1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Welcome to Pokemon Perfect, Guest!

    Our motto is Pokémon Practice makes Pokémon Perfect. We are a competitive-battling community that encourages the development of players and their ideas, and fosters positive and respectful attitudes. We love Collaboration (working together), Competition (getting stronger), and Communication (being informed).

    You are free to post everywhere, unless the thread explicitly states otherwise (usually in the case of a vote), and there are no private forums whatsoever. We just require you to not make multiple accounts. Let us greet you by posting a thread in the Introduce Yourself! forum.

  3. Tiers

    View Introduction to Tiers if you don't know what tiers are. Pokémon Perfect tiers are named differently to those on Smogon. A numeral followed by the letter U, e.g. 1U, 2U, 3U, represents a main tier on Pokémon Perfect – the '1' of '1U' representing the tier level. For a tier to be a main tier, it must be balanced (nothing is too powerful and game-breaking) and diverse enough (include a variety of Pokémon and strategies). A numeral followed by the letter P, e.g. 1P, 2P, 3P contain all Pokémon that are deemed overpowered in the respective 1U, 2U, 3U tiers. The 1st tier level allows Pokémon that are banned in the 2nd level, and this process continues down. Read the tier list, and in-depth explanations of the tiers naming system and tiering system. Also check out our analyses for all tiers.

  4. Tournaments

    RBY 1U Seasons and its master tournaments are responsible for starting up the community, and tournaments continue to play a big role in maintaining interest in the forums. Signups Open gives you a list of tournaments you can join, and Ongoing lists tournaments that you might want to follow. Additionally, you can tap to find out approximate Schedules for tournaments.

    For historical threads, check out Signups Closed, Finished tournaments and Results. We also have Nominations, Voting and Event threads for exhibitions – past and present.

ADV 50 Mantine [Discussion Ready]

Discussion in 'Individual Analyses' started by Disaster Area, Sep 26, 2018.

  1. Disaster Area

    Disaster Area Little Ball of Furr and Power Member

    Joined:
    May 4, 2014
    Messages:
    5,610
    Likes Received:
    2,506
    Mantine [​IMG]
    Type: Water / Flying
    Stats: 85 | 40 | 70 | 80 | 140 | 70
    Abilities: Water Absorb / Swift Swim

    Introduction


    Mantine is one of the best Pokemon in ADV 50, primarily because it is an exceptional special tank. It is extremely difficult to bypass without an Electric- or Rock-type attack, ground-immune, and is a good check to some physical attackers such as Aggron and Hitmonlee, as well as myriad specially-based threats.
    Beyond its defensive capabilities, Mantine can also be an effective Swift Swim sweeper, with adequate power and speed combined with a typing that makes it unfazed by Grass-types, setting it apart from other Rain abusers.


    Sets


    Tank

    Mantine @ Leftovers
    Ability: Water Absorb
    EVs: 248 HP / 88 SpA / 172 Spe
    Modest Nature
    IVs: 0 Atk
    - Hydro Pump
    - Ice Beam
    - Toxic
    - Rest / Protect

    Set Details

    Mantine's bread-and- butter set, it combines Mantine's excellent special bulk with investment in speed and power, enabling it to take hits and relatiate effectively. The given EVs let it outspeed all Aggron (as well as all Golem), and gives it a greater than 98% chance of 3HKOing Forretress with Hydro Pump (assuming it hits and it doesn't crit), reducing the extent to which it is spikes bait. The remaining EVs are put into HP, bolstering its ability to handle threats defensively. Even more Special Attack can be used if Sharpedo is of concern; 128 EVs in Special Attack alongside that Modest nature virtually guarantee's the 2HKO on Sharpedo with Hydro Pump (disregarding accuracy). Surf is an alternative STAB option over Hydro Pump if you're concerned about SubToxic Pokemon and not concerned about spikes or Sharpedo. If Surf is used, the EVs in Special Attack should be shifted into Defense, and its nature changed from Modest to Bold. Ice Beam enables Mantine to reliably counter Altaria, and helps it pressure Grass-types such as Meganium. Toxic helps it pressure common switch-ins such as Lanturn; as most Steel-types are at least stung by Mantine's Hydro Pump, only Muk, and rarely Vileplume, are common Toxic-immune switch-ins, Mantine is great at spreading Toxic. Rest is an excellent choice in the final slot, as Mantine frequently is statused, for example by Toxic from Aggron, Camerupt, and other Mantine, and with its excellent bulk it can reliably wake itself up, although of course Heal Bell support is not unappreciated by it. However, Protect is an option with good synergy with Toxic that provides a more passive recovery in conjunction with Leftovers.

