マンタイン 対戦用育成・持ち物構成
第 9 世代の育成構築 (ルール 1 · 1 構築)
第 8 世代の育成構築 (ルール 5 · 6 構築)
Defensive Utility
NU 世代 8わざ
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威力 80 命中 100 PP 15
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威力 110 命中 70 PP 10
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戦術解説
Set Details Hurricane lets Mantine OHKO Toxicroak after Life Orb damage and do solid damage to Grass-types like Vileplume and Rotom-C. Toxic allows Mantine to cripple defensive Pokemon like Vaporeon, Guzzlord, and opposing Mantine. If these threats are accounted for elsewhere, Defog can be used to allow Mantine to remove hazards, especially if it can manage to weaken the opposing Stealth Rock setter with a Scald burn. The given EVs allow Mantine to outspeed Adamant Golurk and maximize its physical bulk. Mantine can also run spreads with more special bulk if desired in order to take on Salazzle more easily. If it is not running Defog, Mantine appreciates partners such as Tsareena and Dhelmise that can remove Stealth Rock in case it has to take a Knock Off. These Grass-types also check Heliolisk and Golurk and appreciate Mantine's ability to deal with Fire-types. Mantine is a shaky check to Fighting-types on its own, so partners like Sylveon, Talonflame, and Xatu that can handle them are much appreciated; the former can additionally support Mantine with Heal Bell, while the latter can keep hazards off the field with Magic Bounce. Because Mantine is so vulnerable to Volt Switch users, partners that can absorb Volt Switch like Silvally-Ground, Togedemaru, and Mudsdale are necessary. The aforementioned Ground-types also take on Rock-types such as Tyrantrum, and Mantine absorbs Water-type attacks aimed at them. Bulky Steel-types, such as Copperajah and Stakataka, are greatly appreciated to handle powerful special attackers like Sylveon and Exploud that can overwhelm Mantine, and Mantine can pivot into the Fire- and Ground-type moves that threaten them.
Support (Water)
Monotype 世代 8わざ
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威力 80 命中 100 PP 15
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命中 — PP 15
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戦術解説
Set Description Scald prevents Mantine from being completely passive and prohibits physical attackers such as Dragonite and Dragapult from switching in recklessly, as they risk being burned. Haze prevents Mantine from becoming setup fodder, letting it reliably switch into and deal with setup sweepers like Keldeo, Hatterene, and Volcarona. Roost allows it to consistently wall foes such as Galarian Moltres and Volcarona and reliably clear entry hazards throughout the game. Mantine has enough Speed investment to outpace Adamant Azumarill, allowing it to use Haze before Azumarill attacks it. Mantine enjoys the presence of Toxapex to take on physical attackers such as Dragapult and Mimikyu. In return, Mantine can check potent special attackers such as Choice Scarf Tapu Lele. Swampert is able to check Electric-types such as Regieleki and Zeraora while also being able to set Stealth Rock. Gastrodon is also an option in lieu of Swampert, as it is able to check prominent threats to Mantine's team such as Tapu Koko while also having reliable recovery. Slowking is able to switch into powerful Psychic-types like Latios and Choice Specs Tapu Lele, which can otherwise overpower Mantine. Urshifu-R and Keldeo also appreciate Mantine switching in on certain Psychic- and Fairy-type special attackers such as Tapu Lele and Hatterene that threaten them. In return, they can defeat foes such as Bisharp and Terrakion, respectively, for Mantine. Wallbreakers such as Crawdaunt and Tapu Fini appreciate Mantine's Defog, which allows them to enter the field safely to defeat walls that pressure Mantine such as Toxapex, Mandibuzz, and Chansey. Mantine also enjoys having Lanturn on its team, as it provides an Electric immunity and Heal Bell support while also taking on Choice Specs Zapdos more reliably and providing slow Volt Switch support to the team. However, it should be noted that Lanturn is primarily seen on stall teams. Setup sweepers such as Calm Mind Tapu Fini, Cloyster, and Suicune welcome Mantine's ability to remove Toxic Spikes, which jeopardize their ability to set up.
Utility (Flying)
Monotype 世代 8わざ
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命中 — PP 15
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命中 — PP 30
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戦術解説
Haze checks setup sweepers such as Volcarona, Corviknight, and Azumarill. Scald threatens physical attackers with its burn chance. 96 Speed EVs allow Mantine to outspeed Adamant Azumarill. Landorus-T greatly appreciates Mantine's ability to switch into Water-types such as Urshifu-R. In return, Landorus-T covers for Mantine's Electric weakness by checking Tapu Koko and Zeraora and other threats such as Victini and Jirachi. Celesteela appreciates Mantine's ability to switch into Fire-types such as Blacephalon and Volcarona, and Celesteela repays this by covering for Mantine's weakness to Rock and checking Tyranitar, Alolan Ninetales, and Kyurem. Mantine, Landorus-T, and Celesteela form the defensive backbone of some Flying teams, which allows other teammates to run more offensive sets to pressure the opposing team better. Thundurus-T and Choice Specs Zapdos appreciates Mantine's Defog and removes hindrances such as Volcanion and Toxapex that can cripple Mantine, and the former takes on Electric-type attacks. Galarian Moltres aids in the Steel, Psychic, Poison, and Ghost matchup and can set up on passive defensive Pokemon such as Ferrothorn, Toxapex, and Slowbro, which Mantine struggles with. Galarian Zapdos can remove threats like Kyurem, Bisharp, and Galarian Darmanitan and walls such as Porygon2 and Blissey.
