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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
Almost Any Ability
Physically Defensive148

Evolutions

Strategies

  • en

Physically Defensive

Move 1
  • Foul Play
    Uses target's Attack stat in damage calculation.
    TypeDark
    CategoryPhysical
    Power95 BP
    Accuracy100%
Move 2
  • U-turn
    User switches out after damaging the target.
    TypeBug
    CategoryPhysical
    Power70 BP
    Accuracy100%
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
Move 3
  • Toxic
    Badly poisons the target. Poison types can't miss.
    TypePoison
    Accuracy90%
  • Defog
    -1 evasion; ends user and target hazards/terrain.
    TypeFlying
Move 4
  • Roost
    Heals 50% HP. Flying-type removed 'til turn ends.
    TypeFlying

This analysis is from before our transition to full analyses, and may contain outdated information.

Written by GlalieGoesBoom and cat

Physically Defensive

Move 1
  • Foul Play
    Uses target's Attack stat in damage calculation.
    TypeDark
    CategoryPhysical
    Power95 BP
    Accuracy100%
Move 2
  • U-turn
    User switches out after damaging the target.
    TypeBug
    CategoryPhysical
    Power70 BP
    Accuracy100%
  • Toxic
    Badly poisons the target. Poison types can't miss.
    TypePoison
    Accuracy90%
Move 3
  • Toxic
    Badly poisons the target. Poison types can't miss.
    TypePoison
    Accuracy90%
  • Defog
    -1 evasion; ends user and target hazards/terrain.
    TypeFlying
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
Move 4
  • Roost
    Heals 50% HP. Flying-type removed 'til turn ends.
    TypeFlying

Mandibuzz is an excellent physical wall, leveraging its typing, excellent role compression, and good natural bulk to act as a valuable teammate, checking threats like Psychic Surge Deoxys-S, Azelf, and Choice Band Roaring Moon. U-turn, in combination with 0 Speed IVs and a Relaxed nature, allows Mandibuzz to act as a fantastic slow pivot, benefiting frail wallbreakers like Chien-Pao, Galarian Zapdos, and Latios, while Toxic allows it to cripple switch-ins like Great Tusk and Zapdos. Defog allows Mandibuzz to act as an excellent hazard control option that is appreciated by wallbreakers and pivots like Chien-Pao, Roaring Moon, and Azelf, while Knock Off can cripple other switch-ins like Corviknight, Magic Guard Quaquaval, and Galarian Zapdos. Unaware allows Mandibuzz to better check setup threats like Bulk Up Great Tusk, Dragon Dance Dragonite, and Swords Dance Ceruledge, while Well-Baked Body allows it to check Cinderace and Ogerpon-H while still checking the aforementioned Swords Dance Ceruledge, and Fluffy allows it to have an easier time checking wallbreakers like Choice Band Roaring Moon, Barraskewda, and Galarian Zapdos. Mandibuzz has a poor matchup against certain wallbreakers like Chien-Pao and Iron Boulder; thus, a secondary physical wall like Intimidate Corviknight is appreciated. Mandibuzz also appreciates special walls like RegenVest Hisuian Goodra, Manaphy, and Swampert that can switch into specially offensive threats like Zapdos, Iron Moth, and Sandy Shocks.

Magic Guard

Move 1
  • Foul Play
    Uses target's Attack stat in damage calculation.
    TypeDark
    CategoryPhysical
    Power95 BP
    Accuracy100%
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
Move 2
  • Roost
    Heals 50% HP. Flying-type removed 'til turn ends.
    TypeFlying
Move 3
  • U-turn
    User switches out after damaging the target.
    TypeBug
    CategoryPhysical
    Power70 BP
    Accuracy100%
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
  • Toxic
    Badly poisons the target. Poison types can't miss.
    TypePoison
    Accuracy90%
Move 4
  • Toxic
    Badly poisons the target. Poison types can't miss.
    TypePoison
    Accuracy90%
  • Defog
    -1 evasion; ends user and target hazards/terrain.
    TypeFlying

Mandibuzz is a solid physical wall with high defensive stats, a useful typing, and valuable utility moves in Defog, Toxic, and Knock Off. Magic Guard circumvents its normally crippling Stealth Rock weakness, letting it act as an excellent Knock Off absorber from the likes of Roaring Moon and Meowscarda, as well as a status absorber from Toxapex, Pecharunt, and opposing Mandibuzz. Foul Play allows Mandibuzz to beat physical setup sweepers such as Dragonite and Ceruledge, while Knock Off can limit the longevity of defensive walls and remove Assault Vests, enabling special attacking teammates like Primarina, Latios, and Azelf. Toxic can cripple walls such as Swampert and Scream Tail and shuts down bulky setup sweepers like Calm Mind Scream Tail and Bulk Up Great Tusk. Defog provides valuable entry hazard control, especially for Stealth Rock-weak wallbreakers Chien-Pao, Ceruledge, and Ogerpon-H, which Mandibuzz can also slow pivot in with U-turn alongside 0 Speed IVs and a Relaxed nature. Leftovers provides passive healing that can't be mitigated by indirect damage, while Rocky Helmet punishes contact moves, most notably U-turn from Corviknight and Roaring Moon. Mandibuzz naturally loses to many of the tier's common physical attackers, including Chien-Pao and Ogerpon-C, exacerbated by the fact that it lacks a true defensive ability or immunity; other physically defensive walls such as Corviknight and Toxapex help shore up these weaknesses. Although Mandibuzz can be an emergency switch-in to Psychic-types like Azelf, Deoxys-S, and Latios, it should generally not be relied on due to its uninvested special bulk and their various super effective coverage moves. Therefore, Mandibuzz appreciates specially defensive walls, such as Empoleon, Manaphy, and Swampert, to check the previously mentioned special attackers along with Gengar and Primarina.

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
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
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
25
Accuracy
90%
PP
10
Hits 2-5 times in one turn.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
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
120
Accuracy
100%
PP
15
Has 33% recoil.
 
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
Lowers the target's Attack 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
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
110
Accuracy
70%
PP
10
30% chance to confuse target. Can't miss in rain.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
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
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
5
User sleeps 2 turns and restores HP and status.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
5
Heals 50% HP. Flying-type removed 'til turn ends.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
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
Accuracy
100%
PP
10
Lowers the PP of the target's last move by 4.
 
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
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
PP
15
For 4 turns, allies' Speed is doubled.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
80
Accuracy
100%
PP
10
If Terastallized: Phys. if Atk > SpA, type = Tera.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
80
Accuracy
100%
PP
15
For 2 turns, the target cannot use sound moves.
 
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
Accuracy
PP
20
Forces the target to switch to a random ally.
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