Mantine

[OVERVIEW]

Mantine's excellent typing and ability allow it to check many of NU's most prominent threats such as Samurott, Steelix, Pyroar, and Hariyama. Thanks to Water Absorb, Mantine also has a niche as one of the only Pokemon immune to Water in the tier and as an excellent Scald absorber. Although a weakness to Stealth Rock hinders it, Mantine's astounding defensive typing, ability to beat most Stealth Rock users, and high Special Defense stat let it act as a fairly reliable Defogger. However, Mantine's low Special Attack stat and reliance on Scald burns to inflict damage don't let it build momentum for its team. Low Defense combined with a lack of reliable recovery hurts Mantine's longevity and makes it difficult to repeatably check strong physical attackers throughout a battle. Although Mantine's typing covers a plethora of threats throughout NU, a 4x weakness to Electric makes Mantine a liability versus Volt Switch users such as Rotom and Lanturn, which gives up more momentum in a match. Mantine can be worn down very quickly due to its weakness to Stealth Rock, vulnerability to status, and lack of reliable recovery. Pelipper gives Mantine a run for its money, as it has the same typing, superior physical bulk, and access to roost and U-turn that allows it to keep up momentum and fit on a wider range of teams. Despite these traits, Mantine separates itself from Pelipper with much higher Special Defense and an immunity to Water.

[SET]
name: Mixed Defensive Defog
move 1: Defog
move 2: Scald
move 3: Air Slash
move 4: Toxic / Protect
item: Leftovers
ability: Water Absorb
nature: Calm
evs: 252 HP / 240 Def / 16 SpD

[SET COMMENTS]
Moves
========
Defog provides useful team support by keeping entry hazards off the field. Scald is Mantine's most spammable offensive move and can also burn common switch-ins such as Ferroseed and Lanturn. Scald is generally good for warding off powerful physical attackers that prey on Mantine's low Defense stat, as getting a burn on Pokemon like Klinklang or Samurott makes them much easier to deal with. Air Slash is used for super effective coverage versus Grass- and Fighting-types and helps to make sure Mantine isn't total setup bait for Pokemon like Samurott and Sceptile. Toxic is used to status bulkier Pokemon that don't take much damage from Mantine's dual STAB moves such as Lanturn, Pelipper, and Musharna. Protect can also be used to increase Mantine's longevity, as Mantine relies solely on Leftovers to recover health. Protect also has good synergy with Scald, as Protect + Scald can effectively wear down opposing Pokemon.

Set Details
========
Maximum HP investment increases Mantine's overall bulk, and 16 Special Defense EVs along with a Calm nature hit a jump point, which allows Mantine to take special attacks better with minimal investment. The rest of the EVs are thrown into Defense to allow Mantine to better take on strong physical attackers such as Sawk, Hariyama, and Swords Dance Samurott and Sceptile. Leftovers is the item of choice to increase Mantine's longevity throughout the battle, and Water Absorb is the best ability for Mantine, as it adds another useful immunity and can provide Mantine with recovery.

Usage Tips
========
Unless your opponent has a Water-immune Pokemon, it is usually fairly safe to spam Scald, as even Pokemon that resist it such as Lanturn don't appreciate a burn. Due to its lack of reliable recovery and weakness to Stealth Rock, avoid letting Mantine take unnecessary damage throughout a battle. Be cautious of status moves from Pokemon Mantine typically switches into such as Toxic from Steelix or Thunder Wave from Xatu. Similarly, Mantine must beware of a surprise Hidden Power Electric. Pokemon that Mantine can normally wall such as Combusken and Samurott will often run Hidden Power Electric to cripple Mantine. Knock Off users also pose a threat, as Mantine completely relies on Leftovers for recovery.

