OU Mandibuzz

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[OVERVIEW]

Mandibuzz has several impressive defensive qualities, such as its good defensive typing, fantastic Speed tier for a support Pokemon, exceptional defensive stats, and utility movepool that allow it to check a multitude of threats, including Hoopa-U, Kartana, and Excadrill. Because of this, Mandibuzz functions as an effective mixed wall on stall and balanced teams. Mandibuzz's favorable matchup against several Stealth Rock setters also allows it to switch into the battlefield as the entry hazard is being set and immediately Defog it away, which allows it to perform quite consistently. Unfortunately, Mandibuzz is hurt by its Stealth Rock weakness and by the prevalence of Fairy-types in the metagame, such as Clefable, Tapu Lele, and Magearna. Due to this, Mandibuzz can become dead weight against common Pokemon such as Magnezone, Tapu Fini, Mega Sableye, and Tapu Koko. Mandibuzz is also hard to fit on teams that aren't defensively oriented, as its mediocre offenses and tendency to sap momentum keep it from being close to an offensive threat.

[SET]
name: Defensive Utility
move 1: Foul Play
move 2: Defog
move 3: Roost
move 4: Taunt / Toxic / Knock Off
item: Leftovers
ability: Overcoat
nature: Impish
evs: 248 HP / 136 Def / 108 SpD / 16 Spe

[SET COMMENTS]
Moves
========

Foul Play makes up for Mandibuzz's lack of power, as it uses the foe's Attack stat to calculate damage. This allows Mandibuzz to deal sufficient damage to powerful physically attacking threats such as Mega Metagross, Alolan Marowak, and Mega Charizard X. Defog allows Mandibuzz to clear both sides of the field from entry hazards, thus preventing its teammates from taking residual damage. Roost provides Mandibuzz with reliable recovery and allows it to sustain itself throughout the match. Taunt allows Mandibuzz to shut down common defensive Pokemon like Ferrothorn and Chansey as well as keep slower setup sweepers like Zygarde and Mega Scizor from setting up. Toxic is an alternative over Taunt, as it allows Mandibuzz to cripple offensive and defensive Pokemon alike by putting them on a timer. Knock Off is another option that is useful for removing the items of foes, such as Chansey's Eviolite and Tangrowth's Assault Vest.

Set Details
========

248 EVs invested into HP allow Mandibuzz to be as bulky as possible and switch into Stealth Rock four times. 136 Defense and 108 Special Defense EVs with an Impish nature allow Mandibuzz to tank physical and special hits alike, such as Mega Metagross's Meteor Mash, Kartana's Smart Strike, Hoopa-U's Focus Blast, and any of Gengar's STAB attacks. 16 Speed EVs allow Mandibuzz to outpace almost every defensive Pokemon in the tier as well as Speed tie and pressure most Mega Venusaur sets. Overcoat is the preferred ability, as it allows Mandibuzz to switch into powder moves from the likes of Amoonguss and Tangrowth. Leftovers provide Mandibuzz with precious passive recovery at the end of every turn.

Usage Tips
========

Mandibuzz's ability to take at least one hit allows it to reliably pivot and scout out the moves of foes. Its bulk and typing should be put to good use to switch into resisted attacks or neutral coverage. From here, Mandibuzz can use either Foul Play or Toxic alongside Taunt to wear down its foe. Mandibuzz can also use Taunt alongside Defog to remove entry hazards that were set up by Alolan Marowak and Ferrothorn and prevent them from setting any up again. Mandibuzz can force out Pokemon like Gengar and Jirachi and use Defog. Knock Off can be used when predicting switches into defensive Pokemon or Pokemon that aren't threatened by Mandibuzz, such as Chansey, Tapu Koko, and Tapu Lele. It is also useful when scouting a holder of a Z-Crystal. It should be noted that Foul Play is a rather easy move to play around due to the tier's multitude of Dark-resistant Pokemon, meaning that Mandibuzz should be careful when using the move so not to create setup opportunities for foes.

Team Options
========

Reliable switch-ins to Fairy-type attacks, such as Skarmory, bulky Excadrill, and Celesteela, are able to tank hits from the likes of Magearna and Clefable. Switch-ins to Electric-type attacks, such as Alolan Marowak and Landorus-T, are also very appreciated by Mandibuzz. Pokemon that are weak to entry hazards, such as Volcarona, Tornadus-T, and Mega Charizard X all appreciate Mandibuzz's ability to support them with Defog. Because Defog removes your own team's entry hazards, Pokemon that can consistently set them up throughout a match also make for good partners. Examples of these Pokemon include Ferrothorn and Landorus-T. Lastly, due to how heavily status can compromise Mandibuzz's tanking capabilities, it greatly appreciates cleric support from the likes of Chansey and Togekiss.

