Competitive Information for Manaphy [Black/White]

Competitive Pokemon Black/White Movesets and Strategies for Manaphy manaphy
Base Stats for Manaphy

Water

Abilities:
HydrationHydration: This Pokemon has its status cured at the end of each turn if Rain Dance is active.


Evolutions / Family:
Manaphy

Weakness Chart for Water-type:
Bug
Dark
Dragon
Electric
Fighting
Fire
Flying
Ghost
Grass
  
  
  
2x
  
0.5x
  
  
2x
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
0.5x
  
  
  
  
0.5x
0.5x
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for ManaphyVisit Serebii's Pokedex for location, breeding, and other game details about ManaphyVisit Bulbapedia for more information about Manaphy

Movesets for Singles


What is a good competitive moveset for Manaphy? These builds have been optimized for Pokemon competing in Black/White Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Black/White generation metagame.


Manaphy is a notable Water-typed Pokemon. Manaphy is a super common Pokemon to see in Generation 5. Manaphy's only type-related weaknesses are Electric and Grass.


Species: Manaphy
Item: Life Orb
Ability: Hydration
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Waterfall / Dive
- Return / Secret Power
- U-turn
- Knock Off

Physical Sweeper Manaphy (Hydration)

Manaphy is a legendary Physical Sweeper. It's designed to take down the opponent's team with brute physical power. Life Orb boosts the power of Manaphy's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Hydration, Manaphy has its status cured at the end of each turn if rain dance is active.

Waterfall is a physical STAB-boosted 80-base power Water-type move (20% chance to flinch the target).
Dive is a physical STAB-boosted 80-base power Water-type move (dives underwater turn 1, strikes turn 2).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Secret Power is a physical 70-base power Normal-type move (effect varies with terrain. (30% chance acc -1)).
U-turn is a physical 70-base power Bug-type move (Manaphy switches out after damaging the target).
Knock Off is a physical 20-base power Dark-type move (removes the target's held item).




Species: Manaphy
Item: Life Orb
Ability: Hydration
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Surf / Scald
- Ice Beam
- Psychic
- Shadow Ball

Special Sweeper Manaphy (Hydration)

Manaphy is a legendary Special Sweeper. It's primary goal is to take down the opponent's team with high-damaging special attacks. Life Orb boosts the power of Manaphy's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Hydration, Manaphy has its status cured at the end of each turn if rain dance is active.

Surf is a special STAB-boosted 95-base power Water-type move (hits adjacent pokemon. double damage on dive).
Scald is a special STAB-boosted 80-base power Water-type move (30% chance to burn the target).
Ice Beam is a special 95-base power Ice-type move (10% chance to freeze the target).
Psychic is a special 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Shadow Ball is a special 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).




Species: Manaphy
Item: Life Orb
Ability: Hydration
Nature: Mild (+SpA, -Def)
EVs: 238 Hp / 200 SpA / 72 Spe
Moveset:
- Scald
- Protect
- Toxic
- Ice Beam

Manaphy Special Tank (Drifting Toxic)

Manaphy is a legendary Special Tank. It's designed to take a substantial amount of hits from special attacks while dealing some decent damage. Life Orb boosts the power of Manaphy's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Hydration, Manaphy has its status cured at the end of each turn if rain dance is active.

Scald is a special STAB-boosted 80-base power Water-type move (30% chance to burn the target).
Protect is a status move (prevents moves from affecting your Manaphy this turn).
Toxic is a status move (badly poisons the target).
Ice Beam is a special 95-base power Ice-type move (10% chance to freeze the target).



Movesets for Doubles


What is a good doubles moveset for Manaphy? These builds have been optimized for Black/White Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Black/White generation metagame.


Species: Manaphy
Item: Life Orb
Ability: Hydration
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Waterfall / Dive
- Return / Secret Power
- U-turn
- Knock Off

Doubles Physical Sweeper Manaphy (Hydration)

Manaphy is a legendary Physical Sweeper. It is primarily designed to take down the opponent's team with brute physical power. Life Orb boosts the power of Manaphy's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Hydration, Manaphy has its status cured at the end of each turn if rain dance is active.