Team Options
========
Due to its Defog support and excellent defensive typing and stats, Mantine finds itself in the heart of many solid cores in NU. Steelix is a terrific partner for Mantine, as the two cover each other's weaknesses well, and provide both entry hazard support with Stealth Rock and hazard removal with Defog. Hariyama pairs great with these two, as it helps check Fire-types that can break through Mantine such as Magmortar. Due to its low Defense, Mantine shouldn't have your team's sole Fighting resistance. Pairing Mantine up with another Pokemon that resists Fighting such as Vileplume creates a strong defensive backbone for teams. Wish passers such as Mega Audino are also great partners for Mantine, as passing a Wish to Mantine aids its longevity throughout a match. Mega Audino can also use Heal Bell to remove any status inflicted upon Mantine. Similarly, status absorbers such as Malamar, Gurdurr, and Clefairy are good partners for Mantine, as they can easily switch in on any Toxic, Wil-O-Wisp, or Thunder Wave directed at Mantine. Ground-types such as Rhydon and Piloswine work well with Mantine, as they can cover Mantine's 4x weakness to Electric and stop opponents from Volt Switching around freely. Teammates that appreciate hazard control such as Jynx, Sawk, Archeops, and Scyther also work well with Mantine, as Mantine can reliably keep hazards off the field for them.

[STRATEGY COMMENTS]
Other Options
=============
With its usable base 80 Special Attack stat and solid dual STAB moves, Mantine can make good use of Choice Specs. This set faces heavy competition from Samurott as a specially offensive Water-type, though, as Samurott is more powerful, is not locked into one move, and has access to priority in Aqua Jet. Many Pokemon that switch in on Mantine such as Rotom, Lanturn, and opposing Mantine cannot properly deal with it once it is behind a Substitute, so a Substitute + Toxic set can work excellently. This set is often not as effective as defensive Mantine, as it loses bulk and cannot Defog as effectively. Mantine can go an even more offensive route by running a Rain Dance + Swift Swim set, as STAB Life Orb-boosted Hydro Pump in the rain can 2HKO most Pokemon that don't resist it, and Air Slash allows Mantine to beat Grass-types that typically check offensive Water-types. This set is often overlooked because it loses out on one of Mantine's greatest strengths in Defog. A Chesto Berry + Rest set can be used to help alleviate Mantine's struggle with status and give Mantine a semi-reliable form of recovery outside of Leftovers. This set is oftentimes overshadowed by Leftovers Mantine, as not being able to Toxic bulkier Pokemon such as Pelipper and Musharna makes Mantine even more of a defect to momentum, and Mantine truly needs Leftovers to keep it alive as long as possible and Defog efficiently.

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

**Electric-types**: Electric-type Pokemon such as Lanturn and Rotom really threaten Mantine, as they can do massive damage with STAB 4x super effective Thunderbolts and Volt Switches. Electric-types also steal momentum from Mantine with Volt Switch, as Mantine is forced out every time. Lanturn in particular should be noted as a counter to Mantine, as it can switch in on any of Mantine's attacks with ease, Heal Bell off any Scald burn or Toxic Mantine goes for, and do massive damage with its Electric STAB moves.

**Passive Damage**: Due to its lack of reliable recovery, weakness to Stealth Rock, and reliance on Leftovers, Mantine is very susceptible to passive damage from sources like Stealth Rock and status.

**Bulky Pokemon**: Incredibly bulky Pokemon such as Malamar and Mega Audino can be troublesome, as they both use Mantine as setup bait and don't care about getting burned or poisoned due to RestTalk and Heal Bell.

**Freeze-Dry Pokemon**: Pokemon that carry Freeze-Dry such as Aurorus, Lapras, and Articuno greatly threaten Mantine, as the move is 4x super effective against it and will do massive damage.
 
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Overview

Mention specific Pokemon that Mantine is able to check instead of just stating the types of Pokemon (Samurott, Steelix, Pyroar, and Hariyama). Alongside its typing, Water Absorb should also be mentioned because the Water immunity is one of reasons why Mantine is used. Make another line in the overview that because of its good defesnive qualities, it acts as a decent Defog user. The last line says "If running a defensive set..." which implies there's more than that set so just remove that bit there. You should also bring up its x4 Electric weakness can make it a liability against Volt Switch users.

Moves

Bring up that Scald in general is good for warding off powerful physical attackers that prey on Mantine's mediocre defense. Mention Musharna as Toxic target.

Team Options

When mentioning Steelix as partner make sure to add a sentence about Hariyama pairing greatly alongside it as the core is very weak to Magmortar otherwise. There needs to be teammates listed that appreciate hazard control such as Sturdy Sawk, Jynx, Archeops, etc. I don't like Grass-types being mentioned as partners because the reasoning of "Mantine's ability to take on Fire-types" is false due to Magmortar always carrying Thunderbolt, so remove that.

