OU Manaphy

GMars

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While it may appear cute or even harmless from a glance, Manaphy can quickly become an extremely powerful offensive force. Manaphy is able to use Tail Glow to become an amazing wallbreaker, but it has historically been held back by middling Speed. SM gave it access to a Speed-boosting option in Z-Rain Dance, allowing it to further power up its STAB moves while becoming difficult to revenge kill and gaining a pseudo-immunity to status moves thanks to its ability, Hydration. SM also brought the move Aurora Veil to the game, which gives Manaphy the flexibility to set up multiple boosts by effectively doubling its already impressive 100 / 100 / 100 bulk.

Manaphy @ Waterium Z
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Tail Glow
- Surf
- Psychic
- Rain Dance

This is Manaphy's primary set, most commonly seen on Aurora Veil teams. Aurora Veil support allows Manaphy to either easily set up Tail Glow multiple times or set up a combination of Tail Glow and Z-Rain Dance for a Speed boost. Waterium Z enables the use of Z-Rain Dance, but it can also be saved to power up Surf into a ridiculously strong Hydro Vortex against slower teams, able to beat even specially defensive behemoths like Chansey. Psychic complements Surf's coverage by breaking past Toxapex, a dangerous Haze user, and has the additional benefit of beating Mega Venusaur. A Timid nature is used to outspeed Choice Scarf Tapu Lele when Manaphy is at +1, but a Modest nature also sees use to help versus Unaware Clefable and to beat Assault Vest Tangrowth with Hydro Vortex.

Despite Manaphy's potential to quickly gather an overwhelming offensive presence in combination with its new ability to boost Speed, it is held back by its limited room for coverage options and a lack of space for recovery. Tail Glow and Rain Dance take up two moveslots, leaving Manaphy with only enough room for two attacks, one of which is almost always a STAB attack to take advantage of Rain Dance. This leaves it vulnerable to Grass-types like Tangrowth and Ferrothorn and some opposing Water-types like Mantine and Tapu Fini. It can also only boost Speed a single time, leaving it susceptible to Haze and phazing, and the combination of a lack of recovery and a requirement for multiple turns of setup allows it to be put into range of even revenge killers that lack super effective coverage like Choice Scarf Latios and Garchomp.

With the proper team support, Manaphy has the opportunity the excel against both offensive and defensive archetypes thanks to the flexibility that Waterium Z provides it. Try it for yourself the next time you hop into an OU game!
 
Last edited:

GMars

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qc ready - leaving the TG + 3 attacks set out of the spotlight and saving that just for the on-site analysis since Waterium Z is really where it shines in SM OU. Would definitely like other qc's opinions on whether TG + 3 attacks should be added to this spotlight or if Waterium z is sufficient
 

Gary

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Leave TG + 3 attacks out of spotlight for sure. It's a mediocre set, and Waterium Z is definitely the best Manaphy set atm. Looks good other than that.

QC 1/2
 

dhelmise

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While it may appear cute or even harmless from a first glance, Manaphy can quickly become an extremely powerful offensive force. Manaphy is able to use Tail Glow to become an amazing wallbreaker, but it has historically been held back by middling Speed. SM gave it access to a Speed-boosting option in Z-Rain Dance, allowing it to further power up its STAB moves while becoming difficult to revenge kill and gaining a pseudo-immunity to status moves thanks to its ability, Hydration. SM also brought the move Aurora Veil to the game, which allows gives (ik both are right so this is wholly subjective, but i dont like how "allows" sounds here) Manaphy the flexibility to setup set up multiple boosts by effectively doubling its already impressive 100 / 100 / 100 bulk.

Manaphy @ Waterium Z
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Tail Glow
- Surf
- Psychic
- Rain Dance

This is Manaphy's primary set, most commonly seen on Aurora Veil teams. Aurora Veil support allows Manaphy to either easily set up Tail Glow multiple times or to (flow) set up a combination of Tail Glow and Z-Rain Dance for a Speed boost. Waterium Z enables the use of Z-Rain Dance, but it can also be saved to power up Surf into a ridiculously strong Hydro Vortex against slower teams, able to beat even specially defensive behemoths like Chansey. Psychic complements Surf's coverage by breaking past Toxapex, a dangeorus dangerous Haze user, and has the additional benefit of beating Mega Venusaur. A Timid nature is used to outspeed Choice Scarf Tapu Lele when Manaphy is at +1, but a Modest nature also sees use to help versus Unaware Clefable and to beat Assault Vest Tangrowth with Hydro Vortex.