Defensive
NatDex 世代 8わざ
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威力 80 命中 100 PP 15
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命中 — PP 30
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戦術解説
Mantine serves a niche in checking many offensive Water-types such as Ash-Greninja, Manaphy, and Mega Swampert, which are commonly seen on rain teams. It can also check other offensive presences such as Heatran, Kommo-o, and Mega Charizard Y, making Mantine a solid defensive option on certain teams. However, it tends to be shaky defensively because it's easy to overwhelm, forcing it to constantly use Roost, as well as being incredibly weak to Knock Off. Haze lets Mantine comfortably check Manaphy and Volcarona by negating their setup. Meanwhile, Toxic allows it to punish switch-ins like Slowking, Tangrowth, and Hydreigon. Defog is another option, but since Mantine loses to or gets crippled by many Stealth Rock setters in the tier such as Garchomp, Clefable, and Mega Tyranitar, it is generally not a good sole Defogger. A specially defensive spread is used so Mantine checks special threats such as Heatran, Ash-Greninja, and Volcarona. Water Absorb allows Mantine to safely switch into Water-type moves from the likes of Urshifu-R, Ash-Greninja, and Manaphy. Due to its resilience against Water-types, Mantine is a great defensive backbone for teams that feature a wincon that struggles against Water-type Pokemon, so the likes of Gliscor, Volcarona, and Excadrill make for excellent teammates, often luring in Water-types like Urshifu-R, Mega Swampert, and Ash-Greninja. Due to Mantine's crippling weakness to Electric-types, it appreciates partners that are able to handle the likes of Zeraora, Tapu Koko, and Magnezone. Therefore, pairing it up with Gliscor, Ferrothorn, or Landorus-T makes for a solid defensive core. It's also susceptible to Rock-types such as Mega Tyranitar and Mega Diancie, so it appreciates teammates such as Hippowdon, Gastrodon, and Ferrothorn, which are able to switch into their attacks. Meanwhile, Mantine checks Fire- and Water-types for them in return. Its weakness to Knock Off means it likes Pokemon that don't mind taking Knock Off such as Mega Scizor, Gliscor, and Z-Move variants of Hydreigon and Heatran. Due to Mantine's amazing matchup against rain teams, Pokemon that struggle with rain such as Landorus-T, Excadrill, Tyranitar, and Heatran appreciate having it to fall back on defensively in this matchup.
第 7 世代の育成構築 (ルール 4 · 5 構築)
Mixed Wall
OU 世代 7わざ
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命中 — PP 5
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威力 80 命中 100 PP 15
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戦術解説
Moves Roost is mandatory, as it allows Mantine to repeatedly come in on Pokemon it is supposed to counter such as Greninja and Volcarona. Scald gives Mantine a little offensive presence and prevents it from being Taunt bait while also having a 30% chance to burn. Defog is a great option on Mantine as it clears hazards for Mantine's teammates while also removing Stealth Rock to help Mantine switch in. Toxic allows Mantine to cripple Pokemon such as Rotom-Wash, Mega Latios, and Tangrowth on the switch and deal damage to Pokemon such as Keldeo. Finally, Haze gets rid of boosts from setup sweepers such as non-Thunderbolt Magearna, Volcarona, and Manaphy and prevents them from taking advantage of Mantine. Set Details 252 HP EVs maximize Mantine's overall bulk. The given Special Defense investment allows Mantine to take two Dark Pulses from Ash-Greninja if Stealth Rock is up, survive two Shadow Balls from Choice Specs Blacephalon, and avoid the 2HKO from Pelipper's Choice Specs Hurricane. The rest of the EVs are dumped into Defense to take on physical threats such as Mega Scizor more efficiently. Leftovers gives Mantine passive recovery, allowing it to sponge hits better. Water Absorb is the best ability, as it gives Mantine an immunity to Water-type attacks, allowing it to pivot into Scalds without fearing a burn. Usage Tips Mantine should be used as a defensive pivot to switch into Pokemon such as Ash-Greninja and Mega Scizor. Prioritize keeping Mantine healthy with Roost, as it tends to get worn down a lot between Stealth Rock damage and taking hits. Be careful of Hidden Power Electric from Pokemon that might carry it such as Greninja and Keldeo. Use Haze on Pokemon that are able to set up on Mantine such as Manaphy and Volcarona. If Defog is being run, try to use it on Pokemon Mantine can force out such as Keldeo. Try not to let Mantine get badly poisoned by Toxic, as it severely limits its ability to take hits. Team Options Mantine fits best on bulkier teams that need a switch-in for threats such as Volcarona, Heatran, and Mega Latios. Thus, other bulky Pokemon make good teammates. Ferrothorn is a very good defensive partner for Mantine, as it can switch into Electric- and Rock-type moves aimed at Mantine, while Mantine can switch into Fighting- and Fire-type moves for Ferrothorn. Other Grass-types such as Tangrowth and Amoonguss are also good for switching into Electric-types such as Tapu Koko. Heatran is also a good defensive partner for Mantine, as it appreciates Mantine's ability to switch into Ground-types, while Heatran can force out bulky Grass-types that Mantine can't touch. If Defog isn't being run on Mantine, another entry hazard remover such as Landorus-T or Tornadus-T is recommended, as Stealth Rock severely hampers Mantine's longevity.
Defog
RU 世代 7わざ
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命中 — PP 5
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命中 — PP 15
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戦術解説
Moves Aptitude at switching into common special attackers gives Mantine plenty of Defog opportunities. Scald's burn chance keeps physical attackers and Steel-types from switching in freely. Air Slash and Supersonic Skystrike hit Grass- and Fighting-types that could exploit Scald, including Virizion, Roserade, Shaymin, Hariyama, and Toxicroak. Haze eliminates boosts from special setup wallbreakers like Salazzle. Toxic is an option to take attackers like Mega Blastoise and Ninetales down as efficiently as possible. Set Details 136 Speed EVs are used to outpace Adamant Machamp, which would otherwise handle Mantine without issue. The remaining investment goes in special bulk to maximize Mantine's ability to check special attackers. Usage Tips Opportunities to switch in come from common special attackers that can't hope to break through a healthy Mantine like Mega Blastoise and Ninetales. Supersonic Skystrike should punish Grass-types, Toxicroak, and Machamp expecting Scald on the switch, and spreading Toxic if Mantine has it weakens the opposition for a teammate to clean up. Blanket checks like Milotic can run Toxic, so they must be scouted before Mantine can safely switch in. However, trading Toxic with an opposing wall can be productive if Mantine is no longer necessary or your team has a cleric. Don't be afraid to let Mantine go down if the foes it checks have been sufficiently weakened for teammates to handle; putting too much focus on keeping Mantine around can drain your momentum. Team Options Mantine's slow, somewhat passive nature limits it to balanced and defensive teams. Registeel and Ground-types such as Rhyperior absorb Electric-type attacks sent Mantine's way, and threatening physical attackers can be answered by bulky Psychic-types like Cresselia. Florges and Umbreon offer Heal Bell, meaning Mantine is much less afraid of Toxic users, and appreciate a solid Ninetales switch-in. Choice Scarf Gardevoir's Healing Wish is a way for more offensive teams to revitalize Mantine. Fast sweepers such as Zygarde-10% and Barbaracle appreciate Mantine softening the opposition up with Toxic and attacks.
