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mantine analysis

Jul 27th, 2017
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  1. Man-Time for an Analysis: A SM OU Mantine Analyis
  2.  
  3. Mantine is definitely one of my favorite Pokémon atm, it's amazing what 1 move can do to increase a Pokémon's viability. Unlike other Pokémon that I've done analyses on, Mantine is a wall. Mantine fills a niche in OU as a reliable Defogger and it can wall powerful meta threats such as Mega-Charizard-Y, Ash-Greninja, Protean Greninja, Volcarona, Keldeo, Mega-Camerupt, Vincune, Heatran and rain. Mantine is the reason why Stone Edge on Mega-Swampert is superior to Superpower, and it's something that any good rain team should be prepared for. Additionally, Mantine is unique in that it is a defogger with access to Scald, meaning it can force out rockers like Landorus-T and threaten Bisharp with a burn should it decide to come in. However, Mantine's typing leaves it weak Stealth Rocks in addition to threats like Tapu Koko, Zapdos, Tyranitar, Mega-Manectric, Kyurem-B, Magnezone and Nihilego. Mantine also faces competition with Toxapex as a bulky water, as Toxapex's utility with Toxic Spikes and Regenerator make it more optimal than Mantine on lots of builds.
  4.  
  5. ##Base Stats
  6.  
  7. > HP: 85
  8. > Attack: 40
  9. > Defense: 70
  10. > Sp. Atk: 80
  11. > Sp. Def: 140
  12. > Speed: 70
  13.  
  14. 85/70/140 is excellent bulk and Mantine doesn't require that much Spdef investment to function well as a mixed wall. Aside from that it's speed is good for a wall and it has a decent Spatk stat, meaning that scald will do a lot to some of the frailer mons in the tier.
  15.  
  16. ##Typing
  17.  
  18. **Water/Flying**
  19.  
  20. Defensively, Mantine's typing grants it resistances to common offense types like Water, Fire and Fighting, while giving it an immunity to ground. Other than that, Mantine is weak to Rock and electric while taking neutral damage from common types. Neutral coverage hits won't do much damage (Ice beam from Magearna), and it's natural bulk lets it eat STABs of lots of special attackers.
  21.  
  22.  
  23. ##Ability
  24.  
  25. Swift Swim and Water Veil are outclassed by Water Absorb. Water Absorb allows it to deal with rain better and it gives it healing when dealing with Greninja and Keldeo.
  26.  
  27. >**Water Absorb:** Heals 25% HP when hit by a Water-type attack.
  28.  
  29. Basically if Mantine switches in on a water attack gains health it's probably not gonna be triggered that often, but it will affect how your opponent plays with their offensive waters, and is great playing mind games.
  30. ##Moves
  31.  
  32. **Roost**
  33.  
  34. Basically the main reason this mon became viable this generation. Having recovery helps Mantine out a ton and it's an essential move when using Mantine.
  35.  
  36. **Scald**
  37.  
  38. It's a top 5 move in the game and it keeps Mantine from being too passive, potential burns can help to patch up Mantine's mediocre Physdef. Scald also deters threats like Mega-Mawile and Mega-Medicham from switching in.
  39.  
  40. **Defog**
  41.  
  42. It gives Mantine utility and provides a very important service to a team, also improves Mantine's survivability, as it is weak to rocks itself.
  43.  
  44. **Toxic**
  45.  
  46. Puts stuff on a timer and makes it so Mantine isn't total set-up bait, useful for punishing attackers on switch, assuming you don't wanna just spam scald and fish for a burn.
  47.  
  48. **Haze**
  49.  
  50. Prevents set-up and lets Mantine deal with Pokémon that have to set up in order to break. Essential if you want Mantine to completely shut down Vincune.
  51.  
  52.  
  53.  
  54. ##Sets
  55. >
  56. > Mantine @ Leftovers
  57. > Ability: Water Absorb
  58. > EVs: 240 HP / 196 Def / 72 SpD
  59. > Calm Nature
  60. > - Roost
  61. > - Scald
  62. > - Toxic/Haze
  63. > - Defog
  64.  
  65. This set is probably the main set that this Pokémon is gonna use. The Calm Nature and the Spdef investment allow it to avoid the 2HKO from Ash-Greninja, provide rocks are off the field, while the of the EVs are pumped into Defense so that it can deal with Physical attackers like Alolan-Marowak better. Haze is slashed alongside Toxic because it allows you to 1v1 Vincune should the situation arise, however Toxic is generally better in most cases. You can also run a set with Max Defense Bold to better check physical attackers, but then Mantine loses it's ability to reliably deal with physical attackers. Additionally a Fully Spdef set can be ran to deal with powerful Spatkers better, but then Mantine loses out on it's ability to pivot around. Mantine should prioritize healing up with roost and removing hazards with Defog as it is incredibly susceptible to chip damage, and rocks make it take a ton of damage whenever it comes in. If paired with a Dugtrio, Eject Button can be ran over Leftovers, as that allows Mantine to switch in on a Heatran so that Dugtrio can remove it from the game. However, the lack of Leftovers is noticeable on a Pokémon so susceptible to chip damage. As a mixed wall 248/240/16 can be used to take physical hits better, while still functioning as a mixed wall, as the given spread doesn't check Pokémon like Mega Lopunny as well.
