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Mandibuzz

In-battle formes

HP:110
Attack:65
Defense:105
Sp. Atk:55
Sp. Def:95
Speed:80
Min (-ve nature, 0 IVs)148
Default196
Max Neutral259
Max Positive284
Max Neutral (+1)388
Max Positive (+1)426
Max Neutral (+2)518
Max Positive (+2)568
UnderUsed
Physically Defensive220

Evolutions

Strategies

Written by cheru

Overview

Mandibuzz's typing, excellent mixed bulk, reliable recovery, and good utility options make it a great defensive Pokemon in UU, checking many offensive threats such as Excadrill, Azelf, Gyarados, and Zarude. It is also a decent Defogger with solid matchups against entry hazard setters such as Excadrill and Jirachi. Mandibuzz's relatively high Speed for a defensive Pokemon lets it get the jump on slower wallbreakers such as Primarina without investing too much into its Speed. However, its reliance on Heavy-Duty Boots leaves it with a crippling weakness to Knock Off from Pokemon that Mandibuzz tries to pivot into such as Scizor and Tangrowth. If it loses its item, Mandibuzz easily gets overwhelmed, as it often has to deal with numerous threats and is forced to use Roost often. Mandibuzz's typing also leaves it weak to common threats such as Nihilego, Thundurus-T, Azumarill, and Primarina.

Physically Defensive

Move 1
  • Foul Play
    Uses target's Attack stat in damage calculation.
    TypeDark
    CategoryPhysical
    Power95 BP
    Accuracy100%
Move 2
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
  • Defog
    -1 evasion; ends user and target hazards/terrain.
    TypeFlying
Move 3
  • U-turn
    User switches out after damaging the target.
    TypeBug
    CategoryPhysical
    Power70 BP
    Accuracy100%
Move 4
  • Roost
    Heals 50% HP. Flying-type removed 'til turn ends.
    TypeFlying

Foul Play allows Mandibuzz to hit Excadrill and Gyarados for big damage and discourage them from using their setup moves in front of it. Knock Off punishes switch-ins like Primarina and Nihilego by removing their items. Defog can also be used due to its good matchup against certain entry hazard setters such as Excadrill and Jirachi, but Mandibuzz can't beat other setters like Nihilego or Hippowdon, and struggles longer term versus Skarmory, especially Toxic variants, so it should only be run if absolutely necessary. Taunt can shut down defensive Pokemon such as Chansey and Celesteela that rely on passive damage to break through Mandibuzz, and prevent Skarmory from setting Spikes up against it as well as Toxic from Hippowdon. Brave Bird lets it hit Conkeldurr, Tapu Bulu, and Keldeo super effectively. U-turn lets Mandibuzz pivot out of unfavorable matchups such as Nihilego and Nidoking and bring in a teammate that can threaten them. Overcoat lets Mandibuzz pivot in on Spore from Amoonguss and ignore damage from Hippowdon's Sand Stream, though it must be wary of Sludge Bomb poisons. 96 Speed EVs let Mandibuzz outspeed Modest Primarina, with the remaining EVs invested in physical bulk to maximize its ability to take on wallbreakers like Zygarde-10% and Dragon Dance Salamence.

Mandibuzz is found on bulky offense and balance teams as a solid glue, combining the roles of pivot, mixed wall, and Ghost resist into one teammate. Amoonguss is a great partner that absorbs Knock Off and covers Mandibuzz's matchups against Azumarill and Primarina, while Mandibuzz checks threats such as Salamence. Together they can limit Scizor throughout a game as well. Excadrill can provide Rapid Spin support to free Mandibuzz from running Defog while checking Hatterene and Nihilego. Colbur Berry Slowking and Swampert check threats such as Conkeldurr, Nihilego, and Cobalion, and they appreciate Mandibuzz's ability to check Gyarados and Zarude. In addition, Mandibuzz forms a pivot core with both. Hippowdon and Nihilego appreciate Mandibuzz checking Excadrill and Zarude. Their good special bulk lets them pivot into Thundurus-T and Hydreigon. Frail wallbreakers such as Zygarde-10% and Nidoking struggle to switch in, so they appreciate the slow U-turn Mandibuzz provides. Keldeo and Scizor can remove threats to Mandibuzz like Hippowdon and Nihilego and form momentum cores with it.

