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Mantine

In-battle formes

HP:85
Attack:40
Defense:70
Sp. Atk:80
Sp. Def:140
Speed:70
Min (-ve nature, 0 IVs)130
Default176
Max Neutral239
Max Positive262
Max Neutral (+1)358
Max Positive (+1)393
Max Neutral (+2)478
Max Positive (+2)524
NeverUsed
Defensive Utility210

Evolutions

Strategies

Written by memesketch

Overview

Mantine's excellent typing, good special bulk, and various utility options allow it to handle many of NU's top offensive and defensive Pokemon, such as Inteleon, Salazzle, Mudsdale, and Talonflame. Immunities to Ground and Water and a resistance to Fighting define Mantine's defensive presence, allowing it to come in on Choice-locked threats such as Passimian and Golurk and pivot well against other defensive Water-types such as Quagsire. Mantine's Scald and Toxic ensure it isn't overly passive, and it can more easily check physical attackers such as Silvally-Ground and Copperajah by crippling them with a burn. In addition, Mantine is not a sitting duck against traditional Water-type answers such as Toxicroak, Heliolisk, and Vileplume; its access to Hurricane and ability to easily fit Toxic set it apart from Vaporeon, which cannot viably run much to circumvent these checks due to its more restricted moveslots. However, Mantine's physical bulk is less than impressive, allowing threats such as Golurk and Tauros to easily muscle past it with the right coverage. Mantine is also extremely vulnerable to Knock Off from many of the physical attackers it wants to pivot into, as its Stealth Rock weakness means it struggles even more to take hits after losing its item. Finally, though Mantine seems like it would be a good Defog user, it has difficulty effectively removing hazards because it is threatened by most of the tier's common Stealth Rock setters: Diancie and Stakataka can defeat it with their Rock-type STAB attacks, and Copperajah can muscle through it with Rock Slide and Power Whip.

Defensive Utility

Move 1
  • Scald
    30% chance to burn the target. Thaws target.
    TypeWater
    CategorySpecial
    Power80 BP
    Accuracy100%
Move 2
  • Hurricane
    30% chance to confuse target. Can't miss in rain.
    TypeFlying
    CategorySpecial
    Power110 BP
    Accuracy70%
Move 3
  • Roost
    Heals 50% HP. Flying-type removed 'til turn ends.
    TypeFlying
Move 4
  • Toxic
    Badly poisons the target. Poison types can't miss.
    TypePoison
    Accuracy90%
  • Defog
    -1 evasion; ends user and target hazards/terrain.
    TypeFlying

Set Details

Hurricane lets Mantine OHKO Toxicroak after Life Orb damage and do solid damage to Grass-types like Vileplume and Rotom-C. Toxic allows Mantine to cripple defensive Pokemon like Vaporeon, Guzzlord, and opposing Mantine. If these threats are accounted for elsewhere, Defog can be used to allow Mantine to remove hazards, especially if it can manage to weaken the opposing Stealth Rock setter with a Scald burn. The given EVs allow Mantine to outspeed Adamant Golurk and maximize its physical bulk. Mantine can also run spreads with more special bulk if desired in order to take on Salazzle more easily.

If it is not running Defog, Mantine appreciates partners such as Tsareena and Dhelmise that can remove Stealth Rock in case it has to take a Knock Off. These Grass-types also check Heliolisk and Golurk and appreciate Mantine's ability to deal with Fire-types. Mantine is a shaky check to Fighting-types on its own, so partners like Sylveon, Talonflame, and Xatu that can handle them are much appreciated; the former can additionally support Mantine with Heal Bell, while the latter can keep hazards off the field with Magic Bounce. Because Mantine is so vulnerable to Volt Switch users, partners that can absorb Volt Switch like Silvally-Ground, Togedemaru, and Mudsdale are necessary. The aforementioned Ground-types also take on Rock-types such as Tyrantrum, and Mantine absorbs Water-type attacks aimed at them. Bulky Steel-types, such as Copperajah and Stakataka, are greatly appreciated to handle powerful special attackers like Sylveon and Exploud that can overwhelm Mantine, and Mantine can pivot into the Fire- and Ground-type moves that threaten them.

