hit Melmetal on the switch-in)
252 SpA Manectric Overheat vs. 128 HP / 252+ SpD Melmetal: 230-272 (51.9 - 61.3%) -- guaranteed 2HKO (If you don't have a Lightningrod boost and chose to Switcheroo on switch-in)
+1 252 SpA Manectric Overheat vs. 252 HP / 176+ SpD Ferrothorn: 504-596 (143.1 - 169.3%) -- guaranteed OHKO
252 SpA Manectric Overheat vs. 252 HP / 176+ SpD Ferrothorn: 340-400 (96.5 - 113.6%) -- 81.3% chance to OHKO
252 SpA Manectric Overheat vs. 0 HP / 252 SpD Excadrill: 252-298 (69.8 - 82.5%) -- guaranteed 2HKO after Leftovers recovery
+1 252 SpA Manectric Overheat vs. 0 HP / 252 SpD Excadrill: 376-444 (104.1 - 122.9%) -- guaranteed OHKO
252 SpA Manectric Overheat vs. 0 HP / 0 SpD Magnezone: 268-316 (95.3 - 112.4%) -- 68.8% chance to OHKO
-2 252 SpA Manectric Overheat vs. 0 HP / 4 SpD Kartana: 580-684 (223.9 - 264%) -- guaranteed OHKO (Lmao)
252 SpA Manectric Overheat vs. 0 HP / 4 SpD Kartana: 1160-1368 (447.8 - 528.1%) -- guaranteed OHKO

- Before we go further, I'd like to run two scenarios by you all, specifically revolving around Manectric's Defensive profile. Manectric's 70 / 60 / 60 may seem unusable, but it's JUST enough to survive crucial hits in absolutely critical scenarios; it also has an advantageous resistance to Flying-type moves, meaning that it can take certain attacks in a pinch, an incredible Electric immunity thanks to Lightningrod, and a more niche resistance to Steel-type moves. Let's take the following scenario as an example (something that has happened to me quite a few times in my testing); let's say your opponent uses Zeraora as a fast, physical pivot, and you've already tricked your Scarf onto another Pokemon. You predict a Plasma Fists, then switch in Manectric to get the Special Attack boost. You're then thinking, well, now Zeraora is gonna decimate me because Manectric is so weak, and Zeraora is faster right? This is actually not what will happen. More often than not, by this point in the match, players will want to keep their Zeraora in to hit Close Combat as you will have likely (if you played right) taken care of the Ground-type switch-ins. So Zeraora will most of the time click Close Combat. Manectric (even with chip) survives Close Combat, and then with +1 SpA and the -1 SpD drop from Close Combat, Manectric can OHKO in return.

252 Atk Zeraora Close Combat vs. 0 HP / 4 Def Manectric: 177-209 (62.9 - 74.3%) -- guaranteed 2HKO
+1 252 SpA Manectric Overheat vs. -1 0 HP / 0 SpD Zeraora: 331-390 (104.4 - 123%) -- guaranteed OHKO

Well, now you're wondering, "well, there's the other common Zeraora option, Knock Off! Why not use that?" Well, you can, but the damage output does not reach the same level, and if Manectric has Switcheroo'd a Rocky Helmet onto itself (probably the most common item I've stolen in higher-level play), it puts Zeraora into critical damage ranges. In addition to this, unless your opponent calls a double bluff and uses Knock Off a second time (which rarely happens as Manectric has a chance to survive two Knock-Offs from full health), you can then switch to a Pokemon that either resists Close Combat (which will commonly be used) or is completely immune to it (such as Dragapult who is immune to Close Combat) and then you once again have momentum.

252 Atk Zeraora Knock Off (97.5 BP) vs. 0 HP / 4 Def Manectric: 143-169 (50.8 - 60.1%) -- guaranteed 2HKO
252 Atk Zeraora Knock Off vs. 0 HP / 4 Def Manectric: 96-114 (34.1 - 40.5%) -- guaranteed 3HKO

In addition to this, Manectric could have also been Switcheroo'd some other item. Life Orb, Choice Specs, Leftovers, the momentum is unpredictable, allowing Manectric to create these mind games. As for the second scenario, let's say you're up against Bisharp (which may seem dumb as Manectric does not like to switch into Bisharp, but this is specifically for double switching, which is key to maintaining momentum in some cases and has happened way more often than you think). Your opponent already knows that Manectric has access to Overheat (which, especially as you ladder higher up, is far more likely). Your opponent understands that they will not have the opportunity to set up a Swords Dance (if they do Swords Dance, it's curtains for Bisharp) and will likely click Sucker Punch hoping to get a smack on Manectric. But since Manectric is relatively easy to keep at full health (even more so with Wish or Grassy Terrain support), Bisharp cannot score an OHKO even with an Adamant nature, full 252 attack EV investment, and the power boost given to its STAB Priority by Blackglasses.

252+ Atk Black Glasses Bisharp Sucker Punch vs. 0 HP / 4 Def Manectric: 220-261 (78.2 - 92.8%) -- guaranteed 2HKO
252 SpA Manectric Overheat vs. 0 HP / 0 SpD Bisharp: 328-386 (121 - 142.4%) -- guaranteed OHKO

Even with Stealth Rock chip, the chance to OHKO Manectric is less than 50%

252+ Atk Black Glasses Bisharp Sucker Punch vs. 0 HP / 4 Def Manectric: 220-261 (78.2 - 92.8%) -- 37.5% chance to OHKO after Stealth Rock

These are just a few examples from dozens I could list; Manectric's defensive profile is very situational. Still, it scores critical moments that other Pokemon can't reach or don't want to risk reaching. It's also worth noting that Manectric defensively comfortably survives Choice Band Weavile's Ice Shard and can take a +2 Ice Shard from Swords Dance Weavile in a pinch, while Manectric almost always OHKOs in return with a non-boosted Overheat (we're talking about Shard here as Manectric generally wants to keep its Scarf when dealing with Weavile).

252 Atk Choice Band Weavile Ice Shard vs. 0 HP / 4 Def Manectric: 139-165 (49.4 - 58.7%) -- 98.8% chance to 2HKO
+2 252+ Atk Weavile Ice Shard vs. 0 HP / 4 Def Manectric: 204-241 (72.5 - 85.7%) -- guaranteed 2HKO
252 SpA Manectric Overheat vs. 0 HP / 0 SpD Weavile: 280-330 (99.6 - 117.4%) -- 93.8% chance to OHKO

- Manectric's impressive 508 speed with a Choice Scarf is notable, but just as notable is its speed without Choice Scarf. 339 Speed with a Timid nature means that Manectric will be faster than a wide margin of OU, including the pesky base 102 Speed Garchomp (which with a +1 Overheat has a chance to 3HKO offensive variants and 4HKOs tanky variants that have max HP investment, meaning you can Switcheroo cripple set-up sets or pick off weakened Garchomp switch-ins). This means the only Pokemon that outspeed Manectric in OU are Dragapult, Hawlucha (who doesn't like to switch into or stay in on Manectric anyways), Kartana (which is easily OHKO'd by Overheat so Scarf variants that outspeed cannot switch-in without fear of getting melted), Tapu Koko (who wouldn't want to switch-in anyways as a boosted +1 Overheat OHKOs with hazard damage), Tornadus-Therian (which cannot handle STAB Thunderbolt or Volt-Switch, and Assault Vest Variants are easily crippled by Switcheroo), Weavile (which is also melted by Overheat), and Zeraora (which does not appreciate taking a boosted Overheat or being locked into Scarf thanks to Switcheroo).

- Mono-Electric typing means that defensively, Manectric only has one weakness, Ground types. However, this weakness to Ground-type moves can easily be worked around, and in many cases, Manectric actually counts on this weakness for prediction plays. Offensively, STAB Thunderbolt is fantastic; 105 Special Attack is a solid stat, and especially with a Lightningrod boost, can 2HKO or OHKO some of the most threatening Pokemon in the OU Metagame.


Thunderbolt Damage Calculations (Neutral):


252 SpA Manectric Thunderbolt vs. 0 HP / 4 SpD Hawlucha: 368-434 (123.9 - 146.1%) -- guaranteed OHKO
252 SpA Manectric Thunderbolt vs. 252 HP / 88 SpD Corviknight: 264-312 (66 - 78%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Manectric Thunderbolt vs. 252 HP / 252+ SpD Corviknight: 204-242 (51 - 60.5%) -- 89.1% chance to 2HKO after Leftovers recovery (By this time you've most likely already Switcheroo'd Corviknight's Leftovers or Rocky Helmet, making it an assured 2HKO)
252 SpA Manectric Thunderbolt vs. 248 HP / 144 SpD Mandibuzz: 230-272 (54.3 - 64.3%) -- guaranteed 2HKO
252 SpA Manectric Thunderbolt vs. 252 HP / 4 SpD Skarmory: 338-398 (101.1 - 119.1%) -- guaranteed OHKO
252 SpA Manectric Thunderbolt vs. 252 HP / 4 SpD Slowbro: 306-360 (77.6 - 91.3%) -- guaranteed 2HKO
252 SpA Manectric Thunderbolt vs. 252 HP / 252+ SpD Slowking: 170-204 (43.1 - 51.7%) -- 7.4% chance to 2HKO
252 SpA Manectric Thunderbolt vs. 252 HP / 0 SpD Tapu Fini: 204-240 (59.3 - 69.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Manectric Thunderbolt vs. 0 HP / 0 SpD Tornadus-Therian: 278-330 (92.9 - 110.3%) -- 62.5% chance to OHKO
252 SpA Manectric Thunderbolt vs. 252 HP / 252+ SpD Toxapex: 144-170 (47.3 - 55.9%) -- 78.5% chance to 2HKO (Even the rare fully Special Defense Calm or Careful Nature invested Toxapex has a high chance to be 2HKO'd by Thunderbolt, while every single other variants of Toxapex is cleanly 2HKO'd).
252 SpA Manectric Thunderbolt vs. 0 HP / 0 SpD Urshifu-Rapid-Strike: 384-452 (112.6 - 132.5%) -- guaranteed OHKO

So uninvested base 105 Special Attack Thunderbolt's chunk a lot of dangerous OU threats, or outright KO them, while 2HKOing a lot of neutrally hit Pokemon in OU as well (meaning there are way fewer safe-switch-ins than you think for Manectric. So now, let's take that oh-so-common Lightningrod boost and apply it here to some of the specific damage thresholds we talked about in the uninvested section.


Thunderbolt Damage Calculations (+1 Lightningrod):


+1 252 SpA Manectric Thunderbolt vs. 252 HP / 88 SpD Corviknight: 392-464 (98 - 116%) -- 87.5% chance to OHKO
+1 252 SpA Manectric Thunderbolt vs. 252 HP / 252+ SpD Corviknight: 306-360 (76.5 - 90%) -- guaranteed 2HKO after Leftovers recovery
+1 252 SpA Manectric Thunderbolt vs. 248 HP / 144 SpD Mandibuzz: 342-404 (80.8 - 95.5%) -- guaranteed 2HKO
+1 252 SpA Manectric Thunderbolt vs. 252 HP / 4 SpD Slowbro: 456-536 (115.7 - 136%) -- guaranteed OHKO
+1 252 SpA Manectric Thunderbolt vs. 252 HP / 252+ SpD Slowking: 258-306 (65.4 - 77.6%) -- guaranteed 2HKO
+1 252 SpA Manectric Thunderbolt vs. 252 HP / 0 SpD Tapu Fini: 306-360 (88.9 - 104.6%) -- 31.3% chance to OHKO
+1 252 SpA Manectric Thunderbolt vs. 252 HP / 4 SpD Toxapex: 282-332 (92.7 - 109.2%) -- 56.3% chance to OHKO (for those Toxapex with higher Special Defense investment, Manectric still has a chance to OHKO all the way up to 252 HP / 123 SpD investment)

In addition, there are other aspects such as if Manectric Switcheroo'd itself a Life Orb (which is not as common but is still easy to attain if you predict Magic Guard Life Orb Clefable switch-ins), in which case, those chanced OHKOs become assured OHKOs, and some 2HKOs have a chance to OHKO or become OHKOs themselves.