[STRATEGY COMMENTS]
Other Options
=============

Whirlwind is an option that allows Mandibuzz to phaze threatening setup sweepers. However, this usually isn't as valuable of a utility option compared to Defog and Taunt due to the latter option's ability to shut down offensive and defensive Pokemon alike. Mandibuzz can use Brave Bird to do more damage to common Pokemon such as Buzzwole and Tapu Bulu, though the lack of Foul Play often renders Mandibuzz useless against big threats such as Mega Metagross and Excadrill. U-turn is an option to lure in one of Mandibuzz's checks and bring in a Pokemon that beats them, though this is at the cost of important utility moves in either Taunt or Defog, which Mandibuzz often relies on as its niche. Rocky Helmet can help Mandibuzz punish physical attackers, though this usually isn't as valuable as the passive recovery Leftovers provides. Mandibuzz can function as either a primary special or physical wall with the proper investment, though it usually does better with mixed defenses due to competition other Dark- or Flying-type walls in Mega Sableye and Celesteela give Mandibuzz.

Checks and Counters
===================

**Mega Sableye**: Mega Sableye is capable of using its impressive typing, Magic Bounce ability, and bulk to reliably switch in on any attack Mandibuzz has in its arsenal and use it as setup fodder.

**Fairy-types**: Common Fairy-types such as Magearna and Tapu Lele take almost no damage from Foul Play and are able to threaten Mandibuzz with their super effective STAB attacks. Tapu Koko in particular resists Foul Play and Brave Bird and is able to either OHKO or severely weaken Mandibuzz with either Thunderbolt or Dazzling Gleam. Tapu Fini is also particularly threatening, as it doesn't take much from Foul Play and threatens Mandibuzz with STAB Moonblast or Taunt.

**Powerful Special Attackers**: Several common special attackers are able to threaten Mandibuzz out, given its primary investment is in Defense. Examples include Mega Charizard Y, Greninja, and Volcarona.

**Residual Damage**: Mandibuzz is vulnerable to all relevant forms of status in the metagame, as poison will put it on a timer and burns will negate Leftovers. Stealth Rock is particularly troubling, as it takes away roughly one fourth of Mandibuzz's maximum HP.

**Rock-types**: Terrakion's Justified ability allows it to switch into Mandibuzz's Foul Play to receive an Attack boost and OHKO Mandibuzz with Stone Edge, while other Rock-types such as Tyranitar and Nihilego take minimal damage from Foul Play and threaten Mandibuzz with their super effective STAB attacks.

**Taunt Users**: Due to its reliance on status moves, Mandibuzz is easily shut down by common Taunt users such as Heatran and Tapu Fini.
 
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Let me hit this up with some observations:

Overview
  • I don't know how I feel about the Kartana mention; sure, if it has already used its Z-move, then Mandi checks it well, but Corkscrew Crash and All Out Pummeling still blow it back (more in the case of the former, the latter requires a bit of prior damage to secure the OHKO which isn't difficult especially if you're using Mandibuzz as your hazard removal):
  • +2 252 Atk Kartana All-Out Pummeling vs. 248 HP / 136+ Def Mandibuzz: 375-442 (88.6 - 104.4%) -- guaranteed OHKO after Stealth Rock
  • +2 252 Atk Kartana Corkscrew Crash vs. 248 HP / 136+ Def Mandibuzz: 450-531 (106.3 - 125.5%) -- guaranteed OHKO
  • When mentioning the SR weakness, make sure to mention that if being used as the Defogger, that Rocks can get in the way of checking the threats that it needs to check like Metagross.
Set / Set Comments
  • Good stuff, make sure to mention Knock Off here since you have Knock Off listed in Usage Tips, and make sure to mention Tapu Fini as well for Knock Off targets as this thing is for sure the most common switchin to Mandibuzz if your opponent has it, and removing its item makes it far easier for your team to deal with.
Set Details
  • I know that this was the spread from last gen which focused on checking the likes of steels and Gengar at the sane time, but I think that a fully physically defensive spread as opposed to a mixed spread is probably better in this meta. I'll wait for QC to throw in their thoughts on this one, but since Gengar isn't as common anymore and Mega Metagross is so omnipresent in this meta, I'd probably just stick with a physically defensive spread to check the physical attackers better that it already does such a great job of checking. Although again, I'd wait for QC to comment on that.
Usage Tips
  • Make sure to mention that if Rocks are on the field, that Mandibuzz should not switch in on the threats it checks as freely as if Rocks weren't up; for example, Mega Metagross Meteor Mash into Ice Punch 2HKO's your current spread after Rocks, so try to bring it in by other means or when you feel its safe to bring Mandibuzz into the match just to avoid getting taken out while trying to get rid of hazards.
Team Options
  • I'd mention Dugtrio as a partner to help eliminate threats to Mandibuzz which can overwhelm it easily like Tapu Bulu w/ Sludge Wave, Buzzwole w/ Aerial Ace, and Heatran. Mandibuzz helps eliminate hazards for Sash Duggy, so this pairing works well together.
All I have for now, C&C could probably be condensed quite a bit but I'll let QC look into that, good stuff overall though! :)
 
In my experience, you need more than 248 / 136+. You need every ounce of HP and Defense you can spare to push back against Kartana, M-Metagross and so forth.

