• Hi all. We have had reports of member's signatures being edited to include malicious content. You can rest assured this wasn't done by staff and we can find no indication that the forums themselves have been compromised.

    However, remember to keep your passwords secure. If you use similar logins on multiple sites, people and even bots may be able to access your account.

    We always recommend using unique passwords and enable two-factor authentication if possible. Make sure you are secure.
  • Be sure to join the discussion on our discord at: Discord.gg/serebii
  • If you're still waiting for the e-mail, be sure to check your junk/spam e-mail folders

Community POTW #102

Status
Not open for further replies.

Serebii

And, as if by magic, the webmaster appeared...
Staff member
Admin
Time for the next Pokémon of the Week. This time, we're covering a classic 2nd Gen one

226.png


Mantine has got some serious bulk and a decent movepool so can be used pretty well in a variety of situations

http://www.serebii.net/pokedex-bw/226.shtml

Go nuts
 

Sala-imence

Rock type trainer
Item: Leftovers
Nature: Calm
EVs: 252 Def / 252 HP / 4 SpA
Ability: Water Absorb
Moveset:
- Aqua Ring
- Protect
- Scald
- Confuse Ray

This set is so much fun when I used it. Calm nature adds loads to your SpD without EV investment. Then make Mantine bulky in other respects. Water absorb makes for a nice immunity, plus allows surfs to be used in doubles / triples.
With aqua ring and leftovers up, you are healing a lot especially when you use protect. Confuse ray allows you to get in more healing. And scald is there to get a burn on something. And then stall it out.
 

Lucario Fan

Well-Known Member
Ability: Swift Swim
Item: Leftovers/Wacan Berry
Moves: Rain Dance, Scald, Air Slash, Ice Beam
 
I am going to do counters only.

Counters: Mantine is the special variant of Skarmory which means its Physical defense is quite low. You need to exploit that as much as you can. Plus there is the 4x Electric Moves weakness which always come in handy. Overall it means Electric type Pokemon with Physical STAB moves can kill it instantly. Incidentally there is no shortage of them in NU. Best counters would be like Luxray and Zebstrika with Wild Charge. You can exploit its other weakness i.e. Rock Type too. Stealth Rock is always crippling. There are Fighting type Pokemon who carry Stone Edge too which will also 1HKO it. Main thing is, anything that has a physical super effective move will most likely take it out.
 

ClefairyRox

Nintendo Fan
Mantine is a Pokemon that doesn't see much usage for understandable reasons. It's typing, stats, and movepool really don't gel well. Its Sp. Defense is enormous, but it suffers from low HP and a rather poor typing for a special wall (Thunderbolt is EVERYWHERE). In addition, it has no means of reliable recovery outside of Rest, Aqua Ring, and Water Absorb and suffers a Stealth Rock weakness. Offensively, it doesn't pack a lot of raw power, though it does get Swift Swim, which is nice. Finally, it has a relatively limited movepool. It's not a terrible Pokemon, it's just not often used because other Pokemon do its jobs better (Jellicent is better defensively, and a large number of other Water types have a lot more offensive power).
 

Locormus

Can we please get the older, old forum back?
Just wondering why Thundurus is a Grass/Fighting-type all of a sudden and what happened with the Therian sets.. -.-

Going to do a set for Mantyke:

Man-that's-too-high-of-a-SpD-for-a-tyke! :O
Ability: Swift Swim
Item: Eviolite
- Rain Dance
- Scald/Surf
- Air Slash
- Ice Beam/Confuse Ray
Nature: Modest, or even Bold if you're feeling lucky enough...
Ev's: 252HP, 252Def, 4SpA

So yeah, basically a standard Mantine-set with Eviolite. Eviolute sends Mantyke's Special Defence up to 180, and takes its Defence up to a respectable 75, eventhough the HP, is still crud, hence the full investment. Meaning that it's SpD doesn't really need any investment whatsoever, and why the Bold nature is suggested for further boosting of its Defence. Modest gets your SpA up a little bit more, but you have to decide whether or not it's worth it, because one unlucky Spark/Thunder Fang/Rock Slide and your down. Rain Dance/Swift Swim doubles your speed, so there's not really investment needed there as well..

So what you do is simple.. You wait for that right moment to switch in, take a special attack like a boss, kick off Rain Dance, and proceed to dish damage while your opponent switches to a physical threat.. Then you have either the choice of move, or confusion to annoy the opponent like mad.. Scald is there to ruin that physical threat with a burn.
 

