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Mankey

In-battle formes

HP:40
Attack:80
Defense:35
Sp. Atk:35
Sp. Def:45
Speed:70
Min (-ve nature, 0 IVs)10
Default13
Max Neutral16
Max Positive17
Max Neutral (+1)24
Max Positive (+1)25
Max Neutral (+2)32
Max Positive (+2)34
Little Cup
Choice Scarf (Adamant)16
Choice Scarf (Jolly)17

Evolutions

Strategies

  • en
Formats:
  • LC
Written by dragonboy52

Overview

Mankey is a very uncommon, albeit underrated, threat in the LC metagame. This is rather surprising, as Mankey hits hard with an amazing base 80 Attack, and thanks to its high Speed stat, it is also able to Speed tie with many top-tier threats, including Chinchou and Mienfoo. Mankey also has decent abilities in Defiant and Vital Spirit, both of which help it sweep more efficiently when Mankey is matched up against Intimidate users, such as Growlithe, and sleep inducers, such as Shroomish. With these traits, Mankey becomes a powerful revenge killer when holding a Choice Scarf. Mankey can effectively run a Substitute + Encore set as well, thanks to its high Speed stat and Anger Point. Unfortunately, Mankey's defenses are absolutely terrible, meaning that almost any hit can easily take it down. The primary reason why Mankey is rarely seen is because it lives in the shadows of Mienfoo, which has much better bulk, a better ability in Regenerator, a more powerful STAB move in High Jump Kick, and a higher Attack. In fact, the only reasons to use Mankey over Mienfoo are its ability, Vital Spirit, and its access to decent support moves such as Encore.

Choice Scarf

Move 1
  • Close Combat
    Lowers the user's Defense and Sp. Def by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
Move 2
  • U-turn
    User switches out after damaging the target.
    TypeBug
    CategoryPhysical
    Power70 BP
    Accuracy100%
Move 3
  • Punishment
    60 power +20 for each of the target's stat boosts.
    TypeDark
    CategoryPhysical
    Accuracy100%
Move 4
  • Final Gambit
    Does damage equal to the user's HP. User faints.
    TypeFighting
    CategorySpecial
    Accuracy100%
  • Ice Punch
    10% chance to freeze the target.
    TypeIce
    CategoryPhysical
    Power75 BP
    Accuracy100%

This set is the only set Mankey can run without being outclassed by Mienfoo, which sports better offenses and defenses. With high Speed and Attack, Mankey can effectively run a Choice Scarf set. Close Combat is Mankey's most reliable STAB move and hits everything that doesn't resist it hard. Unfortunately, as Close Combat lowers Mankey's already terrible defenses, it is more prone to getting OHKOed by almost every move it does not resist. U-turn is a great scouting move that can instantly gain momentum for your team. Punishment hits Psychic- and Ghost-types that can switch into Close Combats with impunity, such as Natu and Misdreavus, for a good amount of damage. In fact, Punishment is the only move Mankey threatens Misdreavus with, and as Misdreavus is very common in the current LC metagame, Punishment is an important move to have. Final Gambit is a very gimmicky move that allows Mankey to score a quick KO on an opposing Pokemon. However, Final Gambit is only effective when Mankey is at or near full health. Alternatively, Ice Punch provides coverage against Flying- and Grass-types and also has a chance to freeze the opponent.

The EV spread maximizes Mankey's Attack and Speed, which, in turn, maximizes its sweeping capabilities. A Jolly nature gives Mankey enough Speed to outrun Modest Choice Scarf Chinchou and Adamant Choice Scarf Mienfoo. An Adamant nature increases Mankey's Attack, allowing it to OHKO Omanyte and Munchlax with Close Combat after Stealth Rock damage. Mankey has three excellent abilities, all of which are viable. Vital Spirit is an amazing ability, as it prevents sleep inducers, such as Shroomish, from putting Mankey to sleep. Defiant is helpful against Intimidate users and Feather Dance Natu, as it gives Mankey a free Attack boost. However, there are not many Intimidate users in the LC metagame, so its use is situational. Anger Point boosts Mankey's Attack to +6 when hit by a critical hit, but most of the time, Mankey won't survive one. In terms of alternative moves, Rock Slide is an option over Final Gambit or Ice Punch for super effective coverage against Fire- and Bug-types, such as Shelmet and Larvesta. Because Beat Up is a multi-hit move, it can be used over Punishment to beat Pokemon that carry Substitute, such as Misdreavus.

