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Manaphy

In-battle formes

HP:100
Attack:100
Defense:100
Sp. Atk:100
Sp. Def:100
Speed:100
Min (-ve nature, 0 IVs)184
Default236
Max Neutral299
Max Positive328
Max Neutral (+1)448
Max Positive (+1)492
Max Neutral (+2)598
Max Positive (+2)656
OverUsed
2 Attacks + Rest241
Three Attacks328

Strategies

Formats:
Written by curiosity and lydian

Overview

Manaphy is one of the undisputed strongest stallbreakers in the whole tier thanks to the combination of Tail Glow and Hydration, which makes it temporarily immune to Toxic in rain, so it naturally finds itself a place on several rain teams as their countermeasure to the stall matchup. Additionally, Manaphy is also a deadly wallbreaker with a rain-boosted +3 Hydro Vortex that makes it almost effortless to weaken typical rain checks for the likes of Mega Swampert and Ash-Greninja to clean up. With Psychic as coverage, Manaphy can also break past notable threats to rain, such as Toxapex and Mega Venusaur. Manaphy's great bulk all-around also gives it a plethora of opportunities to set up, and a Water-type resistance helps with the opposing Ash-Greninja matchup in rain. However, Manaphy's relative lack of raw power makes it somewhat predictable and exploitable, as it needs to set up with Tail Glow to actually do damage, making easier to play around than most wallbreakers. This, accompanied by the fact that nearly all teams have something to outspeed it, also makes it a bit easy to play around, as it's not hard to pivot into a faster Water-resistant threat as it sets up Tail Glow, such as Serperior or Protean Greninja, and even when Manaphy does take down a Pokemon on the opposing team, it will be likely forced out by a faster threat such as Choice Specs Tapu Koko or Kartana.

2 Attacks + Rest

Move 1
Move 2
  • Rest
    User sleeps 2 turns and restores HP and status.
    TypePsychic
Move 3
  • Surf
    Hits adjacent Pokemon. Double damage on Dive.
    TypeWater
    CategorySpecial
    Power90 BP
    Accuracy100%
Move 4
  • Ice Beam
    10% chance to freeze the target.
    TypeIce
    CategorySpecial
    Power90 BP
    Accuracy100%
  • Psychic
    10% chance to lower the target's Sp. Def by 1.
    TypePsychic
    CategorySpecial
    Power90 BP
    Accuracy100%

Moves

Rest, in conjunction with Hydration, allows Manaphy to recover all of its HP without consequence while rain is active. Surf is recommended over Scald due to its higher Base Power; Hydro Vortex coming off of Scald notably fails to achieve several notable OHKOs versus targets such as Mega Latias and Chansey at +3, and the added benefit of burns does not help in wearing down the majority of its checks. Ice Beam targets Mega Latias, Tapu Bulu, and Tangrowth without having to use its Z-Move, while Psychic enables Manaphy to break past Toxapex and Mega Venusaur. Toxic can be used instead of a coverage move to annoy Gastrodon and Rotom-W, OHKO Shedinja, and chip away at Grass-types like Tangrowth long-term.

Set Details

20 Speed EVs allow Manaphy to outspeed Timid Magnezone. Waterium Z provides Manaphy with a strong tool to break past specially bulky Pokemon such as Chansey and Assault Vest Magearna as well as Water-type switch-ins such as Mega Latias and Ferrothorn after a Tail Glow boost. An EV spread of 200 HP / 252 SpA / 56 Spe with a Modest nature can be used to outspeed Adamant Tapu Bulu, which works well on Ice Beam variants. Another alternative EV spread of 48 HP / 252 SpA / 208 Spe with a Modest nature can be used to outspeed Gyarados and Tapu Fini but comes at the cost of significantly reducing Manaphy's bulk.

Usage Tips

To maximize Manaphy's effectiveness as a stallbreaker, aim to have rain active as much as you can; the boost it provides Water-type moves allows a boosted Manaphy to break past usual checks such as Mega Latias and Ferrothorn with Hydro Vortex while also providing more opportunities for Manaphy to use Rest. Rest enables Manaphy to be played much more aggressively; HP conservation is not as important when it is able to recover lost HP without much consequence. As such, do not be afraid to use Manaphy to weaken or remove bulkier foes, as it is easily able to find chances to freely recover on passive Pokemon such as Celesteela, Toxapex, and Gastrodon. However, Manaphy should avoid using Rest on the last active turn of rain, as rain will end before Hydration gets a chance to activate. Be sure to conserve Manaphy's Z-Move for bulkier targets such as Ferrothorn, Mega Latias, and Tangrowth, as they become more difficult to break past without it.