Checks and Counters

Emphasize that Electric-types steal momentum from Mantine with Volt Switch, as it's forced out every time. Also add a Bulky Pokemon section and mentioning Malamar and Mega Audino as both use this mon as setup bait and don't care about burn or poison too much due to RestTalk.

1/3
 
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really good job for your first analysis bro
tumblr_m9gct8HYvv1qzckow.gif

in overview, mention how mantine faces competition with other bulky waters aswell as other forms of hazard removal, such as pelipper and prinplup, or claydol, respectively. give pelipper a special mention for having the same typing, better physical bulk, and access to roost snd u-turn that allows it to fit on a wider range of teams

in usage tips mention to be wary of status from things mantine typically switches into like toxic steelix or twave xatu. likewise,
mention status absorbers such as gurdurr or clefairy in team
options.

this aint nesecary, but itd be gucci if you explained why you wouldnt typically use the sets mentioned in oo on most teams. like how offensive faces competition as an offensive water with the likes of samurott or ludicolo, and so on.

when implemented, qc 2/3
 
Implemented both Hootie and Astroboys edits. Ready for QC 3/3 whenever someone gets a chance.
You need to write this up first, aka moving it from bullet points to paragraphs. Note - please don't just delete the bullets, it's important that your writing flows well and is clear. After that is completed then it's ready for the last check.
 
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All written up :]. There were some things I wasn't 100% sure whether to take out or not, or bold or not etc. But they are all little things that can be fixed easily.
 
[OVERVIEW]

Mantine's excellent typing and ability allow for it to check many of NU's most prominent threats such as Samurott, Steelix, Pyroar, and Hariyama. Thanks to Water Absorb, Mantine also has a niche as being one of the only Water immunities in the tier, and being an excellent Scald absorber. Although a weakness to Stealth Rock hinders it, Mantine's astounding defensive typing, ability to switch in on common defoggers why would it want to switch in on defoggers? did you mean rockers?, and high Special Defense stat let it act as a fairly reliable defoger. It's not all good new for Mantine though, Mantine's low Special Attack stat and reliance on Scald burns make it a it of a momentum suck. Along with a mediocre Special Attack stat, low Physical Defense combined with a lack of reliable recovery hurts Mantine's sustainability and makes it difficult to repeatably check strong physical attackers throughout a battle. Although Mantine's typing covers a plethora of threats throughout NU, a 4X weakness to Electric makes Mantine a liability versus Volt Switch users such as Rotom and Lanturn, and this can often lose momentum. Mantine does face competition from Pokemon such as Prinplup and Pelipper as the role of bulky Water and Defoger for a team. Pelipper particularly gives Mantine a run for its money as Pelipper has the same typing, superior physical bulk, and access to roost and u-turn that allows it to keep up momentum and fit on a wider range of teams. Mention its weakness to rocks here as well, as its a negative to using it sometimes, as its worn down very quickly through rocks + attacks / status

[SET]
name: Mixed Defensive Defog
move 1: Defog
move 2: Scald
move 3: Air Slash
move 4: Toxic/Protect
item: Leftovers
ability: Water Absorb
nature: Calm
evs: 252 hp/ 240 def/ 16 spD

[SET COMMENTS]
Moves
========
Defog provides useful team support by keeping hazards off the field. Scald is Mantine's most spammable offensive move and is a decently powerful STAB attack, that can also burn common switch ins for Mantine such as Ferroseed and Lanturn mention it also allows Mantine to handle Physical Attackers better, as getting a scald burn off on something like Klinklang / Samurott makes it much easier to handle. Scald is generally good for warding off powerful physical attackers that prey on Mantine's low Defense stat. Air Slash is a secondary STAB move for Mantine that is used for Super Effective coverage versus Grass and Fighting types, and helps to make sure Mantine isn't total set up bait for Pokemon like Samurott and Sceptile. Toxic is used to status bulkier Pokemon that don't take much damage from Mantine's dual STAB such as Lanturn, Pelipper, and Musharna. Protect can also be used to increase Mantine's longevity, as it relies solely on Leftovers to recover health also mention how protect + scald burns can wear down opposing pokemon like Lanturn a lot easiera.