Redoing Crystal Ram's calcs:

+2 252 Atk Kartana All-Out Pummeling vs. 248 HP / 252+ Def Mandibuzz: 340-401 (80.3 - 94.7%) -- guaranteed 2HKO after Leftovers recovery
+2 0 Atk Mandibuzz Foul Play vs. 0 HP / 0 Def Kartana: 315-372 (121.6 - 143.6%) -- guaranteed OHKO

So you go from OHKO chance, to always survive and KO with Foul Play, stopping the dangerous Kartana Beast Boost sweep attempt against your team. The extra Defense helps with lots of other `mon as well. It doesn't help vs Corkscrew Crash, but its better than what a lot of `mon can do.

--------

Mandibuzz's #1 job is to switch into Swords dance, survive, then KO the opponent with Foul Play. The "survive" part requires more physical def than what you've got. There's more than just Kartana:

+2 252 Atk Life Orb Excadrill Rock Slide vs. 248 HP / 252+ Def Mandibuzz: 307-361 (72.5 - 85.3%) -- guaranteed 2HKO after Leftovers recovery
+2 0 Atk Mandibuzz Foul Play vs. 0 HP / 4 Def Excadrill: 480-565 (132.9 - 156.5%) -- guaranteed OHKO

+2 252 Atk Life Orb Garchomp Outrage vs. 248 HP / 252+ Def Mandibuzz: 355-419 (83.9 - 99%) -- guaranteed 2HKO after Leftovers recovery
+2 0 Atk Mandibuzz Foul Play vs. 0 HP / 4 Def Garchomp: 322-381 (90.1 - 106.7%) -- 43.8% chance to OHKO

+2 252 Atk Landorus-Therian Stone Edge vs. 248 HP / 252+ Def Mandibuzz: 328-388 (77.5 - 91.7%) -- guaranteed 2HKO after Leftovers recovery
+2 0 Atk Mandibuzz Foul Play vs. 0 HP / 4 Def Landorus-Therian: 366-432 (114.7 - 135.4%) -- guaranteed OHKO

+1 252 Atk Mold Breaker Gyarados-Mega Ice Fang vs. 248 HP / 252+ Def Mandibuzz: 170-200 (40.1 - 47.2%) -- guaranteed 3HKO after Leftovers recovery
+1 0 Atk Mandibuzz Foul Play vs. 0 HP / 4 Def Gyarados-Mega: 123-144 (37.1 - 43.5%) -- guaranteed 3HKO

Even Mega-Gyarados (which resists the Foul Play) is crippled into priority-territory after taking two Foul Plays from Mandibuzz, and you can potentially even go for the Roost-stall (since further +Dragon Dances only make Mandibuzz's Foul Play stronger). Waterfall-flinch makes the roost-stall kind of a shaky strategy though, its probably better to just Foul Play M-Gyarados down and sac the bird.

The bird is a pretty solid catch-all for Swords Dance and Dragon Dance pokemon. Dragonite, Mega-Scizor, Pinsir, etc. etc. have issues setting up on Mandibuzz since it only makes Foul Play stronger. Again, not even the +2 Life Orb Garchomp Outrage is a KO, so you're pretty much guaranteed to tank the hit and KO the Swords Dancer. The exception is +2 Continental Crush or other Z-moves.

-----------

Mandibuzz does a great job at keeping rocks off, mostly because most valid Stealth-rocks pokemon don't even come close to threatening it.

0 Atk Landorus-Therian Stone Edge vs. 248 HP / 252+ Def Mandibuzz: 138-164 (32.6 - 38.7%) -- 4.8% chance to 3HKO after Leftovers recovery
0 Atk Ferrothorn Gyro Ball (123 BP) vs. 248 HP / 252+ Def Mandibuzz: 88-105 (20.8 - 24.8%) -- possible 6HKO after Leftovers recovery
+2 252 Atk Garchomp Dragon Claw vs. 248 HP / 252+ Def Mandibuzz: 183-216 (43.2 - 51%) -- guaranteed 3HKO after Leftovers recovery

Landorus-T is annoying though, because it can run Z-Continental Crush. It doesn't KO, but you're crippled for sure. If you can roost on the same turn as the Z-Continental Crush, then you're walling Landorus-T for the rest of the game.