Defensive
UU 世代 7わざ
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威力 80 命中 100 PP 15
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命中 — PP 5
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戦術解説
Moves Scald is Mantine's most reliable STAB move that also has a chance to burn the foe. Roost allows Mantine to repeatedly switch in on Pokemon it is supposed to counter, such as Infernape and Volcanion. Defog clears entry hazards from the field for itself and its teammates. Haze helps Mantine beat common setup sweepers, such as Suicune and Cobalion, more reliably. Toxic allows Mantine to punish common switch-ins, such as Mega Manectric and Latias, and it also lets Mantine pressure common Stealth Rock setters such as Hippowdon. Set Details A spread of 252 HP / 252 Def / 4 SpD with a Bold nature lets Mantine switch into physical attackers with more security, such as Cobalion, Lucario, and some variants of Scizor. The use of Leftovers improves its longevity. Water Absorb gives Mantine an immunity to Water-type attacks and can be utilized to recover HP when facing Pokemon such as Tentacruel and Swampert that rely greatly on such attacks to exert offensive pressure. Water Absorb also helps stop setup sweepers such as Suicune that have roles a Water-type attack as their only STAB move. An alternative EV spread of 252 HP / 240 Def / 16 SpD with a Calm nature helps Mantine take on special attackers such as Nidoking. However, it gives up on some physical bulk with this spread, which lessens its ability to check physical threats. Usage Tips Although Mantine is a Defogger, it's weak to Stealth Rock. Misplaying can end up with it being KOed before using Defog. It can also get pressured easily, mainly when Stealth Rock is up. Make sure to avoid getting into a position where Mantine needs to heal, use Defog, and use Haze against opposing threats at the same time. Switch in against Pokemon that Mantine checks, such as Cobalion and Scizor. Also, avoid being hit by Toxic, as it hurts Mantine’s longevity and overall effectiveness, making it harder for Mantine to deal with the Pokemon that it normally checks. Keeping Mantine as healthy as possible is essential for it to keep checking potential threats. Team Options Ground-types complement Mantine well, as they can check the Electric- and Rock-types that beat Mantine. One example is Hippowdon, which makes a nice core with Mantine despite its passivity and shared weakness to some wallbreakers, such as Crawdaunt. Gligar is another great partner that absorbs physical hits Mantine wouldn’t appreciate and benefits from Mantine’s special bulk and Water immunity. Dragon-types are also a nice option to check Electric-types. Two good Dragon-type partners are Hydreigon and Kyurem, the latter one appreciating Mantine’s ability to use Defog. Grass-types such as Amoonguss and Celebi can be great partners too, as they take Electric-type attacks easily. Heal Bell users, such as Blissey and Sylveon, can help with Mantine's weakness to status.
Support (Water)
Monotype 世代 7わざ
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威力 80 命中 100 PP 15
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命中 — PP 15
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戦術解説
Moves Scald prevents Mantine from becoming complete setup bait for stallbreakers while also limiting physical attackers from switching in freely by threatening them with a chance to burn. Defog lets Mantine fulfill its role as an entry hazard remover, supporting the rest of the team. Reliable recovery in the form of Roost is incredibly important for Mantine, as it needs some sort of sustain to combat most special attackers. Furthermore, it lets Mantine remain healthy throughout the match to Defog away entry hazards. Haze allows Mantine to switch into and stop setup sweepers, such as Volcarona and Mew. However, Toxic allows Mantine to hinder annoyances such as opposing Mantine and Porygon2 while still giving Mantine the ability to threaten some setup sweepers. Set Details Leftovers gives Mantine residual recovery every turn, letting it perform its job as a specially defensive wall and Defog user more reliably. Water Absorb, although not particularly useful on a Water team, grants it an immunity to Water-type moves. The EVs and nature maximize Mantine's special bulk while also letting it outspeed Adamant Azumarill in order to Haze it after it uses Belly Drum. Usage Tips Try switching Mantine in on the turn the foe goes for Stealth Rock in order to avoid taking unnecessary entry hazard damage. Mantine hates Toxic; even if it isn't guaranteed that the foe has Toxic, switching out to scout for it is usually the safer play because Mantine gets completely crippled when poisoned. Use Roost whenever possible when Mantine isn't at maximum HP because Mantine has to constantly switch in on Stealth Rock to Defog it away or on special attackers to wall them. If it isn't at maximum HP, it may become much harder for Mantine to perform its jobs. However, if Mantine has taken no damage, spamming Scald is a good play, as it limits the number of Pokemon that can switch in due to its chance to burn. Against foes like Volcarona, Mantine should be switched in immediately to prevent its teammates from taking unnecessary damage and to get rid of Stealth Rock. Although Mantine's typing grants it a plethora of resistances, it leaves it with a glaring 4x weakness to Electric-type moves. It should thus avoid staying in on Electric-types or even Pokemon that may carry Electric-type coverage. Against a potential setup sweeper, it is sometimes wiser to spam Haze in order to prevent it from setting up and hitting Mantine with a boosted hit instead of a regular one. This depends on the situation, however. If the foe can threaten Mantine with an unboosted hit and Mantine is needed to counter a Pokemon, then try switching into a more appropriate counter instead of risking Mantine. Team Options The utility that Mantine provides makes it easy to fit on most balance and stall teams, but it is generally a bit too passive for offensive Water teams. Swampert is one of the best partners for Mantine. It takes on most physical attackers, Electric-types, and Rock-types that threaten Mantine, while Mantine takes on special attackers and Grass-types wonderfully. Toxapex is another defensive wall that complements Mantine well by taking on physical attackers. Furthermore, the two can share their role as a Grass-type neutrality and prevent the other from being pressured and worn down too quickly. They also both often carry Haze, which can allow one or the other to run another utility move instead. Mantine's 4x weakness to Electric-type attacks forces at least one immunity to them to be run alongside it. Lanturn and Quagsire are two Pokemon that work excellently in tandem with Mantine. Lanturn gets access to Heal Bell, which can save Mantine from status conditions like Toxic, while Quagsire can take on setup sweepers like Dragonite. Mantine also supports them, being able to take Grass-type moves. Wallbreakers like Manaphy, Greninja, and Mega Sharpedo can support Mantine greatly by being able to take out annoying stallbreakers or walls that it can't break through. Sap Sipper Azumarill can take Grass-type moves, relieving Mantine from its duty as a Grass-type neutrality while also taking on threats like Tapu Bulu. Another excellent physically defensive wall to take on physical attackers is Slowbro. It also appreciates Mantine's ability to take Grass-type moves, as it usually can't do much to most of them. Mega Slowbro functions even more effectively with Mantine due to its increased mixed bulk and decent offensive presence with Calm Mind. Alomomola supports Mantine by providing recovery in the form of Wish; this makes it much easier to bring Mantine in, especially when Stealth Rock is up. Tapu Fini is another excellent teammate for Mantine. The latter can take up the role of a Defog user, allowing Tapu Fini to run more of an offensive or stallbreaking set. Finally, Empoleon appreciates Mantine's immunity to Ground-type moves, and both can take the role of a Defog user, allowing one of them to run a different move over Defog.
