Draft Mandibuzz

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[overview]
**Draft Order**: Round 5 onwards

**Price Range**: 9-10 points

**Overview**: Mandibuzz has a good typing, strong mixed bulk, and access to a variety of utility moves that allow it to act as a bulky pivot. It is one of the few Pokemon in the metagame to still learn Defog, giving it a niche as a bulky entry hazard remover. However, given its low offensive stats and reliance on its item for longevity, Mandibuzz can be overly passive and easily chipped down over the course of a game. This is especially true if the team relies too heavily on it to tank powerful attacks from foes while also removing entry hazards.

[strategy comments]
Common Roles
========
**Defensive Tank**: Mandibuzz’s typing gives it a number of useful resistances and immunities, such as to Ghost, Psychic, and Ground. This combined with its excellent mixed bulk and access to Toxic allows Mandibuzz to check a wide variety of physical and special attackers as well as use its various utility options to chip opposing Pokemon down and avoid letting foes set up for free.

**Bulky Defogger**: Mandibuzz can use a combination of Defog and Roost to consistently come in throughout a game and remove entry hazards. Typically it will use a combination of Foul Play, Knock Off, Toxic, U-turn, and Whirlwind to avoid being setup bait.

Common Moves
========
**Primary STAB Moves**: Brave Bird, Dual Wingbeat, Foul Play, Knock Off

**Setup Moves**: Iron Defense, Nasty Plot

**Utility Moves**: Defog, Roost, Taunt, Toxic, U-turn, Whirlwind

**Coverage**: Heat Wave

Niche Moves
========
**Snarl**: Although it deals little damage, Snarl can be used in certain matchups to weaken an opposing special attacker while chipping it down. Snarl also goes through Substitute and can keep a Calm Mind setup sweeper from getting too many boosts.

**Tailwind**: Mandibuzz can use Tailwind to boost the Speed of slower offensive Pokemon. This works best with U-turn to get the best teammate in safely. Mandibuzz can use Weak Armor to switch in, get a Speed boost to help set up Tailwind, and more easily faint on the same turn.

Common Items
========
**Heavy-Duty Boots**: Since Mandibuzz is weak to Stealth Rock, Heavy-Duty Boots is vital to its longevity and ability to consistently come in and check threats or remove entry hazards.

**Rocky Helmet**: Rocky Helmet helps Mandibuzz punish pivot moves and physical attackers, securing chip damage for its teammates against foes that are otherwise difficult to wear down.

Niche Items
========
**Leftovers**: In matchups where Stealth Rock is not a threat, Leftovers can provide Mandibuzz with much-needed passive recovery to spend fewer turns using Roost.

**Mental Herb**: Mental Herb allows Mandibuzz to avoid a Taunt or Encore and do things like safely heal, remove entry hazards, or even use Taunt on the foe in return.

**Resistance Berries**: Resistance Berries give Mandibuzz the ability to take a super effective hit that would otherwise knock it out. This is especially helpful against boosted attackers that could otherwise break it, letting Mandibuzz knock them out with Foul Play or use Whirlwind on them to remove the boosts.

Tera
========
Mandibuzz should rarely, if ever, be chosen as a Tera Captain, as it cannot use Tera offensively and frequently relies on its typing to check threats. However, if necessary, Mandibuzz can utilize defensive Tera types such as Tera Fairy, Steel, and Poison to resist attacks that would otherwise be super effective.

Draft Strategy
========
Mandibuzz works best when filling out a team's defensive profile on rosters that already have their offensive core and need bulk and entry hazard removal.

**Steel- / Poison-types**: Pokemon of these types, such as Iron Treads, Metagross, and Iron Moth, pair especially well with Mandibuzz, switching in on Toxic and Fairy-type attacks that commonly target it.

**Bulky Pokemon**: Because it will commonly be a team's primary entry hazard removal option, Mandibuzz appreciates having other bulky teammates that can take off some of the pressure so it isn't worn down as easily. Pokemon like Jirachi, Galarian Slowking, and Swampert cover Mandibuzz’s weaknesses particularly well.