Mankey needs a lot of team support in order to be able to sweep. Dwebble and Ferroseed are excellent teammates, as they can set up Spikes and Stealth Rock, which give Mankey OHKOs on certain Pokemon. For example, Mankey is able to OHKO Ferroseed and Lileep with Close Combat after 3 layers of Spikes damage. Mankey can be paired with a Volt Switch user such as Chinchou to form the famous and effective VoltTurn combo, which helps keep offensive momentum, especially when entry hazards have been laid on the opposing side of the field. As Mankey is affected by all forms of entry hazards, Rapid Spin or Magic Bounce users, such as Drilbur, Staryu, and Natu, make for good teammates, as they can prevent entry hazards from being set up. Misdreavus is a huge threat to Mankey, so Pokemon that can take it on, such as Vullaby, are very helpful, as Misdreavus is extremely common in LC. Dual screens support from the likes of Natu is needed, as Mankey possesses terrible defenses. Bronzor with Hidden Power Ice is a great teammate, as it can set up dual screens and Stealth Rock and can also take on Vullaby.

Other Options

Mankey has quite a few other options to consider. An all-out offensive set with a Life Orb can be used, as Mankey boasts a high Speed stat and a decent movepool. Cross Chop is an alternative STAB move that Mankey can use over Close Combat if you are too worried about the latter's Defense and Special Defense drops. However, the power difference between Close Combat and Cross Chop is quite noticeable. Moreover, Cross Chop's low accuracy makes it a much less reliable alternative to Close Combat when it comes to revenge killing. A Flying Gem and Acrobatics can be used over Choice Scarf and Ice Punch to hit Grass-types harder than Mankey's other moves would, but other Pokemon, such as Drifloon, can run this type of set better. Earthquake is a powerful move that gives super effective coverage against Poison- and Electric-types, such as Croagunk and Chinchou. Seed Bomb is an interesting move that can hit Chinchou along with Staryu. Hone Claws and Bulk Up are two viable boosting moves: the former increases Mankey's Attack and accuracy, while the latter increases Mankey's Attack and Defense. However, Mankey is hard-pressed to set up reliably due to its low defenses. Retaliate is a strong option for a revenge killer, as its power doubles when used the turn after a teammate is KOed. A Substitute + Encore set can be used with an Oran Berry and an EV spread of 196 HP / 36 Atk / 76 Def / 196 Spe. This set's goal is to repeatedly set up Substitutes, hoping for a critical hit, so that Mankey's Attack boosts to +6 courtesy of Anger Point. Thanks to Encore, this set can also mess with Pokemon that think it's safe to set up on Mankey, such as Nasty Plot Misdreavus.