  66. ##Calcs
  67.  
  68. Instead of displaying the carnage and destruction that a mon produces, these calcs will demonstrate how hard it is for stuff to break thru my man Mantine
  69.  
  70. >252 SpA Choice Specs Keldeo Secret Sword vs. 240 HP / 196 Def Mantine: 108-128 (29.1 - 34.5%) -- 99.9% chance to 4HKO after Leftovers recovery
  71.  
  72.  
  73. >252 SpA Choice Specs Keldeo Hidden Power Electric vs. 240 HP / 72+ SpD Mantine: 252-300 (67.9 - 80.8%) -- guaranteed 2HKO after Leftovers recovery
  74.  
  75.  
  76.  
  77.  
  78.  
  79. Watch out for the tech HP electric bc that does a ton.
  80.  
  81. >0 Atk Keldeo Stone Edge vs. 240 HP / 196 Def Mantine: 116-138 (31.2 - 37.1%) -- guaranteed 4HKO after Leftovers recovery
  82.  
  83.  
  84. >252 SpA Keldeo Secret Sword vs. 240 HP / 196 Def Mantine: 72-86 (19.4 - 23.1%) -- possible 6HKO after Leftovers recovery
  85.  
  86. Scarf keld actually heals lol
  87.  
  88. >252 SpA Heatran Magma Storm vs. 240 HP / 72+ SpD Mantine: 53-63 (14.2 - 16.9%) -- possible 9HKO after Leftovers recovery
  89.  
  90. >252 SpA Heatran Bloom Doom (190 BP) vs. 240 HP / 72+ SpD Mantine: 134-158 (36.1 - 42.5%) -- 94.6% chance to 3HKO after Leftovers recovery
  91.  
  92.  
  93.  
  94. Lol tran
  95.  
  96.  
  97. >252 SpA Choice Specs Greninja-Ash Dark Pulse vs. 240 HP / 72+ SpD Mantine: 144-169 (38.8 - 45.5%) -- guaranteed 3HKO after Leftovers recovery
  98.  
  99.  
  100. That actually does a lot, and flinches make Ash-gren kinda scary
  101.  
  102. >252 Atk Greninja Rock Slide vs. 240 HP / 196 Def Mantine: 138-164 (37.1 - 44.2%) -- 99.9% chance to 3HKO after Leftovers recovery
  103.  
  104. >252 Atk Greninja Gunk Shot vs. 240 HP / 196 Def Mantine: 111-131 (29.9 - 35.3%) -- guaranteed 4HKO after Leftovers recovery
  105.  
  106.  
  107. Gunk can be annoying if greninja does get the poison off
  108.  
  109. >252 SpA Charizard-Mega-Y Fire Blast vs. 240 HP / 72+ SpD Mantine in Sun: 101-119 (27.2 - 32%) -- 46.4% chance to 4HKO after Leftovers recovery
  110.  
  111. >252 SpA Charizard-Mega-Y Solar Beam vs. 240 HP / 72+ SpD Mantine: 98-116 (26.4 - 31.2%) -- 13.4% chance to 4HKO after Leftovers recovery
  112.  
  113. Fireblast actually does more than Solar Beam lol
  114.  
  115. >+1 252 SpA Volcarona Shattered Psyche (175 BP) vs. 240 HP / 72+ SpD Mantine: 189-223 (50.9 - 60.1%) -- 88.3% chance to 2HKO after Leftovers recovery
  116.  
  117.  
  118. >+1 252 SpA Volcarona Inferno Overdrive (185 BP) vs. 240 HP / 72+ SpD Mantine: 150-177 (40.4 - 47.7%) -- guaranteed 3HKO after Leftovers recovery
  119.  
  120.  
  121. Even when Boosted, Volcarona isn't really doing much damage to Mantine
  122.  
  123. >252+ SpA Sheer Force Camerupt-Mega Ancient Power vs. 240 HP / 72+ SpD Mantine: 132-156 (35.5 - 42%) -- 84.2% chance to 3HKO after Leftovers recovery
  124.  
  125.  
  126. >252+ SpA Sheer Force Camerupt-Mega Nature Power vs. 240 HP / 72+ SpD Mantine in Electric Terrain: 588-696 (158.4 - 187.6%) -- guaranteed OHKO
  127.  
  128.  
  129.  
  130. Ofc if Mega Camerupt is paired with a Koko, Electric Terrain nature power (Thunderbolt) absolutely shreds mantine
  131.  
  132.  
  133.  
  134. >252 SpA Choice Specs Latios Draco Meteor vs. 240 HP / 72+ SpD Mantine: 205-243 (55.2 - 65.4%) -- guaranteed 2HKO after Leftovers recovery
  135.  
  136. Spatk drop means that Mantine can heal up for free afterwards
  137.  
  138. >252 SpA Choice Specs Gengar Sludge Wave vs. 240 HP / 72+ SpD Mantine: 150-177 (40.4 - 47.7%) -- guaranteed 3HKO after Leftovers recovery
  139.  