**Wallbreakers**: Being a bulky U-turn user lets Mandibuzz bring in teammates easily. Strong wallbreakers like Urshifu-R, Gholdengo, and Chi-Yu can take advantage of the free switches to break the opposing team.

**Entry Hazard Setting**: Mandibuzz appreciates teammates that can set entry hazards, as its common support moves like Toxic, Knock Off, and Whirlwind work well in conjunction with entry hazards to wear down foes. Pokemon like Great Tusk, Heatran, and Infernape that can both set entry hazards and prevent foes from setting theirs with either Rapid Spin or Taunt are especially helpful.

Checks and Counters
========
**Toxic**: Because Mandibuzz usually will be trying to check threats and keep entry hazards off, it is vital that it stays healthy. Being poisoned means that Mandibuzz will need to spend more time healing, which gives the opponent more opportunities to take advantage of it. Toxic damage also gives wallbreakers an easier range to 2HKO Mandibuzz, which stops it from checking threats throughout the game. Toxic users that can also set hazards and aren't afraid of Mandibuzz's own Toxic and Foul Play, such as Gliscor, Pecharunt, and Glimmora, are especially challenging to deal with.

**Knock Off**: Although Mandibuzz has an excellent resistance to Dark, it needs to avoid being hit by Knock Off from Pokemon it usually checks like Great Tusk, Meowscarada, and Rillaboom, since it relies on Heavy-Duty Boots to avoid taking damage from Stealth Rock. Without an item, Mandibuzz will struggle to check opposing Pokemon and safely remove entry hazards.

**Wallbreakers**: Although it has good mixed defenses, Mandibuzz isn't as bulky as many dedicated walls and can be broken by powerful attackers that can 2HKO it, including Choice Band and Specs users as well as naturally powerful wallbreakers such as Ursaluna-B and Chi-Yu. Iron Hands stands out as a physical wallbreaker that Mandibuzz struggles against due to a lack of Brave Bird weakness and strong secondary STAB moves to go with its Fighting typing. These wallbreakers can also force Mandibuzz to focus EVs into a single defense instead of spreading them out, weakening it on one end of the spectrum against the wallbreaker's teammates.

**Disruption**: Mandibuzz has little to no offensive presence, so Taunt or Encore from anything that isn't weak to Foul Play like Quaquaval, Ogerpon, and Scream Tail can prevent it from using most of its utility moves and keep it from recovering health.

**Stealth Rock**: Opposing Stealth Rock users can limit Mandibuzz by forcing it to both run Heavy-Duty Boots instead of a different item like Leftovers and use Defog instead of other utility moves like Toxic and Knock Off. Stealth Rock setters that threaten Mandibuzz offensively like Sandy Shocks and Glimmora make it difficult for Mandibuzz to effectively remove entry hazards. Similarly, hazard setters that Mandibuzz itself cannot threaten, such as Tinkaton, can consistently come in on it throughout a game to ensure Stealth Rock stays up.

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[overview]
**Draft order**: Round 6 onwards

**Price range**: 9-10 points

**Overview**: Mandibuzz has a good typing, solid mixed bulk, and access to a variety of utility moves that allow it to act as a bulky pivot. Mandibuzz is also one of the few bulky flying types Pokemon in the metagame to still learn Defog, making it one of the rare have a niche as a bulky hazard removaler options in the lower-mid tiers. Section is fine, although it would be good to also explore its other moves and how its able to support its teammates. IE How its also one of few non Poison-types to have access to Toxic. However, given its low offensive stats and reliance on its item for longevity mean that Mandibuzz can be overly passive and easily chipped down over the course of a game if the team relies too heavily on it to both remove entry hazards and tank hits powerful attacks from the opponent.

[strategy comments]
Common Roles
========
**Bulky Defogger**: Mandibuzz can use a combination of Defog and Roost to consistently come in throughout a game and remove hazards. Typically it will use a comboination of either Foul Play, Knock Off, and another utility move like Toxic, U-turn, or Whirlwind to avoid being setup bait. Move this down. Would also say that given that Defog and Roost take up two moves, it limits what other moves it could want to bring, as well as the risk that Defog potentially gives to opponents.