Set Details
========
Maximum HP investment increases Mantine's overall bulk, and 16 Special Defense EV's along with a Calm nature hit a jump point. The rest of the EV's are thrown into Physical Defense to allow Mantine to better take on strong physical attackers such as Sawk, Hariyama, and Swords Dance Samurott/Sceptile. Leftovers is the item of choice to increase Mantine's longevity throughout the battle, and Water Absorb is the best ability for Defensive Mantine as it adds another useful immunity and can provide Mantine with recovery.

Usage Tips
========
Unless your opponent has a Water Immunity, it is usually fairly safe to spam Scald as even Pokemon that resist it such as Lanturn don't appreciate a burn. Due to its lack of reliable recovery and weakness to Stealth Rock, playing Mantine more conservatively is usually better. Be cautious of status from Pokemon Mantine typically switches into like Toxic from Steelix or Thunder Wave from Xatu. Similarly, Mantine must beware of surprise Hidden Power Electric's. Pokemon that Mantine can normally wall such as Combusken and Samurott will often run HP Electric to do massive damage and cripple Mantine. Knock Off users also pose a threat, as Mantine completely relies on Leftovers to gain recovery.

Team Options
========
Due to its Defog support and excellent Defensive typing/stats, Mantine is a Pokemon that finds itself in the heart of many solid cores in NU. Specifically, Steelix is a terrific partner for Mantine as the two cover each others weaknesses well, and provide both hazard support with Stealth Rock and hazard removal with Defog. Hariyama pairs greatly with these two, as it helps check Fire types that can get break through Mantine such as Magmortar. Due to it's low Physical Defense, Mantine shouldn't be your teams sole Fighting resist. Pairing Mantine up with another pokemon that resist's fighting such as Vileplume creates a strong defensive backbone for teams. Wish passers such as Mega-Audino are also great partners for Mantine, as passing a Wish into Mantine aids its longevity throughout a match. Mega-Audino can also Heal Bell away any Status inflicted upon Mantine throughout the battle. Similarly, status absorbers like Malamar, Gurdurr, and Clefairy are good partners for Mantine as they can easily switch in on any Toxic, Wil-o-Wisp, or Thunder Wave directed at Mantine. Ground types such as Rhydon and Piloswine work well with Mantine, as they can cover Mantine's 4X weakness to Electric and stop opponents from Volt Switching around freely. Teammates that appreciate hazard control such as Jynx, Sawk, Archeops, and Scyther also work well with Mantine, as Mantine can reliably keep hazards off the field for them.

[STRATEGY COMMENTS]
Other Options
=============
With its usable base 80 Special Attack stat and solid dual STAB's, Mantine can make good use of holding Choice Specs. This set faces heavy competition from Samurott as a specially offensive Water type. Many pokemon that switch in on Mantine cannot properly deal with it once it is behind a Substitute like what?, so A Substitute + Toxic set can work excellently. This set is often not as effective as defensive Mantine as it loses bulk, cannot Defog as effectively, and cutting Mantine's HP with Substitute hurts its longevity. Mantine can go an even more offensive route by running a Rain Dance + Swift Swim set, as STAB Life Orb Hydro Pump in the rain can 2HKO most Pokemon that don't resist it, and Air Slash allows Mantine to beat Grass types that typically check Offensive Waters. This set is often overlooked because it loses out on one of Mantine's greatest strengths as a Defoger. A Chesto Berry/Rest set can be used to help alleviate Mantine's struggle with status, and also give Mantine a semi reliable form of recovery outside of Leftovers. This set is often times overshadowed by Leftovers Mantine as not being able to Toxic bulkier Pokemon such as Pelipper and Musharna makes Mantine even more of a momentum suck, and Mantine truly needs Leftovers to keep it alive as long as possible and Defog efficiently.

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

**Electric Types**: Electric type Pokemon such as Lanturn and Rotom really threaten Mantine as they can do massive damage with STAB 4X Super Effective Thunderbolt's and Volt Switches. Electric types also steal momentum from Mantine with Volt Switch, as it is forced out every time. Lanturn in particular should be noted as a counter to Mantine, as it can switch in on any of it's attacks with ease, Heal Bell off any Scald burn or Toxic Mantine goes for, and can also do massive damage with it's Electric STAB.