Support (Flying)
Monotype 世代 7わざ
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命中 — PP 15
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威力 80 命中 100 PP 15
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戦術解説
Moves Defog is massively important on Flying-type teams, and as a bulky Pokemon with high sustainability, Mantine puts it to good use. Unfortunately, as Mantine has little offensive presence, choosing to Defog can allow physical attackers to grab momentum, as Pokemon such as Bisharp can come in and gain a boost from it, and Mega Pinsir can start setting up and force Mantine out. Scald is the most spammable offensive move that Mantine has, enabling it to threaten physical attackers with a burn and preventing it from becoming bait for stallbreakers and Taunt users. Roost is necessary on Mantine, as it gives it more longevity in battle and can let it completely shut down special attackers such as Greninja and Mega Charizard Y. Haze is used to stop Mantine from becoming setup fodder, with Mantine having the ability to take a boosted Z-Move from Volcarona and remove its boosts. Mantine can also live a hit from Z-Celebrate Victini and can outspeed Z-Belly Drum Azumarill and can Haze both of them. Toxic is an option to cripple Pokemon that are unable to hit Mantine for much damage as well as bulkier Pokemon that Scald has little effect versus such as other Water-type Pokemon and other bulkier Pokemon such as Porygon2 and Mandibuzz. However, Haze is a better option in general, as it has more use on balanced Flying teams, being able to shut down threats that can boost their stats. Set Details Leftovers allows Mantine to stay at high health each turn; this helps when using Haze against potential setup sweepers and lets it switch into Stealth Rock more often over time, allowing it to Defog more efficiently. Even though Mantine already resists Water-type attacks, Water Absorb allows Mantine to take on Water-type Pokemon that are looking to hit other Pokemon on the team for heavy damage such as Keldeo and Kingdra. 160 Special Defense EVs and maximum EVs in HP allow Mantine to act as a great mixed wall, having a gigantic Special Defense stat and taking physical attacks from Pokemon that struggle with to hit it for super effective damage such as Scizor fairly well too. This also prevents it from being completely trapped by Pursuit trappers like Alolan Muk. 96 Speed EVs allow it to outspeed Azumarill and remove its boosts with Haze; 252 HP / 240 Def / 16 SpD should be the EV spread if using Toxic, as Mantine does not need the Speed. Usage Tips Make good use of Haze when facing Pokemon such as Volcarona and Mew, as they are not powerful enough to overwhelm Mantine, so switching into them and using Haze is the best option to not let them get out of hand. Although Mew can OHKO Mantine at +2 with a Z-Move, Mantine at least stops Mew from being able to raise its Speed as well, making it easier to revenge kill. Make use of Water Absorb; do not let the rest of your team take unnecessary damage when Mantine can indefinitely check opposing Water-types. Mantine's great Water typing also lets it take hits from Pokemon with Ice-type coverage, meaning Pokemon such as Greninja and Latios find it much harder to break Flying-type teams. Try to keep Mantine healthy so that it can Defog periodically throughout the battle, as its teammates, such as Mega Charizard Y, rely on Stealth Rock being removed. Know when to use Toxic and when to use Scald; burning a Pokemon such as Porygon2 will be less beneficial for your team than using Toxic, whereas getting a Scald burn on physical attackers such as Terrakion and Tapu Bulu is much more beneficial to cripple them throughout the match. Mantine wants to avoid status, as it can be easily worn down with hazard damage and Toxic over time. If you are not using Toxic, be aware that Mantine loses one-on-one to other walls that can viably run Toxic. Do not try to beat Pokemon such as Porygon2 and Mandibuzz without Toxic, as they can status and stall out Mantine easily. Pick the correct times to use Defog, as Defogging whilst in the face of setup Pokemon or heavy hitters can result in losing multiple Pokemon. Mantine should also not Defog while Bisharp is out or if the opponent has the ability to switch Bisharp in. Try to get a Defog off while Mantine is in on a Pokemon it completely shuts down such as Mega Charizard Y or Greninja. Similarly, take advantage of Stealth Rock setters that Mantine beats; Pokemon such as Skarmory and Hippowdon are easily checked by Mantine, and switching in on them right away allows it to Defog without taking unnecessary hazard damage. Team Options Mantine is a great Defogger and switch-in to Ice-type attacks, making it a great teammate for most Flying-type Pokemon. Landorus and Landorus-T are both good offensive checks to Electric-type Pokemon. Both offer a huge amount of offensive pressure, forcing out a lot of Pokemon that threaten Mantine with their STAB Earth Power and Earthquake. Landorus-T also works as a check to physical attackers with Intimidate and its great bulk. Zapdos is a good teammate for Mantine, as it can deal with Water-types that Mantine cannot do much against, such as Toxapex, and offers super effective STAB attacks as well as Substitute and Toxic to beat bulkier Pokemon that could Toxic stall Mantine. Zapdos also has the ability to deal with most Electric-type Pokemon, such as opposing Defog Zapdos and Tapu Koko. Skarmory acts as a polar opposite to Mantine, being a great physical wall that can take on Pokemon that scare Mantine out with Rock-type attacks as well as act as another form of entry hazard removal to take pressure off of Mantine. Celesteela is a mixed wall that works well with Mantine, as it threatens all Rock-type Pokemon other than Stakataka with Heavy Slam and has Leech Seed to wear down bulky Pokemon. Gliscor is a good stallbreaker on Flying-type teams, able to shut down Pokemon that rely on recovery with Taunt and whittle down bulky Pokemon that can usually take on Mantine such as Chansey. As Mantine struggles to deal with walls if it isn't running Toxic, Dragonite pairs well with it to offer great wallbreaking power, being able to deal with Chansey and Toxapex. Dragonite also appreciates Mantine's Defog, keeping its Multiscale intact. Mega Charizard Y is another great wallbreaker with its very high Special Attack, and it can help break walls that Mantine cannot touch such as Porygon2. Mantine can also Defog well for Mega Charizard Y to safely come in. Mega Aerodactyl can Pursuit trap Pokemon that would usually threaten Mantine such as Victini.