    Rain Dance

    Mantine @ Leftovers
    Ability: Swift Swim
    EVs: 124 HP / 252 SpA / 132 Spe
    Modest Nature
    IVs: 3 Atk / 30 SpA
    - Rain Dance
    - Hydro Pump
    - Ice Beam
    - Hidden Power [Electric] / Hidden Power [Grass]

    Set Details

    Rain Dance Mantine might seem unusual, but it can outspeed the whole metagame under the Rain, hits reasonably hard with full investment, and unlike other Swift Swim sweepers, is neutral to Grass-type attacks, making it far more comfortable against Meganium than the other Swift Swim users of the tier, Huntail and Kabutops. It also has useful resistances to Fighting and Ground. Hydro Pump is STAB, complemented by Ice Beam, hitting Grass-types in particular. Ice Beam and Hidden Power Electric have perfect neutral coverage together, barring Lanturn, but the main reason to use Hidden Power Electric is that it 2HKOs other Mantine, which would otherwise wall Rain Dance Mantine and stall it out with Toxic. However, Hidden Power Grass is still a viable option: it makes Mantine a great answer to Whiscash, and lets it do greater damage to Lanturn. The EVs let it outspeed every Pokemon, including Electrode, under the Rain, as well as all Golem outside of the rain, although more Speed EVs can be run to reach benchmarks outside of the rain, such as outspeeding all Aggron (requiring 168 Speed EVs), Huntail (requiring 192 EVs) or Adamant Sandslash (requiring 216 EVs), or to speed creep on other Swift Swim Mantine. Mantine's Special Attack is maximised, as with its average Special Attack stat, it appreciates all the investment it can get, and the remainder are pumped into HP to increase overall bulk.

    Other Options

    Mantine does have some other options worth considering, albeit it is difficult to find the room on its sets to run moves not already discussed. A RestTalk set is a significant possibility, with the biggest upside of improving its ability to answer Hypnosis Golduck, but the opportunity cost of running Sleep Talk over either Ice Beam or Toxic is usually too high to make it worthwhile. Haze is notable for enabling it to stop Swords Dance Morning Sun Scizor entirely, inhibiting Baton Pass abuse, and can help versus Golduck, while Icy Wind is a weak alternative to Ice Beam with a speed-lowering side effect that could be of some utility, and Hidden Power Fire exists for those completely paranoid about Forretress.

    Checks and Counters

    For the most part, Mantine is not a Pokemon that you should be too concerned about having a switch-in to - if you are building a team capable of handling threats such as Golduck and Huntail, you'd usually have covered Mantine in the process. However, a few of those answers to those Pokemon, such as Meganium, can do less to Mantine than other dangerous Water-types, while many, such as Lanturn, or again Meganium, are vulnerable to Toxic. Muk and Vileplume are notable Mantine switch-ins which don't care about Toxic, however Vileplume can generally do little to retaliate beyond sending Mantine to sleep, and takes significant damage from Ice Beam. Indeed, Muk, as well as other specially bulky or Water-resistant Pokemon such as Lanturn are decent switch-ins which can put pressure on the Mantine user. There are also may Pokemon, such as Kabutops, Castform, Sharpedo, Ampharos and Manectric, which, although struggling to switch in easily, can put pressure on the Mantine user and use that to spread status or otherwise wear down the opposing team through strong assaults. An alternative approach to coping with Mantine is luring it with Explosion: Pokemon such as Camerupt, Torkoal, and Shiftry can often force in Mantine, and with Mantine out of the picture, Pokemon such as Mixed Altaria, which struggle with Mantine, but can do a lot of damage with it out of the picture, are allowed to flourish.
     
    Last edited: Feb 14, 2020
    kjdaas likes this.
  2. Sevi 7

    Sevi 7 Member

    Joined:
    Mar 10, 2018
    Messages:
    23
    Likes Received:
    10
    I don't really have anything to comment about the set, but I had to reread that introductory paragraph to understand what you meant. I think you meant to say something like:

    "Mantine is one of the best Pokemon in ADV 50, primarily because it is extremely difficult to bypass without an electric move. It is an exceptional special tank, due to its ground-immune and being the only resist to the Steel & Ground-type coverage, often seen on Aggron. Apart from its defensive capabilities, Mantine can also be an effective Swift Swim sweeper, with adequate power and speed combined with a typing that makes it unfazed by Grass-types. Thus, setting it apart from other Rain abusers."
     
    Disaster Area and kjdaas like this.

Share This Page