Despite Manaphy's potential to quickly gather an overwhelming offensive presence in combination with its new ability to boost Speed, it is held back by its limited room for coverage options and a lack of space for recovery. (talked on discord) Tail Glow and Rain Dance take up two moveslots, leaving Manaphy with only enough room for two attacks, one of which is almost always a STAB Water (implied by manaphy only having 1 type and with "STAB") attack to take advantage of Rain Dance. This leaves it vulnerable to Grass-types like Tangrowth and Ferrothorn and some opposing Water-types like Mantine and Tapu Fini. It can also only boost Speed a single time, leaving it susceptible to Haze and phazing, and the combination of a lack of recovery and a requirement for multiple turns of setup allows it to be put into range of even revenge killers that lack super effective coverage like Choice Scarf Latios and Garchomp.

With the proper team support, Manaphy has the opportunity the excel against both offensive and defensive archetypes thanks to the flexibility that Waterium Z provides it. Try it for yourself the next time you hop into an OU game!
GP 1/1
 

GMars

It's ya boy GEEEEEEEEMARS
is a Site Content Manager Alumnusis a Battle Simulator Admin Alumnusis a Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnusis a Top CAP Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
While it may appear cute or even harmless from a first glance, Manaphy can quickly become an extremely powerful offensive force. Manaphy is able to use Tail Glow to become an amazing wallbreaker, but it has historically been held back by middling Speed. SM gave it access to a Speed-boosting option in Z-Rain Dance, allowing it to further power up its STAB moves while becoming difficult to revenge kill and gaining a pseudo-immunity to status moves thanks to its ability, Hydration. SM also brought the move Aurora Veil to the game, which allows gives (ik both are right so this is wholly subjective, but i dont like how "allows" sounds here) Manaphy the flexibility to setup set up multiple boosts by effectively doubling its already impressive 100 / 100 / 100 bulk.

Manaphy @ Waterium Z
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Tail Glow
- Surf
- Psychic
- Rain Dance

This is Manaphy's primary set, most commonly seen on Aurora Veil teams. Aurora Veil support allows Manaphy to either easily set up Tail Glow multiple times or to (flow) set up a combination of Tail Glow and Z-Rain Dance for a Speed boost. Waterium Z enables the use of Z-Rain Dance, but it can also be saved to power up Surf into a ridiculously strong Hydro Vortex against slower teams, able to beat even specially defensive behemoths like Chansey. Psychic complements Surf's coverage by breaking past Toxapex, a dangeorus dangerous Haze user, and has the additional benefit of beating Mega Venusaur. A Timid nature is used to outspeed Choice Scarf Tapu Lele when Manaphy is at +1, but a Modest nature also sees use to help versus Unaware Clefable and to beat Assault Vest Tangrowth with Hydro Vortex.

Despite Manaphy's potential to quickly gather an overwhelming offensive presence in combination with its new ability to boost Speed, it is held back by its limited room for coverage options and a lack of space for recovery. (talked on discord) Tail Glow and Rain Dance take up two moveslots, leaving Manaphy with only enough room for two attacks, one of which is almost always a STAB Water (implied by manaphy only having 1 type and with "STAB") attack to take advantage of Rain Dance. This leaves it vulnerable to Grass-types like Tangrowth and Ferrothorn and some opposing Water-types like Mantine and Tapu Fini. It can also only boost Speed a single time, leaving it susceptible to Haze and phazing, and the combination of a lack of recovery and a requirement for multiple turns of setup allows it to be put into range of even revenge killers that lack super effective coverage like Choice Scarf Latios and Garchomp.

With the proper team support, Manaphy has the opportunity the excel against both offensive and defensive archetypes thanks to the flexibility that Waterium Z provides it. Try it for yourself the next time you hop into an OU game!
GP 1/1
Implemented, thank you! Manaphy is now done.
 

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