第 6 世代の育成構築 (ルール 1 · 3 構築)
SubToxic
NU 世代 6わざ
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命中 — PP 10
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命中 90 PP 10
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戦術解説
Moves Substitute allows Mantine to dodge status moves and take advantage of bulky mons in general, as Mantine's good natural bulk means many defensive Pokemon fail to break its Substitute. Toxic cripples and wears down walls such as Gastrodon that Mantine fails to break by using its attacking moves alone. Scald serves as a decently powerful STAB move that deals a good chunk of damage to offensive Pokemon that might get a free switch on Mantine when it's using Substitute or Toxic, such as Swellow. Scald burns are also useful for wearing down the opposing team, especially if the opponent is forced to rely on offensive checks such as Rotom to beat Mantine, and they're also Mantine's only means of breaking past Ferroseed. Air Slash hits Grass-types such as Shiftry, Lilligant, and Vileplume super effectively, which are unaffected by Toxic and don't mind being hit by STAB Scald. Set Details Water Absorb and Leftovers allow Mantine to best make use of its natural bulk so it that can continuously set up Substitutes and check threats defensively if needed. Maximum Special Attack and a Modest nature allow Mantine to hit as hard as possible, which makes it more effective against balanced teams, as its STAB moves 2HKO a plethora of offensive Pokemon that can take advantage of the defensive set, such as Rotom. 252 Speed EVs allow Mantine to Speed tie with opposing neutral-natured base 70s such as Samurott and Ludicolo, which can make it a more effective check to them. If these Pokemon are a huge threat to your team, Mantine can run a Timid nature to more reliably check them in exchange for some power. 8 HP EVs allow Mantine to maximize Leftovers recovery. Usage Tips SubToxic Mantine works as an effective balance breaker due to its ability to take advantage of defensive Pokemon while remaining difficult for offensive threats to break. Bring Mantine in on passive defensive Pokemon that balanced teams often carry, especially bulky Water-types such as Gastrodon and weaker Grass-types such as Ferroseed. After bringing Mantine in safely, use Substitute to either scout your opponent's switch-ins or take advantage of status moves such as Gastrodon's Toxic and Ferroseed's Leech Seed. Even with no defensive investment, Mantine's Substitutes will not break when hit by moves like Steelix's Heavy Slam, Ferroseed's Gyro Ball, Poliwrath's Focus Blast, and Air Slash from defensive Mantine and Pelipper. Once Mantine is safely behind a Substitute, begin spreading status with Toxic and Scald until Mantine's Substitute has been broken and it is threatened by a faster offensive Pokemon or a bulky setup sweeper such as defensive Calm Mind Audino that Mantine cannot touch. Beware of certain moves defensive Pokemon may carry such as Toxic, Thunder Wave, Will-O-Wisp, and Knock Off, as SubToxic Mantine is heavily crippled by these. If SubToxic Mantine is a big threat to the opponent's team, bringing Mantine in using slow VoltTurn support or on double switches may be safer, as a smart opponent will be looking to cripple Mantine as it switches in. Pay attention if the opponent has users of strong sound-based moves such as Swellow or Pyroar, as STAB Boomburst and Hyper Voice hit hard and bypass Substitute. If you play lazily, the opponent may be able to switch in for free and take Mantine out if it's at lower health. If you are playing an offensive team against which it has little room to set up, Mantine is used most effectively by defensively checking Pokemon such as Samurott and Ludicolo. If your opponent switches to a faster, offensive Electric-type such as Rotom as Mantine uses Substitute, using Substitute again may be a viable play if you want to keep Mantine in against their team, as a Volt Switch is likely coming. Team Options Steelix makes a good balanced or defensive core with Mantine because it can help take on various Electric-types and bulky Fairy-types such as Audino and Clefairy that Mantine can't break. Mantine appreciates other bulky Ground-types such as Gastrodon and Torterra that can switch into Lanturn and deal with it with their STAB attacks. Be sure to scout for Lanturn's set, as these bulky Ground-types can switch into defensive variants more reliably. Although it is Mantine's hardest counter, Lanturn is also useful as a teammate, as it helps alleviate Mantine's weakness to Electric moves. Lanturn mutually benefits from Mantine's ability to lure and cripple Gastrodon. Entry hazard control is helpful for Mantine to be able to more reliably set up Substitutes, as Stealth Rock strips away a good chunk of its health every time it switches in. Shiftry is helpful, as it can remove hazards with Defog and beat Lanturn. Claydol and Hitmonchan also provide hazard control in the form of Rapid Spin and have a useful resistance to Rock. Powerful special attackers such as Swellow, Pyroar, and Haunter all assist Mantine in breaking Lanturn and Clefairy (if Haunter or Taunt Pyroar) and other special walls, and they can clean many balanced teams after Mantine cripples their Pokemon. Swords Dance Samurott appreciates Mantine's ability to lure in and cripple many of its hard checks such as Gastrodon, Ferroseed, and Pelipper, and it can help in breaking Lanturn in return.