+1 252 SpA Life Orb Manectric Thunderbolt vs. 252 HP / 0 SpD Tapu Fini: 398-468 (115.6 - 136%) -- guaranteed OHKO
+1 252 SpA Life Orb Manectric Thunderbolt vs. 252 HP / 252+ SpD Corviknight: 398-468 (99.5 - 117%) -- 93.8% chance to OHKO
+1 252 SpA Life Orb Manectric Thunderbolt vs. 248 HP / 144 SpD Mandibuzz: 445-525 (105.2 - 124.1%) -- guaranteed OHKO
+1 252 SpA Life Orb Manectric Thunderbolt vs. 252 HP / 252+ SpD Slowking: 335-398 (85 - 101%) -- 6.3% chance to OHKO
+1 252 SpA Life Orb Manectric Thunderbolt vs. 252 HP / 0 SpD Tapu Fini: 398-468 (115.6 - 136%) -- guaranteed OHKO
+1 252 SpA Life Orb Manectric Thunderbolt vs. 252 HP / 252 SpD Toxapex: 307-361 (100.9 - 118.7%) -- guaranteed OHKO
+1 252 SpA Life Orb Manectric Thunderbolt vs. 252 HP / 252+ SpD Toxapex: 281-330 (92.4 - 108.5%) -- 56.3% chance to OHKO

- STAB Volt Switch is absolutely crucial and a powerful part of Manectric's ability to maintain momentum. It deals a good amount of damage (not quite as much as Thunderbolt, but it will still be chunking things hard, especially at +1). Still, there's another critical advantage to Manectric's specific Volt Switches that other users don't have. First, we need to address SlowTurning or Slowporting. Many of the Pokemon who utilize SlowTurn strategies do not want to risk getting hit by Manectric at all, especially with the chip of hazards, so they're likely to switch out and allow you to Volt Switch on the Pokemon being brought in, giving you a free opportunity and regaining momentum. The only real slow-turning mon that Manectric doesn't like to deal with is Physical Pivot Flip Turn Swampert; on the flip side (hah), Swampert itself does not appreciate getting Switcheroo'd and losing its Leftovers or Rocky Helmet and getting locked into a move with Choice Scarf. We'll talk more about specific Volt-Switch situations and Pokemon v Pokemon Utility in the FAQ section.


Frequently Asked Questions:

Question 1:
Why would I not use one of OU's other electric types, such as Tapu Koko, Zapdos, Zeraora, or Magnezone?

Answer: Great question. Let's tackle each of these individually, starting with Tapu Koko.

Tapu Koko has a higher speed and a great attack stat but actually lacks in two critical areas comparatively, in its Special Attack and in the specific utilization of its movepool (Manectric's base Special Attack is 105, base 10 higher than Tapu Koko's 95). Sure Electric Terrain makes Tapu Koko's Electric-type moves hit nicely. Still, that lack of power in its coverage moves and inability to hit Steel-types super effectively (or cripple them, as Tapu Koko does not get access to Switcheroo or Trick) is where Manectric shines over it, along with Manectric's useful immunity to Electric moves. In addition to this, Tapu Koko's Electric attacks actually are a perfect switch-in opportunity for Manectric, as it not only gets a +1 boost from Lightningrod absorbing Thunderbolt, Discharge, or Volt Switch, but it benefits heavily from the Electric Terrain. If Tapu Koko is chipped, it has a chance to be OHKO'd by Overheat and is comfortably 2HKO'd by Manectric's RESISTED Thunderbolt. At the same time, STAB Dazzling Gleam from Tapu Koko only 2HKOs even with chip damage on Manectric (which is even less relevant if you predict correctly). If Manectric still has its scarf, it also has the benefit of outspeeding Tapu Koko as well.

+1 252 SpA Manectric Overheat vs. 0 HP / 4 SpD Tapu Koko: 231-272 (82.2 - 96.7%) -- guaranteed 2HKO
+1 252 SpA Manectric Thunderbolt vs. 0 HP / 4 SpD Tapu Koko in Electric Terrain: 156-183 (55.5 - 65.1%) -- guaranteed 2HKO
252 SpA Tapu Koko Dazzling Gleam vs. 0 HP / 4 SpD Manectric: 159-187 (56.5 - 66.5%) -- guaranteed 2HKO

Second, let's talk about Zapdos. You're probably wondering, "well, Zapdos gets powerful Fire and STAB Flying coverage in Heat Wave and Hurricane respectively (along with Weather Ball in Sun, Hail, or Rain) along with having a much better Special Attack stat and a better defensive profile, why wouldn't I use Zapdos instead?" Great points; let's talk about Zapdos. Zapdos is often required to run Heavy-Duty Boots to avoid taking a quarter of its health in chip damage from Stealth Rock, meaning that it's a little easier to play around. Zapdos also falls into the crowded base 100 Speed tier, meaning that it cannot outspeed Pokemon such as Garchomp, Mew, Volcarona, opposing Zapdos, or the rarer Victini and Galarian-Zapdos. Zapdos's additional Flying-type gives it an incredible immunity to Earthquake but also means that Zapdos is absolutely clipped by Rock and Ice-type attacks while only having neutrality to Electric attacks compared to Manectric's immunity to them and its subsequent Lightningrod boost. Similar to Tapu Koko, Zapdos is an easy target for Manectric to switch in on if predicted correctly, as the Lightningrod boost is phenomenal and allows Manectric to 2HKO both Offensive and Defensive variants of Zapdos with +1 consistently and comfortably.

+1 252 SpA Manectric Thunderbolt vs. 0 HP / 0 SpD Zapdos: 208-246 (64.7 - 76.6%) -- guaranteed 2HKO
+1 252 SpA Manectric Thunderbolt vs. 248 HP / 0 SpD Zapdos: 208-246 (54.3 - 64.2%) -- guaranteed 2HKO

Zapdos also does not like potentially losing its Heavy-Duty Boots, Leftovers, or Rocky Helmet to Manectric and being limited by Scarf, as it then becomes prone to chip, hazard damage, and repeated attacks. However, Manectric does not have such worries, as it's meant to zip in and out as quickly as possible and does not take a quarter of its Stealth Rock damage specifically, which is more common than Spikes or Toxic Spikes.

Third, Zeraora. "Well, Zeraora is fast, powerful, can run mixed sets, is faster than Manectric, has that fire coverage, and has Volt Absorb; why not him?" Another great set of points. Zeraora seems to outclass Manectric at first glance. However, taking a deeper look at Zeraora, it has many of the same issues that Tapu Koko has, along with some additional issues that counterbalance Koko's issues that Zeraora does not have. For example, Zeraora's Special Attack is still slightly lower than Manectric's (Zeraora's base 102 compared to Manectric's base 105), and Volt Absorb does not boost Zeraora's Special Attack, only restores HP. This means that Zeraora is most likely (bar some fringe sets) going to be losing out on comparative Special Attacking power by a wide margin compared to Manectric and does not have Tapu Koko's Electric Terrain to make up for it. In addition to this, Zeraora again does not get Switcheroo or Trick, meaning that it still does not have that niche to cripple certain Pokemon. In one of the above examples, I listed a common situation where Manectric handles Zeraora, but it goes deeper than that. While Zeraora indeed gets Fire coverage, if you'll notice, Zeraora does not get any Special Fire-Type coverage; it's all physical and with much lower base power than Manectric's Overheat. This means not only will you be missing certain damage benchmarks, but you'll be wearing down Zeraora quickly in some cases as both of its Fire-type coverage moves (Fire Punch and Blaze Kick) are contact moves. On top of this, Zeraora has a tough time slotting in Fire-type coverage due to the other moves it wants to use, such as Close Combat.

252 Atk Zeraora Blaze Kick vs. 252 HP / 80 Def Ferrothorn: 248-296 (70.4 - 84%) -- guaranteed 2HKO
252 Atk Zeraora Close Combat vs. 252 HP / 80 Def Ferrothorn: 176-208 (50 - 59%) -- guaranteed 2HKO

Damage from Iron Barbs (and Rocky Helmet) is going to add up quickly. In addition, Zeraora's already shaky defensive profile of 88 / 75 / 80 is lowered after a Close Combat, making it squishier than Manectric. This combination and trouble with Zeraora's moveset keep Manectric's niche above Zeraora nice and solid, despite Zeraora's options.

Finally, we reach Magnezone. "Well, Magnezone hits way harder than Manectric on the Special side and can not only trap Steel-types but nail them with Body Press as well. So why would I not use Magnezone?" Another great question, let's dive into Magnezone some more. Magnezone is slow (base 60), meaning that some of the crucial Pokemon it wants to trap (Corviknight, Skarmory, and Scizor) can U-Turn out, spread more hazards, or heavily damage Magnezone before going down, respectively. Magnezone's secondary Steel typing actually works against it as well, as it means that additional common weaknesses hamper Magnezone's great 70 / 115 / 90 defensive profile to Fighting, Fire, along with a now 4x weakness to Ground. Along with this, Magnezone's reliance on Body Press means that it suffers from the same wear-down issues that Zeraora has, and without Iron Defense boosts, it's not able to hit certain damage Benchmarks.

252+ Def Magnezone Body Press vs. 252 HP / 80 Def Ferrothorn: 132-156 (37.5 - 44.3%) -- guaranteed 3HKO

In addition, the lack of Fire coverage (thanks to the removal of Hidden Power Fire) means that it cannot hit Steels on their Special side super effectively, which means that Steel types that Manectric would have a chance to cripple and take out (such as Melmetal who cannot be handled by Magnezone's Body Press quickly enough since Melmetal has access to Earthquake, or Specially Defensive Scizor which is neutral to all of Magnezone's attacks), cannot be anywhere near as easily handled by Magnezone. Finally, as mentioned before as well, Magnezone cannot Trick or Switcheroo its items as well, meaning that beyond a low-chance paralysis from one of its moves (or some other fringe options), Magnezone's support capabilities are more limited as well.

Question 2: Does Manectric have to use Choice Scarf? Would another item be perhaps viable?

Answer: Probably my favorite question involving Manectric, and the answer is both "yes" and "no" for a few simple reasons.

Manectric's Scarf Switcheroo set is, without a doubt, its best set (which we will get into after the FAQ, along with other parts of its movepool). However, other items have their benefits as well. For example, Choice Specs allows Manectric to hit power benchmarks immediately while easily being able to cripple Physical threats that you may feel uncomfortable giving a Scarf depending on your team building (such as Garchomp). Still, then you lose out on Manectric's incredible 508 Scarf speed benchmark. You can make this argument with Choice Band as well. Flame Orb or Toxic Orb are also interesting options as they can be incredible for shutting down certain Physical threats or wearing down stall like Blissey. Still, at the same time, this means to avoid getting status yourself, you'll only be able to switch Manectric in when a Pokemon of your own has gone down, or you'll have to run a cleric on your team to anticipate this. So while having the additional options are nice, it means you need to dedicate additional support to a Pokemon that already needs support, and thus, in my opinion (and some testing with other items), descends from Scarf Switcheroo's great niche to the other items usable but gimmick niche.

Question 3: Does Manectric gain other moves or options beyond the ones listed?

Answer: Absolutely, but we'll get into those in a moment.

Question 4: I saw your post on the forum! Can you share a Manectric team you've been using?