252 Atk Landorus-Therian Continental Crush vs. 248 HP / 252+ Def Mandibuzz: 296-350 (69.9 - 82.7%) -- guaranteed 2HKO after Leftovers recovery

252 Atk Landorus-Therian Stone Edge vs. 248 HP / 252+ Def Mandibuzz: 166-196 (39.2 - 46.3%) -- guaranteed 3HKO after Leftovers recovery

-----------

You also need to mention Mega-Metagross as a partner. Its the most obvious partner for this Pokemon. Mandibuzz provides a Ground, Dark, and Ghost resistance, while Metagross provides Fairy, Rock, and Ice resists. You often get a huge amount of momentum whenever you "sacrifice" Mandibuzz to the opponent and then bring in Mega-Metagross in the revenge, especially since it practically takes a Choice-Band to punch through the massive defenses of a Mandibuzz.

Bonus points since defensive Landorus-I likes to come in on M-Metagross as a Stealth Rocks opportunity. Just switch to Mandibuzz and Defog the rocks away.

Note: U-Turn is bad right now though because no one "respects" Mandibuzz... so there's no switch-wars. Its better to just run Taunt / Defog. Maybe if the meta-changes a little bit U-Turn will become useful.
 
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I agree that 248/252+ phys def is better (though I'd run a bit of speed,) the only special attacker mandi can really handle well at all is Hoopa-U, but in turn you're sacrificing a ton of physical bulk for a lot of threats. I'd put the spread that can handle Hoopa in OO cause it is one of its few good switch-ins.

I would also cut down on C&C. Why is Koko it's own section when there's an electric-types section?
 
**Taunt Users**: Due to its reliance on Status moves, Mandibuzz is easily shut down by common Taunt users in Heatran and Tapu Fini.

Not that Mandibuzz has any business staying in on Tapu Fini / Heatran, but Mandibuzz outspeeds Heatran and beats it to the Taunt. There's a speed-creep issue at play here, but I haven't really figured out the proper speed EVs for Mandibuzz yet.

* Taunt allows Mandibuzz to shut down common defensive pokemon in Ferrothorn and Chansey, as well as keep slower set up sweepers in Azumarill and Mega Scizor from setting up.

Mandibuzz has no business staying in on Azumarill, especially since its a common Choice-Band Pokemon.

252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 248 HP / 252+ Def Mandibuzz: 372-440 (87.9 - 104%) -- 25% chance to OHKO

Taunt is completely unnecessary to stop Mega-Scizor.

+2 0 Atk Mandibuzz Foul Play vs. 248 HP / 16+ Def Scizor-Mega: 202-238 (58.8 - 69.3%) -- guaranteed 2HKO
+2 44 Atk Technician Scizor-Mega Bullet Punch vs. 248 HP / 252+ Def Mandibuzz: 133-157 (31.4 - 37.1%) -- guaranteed 4HKO after Leftovers recovery

If Scizor sets up, just Foul-play it to death. If Scizor baton-passes the +Atk to someone else, it doesn't matter, Foul-play THAT `mon to death. The Taunt is there to stop Chansey's and Toxapex's Toxic. If a physical attacker is dumb enough to Swords Dance or Dragon Dance up on a Foul Play defensive wall, they deserve whats coming for them.

* Rapid Spin support from the likes of Excadrill and Starmie can help Mandibuzz patch up its Stealth Rock problem.

I dunno about the advice for giving Rapid Spin support on a good Defogging pokemon. I mean, Tapu Fini appreciates Spikes off the field too... but running Rapid Spin + Defog on the same team seems quite limiting.

I mean, maybe a Volcarona team or Charizard-Y team would want to do that. But I'm really not sure about dedicating two slots of a team to hazard removal duty. I do realize that keeping Stealth Rocks off the field is important for making Mandibuzz a check to Mega-Metagross (and others), but... that's asking a lot from a team.

* Whirlwind is an option that allows Mandibuzz to phase threatening set up sweepers. However, this usually isn't as valuable of a utility option compared to Defog and Taunt due to the latter option's ability to shut down offensive and defensive Pokemon alike.

By Whirlwind I really hope you mean Foul Play, which KO's virtually every relevant Swords Dance / Dragon Dance user in the tier... except Garchomp (chance-for OHKO) and Mega-Gyarados.

See calcs in my previous post.

Mandibuzz has no business whirlwinding any special-setup user except maybe Ghost-Porygon Z. Even then...

+1 0 Atk Mandibuzz Foul Play vs. +1 0 HP / 0 Def Porygon-Z: 204-242 (65.5 - 77.8%) -- guaranteed 2HKO
+1 252+ SpA Adaptability Porygon-Z Shadow Ball vs. 248 HP / 0 SpD Mandibuzz: 154-182 (36.4 - 43%) -- 97.9% chance to 3HKO after Leftovers recovery

Foul Play kinda does the job just fine. But if Porygon-Z goes electric, you're toast.
 
