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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
Monotype
Offensive Setup Sweeper (Bold)299
Offensive Setup Sweeper (Timid)328

Strategies

Written by Stories

Offensive Setup Sweeper

Move 1
Move 2
  • Scald
    30% chance to burn the target. Thaws target.
    TypeWater
    CategorySpecial
    Power80 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%
  • Substitute
    User takes 1/4 its max HP to put in a substitute.
    TypeNormal

Manaphy is an incredibly potent wallbreaker for Water teams, making use of the highly coveted Tail Glow in tandem with its great bulk and coverage to blast through bulky Water answers. Ice Beam targets Dragon-types like Dragonite and Roaring Moon and Grass-types like Hydrapple and Sinistcha. Psychic allows Manaphy to break through many Pokemon troublesome for Water teams, such as Toxapex, Amoonguss, and Clodsire. The given defensive EVs let Manaphy use Substitute safely in front of Alolan Muk as well as other passive foes like Toxapex and Blissey. The remaining speed lets Manaphy outpace the likes of Adamant Dragonite and Mamoswine.

Manaphy's wallbreaking powers greatly aid speedy sweepers like Greninja, Urshifu-R, and Swift Swim Pokemon like Barraskewda and Kingdra, which can be slowed down by the aforementioned Water answers like Toxapex and Water Absorb Clodsire as well as other special walls like Articuno. Manaphy appreciates Electric-immune teammates like Swampert and Quagsire, both of which can set up entry hazards to support Manaphy's wallbreaking. Since Ogerpon-W can very easily pivot into Manaphy and pose a huge threat to it and its teammates, offensive checks to it are a necessity for Manaphy to succeed, such as Sludge Wave Greninja, Choice Scarf X-Scissor Hisuian Samurott, and Hurricane Pelipper. In return, Manaphy opens up holes in the opponent's defenses for these faster teammates to clean up late-game. Grass-neutral teammates like Toxapex, Tentacruel, and Ogerpon-W all help shore up Manaphy’s weaknesses as well. Tentacruel provides great hazard control with both Toxic Spikes and Rapid Spin, and with Rain Dish it can stay quite healthy in the Rain. Ogerpon-W outspeeds powerful threats to Manaphy like Landorus and Thundurus-T and can KO them with rain-boosted Ivy Cudgel. Should Manaphy be paired with Drizzle Pelipper, the Rain allows Manaphy's Hydration to shrug off status effects, making it impossible to wear down with poison or slow down with paralysis.

Other Options

Manaphy may use Energy Ball to hit opposing Water-types that otherwise aren't much affected by its coverage such as Hisuian Samurott. Alluring Voice is an alternative to Ice Beam as coverage for Dragon-types, although if Manaphy forgoes Psychic or Ice Beam, it can no longer hit Water Absorb Clodsire effectively. Manaphy can also use Rest in conjunction with Hydration to increase its longevity tenfold in the face of passive foes. Heavy-Duty Boots allow a more offensive Manaphy spread to safely enter the field successively.

Credits

Moves

 
Power
Accuracy
PP
20
Raises the user's Defense by 2.
 
Power
80
Accuracy
100%
PP
10
100% confuse target that had a stat rise this turn.
 
Power
Accuracy
PP
20
User recovers 1/16 max HP per turn.
 
Power
Accuracy
PP
40
User switches, passing stat changes and more.
 
Power
110
Accuracy
70%
PP
5
10% chance to freeze foe(s). Can't miss in Snow.
 
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
50
Accuracy
100%
PP
20
100% chance to lower the target's Attack by 1.
 
Power
80
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
40
Accuracy
PP
15
This move does not check accuracy. Hits foes.
 
Power
80
Accuracy
100%
PP
10
Dives underwater turn 1, strikes turn 2.
 
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 Sp. Def by 2.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
60
Accuracy
100%
PP
20
User switches out after damaging the target.
 
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
30
Eliminates all stat changes.
 
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
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
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
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
PP
10
Prevents moves from affecting the user this turn.
 
Power
65
Accuracy
100%
PP
20
10% chance to confuse the target.
 
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
5
User sleeps 2 turns and restores HP and status.
 
Power
80
Accuracy
100%
PP
15
30% chance to burn the target. Thaws target.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
10
The user and the target trade Abilities.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
20
Accuracy
100%
PP
10
+ 20 power for each of the user's stat boosts.
 
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
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
PP
15
Cures user's status, raises Sp. Atk, Sp. Def by 1.
 
Power
80
Accuracy
100%
PP
10
If Terastallized: Phys. if Atk > SpA, type = Tera.
 
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
40
Accuracy
100%
PP
25
No additional effect.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
50
Accuracy
100%
PP
10
Power doubles and type varies in each weather.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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