Answer: Of course, I'd be happy to! I hope you enjoy using it! (Also thanks to BoomFantastic for helping me build this. This team contains Manectric, Heatran, Toxapex, Landorus-T, Corviknight, and Kyurem. Please note the special EVs on a few of the bulkier Pokemon, if you have any questions feel free to message me)! - https://pokepast.es/5a397b29122433c9

Manectric's Main Set

Switcheroo Scarf Set
Manectric @ Choice Scarf
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Overheat
- Switcheroo
- Volt Switch

Since we've described what this set does in painstaking detail above, let's talk about the additional movepool options Manectric has. (As a fair warning, I do not recommend deviating too far from this set or really using another set at all, as the options I'm about to talk about while being able to work are still very niche and do ruin Manectric's niche a little bit). With a bit of investment, Ice Fang gets some surprise 2HKOs on specific threats like Garchomp but is still incredibly niche, and you really don't want to remove Special Attack EVs to accommodate the 32 or more Attack EVs you'd need to reach the 2HKO benchmark on those threats. Flamethrower is also in Manectric's movepool and can be useful in specific situations where you need to stay in on something (where the -2 drop from Overheat really doesn't appreciate that approach) along with the 100% accuracy. Still, the power drop from Overheat's 130 to Flamethrower's 90 is felt in a big way in many other damage calculations. The situations where Flamethrower's consistency and higher accuracy would be more relevant are few in number compared to Overheat's power. Roar, Toxic, Substitute, Light Screen, Protect, and Snarl are additional options, but their utility is generally not as useful on Manectric and, as a result, are generally outclassed. Thunder is a great option on Rain teams and pushes Manectric's damage output even higher, but we'll get to that. Manectric has Curse and access to a great Physical movepool, including Psychic Fangs, STAB Wild Charge, Crunch, the previously mentioned Ice Fang, and Fire Fang. Still, if this kind of gimmick were really usable beyond joke teams, we'd see Electivire everywhere. Manectric also gains Hyper Voice, which could technically be useful in some very niche situations. Still, overall Normal coverage really provides nothing for Manectric and has a tough time fitting it onto a set.

What Manectric Appreciates:

Grassy Terrain | Wish and/or Cleric Support:
Are you finding that Manectric gets worn down too quickly? Grassy Terrain is absolutely incredible support for Manectric, as it passively recovers Manectric's health, along with halving the damage to Earthquake. Rillaboom as a Pokemon itself is great, thanks to Grassy Glide's priority and its nice synergy with Manectric as is, but we'll get into that later. Finally, Wish support is charming for Manectric, giving it additional longevity, and as is it partners well with Pokemon commonly used for Wish passing. In addition to this, having a dedicated Cleric (or a Pokemon that can compress Wish passing and Clerical healing into one slot) is wonderful for Manectric to stay overall healthy and avoid dipping into potentially dangerous Defensive percentage ranges.

Hazard and/or Status Support | Defog or Rapid Spin Support | Knock Off: Depending on the type of team you're building, Manectric appreciates your side of the field being clear of hazards or the opponent's side of the field having hazards planted on them. The chip from Stealth Rock, Spikes, or the status wear down of Toxic Spikes, or other status-inducing moves allow Manectric to quickly wear down your opponent's team either through repeated heavy hits or continued switch-outs with Volt Switch. Knock Off support is wonderful as it allows Manectric to deal with Leftovers, Assault Vest variants, or other pesky builds if Manectric has received an item via Switcheroo that it doesn't want to get rid of.

Rain: This may seem counterproductive given that it weakens Overheat, but in actuality, it means that Manectric can run STAB Thunder, which potentially means it could ease the burden of prediction on yourself (provided you've taken care of Landorus-T, Garchomp, etc. ahead of time) and Overheat still hits nasty useful benchmarks even when weakened a little by rain. +1 Lightningrod STAB Thunder under the rain is absolutely not to be underestimated.

Potential Manectric Partners

Disclaimer: I will only be talking about Pokemon that I have personally tested. I'm sure there are more incredible partners for Manectric out there, and if you wish to bring that up, that would be wonderful! But I'm only going to be talking about the Pokemon I have personally had good results using Manectric in conjunction with. I would also like to thank BoomFantastic for his wonderful help with Kyurem, Corviknight, Toxapex, Landorus-T, and Heatran.

Kyurem


Kyurem is an absolute monster in OU right now, and thanks to its coverage and powerful attacks, Specs variants are absolutely brutal alongside Manectric's support and bulky mon crippling abilities. Kyurem will be able to come in easier on a predicted switch thanks to Manectric's Volt Switch and be able to fire off absolutely nuclear STAB Ice Beams, STAB Freeze-Dry's, Earth Powers, and Focus Blasts. Kyurem's resistances, courtesy of being half Dragon-type, along with it being one of the few Dragons neutral to Ice, is absolutely complimentary for your team's defensive profile as well as its offensive profile. Between Kyurem and Manectric's vicious attacks, you also have the coveted STAB BoltBeam coverage that is absolutely deadly against a large portion of the metagame.

Corviknight

Corviknight handles many of the Physical threats that Manectric doesn't want to stay in on really well. It is immune to Earthquake, has access to both Defog and Roost to keep itself healthy while indirectly keeping Manectric healthy due to Defog clearing hazards off of the field (this can also patch up Overheat's accuracy thanks to Defog's evasion drop). In addition to this, Corviknight has a complimentary slow U-Turn that eases the burden of prediction on your team as well while forming the dreaded VoltTurn core. Corviknight has a wealth of additional options on the defense and support spectrums. Corviknight is one of the (arguably) best Pokemon in OU, and the synergy between Corviknight and Manectric should not be underestimated.

Swampert


Physical Pivot Swampert sets are a great partner for Manectric. Not only does Manectric's Electric / Fire offensive combination work really well with Swampert's Water / Ground offenses, but Swampert can also set up Stealth Rock, then use a slow Flip Turn out to form another variant of the VoltTurn core. Of course, Swampert itself requires support but compressing Rocks, Water/Ground typing, and slow Flip Turns into one team slot, and combining that with Manectric's support capabilities is absolutely something worth looking into.

Rillaboom


Not only is Rillaboom's Grassy Terrain wonderful in helping to keep Manectric healthy as outlined above, but having priority STAB Grassy Glide along with a wide variety of powerful coverage and utility moves such as High Horsepower, Knock Off, and Superpower are an absolute boon to Manectric's survivability thanks to Rillaboom's ability to pick off key threats with ease and severely maim others into range for Manectric to pick off with either Overheat or Thunderbolt. In addition, Rillaboom gains access to and commonly uses U-Turn, which is absolutely stellar once again, thanks to the previously mentioned VoltTurn core.

Landorus - Therian


If you think we'd be leaving off arguably the best glue in OU as a great partner for Manectric, you'd be wrong. Landorus-T not only compliments Manectric extremely well with its Ground / Flying typing, but is immune to Earthquake, has Intimidate to further deal with Physical switch-ins to Manectric, and can Defog hazards away or set up its own Stealth Rocks. Knock Off and U-Turn are both parts of Landorus-T's arsenal and provide wonderful support as well. Specially Defensive Landorus-T variants are an absolute gem as well. Still, I could go on all day about Landorus-T's presence in OU, so we'll leave the gushing about Landorus-T individually here for now. With that being said, the combination synergy between Landorus-T and Manectric can absolutely throw your opponent off balance and invalidate quite a few important cores.

Scizor


Scizor is a wonderful partner for Manectric as it can pick off troublesome Pokemon or weaken them with options such as STAB Bullet Punch, Knock Off, or Superpower. In addition to this, Scizor has reliable recovery in Roost to keep itself heavy, along with a powerful STAB U-Turn which, combined with Manectric's STAB Volt Switch, is one of the most dangerous VoltTurn variant cores in sheer damage output. Powerful priority is always a boon when supporting any defensively squishy Pokemon, and Manectric is no exception.

Heatran


Heatran has the ability to set up Stealth Rock, trap Pokemon with STAB Magma Storm, wear them down with Toxic, and has excellent coverage in Earth Power to go along with its potent Fire / Steel STABs, and is generally one of the most flexible and respected Pokemon in OU, particularly Specially Defensive variants. So while Manectric doesn't like going up against Heatran (at least not the Specially Defensive sets), it absolutely loves having it as a partner due to its combined Defensive and Support capabilities.

Toxapex


The Pex, the GOAT, the Pokemon that made people absolutely tear their hair out for years. Toxapex's Defensive and Support capabilities speak for themselves, and Manectric partners with it fantastically. Regenerator is absolutely clutch for Toxapex, keeping it healthy, along with access to Recover. So whether you need to set up Toxic Spikes, shut down setup sweepers with Haze, cripple Physical attackers with Scald, or cripple anything with Knock Off, Toxapex has you covered.

Concluding Thoughts

Manectric surprised me in how quickly it became tied for the MVP of one of my most used main teams alongside Choice Specs Kyurem, and I absolutely love Manectric from both a competitive and design standpoint. I'm also pretty shocked (hah) that a post about Manectric's competitive OU viability became my longest Smogon post of all time (and probably one of the longest posts I've done on any forum in general). It's fast, powerful enough for what it needs to do, and absolutely deadly with the way it affects many of the common Pokemon and team archetypes jumping around OU at the moment. Manectric can be a wonderful asset for your team. If high prediction play and switch strategy are your forte, I highly recommend giving it a shot if you want a strong, reliable member of your team that can, if played properly, cripple or take down two or more of your opponent's Pokemon reliably.



"Wahahaha! A battle with you is always charged with shocking power!" - Gym Leader Wattson
Also sorry to quote my own post, but I got asked and messaged about my Manectric post so much on both the forums and the Showdown client that I felt the need to edit some things. I added some new images to make the huge wall of text easier to read, I fixed up some formatting, fonting, grammatical, and spelling errors along with some minor EV typos (nothing relevant or noticeable to the information, more or less just a pet peeve).

Along with this, a bunch of people asked me for a Manectric team, so I dropped a team under the FAQ section of the Manectric post that I've been using for the last two weeks predominately, it's easily pasteable into Showdown. If you have any questions, feel free to ask!
 
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What's the difference between this set and Leftovers NP Hydreigon with some bulk investment? You still check the same stuff like Slowbro, Slowking, Blacephalon, etc. but still have the offensive presence and speed tier to threaten stuff like Tapu Lele and Landorus-T.
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gonna be completely honest here and say that I just wanted to compliment the dudes post without breaking the forum rules, so I just chose to talk about something I had ran recently. Extra sp def (not max) helps it check mons like volcanion, venusaur and Victini. It forms a pretty nice defensive core with ferrothorn and Tapu Fini. Albeit, the standard bulky spread is probably better in almost every situation, but with volcanion on the rise, it can become a p neat role compression option.
 

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Hi, I am not really that much of a CG OU player, but I play a bit and lurk in the subforum occasionally and when I came across this post being mentioned in the discord, I saw that there were some points here which I want to address.