Team Options

Manaphy should only be used on rain builds. As such, Pelipper is a mandatory partner for Manaphy; it allows Manaphy to take advantage of Hydration and heal freely with Rest while also boosting the power of Manaphy's Water-type moves, allowing it to bypass some of the sturdiest defensive threats such as Mega Latias and Chansey. Ferrothorn also serves as an excellent partner for Manaphy; it provides Manaphy with entry hazard support while also being able to pivot into Tapu Koko and Mega Latias. Additionally, it possesses the ability to lure in and cripple Pokemon such as Assault Vest Tangrowth and opposing Ferrothorn with Knock Off, making them significantly easier for Manaphy to break through. Other rain staples such as Mega Swampert, Ash-Greninja, and Tornadus-T all appreciate Manaphy's ability to wear down traditional rain checks such as Toxapex, Chansey, and Rotom-W and are able to pivot into some of Manaphy's checks; the former pivots into Tapu Koko and the last into Grass-types such as Kartana and Tapu Bulu.

Three Attacks

Move 1
Move 2
  • Surf
    Hits adjacent Pokemon. Double damage on Dive.
    TypeWater
    CategorySpecial
    Power90 BP
    Accuracy100%
Move 3
  • Ice Beam
    10% chance to freeze the target.
    TypeIce
    CategorySpecial
    Power90 BP
    Accuracy100%
Move 4
  • Psychic
    10% chance to lower the target's Sp. Def by 1.
    TypePsychic
    CategorySpecial
    Power90 BP
    Accuracy100%

Moves

Surf's added power makes it the preferred STAB move over Scald. Ice Beam is instrumental to break past Grass-types such as Tangrowth and Tapu Bulu and Dragon-types like Mega Latias, Mega Latios, and Kommo-o. Psychic helps out against Toxapex and Mega Venusaur, both of which can be notable annoyances to rain teams.

Set Details

Waterium Z gives Manaphy a strong nuke in Hydro Vortex that can plow through Water-resistant Pokemon like Tapu Fini and Rotom-W at +3 in rain. Hydration helps Manaphy rid itself of Toxic from the likes of Chansey and Toxapex under rain. A Timid nature is preferred to outspeed the likes of Tapu Lele and Kyurem-B and Speed ties with Mega Charizard Y, which would get rid of the rain that Manaphy thrives in thanks to Drought.

Usage Tips

An important aspect of using Manaphy is deciding whether to attack straight away or to set up. If your opponent has a healthy check to Manaphy, such as Gastrodon, specially defensive Tapu Bulu, Amoonguss, or Assault Vest Tangrowth, it might be smart to double switch instead of trying to set up. If your opponent has a faster threat that can knock out Manaphy, such as Tapu Koko or Kartana, don't let them in for free as you set up a Tail Glow; sometimes, it's better to just attack them on the switch, especially if your team doesn't have a dedicated switch-in. Keep Manaphy healthy if it can potentially break a team; it can stomach a hit from the likes of Tapu Fini, Mega Venusaur, and Tangrowth if it needs to, and it can check threats to rain such as Ash-Greninja, for example. Don't be scared of letting Manaphy get inflicted by status as long as your Pelipper is healthy; however, if you're using it outside of a rain team, be very wary of Toxic from Chansey and Gastrodon.

Team Options

Rain support from Pelipper is highly recommended, as Manaphy only excels as a stallbreaker thanks to Hydration, and the Water-type boost from rain is more than welcome, especially for breaking Chansey and opposing Water-types. Teammates such as Mega Swampert, Ash-Greninja, and Kingdra appreciate typical rain checks getting weakened by Manaphy and can make up for Manaphy's subpar Speed. Mega Swampert also provides a very useful Electric-type immunity. While Manaphy helps with Ash-Greninja, other checks such as Ferrothorn, Magearna, and the aforementioned Kingdra help solidify the matchup, as Ash-Greninja is a deadly threat to rain teams.