**Defensive Tank**: The Dark/Flying typing gives Mandibuzz's typing gives it a number of useful resistsances and immunities in the Draft metagame, such as to Ghost-, Psychic-, and Ground-types. (ah) This combined with its excellent mixed bulk allows Mandibuzz to check a wide variety of physical or and special attacking Pokemon and as well as use its various utility options to chip them opposing Pokemon down and avoid letting them the opponent set up for free.

Common Moves
========
**Primary STAB moves**: Brave Bird, Dark Pulse, Dual Wingbeat, Foul Play, Knock Off

**Utility moves**: Defog, Roost, Taunt, Toxic, U-turn, Whirlwind

**Coverage**: Heat Wave

Niche Moves
========
**Snarl**: Although it deals little damage, Snarl can be used in certain matchups to weaken an opposing special attacker while chipping it down. Snarl also goes through sSubstitute and can keep a Calm Mind setup sweeper from getting too many offensive boosts.

**Iron Defense**: Against a heavily physical opponent team, Iron Defense can bolster Mandibuzz's defense so it can focus on wearing down the opponent with its other moves instead of Roosting healing frequently.

Add Tailwind for speed control for its teammates.

Common Items
========
**Heavy-Duty Boots**: As Since Mandibuzz is a Defogger weak to Stealth Rocks, Heavy-Duty Boots are vital to its longevity and ability to consistently come in and check threats or remove hazards.

Niche Items
========
**Leftovers**: In matchups where Stealth Rock are not a threat, Leftovers can provide Mandibuzz with much needed passive recovery so it spends fewer turns clicking Roost. Would move this onto common items.

**Rocky Helmet**: Similarly to Leftovers, Rocky Helmet can provide Mandibuzz with additional utility in matchups where it doesn't need to worry about taking damage from Stealth Rock. Could also move this to common.

For niches items, you could mention Mental Herb for blocking opposing Taunt or Encore and resistance berries to endure super-effective hits.


Tera
========
Mandibuzz should rarely, if ever, be chosen as a Tera Captain, as it cannot use Tera offensively and frequently relies on its typing to check threats. However, if necessary, Mandibuzz could utility defensive Tera typings such as Fairy, Steel, or Poison to resist attacks that would otherwise be Ssuper Eeffective. The latter two in particular also give a Toxic immunity, helping Mandibuzz's overall survivability.

Draft Strategy
========
Mandibuzz works best when filling out a team's defensive profile on teams that already have their offensive core and need bulk plus hazard removal.

**Steel / Poison Types**: Pokemon of these types pair especially well with Mandibuzz, switching in on Toxic and Fairy attacks that commonly target it.

**Bulky Pokemon**: Because it will commonly be a team's primary hazard removal option, Mandibuzz appreciates having other bulky teammates who can take off some of the pressure so it isn't worn down as easily.

**Wallbreakers**: Having a bulky U-turn lets Mandibuzz bring in teammates easily. Strong wallbreakers can take advantage of the free switch-ins to break the opposing team.

Would like to have examples on all these points.

Checks and Counters
========
**Toxic / Knock off**: Because Mandibuzz usually will be trying to check threats and keep hazards off, it is vital that it stays healthy. Being poisoned or losing Heavy-Duty Boots means that Mandibuzz will need to spend more time recovering, which gives the opponent more opportunities to take advantage of it. Feel like you can separate the two moves into different points.

**Choice Specs / Band Users**: Although it has good mixed defenses, Mandibuzz isn't as bulky as many dedicated walls and can be broken by powerful Choice item attackers that can 2HKO it. Change this section to describe wallbreakers since there are some Pokemon that have naturally strong offenses that can overwhelm Mandibuzz.

**Faster Taunts**: Mandibuzz has little to no offensive presence, so Taunt from anything that isn't weak to Foul Play can prevent it from using most of its utility moves and keep it from recovering health. Could add in Encore as another way to shut down Mandibuzz and make this section about disruption.