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Not that Mandibuzz has any business staying in on Tapu Fini, but Mandibuzz outspeeds Heatran.

Heatran commonly runs Speed investment in this metagame. Taunt is commonly seen on the stallbreaker set which usually runs max speed, and the support set which is often speed invested too, at least a bit.

Mandibuzz has no business staying in on Azumarill, especially since its a common Choice-Band Pokemon.

The idea is to stop Belly Drum if you know it's not banded.

This brings me to my main point which is that Z-Status moves can be used even if the pokemon is taunted. Seeing as many Azumarill have Z-Belly Drum as their set, Taunt is completely useless in stopping it. This definitely should be mentioned.
 
The idea is to stop Belly Drum if you know it's not banded.

If you're seriously predicting the Belly Drum, there's a much simpler solution.

0 Atk Mandibuzz Foul Play vs. 92 HP / 0 Def Azumarill: 57-67 (15.6 - 18.4%)
+6 0 Atk Mandibuzz Foul Play vs. 92 HP / 0 Def Azumarill: 227-267 (62.3 - 73.3%)
+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 248 HP / 252+ Def Mandibuzz: 220-261 (52 - 61.7%) -- 97.7% chance to 2HKO after Leftovers recovery

Then Mandibuzz outspeeds for the 2nd Foul Play hit. Its not like Azumarill really scratches it with Aqua Jet. Sitrus variant is at 75% HP, so you're guarenteed to KO it on the 2nd hit (77.9% minimum damage), and survive the Aqua Jet. If its a Z-Variant, then the Foul Play definitely kills it from 50%.

Again though, Mandibuzz has no business staying in on that Wallbreaker. STAB Huge Power Play Rough is harsh on Dark-types.

Mandibuzz is a Foul Play user, why do you want to stop the Belly Drum / Swords Dance / Dragon Dance? Just KO the dumb physical attacker for setting up on the Foul Play user.
 
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Honestly, the only actual scenario where I could Taunt is better than Foul Play is vs SubCoil Zygarde, which only needs a few EVs to ensure Foul Play can't break the sub. SubBulk Up Bulu or Buzzwole probably take the Foul Play under the sub too, but honestly, Foul Play is much more consistent and just better overall tbh. Taunt really shouldn't be on the main set imao, I would just mention it in moves/oo, and state that Foul Play only fails to stop SubBU Zygarde, Bulu and Buzz.
 
Honestly, the only actual scenario where I could Taunt is better than Foul Play is vs SubCoil Zygarde, which only needs a few EVs to ensure Foul Play can't break the sub. SubBulk Up Bulu or Buzzwole probably take the Foul Play under the sub too, but honestly, Foul Play is much more consistent and just better overall tbh. Taunt really shouldn't be on the main set imao, I would just mention it in moves/oo, and state that Foul Play only fails to stop SubBU Zygarde, Bulu and Buzz.

Better players switch in Chansey and Toxapex into Mandibuzz, where Foul Play does LOL damage. Taunt is necessary to face stall, or balance.

Taunt the Toxic / Thunder Wave, and then provide a clean switch to your wallbreaker without risking status. Of course, the opponent is severely thinking of a double-switch once you Taunt Chansey, so consider that as well.

Mandibuzz is one of the fastest utility / wall pokemon in the game, only Gliscor and Tapu Fini are faster. So its an excellent Taunt-user.
 
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I'm just dropping a post to confirm that mandibuzz needs max hp and mostly max defense; living +1 supersonic skystrike mence is important as well as having a small chance of living a +2 skystrike from landt (small chance is still a chance). Mandi has no business using sdef at all (things like pinsir chomp etc are what mandi is used for, so sdef is useless)

Also mandi taunt is aids garbage v sableye stall mandi should not be relied on to beat stall at all tbh taunt should be OO mentioned but not a slash at all. Mandi main utility is checking offensive physical mons while providing defog.

Uturn deserves an OO mention, can bring things in like spec lele or zardy safely while it makes mandi capable of actually grabbing momentum

Also rocky helmet isn't a terrible option, either, altho I'd put it in OO since leftovers will generally be superior
 
To really call Jirachi a "powerful physical threat" seems rather odd - not to say that Foul Play doesn't make it effective at tackling it since Jirachi will usually run a Careful nature and invest heavier in Special Defense, but I think there's a better way to wording it.

I also am in agreement on going all the way on investing in physical Defense and using Taunt. For maximizing physical defense it makes Mandibuzz an okay response to Mega Metagross (Stealth Rock makes it dicey) and still can check some other offensive threats. Taunt is critical for stopping Zygarde - low key this thing is a major threat that shouldn't be underestimated and Foul Play, as some have pointed out, can fail to break if Zygarde goes so far as investing in Defense. Taunt makes sure that Mandibuzz doesn't crumble over and die to Toxic from SubZygarde as well - which is one of Zygarde's best methods of eliminating bulkier threats.
 