**Freeze Dry Pokemon**: Pokemon that carry Freeze Dry such as Aurorus, Lapras and Cryogonal greatly threaten Mantine as Freeze Dry is 4X Super Effective and will do massive damage. make freeze dry the last point, it isn't common enough to be threatening

**Passive Damage**: Due to it's lack of reliable recovery and reliance on Leftovers, Mantine is very susceptible to passive damage such as Stealth Rocks and Status. mention here its weakness to rocks

**Bulky Pokemon**: Incredibly bulky Pokemon such as Malamar and Mega Audino can be troublesome, as they both use Mantine as setup bait and don't care about getting burned or poisoned due to RestTalk. or Heal Bell
Implement everything thats bolded, then you get QC 3/3

what you do next is change the tag to Copy Editing and then post in this thread: http://www.smogon.com/forums/thread...ere-we-go-again.3489979/page-165#post-6611224 saying that you are ready for GP! great first analysis btw n_n
 
Aurosis

REMOVE CHANGE COMMENTS

[OVERVIEW]

Mantine's excellent typing and ability allow for it to check many of NU's most prominent threats such as Samurott, Steelix, Pyroar, and Hariyama. Thanks to Water Absorb, Mantine also has a niche as being one of the only Pokemon immune to Water immunities in the tier, and being as an excellent Scald absorber. Although a weakness to Stealth Rock hinders it, Mantine's astounding defensive typing, ability to beat most Stealth Rock users, and high Special Defense stat let it act as a fairly reliable Defogger. It's not all good new for Mantine though However, Mantine's low Special Attack stat and reliance on Scald burns don't let it build momentum for its team make it a bit of a momentum suck. Along with a mediocre Special Attack stat, low Physical Low physical Defense combined with a lack of reliable recovery hurts Mantine's sustainability and makes it difficult to repeatably check strong physical attackers throughout a battle. Although Mantine's typing covers a plethora of threats throughout NU, a 4x weakness to Electric makes Mantine a liability versus Volt Switch users such as Rotom and Lanturn, which gives up more momentum in a match and this can often lose momentum. Mantine can be worn down very quickly due to its weakness to Stealth Rock, tendency of getting status, and its lack of reliable recovery. Mantine does face competition from Pokemon such as Prinplup and Pelipper as the role of bulky Water and Defoger for a team. Pelipper particularly gives Mantine a run for its money as Pelipper has the same typing, superior physical bulk, and access to roost and U-Turn that allows it to keep up momentum and fit on a wider range of teams. what makes Mantine better? If we don't know that, there's no point in even using mantine.

[SET]
name: Mixed Defensive Defog
move 1: Defog
move 2: Scald
move 3: Air Slash
move 4: Toxic / Protect
item: Leftovers
ability: Water Absorb
nature: Calm
evs: 252 HP / 240 Def / 16 SpD

[SET COMMENTS]
Moves
========
Defog provides useful team support by keeping entry hazards off the field. Scald is Mantine's most spammable offensive move and is a decently powerful STAB attack, that can also burn common switch-ins for Mantine such as Ferroseed and Lanturn. Scald is generally good for warding off powerful physical attackers that prey on Mantine's low Defense stat, as getting a burn on Pokemon like Klinklang or Samurott makes them much easier to deal with. Air Slash is a secondary STAB move for Mantine that is used for super effective coverage versus Grass- and Fighting-types, and helps to make sure Mantine isn't total setup bait for Pokemon like Samurott and Sceptile. Toxic is used to status bulkier Pokemon that don't take much damage from Mantine's dual STAB moves such as Lanturn, Pelipper, and Musharna. Protect can also be used to increase Mantine's longevity, as it Mantine relies solely on Leftovers to recover health. Protect also has good synergy with Scald, as Protect + Scald burns can effectively wear down opposing Pokemon.

Set Details
========
Maximum HP investment increases Mantine's overall bulk, and 16 Special Defense EVs along with a Calm nature hit a jump point. But why hit this jump point? What do the EVs let it survive. The rest of the EVs are thrown into Physical Defense to allow Mantine to better take on strong physical attackers such as Sawk, Hariyama, and Swords Dance Samurott and Sceptile. Leftovers is the item of choice to increase Mantine's longevity throughout the battle, and Water Absorb is the best ability for Defensive Mantine as it adds another useful immunity and can provide Mantine with recovery.