Other Options

Leftovers can be used over Waterium Z, especially on Rest variants, if Manaphy's team already packs a Z-Move user, but struggling to break past other Water-types like Tapu Fini and Rotom-W isn't quite ideal. Energy Ball helps out with Gastrodon and lets Manaphy save its Z-Move against Tapu Fini and Rotom-W; however, Manaphy can't break past Toxapex and Mega Venusaur without Psychic. Z-Rain Dance is an interesting option for some hyper offensive teams, but more often than not, there are far better sweepers to do the job.

Ice Beam is an option over Psychic on the Rest set to hit bulky Grass-types such as Tangrowth and Tapu Bulu and allows Manaphy to conserve its Z-Move versus Mega Latias. However, it has limited targets and forces Manaphy to use its Z-Move on Toxapex and Mega Venusaur. Rain Dance is also an option over Psychic on the Rest set to let Manaphy be self-sufficient against stall, but this leaves it unable to break past Gastrodon lacking Clear Smog and Toxapex.

Checks and Counters

Water-types: Though niche, Mantine is arguably Manaphy's greatest enemy, being able to wall Manaphy indefinitely and Haze any boosts off. Gastrodon is an excellent check, but Rest variants can beat non-Clear Smog Gastrodon one-on-one. Toxapex struggles with Psychic variants and Rest variants if it's not running Haze; however, it can still be a nuisance to Manaphy otherwise. Lastly, Tapu Fini and Rotom-W resist Manaphy's Water-type STAB moves but are vulnerable to a +3 Hydro Vortex in rain.

Grass-types: The likes of Assault Vest Amoonguss and Ferrothorn take very little damage from whatever Manaphy attempts to do and deal heavy damage with their Grass-type STAB moves. Non-Assault Vest Amoonguss, Tapu Bulu, and Tangrowth are in a similar boat, but they take considerably more from +3 Ice Beam. Mega Venusaur takes on the few variants that lack Psychic.

Mega Latias: Mega Latias switches in seamlessly against Manaphy, and variants packing Thunder can 2HKO it. Calm Mind variants can also slow down Manaphy's wallbreaking attempts.

Revenge Killers: Faster attackers that can OHKO Manaphy, such as Kartana and Tapu Koko, are threats to be careful of, especially if they manage to pivot in as Manaphy sets up. However, other faster attackers can pick it off after some damage, such as Garchomp, Flyinium Z Tornadus-T, Mega Alakazam, and Mega Lopunny.

Credits

Moves

 
Power
Accuracy
PP
20
Raises the user's Defense by 2.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
Accuracy
PP
20
User recovers 1/16 max HP per turn.
 
Power
110
Accuracy
70%
PP
5
10% chance to freeze foe(s). Can't miss in Hail.
 
Power
85
Accuracy
85%
PP
5
Bounces turn 1. Hits turn 2. 30% paralyze.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target's HP is 50% or less.
 
Power
40
Accuracy
100%
PP
30
10% chance to lower the foe(s) Speed by 1.
 
Power
65
Accuracy
100%
PP
20
10% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack by 2.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
80
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
80
Accuracy
100%
PP
10
Dives underwater turn 1, strikes turn 2.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
PP
10
For 5 turns, hail crashes down.
 
Power
Accuracy
PP
5
Cures the user's party of all status conditions.
 
Power
Accuracy
PP
10
Swaps all stat changes with target.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to freeze the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
140
Accuracy
100%
PP
5
Fails unless each known move has been used.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
85
Accuracy
100%
PP
10
20% chance to lower the target's Defense by 1.
 
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
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
80
Accuracy
100%
PP
15
30% chance to burn the target. Thaws target.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
75
Accuracy
100%
PP
15
10% chance to confuse the target.
 
Power
Accuracy
PP
10
The user and the target trade Abilities.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
55%
PP
20
Causes the target to become confused.
 
Power
90
Accuracy
100%
PP
15
Hits adjacent Pokemon. Double damage on Dive.
 
Power
Accuracy
85%
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
PP
20
Raises the user's Sp. Atk by 3.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
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
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
Accuracy
PP
15
For 5 turns, Fire-type attacks have 1/3 power.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
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