Again, would like examples of Pokemon that could give Mandibuzz a tough time for each point. Also add in Stealth Rock


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Its fine, just need examples in the last two sections and better discussion about Mandibuzz's utility since there is slight focus on its hazard removing ability.
 
add remove comment
[overview]
**Draft order**: Round 6 onwards

**Price range**: 9-10 points

**Overview**: Mandibuzz has a good typing, solid mixed bulk, and access to a variety of utility moves that allow it to act as a bulky pivot. Mandibuzz is also one of the few bulky flying types Pokemon in the metagame to still learn Defog, making it one of the rare have a niche as a bulky hazard removaler options in the lower-mid tiers. Section is fine, although it would be good to also explore its other moves and how its able to support its teammates. IE How its also one of few non Poison-types to have access to Toxic. However, given its low offensive stats and reliance on its item for longevity mean that Mandibuzz can be overly passive and easily chipped down over the course of a game if the team relies too heavily on it to both remove entry hazards and tank hits powerful attacks from the opponent.

[strategy comments]
Common Roles
========
**Bulky Defogger**: Mandibuzz can use a combination of Defog and Roost to consistently come in throughout a game and remove hazards. Typically it will use a comboination of either Foul Play, Knock Off, and another utility move like Toxic, U-turn, or Whirlwind to avoid being setup bait. Move this down. Would also say that given that Defog and Roost take up two moves, it limits what other moves it could want to bring, as well as the risk that Defog potentially gives to opponents.

**Defensive Tank**: The Dark/Flying typing gives Mandibuzz's typing gives it a number of useful resistsances and immunities in the Draft metagame, such as to Ghost-, Psychic-, and Ground-types. (ah) This combined with its excellent mixed bulk allows Mandibuzz to check a wide variety of physical or and special attacking Pokemon and as well as use its various utility options to chip them opposing Pokemon down and avoid letting them the opponent set up for free.

Common Moves
========
**Primary STAB moves**: Brave Bird, Dark Pulse, Dual Wingbeat, Foul Play, Knock Off

**Utility moves**: Defog, Roost, Taunt, Toxic, U-turn, Whirlwind

**Coverage**: Heat Wave

Niche Moves
========
**Snarl**: Although it deals little damage, Snarl can be used in certain matchups to weaken an opposing special attacker while chipping it down. Snarl also goes through sSubstitute and can keep a Calm Mind setup sweeper from getting too many offensive boosts.

**Iron Defense**: Against a heavily physical opponent team, Iron Defense can bolster Mandibuzz's defense so it can focus on wearing down the opponent with its other moves instead of Roosting healing frequently.

Add Tailwind for speed control for its teammates.

Common Items
========
**Heavy-Duty Boots**: As Since Mandibuzz is a Defogger weak to Stealth Rocks, Heavy-Duty Boots are vital to its longevity and ability to consistently come in and check threats or remove hazards.

Niche Items
========
**Leftovers**: In matchups where Stealth Rock are not a threat, Leftovers can provide Mandibuzz with much needed passive recovery so it spends fewer turns clicking Roost. Would move this onto common items.

**Rocky Helmet**: Similarly to Leftovers, Rocky Helmet can provide Mandibuzz with additional utility in matchups where it doesn't need to worry about taking damage from Stealth Rock. Could also move this to common.

For niches items, you could mention Mental Herb for blocking opposing Taunt or Encore and resistance berries to endure super-effective hits.


Tera
========
Mandibuzz should rarely, if ever, be chosen as a Tera Captain, as it cannot use Tera offensively and frequently relies on its typing to check threats. However, if necessary, Mandibuzz could utility defensive Tera typings such as Fairy, Steel, or Poison to resist attacks that would otherwise be Ssuper Eeffective. The latter two in particular also give a Toxic immunity, helping Mandibuzz's overall survivability.

Draft Strategy
========
Mandibuzz works best when filling out a team's defensive profile on teams that already have their offensive core and need bulk plus hazard removal.

**Steel / Poison Types**: Pokemon of these types pair especially well with Mandibuzz, switching in on Toxic and Fairy attacks that commonly target it.