Usage Tips
========
Unless your opponent has a Water immunity, it is usually fairly safe to spam Scald, (AC) as even Pokemon that resist it such as Lanturn don't appreciate a burn. Due to its lack of reliable recovery and weakness to Stealth Rock, playing Mantine more conservatively is usually better. What does this mean? It should be never switched in? Better wording would be something like "avoid letting Mantine take unnecessary damage". Be cautious of status from Pokemon Mantine typically switches into like such as Toxic from Steelix or Thunder Wave from Xatu. Similarly, Mantine must beware of a surprise Hidden Power Electric. Pokemon that Mantine can normally wall such as Combusken and Samurott will often run Hidden Power Electric to do massive damage and cripple Mantine. Knock Off users also pose a threat, as Mantine completely relies on Leftovers to gain for recovery.

Team Options
========
Due to its Defog support and excellent Defensive typing and stats, Mantine is a Pokemon that finds itself in the heart of many solid cores in NU. Specifically, Steelix is a terrific partner for Mantine as the two cover each other's weaknesses well, and provide both entry hazard support with Stealth Rock and hazard removal with Defog. Hariyama pairs greatly with these two, as it helps check Fire-types that can get break through Mantine such as Magmortar. Due to its low Physical Defense, Mantine shouldn't be have your team's sole Fighting resistance. Pairing Mantine up with another Pokemon that resists Fighting such as Vileplume creates a strong defensive backbone for teams. Wish passers such as Mega Audino are also great partners for Mantine, as passing a Wish into Mantine aids its longevity throughout a match. Mega Audino can also Heal Bell away any status inflicted upon Mantine throughout the battle. Similarly, status absorbers like such as Malamar, Gurdurr, and Clefairy are good partners for Mantine as they can easily switch in on any Toxic, Wil-O-Wisp, or Thunder Wave directed at Mantine. Ground-types such as Rhydon and Piloswine work well with Mantine, as they can cover Mantine's 4x weakness to Electric and stop opponents from Volt Switching around freely. Teammates that appreciate hazard control such as Jynx, Sawk, Archeops, and Scyther also work well with Mantine, as Mantine can reliably keep hazards off the field for them.

[STRATEGY COMMENTS]
Other Options
=============
With its usable base 80 Special Attack stat and solid dual STAB moves, Mantine can make good use of holding Choice Specs. This set faces heavy competition from Samurott as a specially offensive Water-type, as Samurott What does Samurott do that makes it better?. Many Pokemon that switch in on Mantine like such as Rotom, Lanturn, and opposing Mantine cannot properly deal with it once it is behind a Substitute, so a Substitute + Toxic set can work excellently. This set is often not as effective as defensive Mantine as it loses bulk, (RC) and cannot Defog as effectively, and cutting Mantine's HP with Substitute hurts its longevity. Mantine can go an even more offensive route by running a Rain Dance + Swift Swim set, as STAB Life Orb-boosted Hydro Pump in the rain can 2HKO most Pokemon that don't resist it, and Air Slash allows Mantine to beat Grass-types that typically check offensive Water-types. This set is often overlooked because it loses out on one of Mantine's greatest strengths as a Defogger. A Chesto Berry + Rest set can be used to help alleviate Mantine's struggle with status, and also give Mantine a semi-reliable form of recovery outside of Leftovers. This set is often times overshadowed by Leftovers Mantine, (AC) as not being able to Toxic bulkier Pokemon such as Pelipper and Musharna makes Mantine even more of a defect to momentum suck, and Mantine truly needs Leftovers to keep it alive as long as possible and Defog efficiently.

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

**Electric-types**: Electric-type Pokemon such as Lanturn and Rotom really threaten Mantine as they can do massive damage with STAB 4x super effective Thunderbolts and Volt Switches. Electric-types also steal momentum from Mantine with Volt Switch, as it Mantine is forced out every time and the Volt Switch user gains switch advantage. Lanturn in particular should be noted as a counter to Mantine, as it can switch in on any of its Mantine's attacks with ease, Heal Bell off any Scald burn or Toxic Mantine goes for, and can also do massive damage with its Electric STAB moves.