Mandibuzz is a really poor answer to Zygarde and I don't think I would mention Taunt as a means of beating it at all. Sub Coil Zygarde doesn't need any defense investment to avoid its Sub from being broken by Foul Play.

0- Atk Mandibuzz Foul Play vs. 224 HP / 0 Def Zygarde: 87-103 (21 - 24.9%) -- possible 5HKO after Leftovers recovery
This is the minimum HP investment Zygarde needs to avoid getting its Sub broken.

Zygarde also outspeeds, so it can Sub up or Toxic before being hit by a Taunt. Mandibuzz needs both Taunt and Toxic to beat Zygarde generally, and needs to be at pretty full HP. Foul play is like a possible 5HKO/6HKO (depends on investment) so that's plenty of turns for the Zygarde to Coil on turns its Taunt wears off or turns that Mandibuzz is roosting. Zygarde will often be at +1 or behind a Sub already if Mandibuzz switches in on it too, which makes it even harder to beat. And of course if the Zygarde has Toxic then Mandibuzz surely loses. If the Mandibuzz has Toxic, it needs to sustain some damage before getting an opportunity to Taunt. Taking like two Thousand Arrows can force Mandibuzz to roost, thereby wasting a Taunt turn and maybe giving Zygarde a free turn. The point I'm trying to make is that Mandibuzz is a really shaky check and it needs to trade a lot of HP just to force Zygarde out.

If you want a Taunt user that matches up well against Zygarde you want something fast enough to outspeed it and Taunt or Toxic, as well as maybe the ability to switch in on Toxics from Zygarde. Wink wink.
 
Hmm, fair enough.

I'll look at this closely in a bit then and see what I can conclude with Mandibuzz for the moves then. I feel Taunt still helps circumvent it from random status moves from other threats, but I can't deny that it sucks dick against Mega Sableye and only favors the DD Zygarde matchup or Zygardes running ESpeed.
 
* Knock Off can be used when predicting switches into defensive Pokemon or Pokemon that aren't threatened by Mandibuzz, such as Chansey, Tapu Koko and Tapu Lele.

Knock Off isn't slashed anywhere. As written, this sentence is awkward and doesn't belong in "Usage Tips". Either put it into "Other Options" or... somewhere else.
 
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Hi there,
Would like to suggest something for Checks and Counters:
Instead of mentioning Terrakion particularly as a counter, I think you should add a "Rock-types" point where you can mention the many rock types in the meta right now, some of them being Terrakion, Nihilego, Mega Aerodactyl and Tyranitar.
Also from the Overview,
* Is hard to fit on teams that aren't defensively oriented.
I don't believe this is necessarily a downside.
 
I think part of the reason to run Taunt is so defensive hazard setters can't spam their hazards to ensure they stay up. Mandibuzz beats some hazard setters with Foul Play but the rest have a PP advantage against a defogger that can't otherwise threaten them.
 
Even if you go full PhysDef, if SR aren't up, Mega Alakazam needs to run Dazzling Gleam to beat you, so it's not like you crumple to special attacks either.. Gengar can likely bust through with Sludge Wave (75% chance to 2HKO roughly), but that's why things like Heatran are good partners.
 
Hey man
Add
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[OVERVIEW]

* Has several impressive defensive qualities, such as its outstanding defensive typing, defensive stats, and utility movepool that allow it to check a multitude of threats, including Hoopa-Unbound, Kartana, and Excadrill. I wouldn't say "outstanding" as it is weak to rocks, its good
* Has a fantastic Speed tier for a support Pokemon.
* Functions as an effective mixed wall on stall and semi-stall teams. Also works on balance due to Defog and Taunt
* add as plus its access to good utility moves, toxic, defog, uturn and knock

* Has a unique ability in Overcoat that allows it to switch into feared status moves in Amoonguss' Spore and Tangrowth's Sleep Powder.
* Has a Stealth Rock weakness, which hurts it as a defensive Pokemon.
* Is hurt by the prevalence of fairies in the metagame, such as Tapu Lele, Clefable and Magearna.
* Can become deadweight against common Pokemon in Magnezone, Tapu Fini and Mega Sableye. Mention koko here
* Relies heavily on Foul Play, a move that can be easily played around, to do damage.
* Is hard to fit on teams that aren't defensively oriented.