**Bulky Pokemon**: Because it will commonly be a team's primary hazard removal option, Mandibuzz appreciates having other bulky teammates who can take off some of the pressure so it isn't worn down as easily.

**Wallbreakers**: Having a bulky U-turn lets Mandibuzz bring in teammates easily. Strong wallbreakers can take advantage of the free switch-ins to break the opposing team.

Would like to have examples on all these points.

Checks and Counters
========
**Toxic / Knock off**: Because Mandibuzz usually will be trying to check threats and keep hazards off, it is vital that it stays healthy. Being poisoned or losing Heavy-Duty Boots means that Mandibuzz will need to spend more time recovering, which gives the opponent more opportunities to take advantage of it. Feel like you can separate the two moves into different points.

**Choice Specs / Band Users**: Although it has good mixed defenses, Mandibuzz isn't as bulky as many dedicated walls and can be broken by powerful Choice item attackers that can 2HKO it. Change this section to describe wallbreakers since there are some Pokemon that have naturally strong offenses that can overwhelm Mandibuzz.

**Faster Taunts**: Mandibuzz has little to no offensive presence, so Taunt from anything that isn't weak to Foul Play can prevent it from using most of its utility moves and keep it from recovering health. Could add in Encore as another way to shut down Mandibuzz and make this section about disruption.

Again, would like examples of Pokemon that could give Mandibuzz a tough time for each point. Also add in Stealth Rock


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Its fine, just need examples in the last two sections and better discussion about Mandibuzz's utility since there is slight focus on its hazard removing ability.
Implemented, thanks! Tried to shift things around a bit to emphasize its other bulky utility instead of just Defog. Should be ready for QC2
 

Nyx

Anyways - so then I cursed her.
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[overview]
**Draft oOrder**: Round 65 onwards

**Price rRange**: 9-10 points

**Overview**: Mandibuzz has a good typing, solid strong mixed bulk, and access to a variety of utility moves that allow it to act as a bulky pivot. Mandibuzz is one of the few Pokemon in the metagame to still learn Defog, giving it a niche as a bulky hazard remover. However, given its low offensive stats and reliance on its item for longevity Mandibuzz can be overly passive and easily chipped down over the course of a game. This is especially true if the team relies too heavily on it to tank powerful attacks from the opponent and remove while also removing entry hazards.

[strategy comments]
Common Roles
========
**Defensive Tank**: Mandibuzz’s typing gives it a number of useful resistances and immunities, such as to Ghost-, Psychic-, and Ground-types. This combined with its excellent mixed bulk and access to Toxic allows Mandibuzz to check a wide variety of physical and special attacking Pokemon as well as use its various utility options to chip opposing Pokemon down and avoid letting the opponent set up for free.

**Bulky Defogger**: Mandibuzz can use a combination of Defog and Roost to consistently come in throughout a game and remove hazards. Typically it will use a combination of Foul Play, Knock Off, Toxic, U-turn, or Whirlwind to avoid being setup bait.

Common Moves
========
**Primary STAB mMoves**: Brave Bird, Dual Wingbeat, Foul Play, Knock Off

**Setup Moves**: Feel free to make a joke here, or mention Plot and ID, and remove ID from niche. I'd prolly lean latter but ill leave it up to u

**Utility mMoves**: Defog, Roost, Taunt, Toxic, U-turn, Whirlwind

**Coverage**: Heat Wave

Niche Moves
========
**Snarl**: Although it deals little damage, Snarl can be used in certain matchups to weaken an opposing special attacker while chipping it down. Snarl also goes through Substitute and can keep a Calm Mind setup sweeper from getting too many boosts.

**Iron Defense**: Against a heavily physical team, Iron Defense can bolster Mandibuzz's defense so it can focus on wearing down the opponent with its other moves instead of healing frequently.

**Tailwind**: Mandibuzz can use Tailwind to boost the speed of slower offensive Pokemon. This works best with U-turn to get the best teammate in safely. It can also be used alongside Weak Armor to set it up easily, and faint on the same turn.