**Passive Damage**: Due to its lack of reliable recovery, weakness to Stealth Rock, and reliance on Leftovers, Mantine is very susceptible to passive damage from sources like such as Stealth Rock and status.

**Bulky Pokemon**: Incredibly bulky Pokemon such as Malamar and Mega Audino can be troublesome, as they both use Mantine as setup bait and don't care about getting burned or poisoned due to RestTalk and Heal Bell.

**Freeze Dry Pokemon**: Pokemon that carry Freeze Dry such as Aurorus, Lapras, (AC) and Articuno greatly threaten Mantine as Freeze Dry is 4x super effective and will do massive damage.
gato
1/2
 
Last edited:
ok doing shortly

remove add (Capitalize / Fix) (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[OVERVIEW]

Mantine's excellent typing and ability allow for it to check many of NU's most prominent threats such as Samurott, Steelix, Pyroar, and Hariyama. Thanks to Water Absorb, Mantine also has a niche as one of the only Pokemon immune to Water in the tier (RC) and as an excellent Scald absorber. Although a weakness to Stealth Rock hinders it, Mantine's astounding defensive typing, ability to beat most Stealth Rock users, and high Special Defense stat let it act as a fairly reliable Defogger. However, Mantine's low Special Attack stat and reliance on Scald burns to inflict damage don't let it build momentum for its team. Low physical Defense combined with a lack of reliable recovery hurts Mantine's sustainability longevity and makes it difficult to repeatably check strong physical attackers throughout a battle. Although Mantine's typing covers a plethora of threats throughout NU, a 4x weakness to Electric makes Mantine a liability versus Volt Switch users such as Rotom and Lanturn, which gives up more momentum in a match. Mantine can be worn down very quickly due to its weakness to Stealth Rock, vulnerability to status, and its lack of reliable recovery. Pelipper gives Mantine a run for its money, (AC) as Pelipper it has the same typing, superior physical bulk, and access to roost and U-turn that allows it to keep up momentum and fit on a wider range of teams. Despite these traits, Mantine separates itself from Pelipper with much higher Special Defense and an immunity to Water.

[SET]
name: Mixed Defensive Defog
move 1: Defog
move 2: Scald
move 3: Air Slash
move 4: Toxic / Protect
item: Leftovers
ability: Water Absorb
nature: Calm
evs: 252 HP / 240 Def / 16 SpD

[SET COMMENTS]
Moves
========
Defog provides useful team support by keeping entry hazards off the field. Scald is Mantine's most spammable offensive move that and can also burn common switch-ins for Mantine such as Ferroseed and Lanturn. Scald is generally good for warding off powerful physical attackers that prey on Mantine's low Defense stat, as getting a burn on Pokemon like Klinklang or Samurott makes them much easier to deal with. Air Slash is used for super effective coverage versus Grass- and Fighting-types (RC) and helps to make sure Mantine isn't total setup bait for Pokemon like Samurott and Sceptile. Toxic is used to status bulkier Pokemon that don't take much damage from Mantine's dual STAB moves such as Lanturn, Pelipper, and Musharna. Protect can also be used to increase Mantine's longevity, as Mantine relies solely on Leftovers to recover health. Protect also has good synergy with Scald, as Protect + Scald can effectively wear down opposing Pokemon.

Set Details
========
Maximum HP investment increases Mantine's overall bulk, and 16 Special Defense EVs along with a Calm nature hit a jump point, which allows Mantine to take special attacks better with minimal investment. The rest of the EVs are thrown into Defense to allow Mantine to better take on strong physical attackers such as Sawk, Hariyama, and Swords Dance Samurott and Sceptile. Leftovers is the item of choice to increase Mantine's longevity throughout the battle, and Water Absorb is the best ability for Mantine, (AC) as it adds another useful immunity and can provide Mantine with recovery.

Usage Tips
========
Unless your opponent has a Water-immune Pokemon immunity, it is usually fairly safe to spam Scald, as even Pokemon that resist it such as Lanturn don't appreciate a burn. Due to its lack of reliable recovery and weakness to Stealth Rock, avoid letting Mantine take unnecessary damage throughout a battle. Be cautious of status moves from Pokemon Mantine typically switches into such as Toxic from Steelix or Thunder Wave from Xatu. Similarly, Mantine must beware of a surprise Hidden Power Electric. Pokemon that Mantine can normally wall such as Combusken and Samurott will often run Hidden Power Electric to cripple Mantine. Knock Off users also pose a threat, as Mantine completely relies on Leftovers for recovery.