Lightningrod gives Manectric many possible opportunities to entirely ignore its lackluster (but in some cases underrated [which I'll get to later]) defensive profile and gain a free Special Attack boost thanks to its immunity to Electric-type attacks. This is absolutely crucial as it means Pokemon like Defensive Zapdos cannot touch Manectric and are cleanly 2HKO'd in return. Along with this, Manectric also outspeeds all variants of Zapdos (bar the extremely uncommon Scarf Zapdos), which means either the opponent is going to make the smart play and switch into something else (which you can then predict and use Switcheroo or Overheat to cripple or maim the switch-in) or stay in thinking it can tank, in which you still cripple it with Switcheroo and then you've taken out one of your opponent's keystone defensive profiles.
TMK, even Defensive Zapdos runs some sort of non-Electric type move, be it Heat Wave or Hurricane, which, if you look at some of the calcs:

0 SpA Zapdos Heat Wave vs. 0 HP / 4 SpD Manectric: 124-147 (44.1 - 52.3%) -- guaranteed 2HKO after Stealth Rock

0 SpA Zapdos Hurricane vs. 0 HP / 4 SpD Manectric: 108-127 (38.4 - 45.1%) -- 10.9% chance to 2HKO after Stealth Rock

“Walled” is a bit farfetched. It also, unfortunately, does not force out Zapdos:

252 SpA Manectric Thunderbolt vs. 252 HP / 0 SpD Zapdos: 139-165 (36.1 - 42.9%) -- guaranteed 3HKO

The best you can do is threaten it with a Switcheroo, which cripples it, yes, but doesnt really achieve much that a lot of other Pokemon with much more defined niches in the tier can also accomplish, such as Tapu Fini.

Speaking of the above Switcheroo, Scarf Manectric is outspeeding most other Scarfers and boosted sweepers. Timid nature with base 105 speed means that Manectric will have a whopping 508 speed, which means that unless the opponent is running something like Scarf Dragapult, you've got the advantage. Crippling defensive profiles is absolutely key and prevents so many Pokemon from properly functioning; want to prevent Futureport Teleport Spam? Trick a Scarf, want to prevent Pokemon from utilizing Swords Dance boosts? Trick a Scarf. Want to prevent multi-hazard setters and bulky slow-mons from being able to deal with your whole team? Trick a Scarf. Ferrothorn, Toxapex, Blissey, Corviknight, some Clefable variants, Hawlucha, Defensive Heatran, Hippowdon, Mandibuzz, Substitute Arctozolt, Icy Rock Alolan Ninetales, Melmetal, Mew, Skarmory, the Slowtwins, Slowking-G, and Bulky / Quiver Dance Volcarona variants do not appreciate being crippled like this, as it gives you either great momentum opportunity, or entirely removes a Pokemon's purpose in the game. In addition to this, Manectric can then adapt to your team's specific needs depending on the item it steals from an opposing Pokemon. It's both a useful tool for scouting while maintaining momentum.
This is really what all scarfers with access to a item switching move can do, ie, the aforementioned Tapu Fini. This is all also assuming you dont get Knocked, and when you, as referenced later in this post, switch into the likes of Zeraora, one of the most prolific Knockers in the tier, you are bound to get Knocked Off, so having your scarf ready all the time to cripple something is not really realistic.

In addition to this, you could forgo Switcherooing Scarf entirely to utilize Manectric's insane speed Scarfed to hit some impressive speed feats, which can work wonders in tandem with a predicted incoming Electric-type attack boosting Manectric's Special Attack up to surprisingly notable levels.
Issue is, Manectric is far to weak to actually utilising this speed tier, as even Pokemon such as Corviknight can easily stay in and scout your move, and faster Pokemon that you are suppose to actually revenge kill with, say, Zeraora, cant be, because you are using Manectric. Pokemon such as Dragapult is a prime example of this. This means, yeah sure, you are fast as fuck, but you cant exactly put that speed to good use if you dont force things out.

The previously mentioned Overheat is an absolutely fantastic coverage tool, allowing even unboosted Manectric to get some impressive feats, while +1 Lightningrod boosted variants can hit some impressive damage benchmarks. This also means that the average 1500+ ELO opponent won't want to switch in certain Ground-types like Excadrill willy nilly; it puts pressure on the opponent, allowing you to score a unique opportunity to gain momentum or regain lost momentum. (I won't be putting Pokemon weak to both Thunderbolt and Overheat in these calculations, we'll get to that).
Overheat is really an impressive coverage tool, as Fire / Electric is hard to deal with outside of Ground-types, issue is, Manectrics pitiful 105 SpA means this hardly is ever threatening, outside of mons with pitiful bulk / a horrid weakness to it. The Excadrill point is also not really relevant, as for one, it is a mon dropping in usage drastically, and 2, anyone who has played the game will know that if there is a Manectric, there will always be Fire coverage, because thats the main draw to it.

252 SpA Manectric Overheat vs. 0 HP / 0- SpD Arctozolt: 328-386 (102.1 - 120.2%) -- guaranteed OHKO (also can switch into Bolt Beak without worry and gain a free Special Attack boost, pretty nifty, right?)
252 SpA Manectric Overheat vs. 248 HP / 252+ SpD Scizor: 408-480 (118.9 - 139.9%) -- guaranteed OHKO
252 SpA Manectric Overheat vs. 0 HP / 0 SpD Bisharp: 328-386 (121 - 142.4%) -- guaranteed OHKO
252 SpA Manectric Overheat vs. 0 HP / 0 SpD Rillaboom: 328-386 (96.1 - 113.1%) -- 75% chance to OHKO
+1 252 SpA Manectric Overheat vs. 128 HP / 252+ SpD Assault Vest Melmetal: 230-272 (51.9 - 61.3%) -- guaranteed 2HKO (If you chose to hit Melmetal on the switch-in)
252 SpA Manectric Overheat vs. 128 HP / 252+ SpD Melmetal: 230-272 (51.9 - 61.3%) -- guaranteed 2HKO (If you don't have a Lightningrod boost and chose to Switcheroo on switch-in)
+1 252 SpA Manectric Overheat vs. 252 HP / 176+ SpD Ferrothorn: 504-596 (143.1 - 169.3%) -- guaranteed OHKO
252 SpA Manectric Overheat vs. 252 HP / 176+ SpD Ferrothorn: 340-400 (96.5 - 113.6%) -- 81.3% chance to OHKO
252 SpA Manectric Overheat vs. 0 HP / 252 SpD Excadrill: 252-298 (69.8 - 82.5%) -- guaranteed 2HKO after Leftovers recovery
+1 252 SpA Manectric Overheat vs. 0 HP / 252 SpD Excadrill: 376-444 (104.1 - 122.9%) -- guaranteed OHKO
252 SpA Manectric Overheat vs. 0 HP / 0 SpD Magnezone: 268-316 (95.3 - 112.4%) -- 68.8% chance to OHKO
-2 252 SpA Manectric Overheat vs. 0 HP / 4 SpD Kartana: 580-684 (223.9 - 264%) -- guaranteed OHKO (Lmao)
252 SpA Manectric Overheat vs. 0 HP / 4 SpD Kartana: 1160-1368 (447.8 - 528.1%) -- guaranteed OHKO
All of these Calcs are also completely irrelevant as they are never happening in a legitimate battle scenario, as, for example, no one is swapping their Kartana in on Manectric. The closest one to relevancy is the AV Melm one, but even that is pushing it, and on the contrary, shows how weak Manectric is.

Before we go further, I'd like to run two scenarios by you all, specifically revolving around Manectric's Defensive profile. Manectric's 70 / 60 / 60 may seem unusable, but it's JUST enough to survive crucial hits in absolutely critical scenarios; it also has an advantageous resistance to Flying-type moves, meaning that it can take certain attacks in a pinch, an incredible Electric immunity thanks to Lightningrod, and a more niche resistance to Steel-type moves. Let's take the following scenario as an example (something that has happened to me quite a few times in my testing); let's say your opponent uses Zeraora as a fast, physical pivot, and you've already tricked your Scarf onto another Pokemon. You predict a Plasma Fists, then switch in Manectric to get the Special Attack boost. You're then thinking, well, now Zeraora is gonna decimate me because Manectric is so weak, and Zeraora is faster right? This is actually not what will happen. More often than not, by this point in the match, players will want to keep their Zeraora in to hit Close Combat as you will have likely (if you played right) taken care of the Ground-type switch-ins. So Zeraora will most of the time click Close Combat. Manectric (even with chip) survives Close Combat, and then with +1 SpA and the -1 SpD drop from Close Combat, Manectric can OHKO in return.

252 Atk Zeraora Close Combat vs. 0 HP / 4 Def Manectric: 177-209 (62.9 - 74.3%) -- guaranteed 2HKO
+1 252 SpA Manectric Overheat vs. -1 0 HP / 0 SpD Zeraora: 331-390 (104.4 - 123%) -- guaranteed OHKO



Well, now you're wondering, "well, there's the other common Zeraora option, Knock Off! Why not use that?" Well, you can, but the damage output does not reach the same level, and if Manectric has Switcheroo'd a Rocky Helmet onto itself (probably the most common item I've stolen in higher-level play), it puts Zeraora into critical damage ranges. In addition to this, unless your opponent calls a double bluff and uses Knock Off a second time (which rarely happens as Manectric has a chance to survive two Knock-Offs from full health), you can then switch to a Pokemon that either resists Close Combat (which will commonly be used) or is completely immune to it (such as Dragapult who is immune to Close Combat) and then you once again have momentum.

252 Atk Zeraora Knock Off (97.5 BP) vs. 0 HP / 4 Def Manectric: 143-169 (50.8 - 60.1%) -- guaranteed 2HKO
252 Atk Zeraora Knock Off vs. 0 HP / 4 Def Manectric: 96-114 (34.1 - 40.5%) -- guaranteed 3HKO
This scenario is so extremely far fetched, than at most, it’ll happen 1/100 times vs players who dont bother to Calc, and 0/0 times for people who do. This is all assuming:
-You predict correctly and Zera Plasma’s into you
-You have not sustained 2 rounds of Stealth Rock chip (swap in on rocks once before, and once as you switch into Zera)
-They dont bother to Calc, and CC you.

Alternatively, for the Knock off scenario:
-You predict correctly and Zera Plasma’s into you
-You have not sustained 3 rounds of Stealth Rock chip (swap in on rocks twice before, and once as you switch into Zera)
-They dont bother to Calc, and Knock you.
-Instead of CCing you once they realise Knock isnt enough to kill, they Knock again

This scenario is extremely unrealistic and will never happen in any form of high level gameplay.

In addition to this, Manectric could have also been Switcheroo'd some other item. Life Orb, Choice Specs, Leftovers, the momentum is unpredictable, allowing Manectric to create these mind games. As for the second scenario, let's say you're up against Bisharp (which may seem dumb as Manectric does not like to switch into Bisharp, but this is specifically for double switching, which is key to maintaining momentum in some cases and has happened way more often than you think). Your opponent already knows that Manectric has access to Overheat (which, especially as you ladder higher up, is far more likely). Your opponent understands that they will not have the opportunity to set up a Swords Dance (if they do Swords Dance, it's curtains for Bisharp) and will likely click Sucker Punch hoping to get a smack on Manectric. But since Manectric is relatively easy to keep at full health (even more so with Wish or Grassy Terrain support), Bisharp cannot score an OHKO even with an Adamant nature, full 252 attack EV investment, and the power boost given to its STAB Priority by Blackglasses.

252+ Atk Black Glasses Bisharp Sucker Punch vs. 0 HP / 4 Def Manectric: 220-261 (78.2 - 92.8%) -- guaranteed 2HKO
252 SpA Manectric Overheat vs. 0 HP / 0 SpD Bisharp: 328-386 (121 - 142.4%) -- guaranteed OHKO

Even with Stealth Rock chip, the chance to OHKO Manectric is less than 50%

252+ Atk Black Glasses Bisharp Sucker Punch vs. 0 HP / 4 Def Manectric: 220-261 (78.2 - 92.8%) -- 37.5% chance to OHKO after Stealth Rock

These are just a few examples from dozens I could list; Manectric's defensive profile is very situational. Still, it scores critical moments that other Pokemon can't reach or don't want to risk reaching. It's also worth noting that Manectric defensively comfortably survives Choice Band Weavile's Ice Shard and can take a +2 Ice Shard from Swords Dance Weavile in a pinch, while Manectric almost always OHKOs in return with a non-boosted Overheat (we're talking about Shard here as Manectric generally wants to keep its Scarf when dealing with Weavile).