Common Items
========
**Heavy-Duty Boots**: Since Mandibuzz is weak to Stealth Rocks, Heavy-Duty Boots are vital to its longevity and ability to consistently come in and check threats or remove hazards.

**Leftovers**: In matchups where Stealth Rock are not a threat, Leftovers can provide Mandibuzz with much needed passive recovery so it spends fewer turns clicking Roost. move to niche imo

**Rocky Helmet**: Similarly to Leftovers, Rocky Helmet can provide Mandibuzz with additional utility in matchups where it doesn't need to worry about taking damage from Stealth Rock. While this isn't inherently wrong, you tend to run them in mus where you wanna punish pivot spam/physical attackers further, this can be done even when they have a strong rocker cause its still a couple of free helmets on the opp, u can keep part of the current if u want after but i feel that its kinda missing the point

Niche Items
========
**Mental Herb**: Mental Herb allows Mandibuzz to avoid a Taunt or Encore and do things like safely heal, remove hazards, or even Taunt the opponent in return.

**Resistance Berries**: Resistance Berries give Mandibuzz the ability to take a super effective hit that would otherwise knock it out. This is especially helpful against boosted attackers that could otherwise break it, letting Mandibuzz knock them out with Foul Play or Whirlwind them to remove the boosts.

Tera
========
Mandibuzz should rarely, if ever, be chosen as a Tera Captain, as it cannot use Tera offensively and frequently relies on its typing to check threats. However, if necessary, Mandibuzz could utility defensive Tera typings such as Fairy, Steel, or Poison to resist attacks that would otherwise be super effective. The latter two in particular also give a Toxic immunity, helping Mandibuzz's overall survivability.

Draft Strategy
========
Mandibuzz works best when filling out a team's defensive profile on teams that already have their offensive core and need bulk plus hazard removal.

**Steel / Poison Types**: Pokemon of these types, such as Gholdengo or Iron Moth, pair especially well with Mandibuzz, switching in on Toxic and Fairy attacks that commonly target it.

**Bulky Pokemon**: Because it will commonly be a team's primary hazard removal option, Mandibuzz appreciates having other bulky teammates who can take off some of the pressure so it isn't worn down as easily. Pokemon like Heatran and Galarian Slowking cover Mandibuzz’s weaknesses particularly well.

**Wallbreakers**: Having a bulky U-turn lets Mandibuzz bring in teammates easily. Strong wallbreakers like Iron Hands can take advantage of the free switch-ins to break the opposing team.

add extra examples to all of them, we tend to aim for 3 example pokemon for each bullet point. same applies to checks n counters
can add a point on hazard setters since its a remover, perhaps even say ones w/ taunt specifically since that prevents them setting/defogging and allows u to keep hazards up only on their end
make the final point about fast/frail breakers, hands can safely hard switch into most atks


Checks and Counters
========
**Toxic**: Because Mandibuzz usually will be trying to check threats and keep hazards off, it is vital that it stays healthy. Being poisoned means that Mandibuzz will need to spend more time healing, which gives the opponent more opportunities to take advantage of it. Toxic damage also gives wallbreakers an easier range to 2HKO Mandibuzz which stops it from checking threats throughout the game.

**Knock Off**: Although Mandibuzz has an excellent resistance to Dark-type attacks, it needs to avoid being hit by Knock Off from Pokémon like Great Tusk or Meowscarada since it relies on Heavy-Duty Boots to avoid taking damage from Stealth Rock. Without an item, Mandibuzz will struggle to check opposing Pokemon and safely remove entry hazards.

**Wallbreakers**: Although it has good mixed defenses, Mandibuzz isn't as bulky as many dedicated walls and can be broken by powerful attackers that can 2HKO it, including Choice Band or Specs users as well as naturally powerful wallbreakers such as Ursaluna-Bloodmoon or Chi-Yu. These can also force Mandibuzz to focus EVs into a single defense instead of spreading them out, weakening it on one end of the spectrum.

**Disruption**: Mandibuzz has little to no offensive presence, so Taunt or Encore from anything that isn't weak to Foul Play like Quaquaval or Ogerpon can prevent it from using most of its utility moves and keep it from recovering health.