Other Options

Toxic punishes switch-ins like Thundurus-T and Hippowdon. Whirlwind phazes out threats Mandibuzz cannot handle like Primarina and Cobalion.

Checks and Counters

Fairy-types: Primarina can force Mandibuzz out, as it can nail it with Moonblast or set up a Substitute for free. Azumarill can force it out with Choice Band-boosted Play Rough. Calm Mind Hatterene can use Mandibuzz for free setup.

Rock-types: Nihilego is able to freely switch into Mandibuzz lacking Knock Off and hit it with either Power Gem or Meteor Beam. Lycanroc-D can deal huge damage to Mandibuzz but does have to worry about taking big damage itself from Foul Play.

Fighting-types: Without Brave Bird, Mandibuzz doesn't have a way to deal with Conkeldurr and Keldeo, since they can force it out with their strong STAB moves. Cobalion, in particular, takes advantage of sets that only run Dark-type moves because of Justified.

Knock Off: Mandibuzz's reliance on Heavy-Duty Boots means that taking a Knock Off leaves it vulnerable to Stealth Rock. This means that it is deterred from switching into Pokemon that it would normally check such as Azelf, Scizor, and Tangrowth.

Status: Toxic from Pokemon that Mandibuzz normally checks such as Excadrill and Zygarde-10% hampers its usually good longevity, forcing it to use Roost more often and leading it to be overwhelmed over time. Burn prevents Mandibuzz from checking setup sweepers such as Gyarados and Salamence reliably.

Strong Wallbreakers: Thundurus-T, Mamoswine, and Nidoking all can muscle through Mandibuzz with their powerful attacks, and Mandibuzz cannot do much to stop them.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
75
Accuracy
95%
PP
15
30% chance to make the target flinch.
 
Power
60
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
PP
5
Prevents the target from switching out.
 
Power
25
Accuracy
90%
PP
10
Hits 2-5 times in one turn.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
Accuracy
PP
15
-1 evasion; ends user and target hazards/terrain.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
40
Accuracy
90%
PP
10
Hits 2 times in one turn.
 
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
20
Lowers the target's Sp. Def by 2.
 
Power
Accuracy
100%
PP
15
Raises the target's Sp. Atk by 1 and confuses it.
 
Power
90
Accuracy
95%
PP
15
Flies up on first turn, then strikes the next turn.
 
Power
95
Accuracy
100%
PP
15
Uses target's Attack stat in damage calculation.
 
Power
15
Accuracy
85%
PP
20
Hits 2-5 times in one turn.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
40
Accuracy
100%
PP
35
Power doubles during Bounce, Fly, and Sky Drop.
 
Power
95
Accuracy
90%
PP
10
10% chance to burn the foe(s).
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
60
Accuracy
100%
PP
15
Destroys the foe(s) Berry/Gem.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
75
Accuracy
100%
PP
5
2x power if the user had a stat lowered this turn.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
PP
5
Prevents the target from switching out.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk by 2.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
60
Accuracy
100%
PP
20
User steals and eats the target's Berry.
 
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
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
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
10
Heals 50% HP. Flying-type removed 'til turn ends.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
140
Accuracy
90%
PP
5
Charges, then hits turn 2. 30% flinch. High crit.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Sp. Atk by 1.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
70
Accuracy
90%
PP
25
10% chance to raise the user's Defense by 1.
 
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
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
15
For 4 turns, allies' Speed is doubled.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
Accuracy
100%
PP
15
Target can't select the same move twice in a row.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
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