[SET]
name: Defensive Utility
move 1: Foul Play
move 2: Roost
move 3: Taunt
move 4: Defog / Toxic / Knock Off
item: Leftovers
ability: Overcoat
nature: Impish
evs: 248 HP / 136 Def / 108 SpD / 16 Spe

[SET COMMENTS]
Moves
========

* Foul Play makes up for Mandibuzz's lack of power, as it uses the opponent's Attack stat to calculate damage. This allows Mandibuzz to deal sufficient damage to powerful physical threats in Mega Metagross, Jirachi and Mega Charizard X.
* Roost is very important, as it provides Mandibuzz with reliable recovery and allows it to sustain itself throughout the match.
* Taunt allows Mandibuzz to shut down common defensive pokemon in Ferrothorn and Chansey, as well as keep slower set up sweepers in Azumarill and Mega Scizor from setting up.
* Defog allows Mandibuzz to clear both sides of the field of hazards, thus preventing its teammates from taking residual damage.
* Toxic is an alternative over Defog on teams that aren't too worried about hazards, as it allows Mandibuzz to cripple offensive and defensive Pokemon alike by putting them on a timer.
Set Details
========

* 248 EVs invested in HP allow Mandibuzz to be as bulky as possible and switch into Stealth Rock four times, while 136 EVs invested into Defense with an Impish nature and 108 into Special Defense allow Mandibuzz to tank Physical and Special hits alike, such as Mega Metagross' Meteor Mash, Kartana's Smart Strike and Hoopa-Unbound's Focus Blast.
* 126 Speed EVs are important, as they allow Mandibuzz to outspeed Azumarill and hit it with Foul Play after it uses Belly Drum. Mandibuzz can also use this Speed investment to tie and pressure Mega Venusaur.
* Overcoat is the preferred ability, as it allows Mandibuzz to switch into powder moves from the likes of Breloom and Tangrowth.
* Leftovers provide Mandibuzz with precious passive recovery at the end of every turn.

Usage Tips
========

* Mandibuzz's bulk and typing should be put to good use to switch her into resisted attacks or neutral coverage. From here, Mandibuzz can use either Foul Play or Toxic alongside Taunt to wear down its opponent.
* Mandibuzz can use Taunt alongside Defog to remove entry hazards set from the likes of Alolan Marowak and Ferrothorn and prevent them from setting any up again.
* Mandibuzz's favorable matchups against several Stealth Rock setters allow it to switch into the battlefield as the hazard is being set and immediately Defog it away.
* Mandibuzz can make use of forcing Pokemon like Gengar and Mega Metagross out to use Defog.
* Knock Off can be used when predicting switches into defensive Pokemon or Pokemon that aren't threatened by Mandibuzz, such as Chansey, Tapu Koko and Tapu Lele.
*mention how its good to pivot as it can take almost any 1 hit and scout opp's movesets.

Team Options
========

* Rapid Spin support from the likes of Excadrill and Starmie can help Mandibuzz patch up its Stealth Rock problem. add here how this relieve mandibuzz's need of defog.
* Reliable switch-ins to Fairy-type attacks, such as Skarmory and Celesteela, add bulky exca here too are able to tank hits from the likes of Magearna and Clefable that Mandibuzz hates taking.
* Switch-ins to Electric-type attacks, such as Alolan Marowak and Landorus-Therian, are also very appreciated by Mandibuzz.
* Pokemon that are weak to entry hazards, such as Volcarona, Charizard and Tornadus-Therian, all appreciate Mandibuzz's ability to remove hazards with Defog.
* Because Defog removes your own team's entry hazards, Pokemon that can consistently set them up throughout a match make for good partners. Examples of these Pokemon include Ferrothorn and Landorus-Therian.
*add pokemon that can cure mandibuzz in case gets status, as this will limits its capabilities


[STRATEGY COMMENTS]
Other Options
=============

* Whirlwind is an option that allows Mandibuzz to phase threatening set up sweepers. However, this usually isn't as valuable of a utility option compared to Defog and Taunt due to the latter option's ability to shut down offensive and defensive Pokemon alike.
* Mandibuzz can use Brave Bird to do more damage to common Pokemon in Buzzwole and Tapu Bulu, though the lack of Foul Play often renders it useless against big threats in Mega Metagross and Excadrill.
* U-turn is an option to lure in one of Mandibuzz's checks and bring in a Pokemon that beats them, though this is at the cost of important utility moves in either Taunt or Defog, which Mandibuzz often relies on as its niche.
* Rocky Helmet can help Mandibuzz to punish physical attackers, though this usually isn't as valuable as the passive recovery leftovers provides you with.
* Mandibuzz can function as either a primary special or physical wall with the proper investment, though usually does better with mixed defenses due to competition other Dark- or Flying-type walls in Mega Sableye and Celesteela.

Checks and Counters
===================

**Mega Sableye**: Mega Sableye is capable of using its impressive typing, Magic Bounce ability and bulk to reliably switch in on any attack Mandibuzz has in its arsenal and use it as set up fodder.