Waterfall is a physical STAB-boosted 80-base power Water-type move (20% chance to flinch the target).
Dive is a physical STAB-boosted 80-base power Water-type move (dives underwater turn 1, strikes turn 2).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Secret Power is a physical 70-base power Normal-type move (effect varies with terrain. (30% chance acc -1)).
U-turn is a physical 70-base power Bug-type move (Manaphy switches out after damaging the target).
Knock Off is a physical 20-base power Dark-type move (removes the target's held item).




Species: Manaphy
Item: Life Orb
Ability: Hydration
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Surf / Scald
- Icy Wind / Ice Beam
- Psychic
- Shadow Ball

Doubles Special Sweeper Manaphy (Hydration)

Manaphy is a legendary Special Sweeper. It is meant to take down the opponent's team with high-damaging special attacks. Life Orb boosts the power of Manaphy's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Hydration, Manaphy has its status cured at the end of each turn if rain dance is active.

Surf is a special STAB-boosted 95-base power Water-type move (hits adjacent pokemon. double damage on dive).
Scald is a special STAB-boosted 80-base power Water-type move (30% chance to burn the target).
Icy Wind is a special 55-base power Ice-type move (100% chance to lower the foes speed by 1 stage).
Ice Beam is a special 95-base power Ice-type move (10% chance to freeze the target).
Psychic is a special 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Shadow Ball is a special 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).



Movepool


Wondering what moves can Manaphy learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Ancient Power
60
100%
5
10% chance to raise all stats by 1 (not acc/eva).
Blizzard
120
70%
5
10% chance to freeze foe(s). Can't miss in hail.
Brine
65
100%
10
Power doubles if the target's HP is 50% or less.
Bubble
20
100%
30
10% chance to lower the foe(s) Speed by 1.
Bubble Beam
65
100%
20
10% chance to lower the target's Speed by 1.
Energy Ball
80
100%
10
10% chance to lower the target's Sp. Def by 1.
Grass Knot
--
100%
20
More power the heavier the target.
Hyper Beam
150
90%
5
User cannot move next turn.
Ice Beam
95
100%
10
10% chance to freeze the target.
Icy Wind
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Psychic
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Round
60
100%
15
Power doubles if others used Round this turn.
Scald
80
100%
15
30% chance to burn the target.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Signal Beam
75
100%
15
10% chance to confuse the target.
Snore
40
100%
15
User must be asleep. 30% chance to flinch target.
Surf
95
100%
15
Hits adjacent Pokemon. Double damage on Dive.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Uproar
90
100%
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
Water Pulse
60
100%
20
20% chance to confuse the target.
Whirlpool
35
85%
15
Traps and damages the target for 4-5 turns.
Bounce
85
85%
5
Bounces turn 1. Hits turn 2. 30% paralyze.
Covet
60
100%
40
If the user has no item, it steals the target's.
Dive
80
100%
10
Dives underwater turn 1, strikes turn 2.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Knock Off
20
100%
20
Removes the target's held item.
Last Resort
140
100%
5
Fails unless each known move has been used.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Return
--
100%
20
Max 102 power at maximum Happiness.
Secret Power
70
100%
20
Effect varies with terrain. (30% chance acc -1)
U-turn
70
100%
20
User switches out after damaging the target.
Waterfall
80
100%
15
20% chance to flinch the target.
Acid Armor
--
--
40
Raises the user's Defense by 2.
Aqua Ring
--
--
20
User recovers 1/16 max HP per turn.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Charm
--
100%
20
Lowers the target's Attack by 2.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Hail
--
--
10
For 5 turns, hail crashes down.
Heal Bell
--
--
5
Cures the user's party of all status conditions.
Heart Swap
--
--
10
Swaps all stat changes with target.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Safeguard
--
--
25
For 5 turns, protects user's party from status.
Skill Swap
--
--
10
The user and the target trade Abilities.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Supersonic
--
55%
20
Causes the target to become confused.
Swagger
--
90%
15
Raises the target's Attack by 2 and confuses it.
Tail Glow
--
--
20
Raises the user's Sp. Atk by 3.
Toxic
--
90%
10
Badly poisons the target.
Water Sport
--
--
15
Weakens Fire-type attacks to 1/3 their power.

Combo List


These are a list of several common move combinations Manaphy can perform in Black/White. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive BW Move and Ability Combos for Manaphy

Create a build


Have an idea in mind for Manaphy that you'd like to test? Customize the IVs, EVs and their Black/White moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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