  140. Spatkers in general have trouble dealing with Mantine, even when it has minimal investment
  141.  
  142. >252 Atk Lopunny-Mega Return vs. 252 HP / 240 Def Mantine: 172-204 (45.9 - 54.5%) -- 6.6% chance to 2HKO after Leftovers recovery
  143.  
  144. That's what the defense is for
  145.  
  146. >252 Atk Gallade-Mega Zen Headbutt vs. 252 HP / 240 Def Mantine: 157-186 (41.9 - 49.7%) -- guaranteed 3HKO after Leftovers recovery
  147.  
  148. Gallade can try to boost up on you, but it has to risk a potential burn
  149.  
  150. >252+ Atk Zygarde Thousand Arrows vs. 252 HP / 240 Def Mantine: 135-160 (36 - 42.7%) -- 96.9% chance to 3HKO after Leftovers recovery
  151.  
  152. Even Zygarde needs to boost up to deal with Mantine, and it risks a scald burn in order to do that.
  153.  
  154.  
  155. ##Checks/counters
  156. In no particular order
  157.  
  158. * **Electric Types** Pokémon like Tapu Koko, Magnezone, Mega-Manectric and Zapdos can easily break past Mantine with minimal investment. Additionally, Pokémon that commonly carry Electric Coverage like Double-Dance Magearna can beat Mantine in 1v1 scenario. Magearna is kinda annoying because there isnt much Mantine can do to punish it.
  159. * **Chip** Since Mantine takes 25% from rocks every time it comes in, damage can rack up and make some of the 3HKOs on Mantine into 2HKOs. Additionally being statused can easily mess with Mantine's survivability as Toxic Damage can rack up. Lots of bulkier Pokémon that can carry Toxic (Chansey, Toxapex) dont have trouble dealing with Mantine. Pokémon like Celesteela and Ferrothorn can annoy Mantine with Leech Seed and keep it low. Ferrothorn can also hit Mantine with a knock off, which can cripple Mantine a lot.
  160. * **Grasses** in addition to the previously mentioned Ferrothorn, Tangrowth and Mega-Venusaur are difficult for Mantine to deal with, as they don't care about Scald and have access to moves than can gimp Mantine's healing ability (Knock Off, Potential Poison, Leech Seed etc.)
  161. * **Rock Types** Tyranitar and Nihilego have no problem breaking past Mantine, and Pokémon with access to stone edge like Garchomp and Landorus-T can also put in work vs Mantine. Barring Nihilego, the previously mentioned Pokémon don't wanna switch into a Scald.
  162. * **Wallbreakers** Powerful Pokémon such as Mega-Mawile, Mega-Medicham, Kyurem-B, Tapu Bulu and Specs Tapu Lele can all confidently break through Mantine. However, Physical Wallbreakers have to be mindful of a potential scald burn on a switch in.
  163.  
  164. ##Teammates
  165. In no particular order
  166.  
  167. * **Fat Grasses** Mega-Venusaur, Tangrowth, Ferrothorn and Amoonguss all offer good defensive synergy with Mantine as they can deal with Pokémon that Mantine is weak to, while Mantine walls stuff like Mega-Charizard-Y which otherwise throttles grasses. Additionally, Mega-Venusaur has no trouble dealing with the Electrics that give Mantine trouble.
  168. * **Heatran** can deal with threatening breakers like Tapu Bulu and Mega-Mawile confidently, and can also run a Spdef set to deal with the electrics that scare Mantine.
  169. * **Tapu Lele** is easily one of the best scarfers in the tier and Mantine allows a team to run Scarf Lele as Mantine takes the role of a Volcarona check, which is normaly reserved for a scarfer.
  170. * **Clefable and Celesteela** can deal with most attackers that give Mantine trouble while Mantine walls the fire types that ruin their lives. Clefable also serves as a status absorber, so that way Mantine isn't susceptible to chip from Leech Seed, Burns and Poison.
  171. * **AV Magearna** can deal with offensive rock types, and it can check most Electric types barring Physical Tapu Koko. However, it does have to watch out for stuff like ground coverage on Tyranitar.
  172. * **Ground Types** Zygarde, Landorus-T, Mega-Camerupt, Dugtrio and Garchomp all can offensively check lots of the Pokémon that give Mantine trouble. Ground types also deter electric types from volt-switching.
  173.  
  174. ##Final Thoughts
  175.  
  176. * Mantine is at it's best on bulkier builds, so it is ideal to use it on Bulky offense, Balance and fatter teams in general.
  177. * Mantine is not the most splashable mon (Think Tangrowth, Mew or Lando), so you have to consider that when building around it.
  178. * When playing with this mon focus on keeping it healthy as the stuff it walls can break through it if they get the necessary chip
  179.  
  180.  
  181. ##Shoutouts
  182.  
  183. * TheLaughingCat2 for making me write this analysis bc i made [this](https://imgur.com/lOepSSu)
  184. * Check out this crazy person's [rant about mantine](https://www.reddit.com/r/stunfisk/comments/6ocluq/are_there_any_pokemon_you_feel_are_better_in_a/dkgm1ms/)
  185. * HMS is the best
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