SS OU Mantine Rain

From what I usually see, if and when, I see a Mantine, it's generally a toxic stall variant, and i wanted to explore routes to where it could be a major offensive threat. My first thought with its base 80 Special attack and base 70 Speed, i figured it had to have its stats boosted with Rain as well as choice specs, in order to give it more of an offensive threat. I'm currently in the 1200s with this team, and bouncing around between 1200 and 1300 because of my poor gameplay, but this team can seriously put in some work.

Pelipper @ Damp Rock
Ability: Drizzle
EVs: 252 HP / 252 Def / 4 SpD
Nature: Bold

-Roost
-Defog
-U-turn
-Scald

Pelipper is by far a staple for any Rain Team. Also serves as my defogger, as well as a Cinderace, Darmanatan, and other physical attacker pivots. I forewent hurricane as another STAB option for roost, to enhance Pelipper's longevity, and am able to roost up on Ferrothorn, Toxapex, and similar other pokemon who don't deal significant damage.

Mantine @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 252 Spe / 4 SPd
Nature: Modest

-Surf
-Hurricane
-Ice Beam
-Air Slash

Mantine is my primary Rain abuser and both of its primary STAB's being Surf and Hurricane can pretty much 2HKO if not OHKO most pokemon it encounters. Surf is there only for accuracy, as i have played around with hydro pump, however its a little too inaccurate for my liking. Ice beam is pretty much overall coverage due to its lacking move pool, when surf and hurricane aren't options due to water absorb and my rain setter is fainted, when i cant risk a hurricane miss. Again with air slash, the move pool is a bit lacking, so I'm not entirely sure what to have on last move. I figured flinching could be useful as a late game win condition, when all else fails.

Heliolisk @ Life Orb
Ability: Dry Skin
EVs: 252 SpA / 252 Spe / 4 SpD
Nature: Timid

-Thunder
-Hyper Voice
-Grass Knot
-Volt Switch

Heliolisk is my ghost immunity and second rain abuser with thunder. Grass knot catches Seismatoad off guard, and often OHKO's it before it can get rocks up or a toxic off. Dry skin ability under rain counteracts the life orb, increasing damage with its moveset, without the cost of health.

Flygon @ Choice Scarf
Ability: Levitate
EVs: 252 Att/ 252 Spe / 4 SpD
Nature: Jolly

-Outrage
-Earthquake
-Fire Punch
-U-Turn

Flygon is my electric immunity, and speed control for the team. Scarf U-turn lets me get out of harms way from Fairy types unscathed, and fire punch is coverage for Ferrothorn, which removing is a huge plus to the rest of my team.

Toxicroak @ Choice Band
Ability: Dry Skin
EVs: 252 Att / 252 Spe / 4 SpD
Nature: Jolly

-Poison Jab
-Low Kick
-Drain Punch
-Knock Off

Initially, i was using gunk shot, but i switched out for poison jab for its accuracy. Low kick is coverage for Ferrothorn, Poison Jab hits Clefable, Sylveon, and Hatterene, and Knock off is useful for opponent's leftovers, as well as choice items. I wasn't sure whether Dry Skin was any better or worse than Poison Touch, but i went with Dry Skin to heal over time, increasing Croak's longevity, in combination with drain punch.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 SpD / 4 Def
Nature: Sassy

-Stealth Rock
-Leech Seed
-Gyro Ball
-Power Whip

My stealth rocker, as well as fairy and water resist for the team. Ferro is great for wearing stuff down with Iron Barbs, as well as sponging water attacks that Mantine or Pelipper don't want to take. With max SpD I can sponge a flamethrower from Clefable or Togekiss while under rain, not well, but i can live, and return heavy damage with gyro ball.
 
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