**Stealth Rock**: Opposing Stealth Rock users can limit Mandibuzz by both forcing it to run Heavy-Duty Boots instead of a different item like Leftovers and forcing it to use Defog instead of other utility moves like Toxic and Knock Off.

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Written by:
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QC 2/2 - rmbr to edit credits in
 

SolarBeam

not on fire (yet)
is a Contributor to Smogon
1/1, GP Team done

Nice job.
blue = add
red = remove
(orange) = comment


[overview]
**Draft Order**: Round 5 onwards

**Price Range**: 9-10 points

**Overview**: Mandibuzz has a good typing, strong mixed bulk, and access to a variety of utility moves that allow it to act as a bulky pivot. Mandibuzz It is one of the few Pokemon in the metagame to still learn Defog, giving it a niche as a bulky entry hazard remover. However, given its low offensive stats and reliance on its item for longevity, (AC) Mandibuzz can be overly passive and easily chipped down over the course of a game. This is especially true if the team relies too heavily on it to tank powerful attacks from the opponent foes while also removing entry hazards.

[strategy comments]
Common Roles
========
**Defensive Tank**: Mandibuzz’s typing gives it a number of useful resistances and immunities, such as to Ghost (RH), Psychic (RH), and Ground-types. This combined with its excellent mixed bulk and access to Toxic allows Mandibuzz to check a wide variety of physical and special attacking Pokemon attackers as well as use its various utility options to chip opposing Pokemon down and avoid letting the opponent foes set up for free.

**Bulky Defogger**: Mandibuzz can use a combination of Defog and Roost to consistently come in throughout a game and remove entry hazards. Typically it will use a combination of Foul Play, Knock Off, Toxic, U-turn, or and Whirlwind to avoid being setup bait.

Common Moves
========
**Primary STAB Moves**: Brave Bird, Dual Wingbeat, Foul Play, Knock Off

**Setup Moves**: Iron Defense, Nasty Plot

**Utility Moves**: Defog, Roost, Taunt, Toxic, U-turn, Whirlwind

**Coverage**: Heat Wave

Niche Moves
========
**Snarl**: Although it deals little damage, Snarl can be used in certain matchups to weaken an opposing special attacker while chipping it down. Snarl also goes through Substitute and can keep a Calm Mind setup sweeper from getting too many boosts.

**Tailwind**: Mandibuzz can use Tailwind to boost the speed Speed of slower offensive Pokemon. This works best with U-turn to get the best teammate in safely. Mandibuzz can use Weak Armor to switch in, get a speed Speed boost to help set up Tailwind, and more easily faint on the same turn.

Common Items
========
**Heavy-Duty Boots**: Since Mandibuzz is weak to Stealth Rocks Rock, Heavy-Duty Boots are is vital to its longevity and ability to consistently come in and check threats or remove entry hazards.

**Rocky Helmet**: Rocky Helmet helps Mandibuzz punish pivot moves and physical-heavy opponents physical attackers, securing chip damage for its teammates against opponents foes that are otherwise difficult to wear down.

Niche Items
========
**Leftovers**: In matchups where Stealth Rock are is not a threat, Leftovers can provide Mandibuzz with much-needed (AH) passive recovery so it spends to spend fewer turns clicking using Roost.

**Mental Herb**: Mental Herb allows Mandibuzz to avoid a Taunt or Encore and do things like safely heal, remove entry hazards, or even use Taunt on the opponent foe in return.

**Resistance Berries**: Resistance Berries give Mandibuzz the ability to take a super effective hit that would otherwise knock it out. This is especially helpful against boosted attackers that could otherwise break it, letting Mandibuzz knock them out with Foul Play or use Whirlwind on them to remove the boosts.

Tera
========
Mandibuzz should rarely, if ever, be chosen as a Tera Captain, as it cannot use Tera offensively and frequently relies on its typing to check threats. However, if necessary, Mandibuzz could utility can utilize defensive Tera typings types such as Tera Fairy, Steel, or and Poison to resist attacks that would otherwise be super effective.