Choice Specs
NU 世代 6わざ
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威力 110 命中 80 PP 5
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威力 80 命中 100 PP 15
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戦術解説
Moves Hydro Pump is Mantine's strongest STAB option, coming with a high Base Power to deal high amounts of damage to the foe. Scald is a great secondary STAB move that is perfectly accurate and has the chance to cripple physical attackers with burn. Air Slash is Mantine's best Flying-type STAB move and has a chance to make the foe flinch. Air Slash is also one of the main reasons to use Mantine over other offensive Water-types like Samurott and Floatzel. Signal Beam is used in order to hit Malamar super effectively, as it can boost up against Mantine otherwise. Hidden Power Grass is an option to hit common Pokemon that resist Water for better damage such as Lanturn. Hidden Power Electric is another option in order to hit opposing Mantine hard, preventing them from using Defog. Set Details Maximum Special Attack investment along with a Modest nature is used in order for Mantine to hit as hard as possible. Maximum Speed investment is used in order to outspeed all Pokemon with base 58 Speed or lower, such as Aurorus, Omastar, and Combusken, while a Timid nature can be used to get the jump on Pokemon like Assault Vest Magmortar. Choice Specs increases Mantine's damage output and allows it to threaten the tier with its powerful moves. Water Absorb allows Mantine to switch in and heal up on Water-type moves such as Samurott's Waterfall and Floatzel's Hydro Pump. Usage Tips Mantine should be switched in on Water-types such as Floatzel, Samurott, and Ludicolo, as it can get back any HP it has lost with Water Absorb, though it should be cautious of some coverage moves like Hidden Power Electric from Pokemon like Samurott and Floatzel. Hydro Pump should only be used if Scald is not able to KO the foe, as its accuracy is not very reliable. Scald can also be spammed early-game in order to burn the opponent's Mantine switch-ins, such as Lanturn and Sliggoo. It should not be brought into stronger physical attacks such as Primeape's Close Combat, as it is easily 2HKOed by those moves. Mantine can still be used as a pivot into special attackers like Lilligant, Samurott, and Combusken, however, due to its high Special Defense. Because Mantine does not normally run maximum Speed, it can lure in Pokemon like Aurorus, which may switch in thinking that they can outspeed it. Team Options Pokemon like Mega Audino, Musharna, and Garbodor that can deal with physical attackers like Primeape, Tauros, and Shiftry are all viable partners. Partners that are able to remove Mantine's biggest check in Lanturn, such as Lilligant, Shiftry, and Hex Rotom, are appreciated as well. Mantine's ability to beat Steel-types such as Steelix and Klinklang is appreciated by common attackers like Vivillon and Kangaskhan. Partners that are able to cover Mantine's weakness to Electric-type attacks such as Lanturn and Steelix are useful. Mantine fits best on slower offensive teams that appreciate its special bulk and access to Water Absorb, with common partners for this playstyle being Pokemon like Piloswine. Mantine also appreciates Pokemon with entry hazard control such as Hitmonchan, Claydol, and Shiftry that help it overcome its Stealth Rock weakness. Due to Mantine's only average Special Attack even after the Choice Specs boost, entry hazard support from the likes of Garbodor, Steelix, and Omastar is worth considering.
Mixed Defensive Defog
NU 世代 6わざ
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命中 — PP 15
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威力 80 命中 100 PP 15
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戦術解説
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 Lilligant. 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 Primeape, Hariyama, and Swords Dance Samurott and Shiftry. 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. However, Protect is a good way to scout for potential coverage moves or status that can significantly cripple Mantine. Protect is also useful for racking up burn damage against foes and gaining extra HP from Leftovers. 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 be your team's sole Fighting resistance. Pairing Mantine up with another Pokemon that resists Fighting such as Vileplume or Weezing 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 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, Archeops, and Scyther also work well with Mantine, as Mantine can reliably keep hazards off the field for them.
第 5 世代の育成構築 (ルール 2 · 3 構築)
MANtine (Rain Dance)
NU 世代 5- 持ち物
- いのちのたま
- 性格
- Modest
- 努力値
- HP 64 / とくこう 252 / すばやさ 192
わざ
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命中 — PP 5
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威力 110 命中 80 PP 5
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戦術解説
As one can imagine, the ability to beat the usual counters to rain sweepers makes Mantine a great sweeper itself as well as a fantastic choice for a dedicated rain team. Almost every bulky Grass-type will be broken down by STAB Air Slash, which means other Pokemon that benefit from rain can sweep later in the match. Even as a standalone sweeper, the coverage offered by STAB Water- and Flying-type moves is fantastic, although Mantine does face competition from the more powerful but slower (in rain) Swanna. A fantastic Special Defense stat and decent HP also mean Mantine often has an easier time setting up than other rain sweepers, but the unfortunate trade-off is that Mantine is slightly weaker. A weakness to Stealth Rock means that it can also be worn down and revenge killed with priority moves, particularly with Life Orb recoil also taking its toll. Hydro Pump should be used over Surf as Mantine has a relatively low Special Attack stat and it really appreciates the extra Base Power. Air Slash is essential to hit Ludicolo and Roselia, not to mention other troublesome Pokemon like Water Absorb Cacturne. Ice Beam will rarely be used, but it will do significantly more damage against Altaria and other Dragon-types, so it is still occasionally useful. Alternatively, Hidden Power Electric can be used to beat other Mantine, as well as allowing Mantine to easily check Gorebyss. The chosen EV spread allows Mantine to outrun Choice Scarf Rotom-S and Rotom-F while it's raining. There is no need to run any more Speed than this, as no significant Pokemon will be outsped and Modest is completely necessary due to Mantine's low Special Attack. Damp Rock is certainly an option for the item slot, increasing the turns of rain and thus turning Mantine into a more support-based rain Pokemon, rather than one focused on wallbreaking and sweeping. The power granted by Life Orb will certainly be missed, however, so bear that in mind if considering using Damp Rock. The natural place for this set is on a rain team, and as such, Ludicolo, Seismitoad, and Gorebyss all make fantastic partners as they can wear down each other's checks and counters, particularly opposing Ludicolo, Roselia, and other bulky Grass-types. It should be noted that it is not necessary to use all four on the same team, however. Dedicated special walls such as Lickilicky and Audino still wall Mantine, so powerful Fighting-types are great choices for teammates. Sawk in particular will dispose of them easily, as will Gurdurr. Alternatively, Golurk is immune to most things those walls can do, while sharing fantastic synergy with Mantine.