Team Options
========
Due to its Defog support and excellent defensive typing and stats, Mantine is a Pokemon that finds itself in the heart of many solid cores in NU. Steelix is a terrific partner for Mantine, (AC) as the two cover each other's weaknesses well, and provide both entry hazard support with Stealth Rock and hazard removal with Defog. Hariyama pairs great with these two, as it helps check Fire-types that can get break through Mantine such as Magmortar. Due to its low Defense, Mantine shouldn't have your team's sole Fighting resistance. Pairing Mantine up with another Pokemon that resists Fighting such as Vileplume creates a strong defensive backbone for teams. Wish passers such as Mega Audino are also great partners for Mantine, as passing a Wish to Mantine aids its longevity throughout a match. Mega Audino can also use Heal Bell away to remove any status inflicted upon Mantine throughout the battle. Similarly, status absorbers such as Malamar, Gurdurr, and Clefairy are good partners for Mantine, (AC) as they can easily switch in on any Toxic, Wil-O-Wisp, or Thunder Wave directed at Mantine. Ground-types such as Rhydon and Piloswine work well with Mantine, as they can cover Mantine's 4x weakness to Electric and stop opponents from Volt Switching around freely. Teammates that appreciate hazard control such as Jynx, Sawk, Archeops, and Scyther also work well with Mantine, as Mantine can reliably keep hazards off the field for them.

[STRATEGY COMMENTS]
Other Options
=============
With its usable base 80 Special Attack stat and solid dual STAB moves, Mantine can make good use of Choice Specs. This set faces heavy competition from Samurott as a specially offensive Water-type, though, (AC) as Samurott is more powerful, is not locked into one move, and has access to priority in Aqua Jet. Many Pokemon that switch in on Mantine such as Rotom, Lanturn, and opposing Mantine cannot properly deal with it once it is behind a Substitute, so a Substitute + Toxic set can work excellently. This set is often not as effective as defensive Mantine, (AC) as it loses bulk and cannot Defog as effectively. Mantine can go an even more offensive route by running a Rain Dance + Swift Swim set, as STAB Life Orb-boosted Hydro Pump in the rain can 2HKO most Pokemon that don't resist it, and Air Slash allows Mantine to beat Grass-types that typically check offensive Water-types. This set is often overlooked because it loses out on one of Mantine's greatest strengths as a Defogger. ("in Defog"? otherwise specify which strength you're losing out on) A Chesto Berry + Rest set can be used to help alleviate Mantine's struggle with status (RC) and also give Mantine a semi-reliable form of recovery outside of Leftovers. This set is oftentimes (remove space) overshadowed by Leftovers Mantine, as not being able to Toxic bulkier Pokemon such as Pelipper and Musharna makes Mantine even more of a defect to momentum, and Mantine truly needs Leftovers to keep it alive as long as possible and Defog efficiently.

Checks and Counters
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**Electric-types**: Electric-type Pokemon such as Lanturn and Rotom really threaten Mantine, (AC) as they can do massive damage with STAB 4x super effective Thunderbolts and Volt Switches. Electric-types also steal momentum from Mantine with Volt Switch, as Mantine is forced out every time. Lanturn in particular should be noted as a counter to Mantine, as it can switch in on any of Mantine's attacks with ease, Heal Bell off any Scald burn or Toxic Mantine goes for, and do massive damage with its Electric STAB moves.

**Passive Damage**: Due to its lack of reliable recovery, weakness to Stealth Rock, and reliance on Leftovers, Mantine is very susceptible to passive damage from sources like Stealth Rock and status.

**Bulky Pokemon**: Incredibly bulky Pokemon such as Malamar and Mega Audino can be troublesome, as they both use Mantine as setup bait and don't care about getting burned or poisoned due to RestTalk and Heal Bell.

**Freeze-Dry (add hyphen)Pokemon**: Pokemon that carry Freeze-Dry (add hyphen) such as Aurorus, Lapras, and Articuno greatly threaten Mantine, (AC) as Freeze Dry the move is 4x super effective against it and will do massive damage.
 
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