Other Options

Air Slash can be used over Hurricane for a far more reliable Flying-type STAB move, but it is much weaker, notably against Vileplume and Passimian. Haze can be used over Toxic or Defog to help Mantine deal with setup sweepers such as Scrafty and Snorlax more easily, but it can generally deal with these Pokemon regardless. Water Veil makes Mantine immune to Talonflame's Will-O-Wisp and is especially good on teams that already possess good Water-type counterplay, but Water Absorb is usually preferred to beat Inteleon even more consistently.

Checks and Counters

Electric-types: Rotom-C and Heliolisk can switch into Mantine and gain momentum with Volt Switch as Mantine is forced out, and Heliolisk is also immune to Scald. However, both of these Pokemon dislike Toxic, and Rotom-C is hit fairly hard by Hurricane.

Toxic: Toxic forces Mantine to use Roost and switch out constantly to avoid taking major damage, which can rack up quickly with Stealth Rock if its Heavy-Duty Boots has been removed. As such, Mantine needs to be careful when attempting to switch into defensive Pokemon such as Vaporeon, Mudsdale, and Talonflame.

Physical Attackers: The vast majority of physical attackers have little trouble breaking past Mantine due to its low physical bulk. For example, Choice Band Passimian can 2HKO Mantine with Rock Slide. Poltergeist users such as Golurk and Decidueye prey on Mantine due to its reliance on Heavy-Duty Boots. Other strong attackers like Tsareena, Grimmsnarl, and Toxicroak can easily 2HKO Mantine as well, while Snorlax can use it as setup fodder. However, all of these Pokemon bar Snorlax are threatened by Hurricane or Scald.

Knock Off: Several physical attackers that Mantine checks, namely Escavalier and Passimian, carry Knock Off to remove its Heavy-Duty Boots.

Special Wallbreakers: Very powerful special attackers, such as Sylveon and Exploud, can easily 2HKO Mantine with their STAB moves. These Pokemon all have respectable special bulk as well and can therefore switch directly into Mantine if needed. Starmie can heal off Hurricane damage and nearly OHKO Mantine with Thunderbolt.

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
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
60
Accuracy
95%
PP
25
High critical hit ratio. Hits adjacent foes.
 
Power
75
Accuracy
95%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
PP
20
Raises the user's Sp. Def by 2.
 
Power
Accuracy
PP
20
User recovers 1/16 max HP per turn.
 
Power
90
Accuracy
90%
PP
10
No additional effect.
 
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
110
Accuracy
70%
PP
5
10% chance to freeze foe(s). Can't miss in Hail.
 
Power
80
Accuracy
100%
PP
10
Uses user's Def stat as Atk in damage calculation.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
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
65
Accuracy
100%
PP
20
10% chance to lower the target's Speed by 1.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
25
Accuracy
100%
PP
30
Hits 2-5 times in one turn.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
10
Confuses the target.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
Accuracy
PP
15
-1 evasion; ends user and target hazards/terrain.
 
Power
80
Accuracy
100%
PP
10
Dives underwater 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
10
Hits 2 times in one turn.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
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
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
120
Accuracy
80%
PP
5
30% chance to poison the target.
 
Power
Accuracy
PP
10
For 5 turns, hail crashes down.
 
Power
Accuracy
PP
30
Eliminates all stat changes.
 
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
110
Accuracy
70%
PP
10
30% chance to confuse target. Can't miss in rain.
 
Power
110
Accuracy
80%
PP
5
No additional effect.
 
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
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
85
Accuracy
100%
PP
10
20% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
Accuracy
100%
PP
20
If hit by special attack, returns double damage.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
65
Accuracy
100%
PP
20
10% chance to confuse the target.
 
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
25
Accuracy
90%
PP
10
Hits 2-5 times in one turn.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
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
80
Accuracy
100%
PP
15
30% chance to burn the target. Thaws target.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
80
Accuracy
75%
PP
20
No additional effect.
 
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
40
No competitive use.
 
Power
Accuracy
95%
PP
40
Lowers the foe(s) Speed by 2.
 
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
40
Accuracy
100%
PP
35
No additional effect.
 
Power
Accuracy
PP
15
For 4 turns, allies' Speed is doubled.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
40
Accuracy
100%
PP
20
20% chance to make the foe(s) flinch.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
40
Accuracy
100%
PP
25
No additional effect.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
Power
Accuracy
PP
10
Protects allies from multi-target moves this turn.
 
Power
60
Accuracy
100%
PP
35
No additional effect.
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