**Tapu Koko**: Tapu Koko resists Foul Play and Brave Bird and is able to either OHKO or severely weaken Mandibuzz with either Thunderbolt or Dazzling Gleam.

**Fairy-types**: Common Fairy-types in Magearna and Tapu Lele take almost no damage from Foul Play and are able to threaten Mandibuzz with their super effective STAB attacks. add a special mention of tapu fini here and merge tapu koko here as well.

**Powerful Special Attackers**: Several common Special Attackers are able to threaten Mandibuzz out, given its primary investment is in Defense. Examples include Mega Charizard Y, Greninja and Volcarona.

**StatusResidual Damage**: Mandibuzz is vulnerable to all relevant forms of status in the metagame, as Poison will put it on a timer, Burn will negate Leftovers, Paralysis will prevent Mandibuzz from outspeeding anything, and S(runs overcoat cannot be put to sleep) add will completely immobilize it.eakeness of rocks here

**TerrakionRock-types**: Terrakion's Justified ability allows it to switch into Mandibuzz's Foul Play to receive an Attack boost, and OHKO Mandibuzz with Stone Edge. add tyranitar too.

**Taunt Users**: Due to its reliance on Status moves, Mandibuzz is easily shut down by common Taunt users in Heatran and Tapu Fini.
Good job
QC 1/3
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Hilomilo if you could please implement Dennis's check that would be greatly appreciated. I'll give 48 hours grace period to allow the changes to be made before re-assignment.
 
Sorry about this taking so long. Had a lot of stuff come up this week.

For Mandibuzz I think Defog is a must - since Mandibuzz is a defensive mon it kind of needs justification over a lot of its defensive brethren. Since it is a good Ghost resist that has access to Defog it might as well make usage of such a strategy.

As far as Slot 4 I think the best arrangement is Taunt / Toxic / Knock Off. Taunt on Mandibuzz is pretty nice because it prevents entry hazards and Leech Seed from Pokemon like Ferrothorn and Celesteela. It also lets Mandibuzz not become total setup bait to Zygarde either. You're missing a description for Knock Off as well.
* 248 EVs invested in HP allow Mandibuzz to be as bulky as possible and switch into Stealth Rock four times, while 136 EVs invested into Defense with an Impish nature and 108 into Special Defense allow Mandibuzz to tank Physical and Special hits alike, such as Mega Metagross' Meteor Mash, Kartana's Smart Strike and Hoopa-Unbound's Focus Blast.
I would also elaborate on the real reason for the EVs on being able to check Gengar (which, IIRC, was the original intent of the Special Defense EVs).
* Knock Off can be used when predicting switches into defensive Pokemon or Pokemon that aren't threatened by Mandibuzz, such as Chansey, Tapu Koko and Tapu Lele.
Also mention that Knock Off can be a good way of scouting a Z-Item on a Pokemon.
* Rapid Spin support from the likes of Excadrill and Starmie can help Mandibuzz patch up its Stealth Rock problem and relieve its need of Defog.
I would remove this sentence since you should really use Defog to help keep a good niche to use Mandibuzz.
uRlXl5q.gif

2/3
 
Overview

This is a bit too bloated atm. You can merge the 3 first points for one.

Has several impressive defensive qualities, such as its good defensive typing, defensive stats, and utility movepool that allow it to check a multitude of threats, including Hoopa-Unbound, Kartana, and Excadrill.
* Has a fantastic Speed tier for a support Pokemon.
* Functions as an effective mixed wall on stall and balanced teams.

Merge these 3 lines together

* Has a unique ability in Overcoat that allows it to switch into feared status moves in Amoonguss' Spore and Tangrowth's Sleep Powder.

Take this out

* Also has a fair amount of useful utility options, such as Toxic, Defog, U-turn, Knock Off and Taunt.

This too

* Has a Stealth Rock weakness, which hurts it as a defensive Pokemon.

* Is hurt by the prevalence of fairies in the metagame, such as Tapu Lele, Clefable and Magearna.
* Can become deadweight against common Pokemon in Magnezone, Tapu Fini Mega Sableye and Tapu Koko.

Merge these two lines together

* Relies heavily on Foul Play, a move that can be easily played around, to do damage.

Take this out, and mention it in usage tips

* Is hard to fit on teams that aren't defensively oriented.

Usage Tips

Mandibuzz's favorable matchups against several Stealth Rock setters allow it to switch into the battlefield as the hazard is being set and immediately Defog it away.

Take this line out of the usage tips and put it on the overview.

* Mandibuzz can make use of forcing Pokemon like Gengar and Mega Metagross out to use Defog.

I'd be wary about mentioning Mega Metagross, since if Mandibuzz switches into Meteor Mash and rocks are up, it's forced to heal, and if Metagross gets an attack boost, it's curtains for it. I'd mention something else here.
 
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