OceanicLanturn

Non non non!
Guiness Record: Manliest Kite

Mantine @ Leftovers
Ability: Water Absorb
Nature: Calm (+SpDef -Atk)
EVs: 252 SpDef/252 HP/4 Def
- Scald
- Air Slash
- Calm Mind
- Protect/Confuse Ray/Toxic

Strategy: Spam Calm Mind if up against something that can't outright kill you. Or spam Scald against physical attackers hoping for a burn. Air Slash beats incoming grass types. The last slot is really what you want. Protect if you want to burn-stall. Confuse Ray is nifty and can force switches, or get some nice status damage. Toxic is ... just another option I guess?
 
Mantine is a generally wasted pokemon. It's fantastic 140 base spdef is put down by it's horrible typing. Weak to stealth rocks, and is 4x weak to electric. It has 5 resistances and 1 immunity (barring water which you need to have water absorb). It does not have any physical offensive capabilities and it's spatk is not impressive either. It's lackluster speed allows it to be easily revenged killed. You have better pokemons to consider as a special wall or special attacker. Special walls like gardevoir( will'o to cripple physical attackers and better spatk) and wartotle( who can work as a rapid spinner) and special attackers like samurott, seismitoad, simipour and the shell smashers have better offensive capabilities.

Offensive Mantine@ Damp Rock
Modest Nature
Ability: Swift Swim
252spe 252spatk 4 def

-Rain Dance
-Hydro Pump/Surf
-Air Slash
-Ice Beam/Signal Beam

Offensive with Rain Dance+ Swift swim. Pretty self explanatory. Hydro Pump vs Surf, Power vs Accuracy. Signal Beam or ice beam. Signal Beam for celebi (LOL CELEBI, not like you'd use mantine in Ou) and nothing so don't even use it. Ice beam is generally the better option.
 

philzone

Ready for trumpets
OK, ability area.

Water absorb: Who doesn't want free switch ins to water type moves? This is a very good ability.

Swift swim: usable under rain, but i prefer the free switch to water type moves.

Water veil: burns are the least of your concern. Go for water absorb instead
 

Ilan

Well-Known Member
Mantone sucks.. it have no niche over anything.. and it sucks.. did I said mantine sucks?
NEXT
the only thing it can do is wall fire types.. and not all of them.. (magmortar have thunderbolt)
 

ysmr97

Well-Known Member
I feel that a specs set could be used

Abililty: Water Absorb
Item: Choice Specs
Modest Nature 252 Sp Att/ 252 Sp Def/ 4 HP

-Ice Beam
-Hydro Pump
-Air Slash
-Signal Beam/ Hidden Power Ground
 

Kraleck

Well-Known Member
Kraleck's Poke-Analysis
Stats:
-HP - Below Average. At Base 65 HP, you tie Fearow, Xatu, Yanma, Gligar, Skarmory, Poliwhirl, Seel, Croconaw, and Qwilfish. Plus, a Maximum HP of 334 isn't too bad...until you see that glaring Quad-Weakness to Electric and Weakness to Stealth Rock.
-Attack - Bad. Base 40 Attack is pathetic and the Movepool's prevalence for Physical Moves doesn't help Mantine's cause.
-Defense - Below Average. When people hear "Water Type," they usually think "bulk." "Flying Dual-Type" makes you reconsider that. Base 70 Defense ties with Golbat, Dodrio, Xatu, Jumpluff, Staraptor, Incarnate-Tornadus, Thundurus, Horsea, Marshtomp, Ludicolo, Sealeo, and Jellicent.
-Sp.Atk - Average. Base 80 Sp.Atk is nothing notable besides the fact that it's usable in comparison to Base 40 Attack. You at least tie Butterfree, Togetic, Masquerain, Vespiquen, Tentacruel, Phione, and Basculin.
-Sp.Def - Incredible. The primary saving-grace of Mantine is that yummy Base 140 Sp.Def that ties with Kyogre.
-Speed - Below Average (non-Trick Room). You tie a bunch of Pokemon at Base 70: Butterfree, Spearow, Noctowl, Natu, Skarmory, Combee, Drifloon, Archen, Poliwrath, Tentacool, Dewgong, Cloyster, Politoed, Ludicolo, and Samurott. Plus, you have access to Swift Swim Ability, so you're not suffering too much...
 

Lanie Firch T

New Member
For some reason, I feel that even with his below par Sp.ATK, it's still a tad bit usable. That being said I like some special moves for it.