Checks and Counters

Because Mankey's defenses are very poor, countering it isn't a difficult task. Natu is arguably the best counter to Mankey, as it boasts a 4x resistance to Mankey's Fighting-type STAB, and thanks to its Flying typing, it can OHKO Mankey with a STAB Hidden Power Flying. Physical walls such as Slowpoke and Hippopotas are great checks to Mankey. Slowpoke's Psychic typing, coupled with its high Defense boosted by Eviolite, allows it to take Mankey's STAB move with ease and OHKO it with Psychic. Hippopotas, on the other hand, can take two Close Combats thanks to its high physical bulk; it can also KO Mankey with a STAB Earthquake once Mankey's defenses have been lowered by Close Combat. If Mankey chooses not to run Vital Spirit, Shroomish can cripple it with Spore and can also wear it down with STAB Giga Drain. Koffing can easily take on Mankey, as it resists Close Combat and is able to cripple Mankey with Will-O-Wisp. Larvesta can take any hit Mankey throws at it bar Rock Slide and OHKO it with Flare Blitz. Larvesta also has a decent chance of burning Mankey with Flame Body. Vullaby is bulky enough to take a few Close Combats and can OHKO Mankey with Air Slash. Bulky Ghost-types, such as Misdreavus, also trouble Mankey, as they are immune to Close Combat and can cripple it with Will-O-Wisp. Croagunk can wall Mankey for ages, as it resists most of Mankey's moves and is able to KO it with a combination of Drain Punch and Vacuum Wave.

Although it cannot directly switch into any of Mankey's moves, Choice Scarf Taillow is a good check to Mankey, as it can outspeed and OHKO it with STAB Brave Bird. Similarly, other Choice Scarf users, such as Diglett, can take out Mankey quickly if they are able to outspeed it. Abra is a good counter to Mankey; it can switch into Close Combats, outspeed it, and subsequently OHKO it with STAB super effective Psychic. Drilbur in sandstorm can outspeed even Choice Scarf Mankey and OHKO it with Earthquake. As Drifloon is immune to Fighting-type moves, it can easily switch into Mankey and OHKO it with Acrobatics. It should be noted that Drifloon is able to outspeed Choice Scarf Mankey when Unburden is activated. Tirtouga can survive one of Mankey's hits thanks to Sturdy and can then either set up with Shell Smash or KO Mankey with Aqua Tail. Because Mankey is very frail, priority moves can severely hamper its sweep.

Credits

Moves

 
Power
55
Accuracy
100%
PP
15
Power doubles if the user has no held item.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
50
Accuracy
100%
PP
10
Power doubles if target was damaged this turn.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
100%
PP
10
All healthy allies aid in damaging the target.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
Accuracy
PP
20
Raises the user's Attack and Defense by 1.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Defense and Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
60
Accuracy
100%
PP
40
If the user has no item, it steals the target's.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
40
Accuracy
90%
PP
15
Hits 2 times in one turn.
 
Power
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
Power
Accuracy
100%
PP
5
Target repeats its last move for its next 3 turns.
 
Power
Accuracy
100%
PP
5
Lowers the target's HP to the user's HP.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
5
Does damage equal to the user's HP. User faints.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
30
Raises the user's critical hit ratio by 2.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
Accuracy
PP
40
Fighting, Normal hit Ghost. Evasiveness ignored.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
18
Accuracy
80%
PP
15
Hits 2-5 times in one turn.
 
Power
120
Accuracy
70%
PP
5
30% chance to poison the target.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
Accuracy
PP
15
Raises the user's Attack and accuracy by 1.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
50
Accuracy
100%
PP
25
High critical hit ratio.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
60
Accuracy
100%
PP
20
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
40
Raises the user's Attack by 1.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
Picks a random move.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
140
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
80
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
Accuracy
100%
PP
5
60 power +20 for each of the target's stat boosts.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
70
Accuracy
100%
PP
5
Power doubles if an ally fainted last turn.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
60
Accuracy
100%
PP
10
Power doubles if user is damaged by the target.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
50
Accuracy
80%
PP
10
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
10
User replaces its Ability with the target's.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
Accuracy
85%
PP
40
Lowers the target's Defense by 2.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% chance acc -1)
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
100%
PP
20
Does damage equal to the user's level.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
Removes the target's Ground immunity.
 
Power
60
Accuracy
100%
PP
10
Power doubles if target is paralyzed, and cures it.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
100%
PP
10
Lowers the PP of the target's last move by 4.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
40
Accuracy
100%
PP
10
If the user has no item, it steals the target's.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
120
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
95
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
90%
PP
10
Badly poisons the target.
 
Power
90
Accuracy
100%
PP
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
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