Physically Defensive
NU 世代 5わざ
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命中 — PP 5
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命中 — PP 10
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戦術解説
Mantine already has an excessive amount of special bulk, so it can easily run a set focusing on patching up its physical bulk in order to take advantage of its interesting typing and check the likes of Golurk, Sawk, and Piloswine, while also being a great counter to Gurdurr. It remains a great answer to Ludicolo and other rain sweepers, particularly with Water Absorb. Unfortunately, the only recovery Mantine has is RestTalk, but it is just bulky enough to use it without ending up a sitting duck. This lack of recovery can still hurt, however, considering Mantine is weak to Stealth Rock, but it can still be used. Scald is a fantastic move for a defensive Pokemon and means that very few Pokemon are 100% safe switching into Mantine, always fearing that potentially game changing burn. Air Slash hits Roselia and Cacturne, and being able to beat both while also absorbing sleep is a massive boon for Mantine. Maximum Defense is used to allow Mantine to effectively beat Fighting- and Ground-types, while the odd HP number is used to minimize the damage taken from Stealth Rock. It is also viable to use a specially defensive spread, which lets Mantine take on pretty much every special attacker without an Electric-type move, but such a spread loses out on the ability to counter many of the threats mentioned earlier, such as Gurdurr, Piloswine, and Golurk. Water Absorb is fantastic for beating dedicated rain sweepers, and the extra recovery can really help, particularly if Stealth Rock is on the field. Toxic is always an option, but Mantine really doesn't want to give up Scald or Air Slash and appreciates the utility both Rest and Sleep Talk provide. Replacing Sleep Talk can leave it a sitting duck occasionally, while without Rest, Mantine becomes very easy to wear down. Despite having Rest and Sleep Talk, Mantine still greatly appreciates support from a Wish passer, and, perhaps even more, from a cleric. Heal Bell can wake Mantine up from sleep, meaning it can come in and do its job multiple times. Lickilicky in particular carries Wish and Heal Bell while taking on special attackers with ease, and it also appreciates Mantine's ability to beat Fighting-types. Mantine is very easy prey for Volt Switch users, as they can easily force Mantine out and grab momentum. Naturally, Ground-types are excellent partners, particularly Golem and Golurk. Both of these Pokemon can set up Stealth Rock while simultaneously putting pressure back on the opponent, as well as having excellent synergy with Mantine. Piloswine can make another fantastic partner.
Special Wall
PU 世代 5わざ
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命中 — PP 5
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命中 — PP 10
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戦術解説
Rest is for healing off any damage and status, and Sleep Talk is for making sure Mantine isn't too passive while asleep. Scald is the go-to STAB option for inflicting burn, and the fourth moveslot has multiple options. Toxic wears down foes more quickly than what a burn can achieve but can be redundant with Scald's burn. Hidden Power Electric is also a good pick for properly countering Water-types that Mantine wants to switch into such as physical Huntail and Golduck, and Air Slash is good as a secondary STAB move for hitting Grass-types that may switch in such as Maractus and Vileplume. The EVs are to avoid a 3HKO from Eviolite Monferno even after Stealth Rock, assuming no Thunder Punch, with the rest being thrown into Special Defense to better take hits from other threats like Golduck. Stealth Rock is a huge factor into whether or not Mantine can safely switch into attacks. As such, hazard control Pokemon like Tentacool and Natu are important partners to consider to make sure Stealth Rock doesn't ruin Mantine's ability to tank hits. Mantine also folds to Electric- and Rock-type attacks from common threats like Zebstrika and Rampardos, so switch-ins like Stunfisk and Torterra can also make for good partners. Mantine does have excellent role compression in that it is a switch-in for Monferno, Golduck, and Simisear, so teammates such as Bronzor, Marowak, and Vileplume that get beaten by them really appreciate having Mantine on the team. Mantine does heavily struggle with keeping itself healthy as well, so partners like Audino that can pass Wish and Vileplume that can heal status with Aromatherapy are also good. Physically defensive teammates such as Bronzor and Vileplume also pair well with Mantine, as they can absorb the physical attacks pointed at Mantine while Mantine takes all of the special attacks and spread burns.