Attacking Walls:

Hydro Pump/ Surf (both get STAB, but Surf is always going to hit. Hydro Pump has more power for less accauary.
Air Slash (STAB)
Ice Beam (for coverage)
Scald (just as a filler)
 

Black Murder Heavangelon

Ow! Ow! Harder! Ow!
Mantine is very underrated. It's 4x weakness to Electric make it easy to bring down with one hit, and he's supposed to be a very bulky Special Wall. However, with partner pokemon like Ground Types, Lightning Rod, and Volt Absorb pokemon, Mantine can have the uspport he needs to do his job.

For this post, I'll just list Mantine's special and best moves.

Confuse Ray/Swagger - Like just about every other pokemon, Mantine can Confuse and can be a bit dependant on confusion hax. Swagger gets special mention as it means Mantine can toy with special attacker opponents that stay in. It should also be noted that Swagger has potential in Doubles, which Mantine is very good at this gen.

Air Slash - A strange move for a Mantine to have, but notable nonetheless. Mantine has a usable 80 Sp.Atk stat, and allows him to deal with Grass types most other sets would have trouble with, especially Virizion. Also can be very haxy with the confusion moves above.

Aqua Ring - While not a very good move to rely on, unfortunately it's one of Mantine's few options at HP recovery. Mantine lacks Roost, so he'll need to depend on Leftovers; Aqua Ring can double your profits.

Hydro Pump/Surf - As said before, Mantine has a usable 80 Sp.Atk, so these moves are worth looking into. You know the drill, power vs. accuracy, but if you're using Mantine in Doubles, take extra consideration with the rest of your team.

Toxic - Like it or not, Mantine can do very little to other Water types. Air Slash and Ice Beam would solve any problems he'd have with Grass types, but only HP Electric is his best shot at Water types (and don't even think of mentioning Seed Bomb, with Mantine's poor 40 Atk). While pretty generic, Toxic allows Mantine a chance at besting most other Water types, only failing to hit the likes of Empoleon, Tentacruel, and Qwilfish, all of whom are vulnerable to Ground type moves, making Mantine extra viable in Doubles.

Hidden Power - As said before, Mantine has access to this move like all other pokemon, the only choice is what type to hit things with? Ground can be used to fend off Poison and Electric types, while Electric can hit other Water types. Don't think too hard on it, though, Mantine has other usable moves and only four moveslots.

Ice Beam/Blizzard - Like any Water type, Mantine gets Ice moves, to trump Dragon types with ease. Like with Hydro Pump and Surf, it's a matter of power vs accuracy. Neither get STAB, but Blizzard won't hit a teammate in Doubles. Tough choice.

Protect - What's a stall pokemon without Protect? A stupid one, I'll tell you. If Mantine's aim is to wait out on a dying opponent, then he needs this move. Always good to scout or stall Toxic damage.

Rain Dance - Mantine can set up weather, but he might have his fins full already with all of these moves to choose from. Besides, Mantine doesn't personally gain any benefit from it aside from boosted STAB.

Rest/Sleep Talk - Mantine regained the ability to use this combination in Black 2 and White 2, and his new egg moves? Err, Wide Guard and Amnesia. ...Regardless, this is Mantine best bet at restoring HP and status by himself, so it should be invested.

Scald - Arguably one of Mantine's best moves usable. This move should only be used for its status, the 80 BP with Mantine's 80 base Sp.Atk is a nifty bonus. The burns inflicted will cover Mantine's physical defenses like barnacles on a whale. Also Taunt proof, Scald should be your first choice when choosing an attack for Mantine.

Substitute - Always an option, but not so in Mantine's case, due to his lack of HP recovery. An Aqua Ring/Leftovers combo can cover him, and a Substitute is easy to set up on a special attacker lacking an Electric move. It also covers him for a switch, allowing you to Scald or Poison or Confuse the switch in before you yourself switch out.

Haze - Mantine doesn't use any boosting moves personally, so Haze is a very good option at bringing an opponent's stats back down to normal. Most special attackers won't hesitate to set up on a Mantine if possible, and Haze can cover for you while Mantine needs to do his own things.

Mud Sport - Now before you laugh, or you already did, Mud Sport is permanent while Mantine is on the field, and turns his 4x weakness to Electric into a 2x weakness. Factoring in Mantine's enormous 140 base Sp.Def, this is a significant resistance buff, and stays for as long as Mantine is in. It can also be used in Doubles to cover other pokemon; not sure if it stacks though...

Mirror Coat - Mantine's HP isn't that big, but his massive Sp.Def can help him abuse Mirror Coat. Slap on a Wacan Berry and Mantine can get rid of a troubling Electric type with ease. In case you blow Mirror Coat too early and your opponent starts setting up, Haze in an option to have on the side just in case.