252 Atk Choice Band Weavile Ice Shard vs. 0 HP / 4 Def Manectric: 139-165 (49.4 - 58.7%) -- 98.8% chance to 2HKO
+2 252+ Atk Weavile Ice Shard vs. 0 HP / 4 Def Manectric: 204-241 (72.5 - 85.7%) -- guaranteed 2HKO
252 SpA Manectric Overheat vs. 0 HP / 0 SpD Weavile: 280-330 (99.6 - 117.4%) -- 93.8% chance to OHKO
I dont know how you can think a pivot prone to all forms of Hazards is easy to keep at 100%, and if you are relying on Wish support to keep it at 100, (which i couldnt see on the example team you posted on the discord, and not grassy terrain either), then it makes the Pokemon seem much frailer than it already is. And the bisharp could also be Life Orb, so even assuming you take no chip, you still die. The Weavile calcs also mean the same, as getting literally 1 round of Rocks chip on this Pokemon, as you say, its curtains for Manectric.

+2 252+ Atk Weavile Ice Shard vs. 0 HP / 0 Def Manectric: 205-243 (72.9 - 86.4%) -- 87.5% chance to OHKO after Stealth Rock

And if you keep your scarf you also are unable to cripple anything, meaning the big part of your niche is gone. Weavile also has much more longevity than Manectric, as being able to hold boots is extremely valuable, and aids it greatly.

Manectric's impressive 508 speed with a Choice Scarf is notable, but just as notable is its speed without Choice Scarf. 339 Speed with a Timid nature means that Manectric will be faster than a wide margin of OU, including the pesky base 102 Speed Garchomp (which with a +1 Overheat has a chance to 3HKO offensive variants and 4HKOs tanky variants that have max HP investment, meaning you can Switcheroo cripple set-up sets or pick off weakened Garchomp switch-ins). This means the only Pokemon that outspeed Manectric in OU are Dragapult, Hawlucha (who doesn't like to switch into or stay in on Manectric anyways), Kartana (which is easily OHKO'd by Overheat so Scarf variants that outspeed cannot switch-in without fear of getting melted), Tapu Koko (who wouldn't want to switch-in anyways as a boosted +1 Overheat OHKOs with hazard damage), Tornadus-Therian (which cannot handle STAB Thunderbolt or Volt-Switch, and Assault Vest Variants are easily crippled by Switcheroo), Weavile (which is also melted by Overheat), and Zeraora (which does not appreciate taking a boosted Overheat or being locked into Scarf thanks to Switcheroo).
A lot (Too much, even) of your mentions here include the fact that Manectric will be at +1, which, unfortunately, is extremely unlikely in most cases, barring extremely smart predictions, especially considering Electric moves in general arent that easy to click with Lando and Hippo everywhere. The points about the Pokemon you mentioned are also just wrong or confusing. Hawlucha can easily stay in and KO Manectric, so I dont get why it cant stay in, it also can even swap in at least once if it has a +SpDef speed, so the point about it not switching in at least partly wrong. Kartana isnt going to be swapping into a Pokemon with special Fire-type coverage, but it definitely forces it out, which is the main point that should be addressed. Tapu Koko, as previously mentioned +1 Overheat is unrealistic, and unironically also eats a +1 Overheat, in case that ever happens, and can also switch in multiple times and roost of the damage dealt, and hazard damage isnt happening as they run boots most of the time. I dont think you realise how weak Manectric is, as Torn can switch in on a Thunderbolt and not even get OHKOed, and even a Volt Switch as realistically, after a few turns it heals off the damage dealt. Weavile isnt switching nor staying in, and again outspeeds if you drop the scarf. The Zera scenario is also never going to happen, but yes, all of them fear being fucked by Switcheroo.

252 SpA Manectric Thunderbolt vs. 0 HP / 4 SpD Hawlucha: 368-434 (123.9 - 146.1%) -- guaranteed OHKO
252 SpA Manectric Thunderbolt vs. 252 HP / 88 SpD Corviknight: 264-312 (66 - 78%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Manectric Thunderbolt vs. 252 HP / 252+ SpD Corviknight: 204-242 (51 - 60.5%) -- 89.1% chance to 2HKO after Leftovers recovery (By this time you've most likely already Switcheroo'd Corviknight's Leftovers or Rocky Helmet, making it an assured 2HKO)
252 SpA Manectric Thunderbolt vs. 248 HP / 144 SpD Mandibuzz: 230-272 (54.3 - 64.3%) -- guaranteed 2HKO
252 SpA Manectric Thunderbolt vs. 252 HP / 4 SpD Skarmory: 338-398 (101.1 - 119.1%) -- guaranteed OHKO
252 SpA Manectric Thunderbolt vs. 252 HP / 4 SpD Slowbro: 306-360 (77.6 - 91.3%) -- guaranteed 2HKO
252 SpA Manectric Thunderbolt vs. 252 HP / 252+ SpD Slowking: 170-204 (43.1 - 51.7%) -- 7.4% chance to 2HKO
252 SpA Manectric Thunderbolt vs. 252 HP / 0 SpD Tapu Fini: 204-240 (59.3 - 69.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Manectric Thunderbolt vs. 0 HP / 0 SpD Tornadus-Therian: 278-330 (92.9 - 110.3%) -- 62.5% chance to OHKO
252 SpA Manectric Thunderbolt vs. 252 HP / 252+ SpD Toxapex: 144-170 (47.3 - 55.9%) -- 78.5% chance to 2HKO (Even the rare fully Special Defense Calm or Careful Nature invested Toxapex has a high chance to be 2HKO'd by Thunderbolt, while every single other variants of Toxapex is cleanly 2HKO'd).
252 SpA Manectric Thunderbolt vs. 0 HP / 0 SpD Urshifu-Rapid-Strike: 384-452 (112.6 - 132.5%) -- guaranteed OHKO
A bit overplaying here, dont think Mandibuzz is really the “most threatening Pokemon in the OU Metagame” but eh, and to be honest, most of these calcs just show how weak this Pokemon is. Slowking switching into and easily scouting the TBolt is just sad. Plus the fact that literally non of these will actually happen in game, as no one is switching say, Corviknight into an Electric type.

+1 252 SpA Manectric Thunderbolt vs. 252 HP / 88 SpD Corviknight: 392-464 (98 - 116%) -- 87.5% chance to OHKO
+1 252 SpA Manectric Thunderbolt vs. 252 HP / 252+ SpD Corviknight: 306-360 (76.5 - 90%) -- guaranteed 2HKO after Leftovers recovery
+1 252 SpA Manectric Thunderbolt vs. 248 HP / 144 SpD Mandibuzz: 342-404 (80.8 - 95.5%) -- guaranteed 2HKO
+1 252 SpA Manectric Thunderbolt vs. 252 HP / 4 SpD Slowbro: 456-536 (115.7 - 136%) -- guaranteed OHKO
+1 252 SpA Manectric Thunderbolt vs. 252 HP / 252+ SpD Slowking: 258-306 (65.4 - 77.6%) -- guaranteed 2HKO
+1 252 SpA Manectric Thunderbolt vs. 252 HP / 0 SpD Tapu Fini: 306-360 (88.9 - 104.6%) -- 31.3% chance to OHKO
+1 252 SpA Manectric Thunderbolt vs. 252 HP / 4 SpD Toxapex: 282-332 (92.7 - 109.2%) -- 56.3% chance to OHKO (for those Toxapex with higher Special Defense investment, Manectric still has a chance to OHKO all the way up to 252 HP / 123 SpD investment)


In addition, there are other aspects such as if Manectric Switcheroo'd itself a Life Orb (which is not as common but is still easy to attain if you predict Magic Guard Life Orb Clefable switch-ins), in which case, those chanced OHKOs become assured OHKOs, and some 2HKOs have a chance to OHKO or become OHKOs themselves.

+1 252 SpA Life Orb Manectric Thunderbolt vs. 252 HP / 0 SpD Tapu Fini: 398-468 (115.6 - 136%) -- guaranteed OHKO
+1 252 SpA Life Orb Manectric Thunderbolt vs. 252 HP / 252+ SpD Corviknight: 398-468 (99.5 - 117%) -- 93.8% chance to OHKO
+1 252 SpA Life Orb Manectric Thunderbolt vs. 248 HP / 144 SpD Mandibuzz: 445-525 (105.2 - 124.1%) -- guaranteed OHKO
+1 252 SpA Life Orb Manectric Thunderbolt vs. 252 HP / 252+ SpD Slowking: 335-398 (85 - 101%) -- 6.3% chance to OHKO
+1 252 SpA Life Orb Manectric Thunderbolt vs. 252 HP / 0 SpD Tapu Fini: 398-468 (115.6 - 136%) -- guaranteed OHKO
+1 252 SpA Life Orb Manectric Thunderbolt vs. 252 HP / 252 SpD Toxapex: 307-361 (100.9 - 118.7%) -- guaranteed OHKO
+1 252 SpA Life Orb Manectric Thunderbolt vs. 252 HP / 252+ SpD Toxapex: 281-330 (92.4 - 108.5%) -- 56.3% chance to OHKO
Again, +1 Calcs not realistic and all of these will literally never happen in game, as no one is staying in with Toxapex on a boosted Electric type, lol.

STAB Volt Switch is absolutely crucial and a powerful part of Manectric's ability to maintain momentum. It deals a good amount of damage (not quite as much as Thunderbolt, but it will still be chunking things hard, especially at +1). Still, there's another critical advantage to Manectric's specific Volt Switches that other users don't have. First, we need to address SlowTurning or Slowporting. Many of the Pokemon who utilize SlowTurn strategies do not want to risk getting hit by Manectric at all, especially with the chip of hazards, so they're likely to switch out and allow you to Volt Switch on the Pokemon being brought in, giving you a free opportunity and regaining momentum. The only real slow-turning mon that Manectric doesn't like to deal with is Physical Pivot Flip Turn Swampert; on the flip side (hah), Swampert itself does not appreciate getting Switcheroo'd and losing its Leftovers or Rocky Helmet and getting locked into a move with Choice Scarf. We'll talk more about specific Volt-Switch situations and Pokemon v Pokemon Utility in the FAQ section.
252 SpA Manectric Thunderbolt vs. 252 HP / 252+ SpD Slowking: 170-204 (43.1 - 51.7%) -- 7.4% chance to 2HKO

Yeah im staying in and porting.

Anyways, I gotta head to sleep now, and this was definitely an interesting read BlackMalachite . Im glad to see people experimenting with new Pokemon, but I feel that there is a limit, and I think this is one. Thanks for the fun read!
 
Hi, I am not really that much of a CG OU player, but I play a bit and lurk in the subforum occasionally and when I came across this post being mentioned in the discord, I saw that there were some points here which I want to address.


TMK, even Defensive Zapdos runs some sort of non-Electric type move, be it Heat Wave or Hurricane, which, if you look at some of the calcs:

0 SpA Zapdos Heat Wave vs. 0 HP / 4 SpD Manectric: 124-147 (44.1 - 52.3%) -- guaranteed 2HKO after Stealth Rock

0 SpA Zapdos Hurricane vs. 0 HP / 4 SpD Manectric: 108-127 (38.4 - 45.1%) -- 10.9% chance to 2HKO after Stealth Rock

“Walled” is a bit farfetched. It also, unfortunately, does not force out Zapdos:

252 SpA Manectric Thunderbolt vs. 252 HP / 0 SpD Zapdos: 139-165 (36.1 - 42.9%) -- guaranteed 3HKO

The best you can do is threaten it with a Switcheroo, which cripples it, yes, but doesnt really achieve much that a lot of other Pokemon with much more defined niches in the tier can also accomplish, such as Tapu Fini.