第 4 世代の育成構築 (ルール 3 · 5 構築)
SubTox
PU 世代 4Rain Dance
PU 世代 4- 持ち物
- いのちのたま
- 性格
- Modest
- 努力値
- HP 4 / とくこう 252 / すばやさ 252
わざ
-
命中 — PP 5
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どちらかを選択威力 60 命中 100 PP 15威力 60 命中 100 PP 15命中 — PP 10
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Specially Defensive RestTalk
UU 世代 4わざ
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命中 — PP 5
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命中 — PP 10
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戦術解説
This set aims to capitalize on Mantine's incredible special bulk. Powerful attacks such as Timid Choice Specs Sceptile's Leaf Storm are a 3HKO at best when factoring the special Attack drop, as is Timid Life Orb Alakazam's Psychic. With this specially defensive set, Mantine can switch into the special Grass-types of UU and hit back with STAB Hidden Power Flying. It also laughs at the special Water-types that lack boosting moves, Electric-type attacks, or Taunt, such as the ever-present Milotic, and any Choice-locked Pokemon stuck on a Water-, Ground-, or special Fire-type move, such as Azumarill, Moltres, and Dugtrio. Mantine can also make a fantastic status absorber for your team because of the RestTalk combination. There are multiple options for your fourth move. Hidden Power Flying is your main attack, receiving STAB and hitting many Pokemon in UU hard; it has the ability to 2HKO Sceptile. Signal Beam hits many Psychic-type Pokemon in UU super effectively, while still hitting the Grass-types for super effective damage. Toxic makes Mantine better at stalling, although running Toxic and Surf in tandem leaves Mantine walled by common UU Pokemon Venusaur, Qwilfish, and Toxicroak. Mantine really needs Rapid Spin support to function optimally, as losing 25% of its HP just by switching in seriously hinders its ability to tank hits. Hitmontop, Donphan, and Claydol all make excellent partners with their Rock-type resistance and ability to Rapid Spin; Claydol and Donphan are also handily immune to Electric-type attacks. Claydol and Donphan can both set up Stealth Rock for your team, while Hitmontop can utilize Foresight and Rapid Spin to guarantee the removal of entry hazards. Hitmontop can also check opposing physical threats exceptionally well with Intimidate. Pokemon with high Defense stats such as Aggron and Steelix, especially the latter due to its Electric-type immunity, make great teammates for Mantine. Mantine loses to most boosting sweepers of any type, especially Calm Mind Alakazam and Swords Dance Venusaur. It also cannot break Azumarill's Substitutes and will accomplish pretty much nothing at all against Lanturn. For these reasons, it's good to not rely solely on Mantine to stop such threats. Backing Mantine up with powerful and fast Grass-type Pokemon like Venusaur and Sceptile is a good idea.
Physically Defensive RestTalk
UU 世代 4わざ
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命中 — PP 5
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命中 — PP 10
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戦術解説
This set attempts to balance Mantine's defenses and is now only 3HKOed by many resisted physical hits, such as Adamant Hitmontop's Close Combat. Mantine can now counter all forms of Azumarill, as Hidden Power Flying does a minimum of 102 damage with Life Orb and the given investment, enough to always break Azumarill's Substitutes. It also makes a good wall to mixed Blaziken without Thunder Punch or Stone Edge. This set works against stall teams, as with Life Orb it becomes somewhat harder to switch into. You should use this set with caution, however, as it loses much of its massive special bulk when using Life Orb, making it less of a safe switch-in to Venusaur, Sceptile, and Alakazam. Rapid Spin is still very valuable on this set, as Mantine hates losing 1/4 of its HP switching into Stealth Rock. The likes of Hitmontop and Donphan perform this job well. With the different EV spread, Mantine is now 2HKOed by Choice Specs Sceptile's Leaf Storm, in addition to losing walling power over other threats. To help adjust for the lower special bulk, having strong offensive checks for powerful Grass-types, like Swellow and Moltres, is a good idea.
第 3 世代の育成構築 (ルール 3 · 7 構築)
Haze
OU 世代 3わざ
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威力 90 命中 100 PP 15
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威力 90 命中 100 PP 10
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戦術解説
Thanks to its massive base 140 Special Defense, Mantine can shrug off any special attack not named Thunderbolt. In fact, it can even somewhat take one of those; 307 Special Attack is needed to guarantee the OHKO on this Mantine with STAB Thunderbolt, and 466 is needed without STAB. Switch it in on anything you are sure won't use Thunderbolt or Hidden Power Electric, then fire off an attack or Toxic; Surf and Ice Beam is its entire usable special movepool. Haze is mainly for Suicune, as Mantine obviously cannot switch into the likes of Salamence and Tyranitar to remove their Dragon Dance boosts.
RestTalk
OU 世代 3わざ
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命中 — PP 5
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命中 — PP 10
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戦術解説
This set is decent; it prolongs Mantine's lifespan at the cost of a bit of utility. Mantine's movepool is so poor that it doesn't much mind the loss of two moveslots. Its ability to wall most users of sleep moves gives it an advantage as a sleep absorber.
Defensive
RU 世代 3Rain Dance Sweeper
RU 世代 3Hazer
UU 世代 3わざ
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威力 90 命中 100 PP 15
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威力 90 命中 100 PP 10
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-
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戦術解説
With 140 SpD, it is going to shrug off any special attack not named Thunderbolt, and it can even take one of those somewhat; 307 Special Attack is needed to surely OHKO this Mantine with STAB Thunderbolt, and 466 is needed without STAB. So switch this in anything you are sure won't Thunderbolt you (also watch out for Hidden Power Electric Waters), and Toxic away. Surf and Ice Beam is its whole special movepool.
RestTalk
UU 世代 3わざ
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命中 — PP 5
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命中 — PP 10
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戦術解説
This set lets Mantine stay alive much longer, but you have to give up a bit of utility. It's OK, though, Mantine's movepool is so poor it doesn't really notice the loss of two slots. Mantine makes a decent Sleep absorber because most Pokemon with Sleep moves are walled by Mantine.
Rain Dance Sweeper
UU 世代 3- 持ち物
- たべのこし
- 性格
- Modest
- 努力値
- HP 252 / とくこう 236 / すばやさ 20
わざ
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命中 — PP 5
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威力 90 命中 100 PP 15
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-
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戦術解説
Ice Beam and Surf because it has nothing more than the standard Water-type movepool, but they have good coverage and Surf is boosted by Rain Dance. You might want Hidden Power Grass to hit stuff like Quagsire and Poliwrath, but Toxic provides some nice all-around coverage for stuff like Hypno and Walrein (if it doesn't have Rest).
第 2 世代の育成構築 (ルール 3 · 4 構築)
Support
OU 世代 2- 持ち物
- たべのこし
わざ
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威力 110 命中 80 PP 5
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命中 100 PP 10
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-
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戦術解説
Mantine stinks, plain and simple. Use Hydro Pump because Mantine needs the power, and Confuse Ray and Toxic because it won't do enough with just Hydro Pump and that terrible 258 Special Attack, STAB-boosted or not. Haze is there because it can't do much else.
Curse
PU 世代 2- 持ち物
- たべのこし
わざ
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命中 — PP 10
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威力 60 命中 100 PP 15
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-
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3 Attacks
PU 世代 2公式アカウントをフォロー
QRコードを読み取りフォロー後、"查看配招攻略" と返信するとパスワードを取得できます
フォローして閲覧パスワードを取得