Draft Strategy
========
Mandibuzz works best when filling out a team's defensive profile on teams rosters (avoiding teams repetition) that already have their offensive core and need bulk plus and entry hazard removal.

**Steel- (AH) / Poison-types Types**: Pokemon of these types, such as Iron Treads, Metagross, or and Iron Moth, pair especially well with Mandibuzz, switching in on Toxic and Fairy-type attacks that commonly target it.

**Bulky Pokemon**: Because it will commonly be a team's primary entry hazard removal option, Mandibuzz appreciates having other bulky teammates who that can take off some of the pressure so it isn't worn down as easily. Pokemon like Jirachi, Galarian Slowking, and Swampert cover Mandibuzz’s weaknesses particularly well.

**Wallbreakers**: Having Being a bulky U-turn user (the U-turn isn't what's bulky) lets Mandibuzz bring in teammates easily. Strong wallbreakers like Urshifu-Rapid-Strike, Gholdengo, and Chi-Yu can take advantage of the free switch-ins switches to break the opposing team.

**Entry Hazard Setting**: Mandibuzz appreciates teammates that can set entry hazards, as its common support moves like Toxic, Knock Off, and Whirlwind work well in conjunction with entry hazards to wear down the opponent foes. Pokemon like Great Tusk, Heatran, and Infernape that can both set entry hazards and prevent the opponent foes from setting theirs with either Rapid Spin or Taunt are especially helpful.

Checks and Counters
========
**Toxic**: Because Mandibuzz usually will be trying to check threats and keep entry hazards off, it is vital that it stays healthy. Being poisoned means that Mandibuzz will need to spend more time healing, which gives the opponent more opportunities to take advantage of it. Toxic damage also gives wallbreakers an easier range to 2HKO Mandibuzz, (AC) which stops it from checking threats throughout the game. Toxic users that can also set hazards and aren't afraid of Mandibuzz's own Toxic and Foul play Play, such as Gliscor, Pecharunt, and Glimmora, (AC) are especially challenging to deal with.

**Knock Off**: Although Mandibuzz has an excellent resistance to Dark-type attacks, it needs to avoid being hit by Knock Off from Pokémon Pokemon (no accent in analyses) it usually checks like Great Tusk, Meowscarada, and Rillaboom, (AC) since it relies on Heavy-Duty Boots to avoid taking damage from Stealth Rock. Without an item, Mandibuzz will struggle to check opposing Pokemon and safely remove entry hazards.

**Wallbreakers**: Although it has good mixed defenses, Mandibuzz isn't as bulky as many dedicated walls and can be broken by powerful attackers that can 2HKO it, including Choice Band or and Specs users as well as naturally powerful wallbreakers such as Ursaluna-Bloodmoon or and Chi-Yu. Iron Hands stands out as a physical wallbreaker that Mandibuzz struggles against due to a its lack of Brave Bird weakness and strong secondary STAB moves to go with its Fighting-Type Fighting typing. These wallbreakers can also force Mandibuzz to focus EVs into a single defense instead of spreading them out, weakening it on one end of the spectrum against the wallbreaker's teammates.

**Disruption**: Mandibuzz has little to no offensive presence, so Taunt or Encore from anything that isn't weak to Foul Play like Quaquaval, Ogerpon, or and Scream Tail can prevent it from using most of its utility moves and keep it from recovering health.

**Stealth Rock**: Opposing Stealth Rock users can limit Mandibuzz by both forcing it to both run Heavy-Duty Boots instead of a different item like Leftovers and forcing it to use Defog instead of other utility moves like Toxic and Knock Off. Stealth Rock setters that threaten Mandibuzz offensively like Sandy Shocks and Glimmora make it difficult for Mandibuzz to effectively remove entry hazards. Similarly, hazard setters that Mandibuzz itself cannot threaten, such as Tinkaton, can consistently come in on it throughout a game to ensure Stealth Rock stays up.

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Written by:
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Quality checked by:
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https://www.smogon.com/forums/members/nyx.564960/
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