This is really what all scarfers with access to a item switching move can do, ie, the aforementioned Tapu Fini. This is all also assuming you dont get Knocked, and when you, as referenced later in this post, switch into the likes of Zeraora, one of the most prolific Knockers in the tier, you are bound to get Knocked Off, so having your scarf ready all the time to cripple something is not really realistic.



Issue is, Manectric is far to weak to actually utilising this speed tier, as even Pokemon such as Corviknight can easily stay in and scout your move, and faster Pokemon that you are suppose to actually revenge kill with, say, Zeraora, cant be, because you are using Manectric. Pokemon such as Dragapult is a prime example of this. This means, yeah sure, you are fast as fuck, but you cant exactly put that speed to good use if you dont force things out.



Overheat is really an impressive coverage tool, as Fire / Electric is hard to deal with outside of Ground-types, issue is, Manectrics pitiful 105 SpA means this hardly is ever threatening, outside of mons with pitiful bulk / a horrid weakness to it. The Excadrill point is also not really relevant, as for one, it is a mon dropping in usage drastically, and 2, anyone who has played the game will know that if there is a Manectric, there will always be Fire coverage, because thats the main draw to it.



All of these Calcs are also completely irrelevant as they are never happening in a legitimate battle scenario, as, for example, no one is swapping their Kartana in on Manectric. The closest one to relevancy is the AV Melm one, but even that is pushing it, and on the contrary, shows how weak Manectric is.



This scenario is so extremely far fetched, than at most, it’ll happen 1/100 times vs players who dont bother to Calc, and 0/0 times for people who do. This is all assuming:
-You predict correctly and Zera Plasma’s into you
-You have not sustained 2 rounds of Stealth Rock chip (swap in on rocks once before, and once as you switch into Zera)
-They dont bother to Calc, and CC you.

Alternatively, for the Knock off scenario:
-You predict correctly and Zera Plasma’s into you
-You have not sustained 3 rounds of Stealth Rock chip (swap in on rocks twice before, and once as you switch into Zera)
-They dont bother to Calc, and Knock you.
-Instead of CCing you once they realise Knock isnt enough to kill, they Knock again

This scenario is extremely unrealistic and will never happen in any form of high level gameplay.



I dont know how you can think a pivot prone to all forms of Hazards is easy to keep at 100%, and if you are relying on Wish support to keep it at 100, (which i couldnt see on the example team you posted on the discord, and not grassy terrain either), then it makes the Pokemon seem much frailer than it already is. And the bisharp could also be Life Orb, so even assuming you take no chip, you still die. The Weavile calcs also mean the same, as getting literally 1 round of Rocks chip on this Pokemon, as you say, its curtains for Manectric.

+2 252+ Atk Weavile Ice Shard vs. 0 HP / 0 Def Manectric: 205-243 (72.9 - 86.4%) -- 87.5% chance to OHKO after Stealth Rock

And if you keep your scarf you also are unable to cripple anything, meaning the big part of your niche is gone. Weavile also has much more longevity than Manectric, as being able to hold boots is extremely valuable, and aids it greatly.



A lot (Too much, even) of your mentions here include the fact that Manectric will be at +1, which, unfortunately, is extremely unlikely in most cases, barring extremely smart predictions, especially considering Electric moves in general arent that easy to click with Lando and Hippo everywhere. The points about the Pokemon you mentioned are also just wrong or confusing. Hawlucha can easily stay in and KO Manectric, so I dont get why it cant stay in, it also can even swap in at least once if it has a +SpDef speed, so the point about it not switching in at least partly wrong. Kartana isnt going to be swapping into a Pokemon with special Fire-type coverage, but it definitely forces it out, which is the main point that should be addressed. Tapu Koko, as previously mentioned +1 Overheat is unrealistic, and unironically also eats a +1 Overheat, in case that ever happens, and can also switch in multiple times and roost of the damage dealt, and hazard damage isnt happening as they run boots most of the time. I dont think you realise how weak Manectric is, as Torn can switch in on a Thunderbolt and not even get OHKOed, and even a Volt Switch as realistically, after a few turns it heals off the damage dealt. Weavile isnt switching nor staying in, and again outspeeds if you drop the scarf. The Zera scenario is also never going to happen, but yes, all of them fear being fucked by Switcheroo.



A bit overplaying here, dont think Mandibuzz is really the “most threatening Pokemon in the OU Metagame” but eh, and to be honest, most of these calcs just show how weak this Pokemon is. Slowking switching into and easily scouting the TBolt is just sad. Plus the fact that literally non of these will actually happen in game, as no one is switching say, Corviknight into an Electric type.



Again, +1 Calcs not realistic and all of these will literally never happen in game, as no one is staying in with Toxapex on a boosted Electric type, lol.



252 SpA Manectric Thunderbolt vs. 252 HP / 252+ SpD Slowking: 170-204 (43.1 - 51.7%) -- 7.4% chance to 2HKO

Yeah im staying in and porting.

Anyways, I gotta head to sleep now, and this was definitely an interesting read BlackMalachite . Im glad to see people experimenting with new Pokemon, but I feel that there is a limit, and I think this is one. Thanks for the fun read!
Thank you so much for the detailed reply! These are all some really good points, but I'd like to address some of the criticisms you've made, which I feel are absolutely valid and I'm going to be editing in some more details on my Manectric post as a result, but I feel you're really underestimating just how much Manectric forces mind games.

Starting with Zapdos, and an overarching theme I noticed throughout your reply is that prediction is being underlooked, at 1700+ I'm pretty easily able to get a Lightningrod boost, which is why I've found a lot of the calcs relevant, including the 2HKO Zapdos calcs I posted in the FAQ section. Thanks to the team composition, Zapdos is hesitant to click either Heat Wave or Thunderbolt because of Flash Fire Heatran and Lightningrod Manectric. For rain variants, you can also apply this logic to Weather Ball sets with something like Storm Drain Gastrodon as a partner. As for G-Slow, in a lot of cases I'd actually prefer that it does what you say. If you stay in, by that point I'm Switcherooin' a Scarf onto either Future Sight (in which case you have to manually switch), or onto your Teleport. Either way your G-Slow is practically deadweight, and the item Manectric gets from it (usually AV) helps it live even more benchmarks on the special side (and is useful as Manectric gets its utility from its offensive combinations as well, so AV limiting Switcheroo isn't much of an issue, if one at all actually).

I don't think 105 SpA is "pitiful" as I showed above with the Overheat damage calculations. If 105 was pitiful, then 100 and 95 (which are some commonly used SpA stats on OU staples) are dire. It's all about carefully predicting your opponent's switches and capitalizing on Manectric's 105 base speed to swing momentum in your favor. Manectric has the ability to outright OHKO some mons, but that's not its strength, the 2HKO is more important because of wear-down and matchups. I didn't list Mandibuzz as one of the most threatening mons, just double-checked my post, I just listed it as a good match-up for Manectric along with some damage calcs. Also in the case of Tapu Koko, I wouldn't consider taking up to 92% from +1 Overheat as "eating it", that's a pretty reliable OHKO with rocks if you play right.

A lot of the points you made ring a similar tune like "no-one is staying in with Toxapex", that's not the point of Manectric. The point is to predict via double switching to grab momentum, use the Scarf speed or Switcheroo something that absolutely hates scarf, then goes to town, slowly wearing things down with properly built cores and hazard. You're meant to make Manectric force your opponent to shuffle via that prediction and momentum, which is where the strength comes in. It wears down teams quickly, which is where the damage calculations become relevant (especially so at higher play I've found). Also, slight minor nitpick but the Manectric I posted runs 4 Def EVs, not 0. It may not seem as relevant, but oh boy it saves in some really critical situations.

Manectric is not meant to be an overpowering force, and a lot of those calcs (both neutral and +1) were meant to show how it capitalizes on a situation with its unique combination of moves and utility, the role compression and subsequent momentum are deadly, and even if Manectric only cripples one bulky mon like Pex with Scarf and dents something with Overheat, it will have opened a hole for your team to exploit nicely. This is where the strength of the Lightningrod, Switcheroo, Elec + Fire coverage, V-Switch, and base 105 Speed come in handy above all else and why comparing Trick users like Tapu Fini isn't really something to note as they serve completely different functions despite Trick's functionality. Tapu Fini cannot maintain momentum in the same way Manectric does.
 
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IPF

sundown
is a Tiering Contributor
Look man I love using weird stuff as much as the next person but if you have zero replays demonstrating how Manectric functions or it doing anything it becomes really hard to get on board with the idea. You mentioned getting to 1700+ but if I'm honest most competent players could do that using the Corv/Kyu/Pex/Tran/Lando core so it's just difficult to even consider it semi viable with no proof of it. So yeah, some replays of it putting in work would be nice, otherwise it just looks like a huge wall of text and calcs with a bunch of theorymonning and no end product.
 

Fusien

Have a great day!
is a Tiering Contributor
First off I just want to say great writing man BlackMalachite, there is super high effort put into the post and it was a blast to read. However, I do have some criticism about the dog. Quick Disclaimer: this post is purely about mane in a competitive sense. If you want to use Manectric, by all means feel free to. This is just my problems with the mon in my opinion. :Manectric: Ironically I actually used this mon 2 days ago with some friends, not the scarf set but more so a trick ring target rising voltage set paired with :tapu koko:. Unfortunately, there were some major problems with Manectric. The most notable I feel is that of the ground problem; due to the lack of hp ice most grounds severely wall it, or at least heavily restrict it. If we take the very common Spdef Lando for example, the calc of overheat vs it is:

252 SpA Manectric Overheat vs. 252 HP / 252+ SpD Landorus-Therian: 102-120 (26.7 - 31.4%) -- 24% chance to 4HKO after Leftovers recovery

As you can see, rather frustrating damage. The problem is amplified even more so with the also common Hippowdon and Garchomp, with the former having reliable recovery and the latter having an overheat resistance, respectively. Even with trick ring target to improve its match up , these mons where incredibly frustrating. The games with dual ground where downright impossible to maneuver with mane as well. While I haven’t used the trick set admittedly, I do not see it faring any better vs grounds than ring target (bc of the latter allowing electric attacks to hit grounds once tricked to them), and so I imagine the ground issue to be far more problematic with scarf than it already is with ring target.

Now with the biggest problem in my opinion discussed, I will go on to my other grievances I have to the hound. Let’s start with damage: this mon is incredibly weak, so weak it makes Zeraora look strong. In our scenario, we tried to make it so that mane could actually do damage, by providing it with terrain for its rising voltages. However, the results where still very disappointing.

252 SpA Manectric Rising Voltage (140 BP) vs. 0 HP / 0 SpD Ninetales-Alola in Electric Terrain: 256-303 (89.1 - 105.5%) -- 31.3% chance to OHKO

As for the scarf t bolt set,
252 SpA Manectric Thunderbolt vs. 0 HP / 4 SpD Ninetales-Alola: 127-150 (44.2 - 52.2%) -- 17.6% chance to 2HKO

My point with these calcs is that mane does very little to even somewhat frail mons, let alone how much it would do to more bulkier opponents. Oh and the somewhat sad

252 SpA Manectric Rising Voltage (70 BP) vs. 252 HP / 252+ SpD Landorus-Therian in Electric Terrain: 216-254 (56.5 - 66.4%) -- guaranteed
(Once you trick ring target)

This isn’t as important since you can easily volt switch out, but don’t fall for the facade of a 140 bp voltage to ohko, as unfortunately Lando is flying and as such avoids the doubling of the move.