Wide Guard - Only usable in Doubles, but it's hella handy. While Mantine can breathe easy with a Lightning Rod partner, it won't protect him from a Discharge attack, which are very common in that mode. Wide Guard can block it, and friendly Discharges as well, and even Explosion. The only catch is it'll block a teammates Surf and prevent you from getting a drink with Water Absorb.

Helping Hand - One of Mantine's new attacks in B2/W2, strengthening Mantine's place in Doubles. His main niche is spamming this move while a teammate fires either Earthquake or Surf, both of which Mantine is immune to. His huge Sp.Def also allows him to live through some Lava Plumes and survive enemy fire. Running Aqua Ring and Substitute will make Mantine very annoying to deal with.

Icy Wind/Tailwind/String Shot - More moves to give Mantine ground in Doubles. both moves are very good and should be considered depending on what else you're running. Icy Wind is Taunt proof, and lowers the stats of two opponents, allowing you to outrun them. Tailwind is a little more permanent, cannot be removed or nullified by Phazing, or in Mantine's case Hazing, and boosts a teammate's speed as well. The choice is up to you. (String Shot is only mentioned because it's terrible. It has both of Icy Wind's and Tailwind's negatives rolled into one move. It's vulnerable to Taunt, but at least it hits two opponents...)

Captivate - While ordinarily a bad move, be aware that people are still setting their pokemon's genders to female because of Rivalry beasts like Haxorus. A gender based meta, while hilarious, can give Mantine a gimmicky niche with Captivate, allowing him to survive most deadly special moves. It also hits two pokemon as well.

Mud Slap - This is the last move we're ending this list with. Still gimmicky, but nobody likes having their accuracy dropped. It's taunt proof and can provide haxy lulz as your opponent is trying to zap Mantine with Electric moves and you're just their, slapping mud, hiding behind subs, while they're dying from poison.



Mantine has loads of options, even more so in Doubles. While Mantine profits a bit more from offensive sets, that's because of the abundance of Electric moves. Since Gyarados, no one builds a team without an electric move, but if you can take out that factor, or deal with it, Mantine can have an easier time taking up the defensive role.
 

pikadon92

Raiden Maximus
Baby Mantine
LC set @ Eviolite
Nature: Bold
Ability:Water Absorb
EV: Prioritize HP, then Sp.Att, then the remaining Bulk
-Hydro Pump/Scald
-Air Slash/Ice Beam
-Rest
-Sleep Talk
 

Zachmac

Well-Known Member
Rain Dance Mantine seems to be outclassed by Rain Dance Kingdra...unless you really want Air Slash for some reason.
 

sbktdreed

Veteran Trainer
Swift Swim/Water Absorb w/ Life Orb/Choise Specs
Modest w/ 252 Sp Attack, 132 Sp Defense, 126 Speed
Hydro Pump/Scald
Air Slash
Ice Beam/Blizzard/Signal Beam/Psybeam
Confuse Ray/Mud Sport/Substitute

Partners
Drizzle Politoad if Swift Swim
Surf-users if Water Absorb
Mud Sport-users
Trick Room-users

Countering
Pokemon with high Attack with physical Electric/Rock-type moves like Dragonite, Dusknoir, Muk, Snorlax, Flygon, Electivire, Head Smash Hydreigon (Egg Move), Stone Edge Gyarados, Thunderpunch Metagross/Druddigon, and Wild Charge Bouffalant/Stoutland.
 
Last edited:

philzone

Ready for trumpets
Swift Swim/Water Absorb w/ Damp Rock/Life Orb/Choise Specs
Modest w/ 252 Sp Attack, 132 Sp Defense, 126 Speed
Hydro Pump/Scald
Air Slash
Ice Beam/Blizzard/Signal Beam/Psybeam
Confuse Ray/Mud Sport/Substitute

Partners
Drizzle Politoad or any Rain Dance-user if Swift Swim
Surf-users if Water Absorb
Mud Sport-users
Trick Room-users

Countering
Pokemon with high Attack with physical Electric/Rock-type moves like Dragonite, Dusknoir, Muk, Snorlax, Flygon, Electivire, Head Smash Hydreigon (Egg Move), Stone Edge Gyarados, Thunderpunch Metagross/Druddigon, and Wild Charge Bouffalant/Stoutland.

Head smash on hydreigon is rare,and thunder punch mettagross, and who would use mantine in OU? Muk I believe is NU, and could pack a serious punch. Damp rock is silly. A wasted item as there is no rain dance.
 
Status
Not open for further replies.
Top