Manectric is also very weak against many neutral targets, and often has trouble doing damage to things thanks to its poor offenses.

In many of your calcs, you post the damage with the lighting rod boost, however there are some major problems with that, which segues into my next area of concern: Manectric’s bulk.

To say Manectric is frail would be an understatement, it is downright paper (though ironically kartana, a paper pokemon, at least has one solid defensive stat). As such, Manectric can almost never switch into moves without prediction, for it always risks the chances of a ohko/2hko. The same risk applies for the electrics in the tier, which I will analyze their matchups vs Manectric.

Let’s start with the two most important electrics in the Overused tier, :tapu koko: Tapu Koko and :zeraora: Zeraora. While in theory Manectric can come in on their electric moves to get a boost, in reality it’s far more nuanced. Both Koko and Zeraora always carry non electric moves, which they often spam. (Koko with U-Turn, Zeraora with Knock Off). Switching Manectric into either of these is very frustrating, as they both chip it noticeably, calcs posted below.

252 Atk Zeraora Knock Off (97.5 BP) vs. 0 HP / 0 Def Manectric: 144-170 (51.2 - 60.4%) -- guaranteed 2HKO

252 Atk Zeraora Close Combat vs. 0 HP / 0 Def Manectric: 178-210 (63.3 - 74.7%) -- guaranteed 2HKO

0- Atk Tapu Koko U-turn vs. 0 HP / 0 Def Manectric: 78-92 (27.7 - 32.7%) -- guaranteed 4HKO
(This one in particular is super sad, 30% from an uninvested timid Koko U-Turn, ouch)

252 SpA Tapu Koko Dazzling Gleam vs. 0 HP / 4 SpD Manectric: 159-187 (56.5 - 66.5%) -- guaranteed 2HKO

As you can see, Manectric has immense difficulty switching into any of these electric Pokemon for fear of their other moves. But let’s say you do manage to get it in on an electric move and get the boost, what then?

+1 252 SpA Manectric Overheat vs. 0 HP / 0 SpD Tapu Koko: 232-273 (82.5 - 97.1%) -- guaranteed 2HKO
Ok I admit this one is kind of nice damage

+1 252 SpA Manectric Overheat vs. 0 HP / 0 SpD Zeraora: 220-259 (69.4 - 81.7%) -- guaranteed 2HKO
This one a bit less so.

In your vs Zera calc, you posted -1 defense for Zeraora due to close combat, however I have difficulty seeing this happen, as knock would likely be the move chosen more often.
(This is if you use your scarf set btw). However, let’s say the opponent has a Zeraora out and isn’t willing to risk what your +1 mane could do since it lives a zera attack. They could just go their ground and hard wall you. There are other flaws to Manectric’s low defenses as well, most notably that it becomes a bad torn switch in, unlike it’s fellow friends koko and zera, which is one of the benefits of having an electric type. Finally, there’s one last major flaw against Manectric: other electric types existing.

Let’s once again look at the major offensive electric types in OU, :Zeraora: Zeraora and :tapu koko: Tapu Koko. These are both superb mons and fix almost all the flaws listed that Mane has. Therefore, on a serious team, one should almost always go either of these over the dog, unfortunately. Even if one really wants electric fire coverage, Zera gets blaze kick/fire punch if you are desperate, and the niche Rotom-Heat exists. I’d even argue that if someone wanted to build a team around an electric really weak to ground and structure the team to allow to bypass this annoyance, Regieleki would be a finer choice, trading overheat and trick for much better stats and use in OU. (Regieleki still bad imo, just saying in comparison to Manectric). Also important to note, most Koko, Zera, and Eleki don’t take hazard damage thanks to boots, allowing for better pivoting , while scarf/ ring target Manectric unfortunately does.

Anyways that’s just my view on Manectric competitively, feel free to disagree. I like the mon as an idea, but from my uses, I think of it far more as a meme mon and much less of a semi legitimate mon.
 
For the record in regards to the Manectric discussion-

:ss/rotom-wash:
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe (feel free to be fancy with these if you want)
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Trick
- Thunderbolt / Will-O-Wisp / Nasty Plot / Defog

Scarf Rotom-W is pretty niche, but it does what Manectric does 100% better. Like Manectric, it is an electric type scarfer and pivot with access to Trick to cripple switchins. However, it has superior defensive capability, utility, and access to STAB Hydro Pump that allow it to be a neat option for mindgames and pivoting. It’s not immune to Electric or as fast (though speed is only relevant in this comparison after Tricking Scarf away) but this is just way better. Manectric trash don’t use.
 
For the record in regards to the Manectric discussion-

:ss/rotom-wash:
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe (feel free to be fancy with these if you want)
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Trick
- Thunderbolt / Will-O-Wisp / Nasty Plot / Defog

Scarf Rotom-W is pretty niche, but it does what Manectric does 100% better. Like Manectric, it is an electric type scarfer and pivot with access to Trick to cripple switchins. However, it has superior defensive capability, utility, and access to STAB Hydro Pump that allow it to be a neat option for mindgames and pivoting. It’s not immune to Electric or as fast (though speed is only relevant in this comparison after Tricking Scarf away) but this is just way better. Manectric trash don’t use.
Note that even with Ice Fang Manectric isn't 2HKOing SpDef Lando, which is everywhere at the moment, and unless you're a god of prediction it's not durable enough to switch in repeatedly on any relevant Electric, much less anything else. Rotom-W isn't perfect by any means, but it commands way more respect in terms of both offensive and defensive utility.
 
Sorry to be harsh but Manectric is a discount Jolteon, which is not even viable in OU.

To make this a broader point, electric types without ground coverage or some sort of utility (Knock Off, Rapid Spin, etc) are completely useless in Gen 8 OU. I’d sooner use Lanturn than Manectric at least it gets STAB Scald…

Electric types more useful than Manectric:

Arctozolt
Zapdos
Tapu Koko
Magnezone
Zeraora
Thundurus-Therian
Toxtricity
Rotom-A
Dracozolt
Regeleki
Raichu-A
Heliolisk
 
I've been using Banded Dragonite the past few days and I've enjoyed decent success with it.

:ss/Dragonite:

Dragonite @ Choice Band
Ability: Inner Focus
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dual Wingbeat
- Extreme Speed
- Earthquake
- Scale Shot​

To give a brief overview, Adamant Band hits 604 Attack. Its Dual Wingbeat is slightly stronger than Jolly Mega Medicham's Zen Headbutt, for reference. Inner Focus prevents Intimidate and is more useful than Multiscale since this set can't use HDB. I consider Dual Wingbeat and Extreme Speed mandatory; the former is self-explanatory and the latter is very useful for picking off Weavile, Zeraora, Torn-T, Garchomp, Volcarona, etc. +2 Priority is just beautiful honestly. I prefer to use EQ to smack Heatran, Tyranitar, and Magnezone and Scale Shot to nail Zapdos and potentially clean late-game.

Good partners include:

:ss/Magnezone:

The resistance remover. No more Ferrothorn, Corviknight, Skarmory, etc to soak up Dual Wingbeat and wear it down with Iron Barbs and/or Rocky Helmet. Also a good switch in to Toxapex and Clefable.

:ss/Weavile:

The item remover. Leftovers, HDB, Rocky Helmet, and especially Shed Shell are important to get rid of, and Weavile forces many of Dragonite's checks to lose them. It also serves as a Dragapult check and general speed control.

Replays to come.
 
Honestly, the last few posts(except for the dragonite one, obviously) have felt less like a need to discuss a set and more like an opportunity to pile on to a player. About half of them offer nothing of substance, only condescending comments, and the other half, while offering constructive criticisms is also liberally peppered with those same condescending comments. I do remember a few days/weeks ago someone talking about smogon community being very gatekeepy sometimes, and looking at these comments, I kinda understand them. While, again, some(about 50%) of the manectric comments are constructive(the other half is basically a non one liner one liner "hurr durr manectric bad"), they still seem to be mostly coming from a place of tearing someone down rather than actually discussing the mon in question, even though to be fair it might be a secondary concern.

Now, I am actually also interested in some other things about manectric: namely, from my head guesstimates it seems manectric could have a decent MU into hail, as it outspeeds zolt under hail and is capable of an OHKO with overheat, not to mention being immune to bolt beak being a great mindgame,especially combined with a friendly tran. Lando which is relatively commonly seen on such teams to defog and probably the main switch in to manectric becomes almost unusable in its primary defog role after being tricked a scarf as it has to choose whether to keep momentum or defog, while also being chipped a lot between no lefties, rocks and hail; and a lot of the mons on such teams like volcanion,alolatales and corvi really don't appreciate fire+electric coverage.
Another thing to ask is would it be possible to write up a bit on how manectric differentiates itself from rotom-heat, seeing as they share a coverage combination, as well as trick.
EDIT: oh and also maybe a writeup for modest vs timid, if there is anything in using modest scarf,since it still outspeeds zolt in hail, it might be a decent speed benchmark

Anyways, your very detailed and deeply tough out post is greatly appreciated BlackMalachite , and I hope to see more of them in the future :)
 
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Honestly, the last few posts(except for the dragonite one, obviously) have felt less like a need to discuss a set and more like an opportunity to pile on to a player. About half of them offer nothing of substance, only condescending comments, and the other half, while offering constructive criticisms is also liberally peppered with those same condescending comments. I do remember a few days/weeks ago someone talking about smogon community being very gatekeepy sometimes, and looking at these comments, I kinda understand them. While, again, some(about 50%) of the manectric comments are constructive(the other half is basically a non one liner one liner "hurr durr manectric bad"), they still seem to be mostly coming from a place of tearing someone down rather than actually discussing the mon in question, even though to be fair it might be a secondary concern.

Now, I am actually also interested in some other things about manectric: namely, from my head guesstimates it seems manectric could have a decent MU into hail, as it outspeeds zolt under hail and is capable of an OHKO with overheat, not to mention being immune to bolt beak being a great mindgame,especially combined with a friendly tran. Lando which is relatively commonly seen on such teams to defog and probably the main switch in to manectric becomes almost unusable in its primary defog role after being tricked a scarf as it has to choose whether to keep momentum or defog, while also being chipped a lot between no lefties, rocks and hail; and a lot of the mons on such teams like volcanion,alolatales and corvi really don't appreciate fire+electric coverage.
Another thing to ask is would it be possible to write up a bit on how manectric differentiates itself from rotom-heat, seeing as they share a coverage combination, as well as trick.
EDIT: oh and also maybe a writeup for modest vs timid, if there is anything in using modest scarf,since it still outspeeds zolt in hail, it might be a decent speed benchmark

Anyways, your very detailed and deeply tough out post is greatly appreciated BlackMalachite , and I hope to see more of them in the future :)
Thank you so much for this. I absolutely adore all of the people who made detailed responses to my Manectric post (even if those responses were negative or neutral), and I was actually able to tailor my Manectric teams, even more, thanks to input from Fusien adem and their really nice big replies in this thread (I actually found a new set out specifically because of some of the stuff Fusien listed that I'm going to start testing Manectric with as well). I also really appreciate the praise on this post from Walletinspector62 Nezloe along with all the people that complimented me as well as gave me useful advice on Discord, Showdown, and my Smogon forum profile about Manectric. Also, IPF noted your post regarding Manectric as well, I'll gather up some replays for examples next time to compliment my huge wall of text, thank you!

I didn't even think of the Hail matchup when I typed up how it handles Arctozolt, that's a really good point; partnering Manectric and Heatran together really is a nice combination, I mentioned that in my original Manectric post but I'm gonna add in something specifically for match-up related stuff, thanks man! Rotom-Heat is... an interesting but really cool choice, it's bulkier, immune to Earthquake, and also has STAB on its Overheat. However, Manectric has that crucial speed tier of 339 with timid that Rotom-H can't reach (as well as Rotom's Scarf being outsped far easier than Manectric's). In addition, Manectric has Lightningrod to boost its Special Attack as I mentioned, along with lacking Rotom-H's unfortunate weaknesses to Rock and Water moves can be rough (especially when dealing with Urshifu-RS, who Manectric also outspeeds but Rotom-H doesn't, meaning that while Manectric with and without scarf can outspeed and revenge kill a Choice Band locked Surging Strikes or Close Combat Urshifu-RS, Rotom-H can't unless it still has its Scarf attached. I haven't tested Modest Scarf Manectric because I've found that speed tier really crucial, but I could test some benchmarks and see if I could get away with Modest for the extra power. It looks like I have even more things to test with Manectric. Thank you all so much for considering discussion about Manectric.

I'd like to add one more thing. Please don't spam my profile with negative, non-productive remarks because you don't like my Manectric post. I'm just going to delete those spam messages and ignore the user who sends them.
 
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I haven't tested Modest Scarf Manectric because I've found that speed tier really crucial, but I could test some benchmarks and see if I could get away with Modest for the extra power. It looks like I have even more things to test with Manectric. Thank you all so much for considering discussion about Manectric.
Yh, it might seem like a small thing but would change a lot about how you play the mon, as modest would seem to get a lot of breakpoints timid might not, while not losing many speed breakpoints with scarf, but it would lose a ton of speed breakpoints after trick(like lele, shifu...). Modest and timid might actually have a totally different gameplan, where modest would like to keep its scarf more and just attack, while timid can give its scarf away more freely at the cost of being slightly weaker offensively and depending more on lightning rod to shore up its attack stat

some nicer calcs with modest:
252 SpA Manectric Thunderbolt vs. 0 HP / 4 SpD Ninetales-Alola: 127-150 (44.2 - 52.2%) -- 17.6% chance to 2HKO
goes to
252+ SpA Manectric Thunderbolt vs. 0 HP / 4 SpD Ninetales-Alola: 139-165 (48.4 - 57.4%) -- 92.6% chance to 2HKO

+1 252 SpA Manectric Overheat vs. 0 HP / 0 SpD Tapu Koko: 232-273 (82.5 - 97.1%) -- guaranteed 2HKO
goes to
+1 252+ SpA Manectric Overheat vs. 0 HP / 4 SpD Tapu Koko: 253-298 (90 - 106%) -- 37.5% chance to OHKO

252 SpA Manectric Thunderbolt vs. 252 HP / 252+ SpD Slowking: 170-204 (43.1 - 51.7%) -- 7.4% chance to 2HKO
goes to
252+ SpA Manectric Thunderbolt vs. 252 HP / 252+ SpD Slowking: 188-224 (47.7 - 56.8%) -- 89.5% chance to 2HKO

252 SpA Manectric Thunderbolt vs. 252 HP / 252+ SpD Toxapex: 144-170 (47.3 - 55.9%) -- 78.5% chance to 2HKO
goes to
252+ SpA Manectric Thunderbolt vs. 252 HP / 252+ SpD Toxapex: 156-186 (51.3 - 61.1%) -- guaranteed 2HKO

and those are just from the comments i saw up, there might be more
EDIT: quick edit, it also turns overheat into a guaranteed KO on ferro, and makes volt switch 85% to 2hko fini with volt switch instead of thunderbolt, which can matter
 
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i really dont think its fair to say the people responding to malachite's post are dogpiling when this was posted in the metagame discussion thread, this isn't like the heat thread or something where people just kind post random stuff and people look at them and call it neat. I still have no idea what structure Manectric would even excel vs and I'm sure most of the people criticizing the post feel the same way, because unless your opponent is just not aware Manectric has Overheat for some reason, its an incredibly easy pokemon to switch into with the tier's plentiful Dragons and Grounds, and fails to clean due to its awful power and bad bulk.


I really think taking IPF's suggestion and adding replays would help your case alot.
 
Hey everyone been wondering this a while..

based on the viable threats in OU, what would you say are the 5 most important types to have for team building?

obviously the Pokémon themselves influence the answer, for example there’s a lot of good steel types AND steel has a lot of useful resistances.

meanwhile fire has only a small pool of viable threats however it packs super important resistances and possibly a top 3 STAB to go with it (for the current ICE ICE baby meta)



my thoughts would be something along the lines of steel, flying and ground being top dog. The other 2 could possible be debatable. Fairy has 3 extremely viable tapu’s for example, but they’re not swinging heat like heatran, victini, volcanion and Volcarona.
 
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adem

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Thank you so much for the detailed reply! These are all some really good points, but I'd like to address some of the criticisms you've made, which I feel are absolutely valid and I'm going to be editing in some more details on my Manectric post as a result, but I feel you're really underestimating just how much Manectric forces mind games.

Starting with Zapdos, and an overarching theme I noticed throughout your reply is that prediction is being underlooked, at 1700+ I'm pretty easily able to get a Lightningrod boost, which is why I've found a lot of the calcs relevant, including the 2HKO Zapdos calcs I posted in the FAQ section. Thanks to the team composition, Zapdos is hesitant to click either Heat Wave or Thunderbolt because of Flash Fire Heatran and Lightningrod Manectric. For rain variants, you can also apply this logic to Weather Ball sets with something like Storm Drain Gastrodon as a partner. As for G-Slow, in a lot of cases I'd actually prefer that it does what you say. If you stay in, by that point I'm Switcherooin' a Scarf onto either Future Sight (in which case you have to manually switch), or onto your Teleport. Either way your G-Slow is practically deadweight, and the item Manectric gets from it (usually AV) helps it live even more benchmarks on the special side (and is useful as Manectric gets its utility from its offensive combinations as well, so AV limiting Switcheroo isn't much of an issue, if one at all actually).

I don't think 105 SpA is "pitiful" as I showed above with the Overheat damage calculations. If 105 was pitiful, then 100 and 95 (which are some commonly used SpA stats on OU staples) are dire. It's all about carefully predicting your opponent's switches and capitalizing on Manectric's 105 base speed to swing momentum in your favor. Manectric has the ability to outright OHKO some mons, but that's not its strength, the 2HKO is more important because of wear-down and matchups. I didn't list Mandibuzz as one of the most threatening mons, just double-checked my post, I just listed it as a good match-up for Manectric along with some damage calcs. Also in the case of Tapu Koko, I wouldn't consider taking up to 92% from +1 Overheat as "eating it", that's a pretty reliable OHKO with rocks if you play right.

A lot of the points you made ring a similar tune like "no-one is staying in with Toxapex", that's not the point of Manectric. The point is to predict via double switching to grab momentum, use the Scarf speed or Switcheroo something that absolutely hates scarf, then goes to town, slowly wearing things down with properly built cores and hazard. You're meant to make Manectric force your opponent to shuffle via that prediction and momentum, which is where the strength comes in. It wears down teams quickly, which is where the damage calculations become relevant (especially so at higher play I've found). Also, slight minor nitpick but the Manectric I posted runs 4 Def EVs, not 0. It may not seem as relevant, but oh boy it saves in some really critical situations.

Manectric is not meant to be an overpowering force, and a lot of those calcs (both neutral and +1) were meant to show how it capitalizes on a situation with its unique combination of moves and utility, the role compression and subsequent momentum are deadly, and even if Manectric only cripples one bulky mon like Pex with Scarf and dents something with Overheat, it will have opened a hole for your team to exploit nicely. This is where the strength of the Lightningrod, Switcheroo, Elec + Fire coverage, V-Switch, and base 105 Speed come in handy above all else and why comparing Trick users like Tapu Fini isn't really something to note as they serve completely different functions despite Trick's functionality. Tapu Fini cannot maintain momentum in the same way Manectric does.

Hi, just intend to make this a short reply because its like 8am and I just woke up. Anyways, okay, I can get you might win thr 50/50 occasionally with Zapdos with Heat Wave / Weather Ball, but what if it clicks Hurricane? Either way, something is taking damage, and keep in mind, this is all just a big 50/50, so if you lose you lose approximately 60% of your HP after SRocks, the most they lose is a….+1 Manectric? Which, as Fusien said, they can easily just go into their [Insert Ground / Dragon type]

Yes, 105 offenses is really pitiful unless you have a spammable STAB option [Dragapult Shadow Ball] or you boost your main STAB in other ways [Koko Thunderbolt]. This is also not including the fact that both of these can use boosting items to further bolster their damage, whilst Manectric is bound to Choice Scarf. As I had already mentioned, the calcs you had provided are legitamately unrealistic, as literally over the course of the game, the chances they will happen are miniscule, as no one is going to leave their [Water / Flying type] in front of a boosted / or non boosted Electric type! And yes, doing 92% from a boosted 130 BP move is pitiful, especially considering the fact that actually getting the boost is unrealistic in it self, because, as I mentioned earlier, clicking Electric Type moves in a tier with Ground types and without Hidden Power is a bit difficult, to say the least.

The thing is, Manectric requires careful predicting, and a lot of your points are pretty much based on you having your scarf, although you generally would want to cripple something as soon as possible. However, once you cripple one Pokemon you cannot do it again, and now Manectric is just fodder. No, you are not “wearing things down with properly built cores and hazard. You're meant to make Manectric force your opponent to shuffle via that prediction and momentum, which is where the strength comes in.” because once the Scarf is tricked, I can go into literally any Ground / Dragon type, or my GKing or even my Kanto King !, or just the lot of other Pokemon that Manectric cant make any progress VS. Instead of wearing teams down, you will be worn down much faster due to actually taking Hazards chip and not having a method of recovery, unlike Koko and Zera, and keep in mind, without scarf, you wont actually have the ability to revenge kill the likes of Zolt or Weavile, but without tricking your scarf you dont do anything at all. I think you kinda miscontrued it in the sense that Manectric can do all of this at the same time, ie: cripple an attacker, revenge kill faster threats, when realistically at best only one of these things will happen, at worst, none. The damage calculations will still not become relevant anytime soon because Manectric is just not outlasting any of those Pokemon, or the numerous checks that it has in the tier, and Manec can really only cripple one, so it is not forcing any progress.

Lastly, again, the calcs mentioned are irrelevant because they are just not realistic. Im never going to see a competent player stay in with a Corviknight or a Tapu Fini VS a boosted (or unboosted) Manectric, because why would they when they can go into the million other Manectric checks that easily outlast it over the course of a game? The niches you mentioned are either not very relevant or already easily done with another teammate, ie: Lightning Rod (Ground Types are on nearly every viable team, Zeraora provides a Electric Immunity as well), Electric + Fire coverage (also not very relevant as in Koko’s case, non of the Steel / Ice types actually want to switch into it, and it forces out most of them anyways, barring Ferrothorn, so its more so, Electric + Coverage to hit Ferrothorn. Zera can hit all of them anyways, so the Fire coverage isnt very relevant there; and both of them actually pressure grounds, especially since Lando-T is mostly SpDef now, and can be outlasted by Koko, these two electrics are just much better in terms of that, and Electric / Fire coverage isnt a niche as valuable in a tier where defensive Grasses bar Ferrothorn are living on fringe viability / usage. Switcheroo is probably the only valid niche here, until you realise just how many Pokemon Manectric wants to cripple, and cant, and end up still doing nothing. The base 105 speed isnt exactly that big, especially since you’re extremely reliant on Scarf crippling things, so once thats gone, you essentially lose your speed control Pokemon.

Sorry again if this seems like dogpiling or if im being too harsh, that was not my intentions, This was honestly a fun post to read, but I just saw a lot of misconceptions throughout that made it seem like a hype post for a terrible Pokemon with numerous flaws.
 

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