Mantyke #458 {{ activeForm.form_name }}

The {{ activeForm.genus }} The Kite Pokémon

Mantyke in Pokémon Sword & Shield Mantyke in SW/SH
Mantyke's shiny sprite in Pokémon Sword & Shield Shiny Mantyke in SW/SH

Abilities

1: Swift Swim

2: Water Absorb

Water Veil (hidden)

Abilities

Breeding

Egg groups : Undiscovered

Hatch time : 6425 steps (25 egg cycles)

Growth rate : Slow

Gender ratio : 50%, 50%


In the Wild

Catch rate : 25 (3.3% with Poké Ball & full HP)

Held item : None

EVs given : 1 Sp. Def EVs (Effort Values) gained when fainting Mantyke

Exp. given : 69 Exp. points Experience points gained in battle when fainting Mantyke


Species

Height : 1 m / 3'03" Mantyke's height in meters / feet'inches"

Weight : 65 kg / 143.33 lbs. Mantyke's weight in kilograms / pounds

Japanese : タマンタ (Tamanta) Japanese Katakana (Latinized Japanese)

Cry


Stats

:

Total : 345


Competitive

Introduced in : Diamond & Pearl / Sinnoh / Generation 4 {{ activeForm.introducedIn }}


Mantyke's Type Defenses

Weaknesses

Immunities

Resistances

This does not currently take into effect changes in type defenses caused by abilities like Flash Fire, Volt Absorb and Thick Fat. Just a heads up!

Mantyke's Evolutions
Mantyke

Mantyke #458

Level up with Remoraid in party

Mantine

Mantine #226


Mantyke's Level Up Moves
Lvl Move Type Pow/Acc
1 Tackle Physical 40 100

Tackle attacks for regular damage.

35 PP

1 Water Gun Special 40 100

Water Gun attacks for regular damage.

25 PP

4 Supersonic Status - 55

Confuses the target.

20 PP

8 Wing Attack Physical 60 100

Wing Attack attacks for regular damage.

35 PP

12 Water Pulse Special 60 100

Inflicts regular damage. Has a 20% chance to confuse the target.

20 PP

16 Wide Guard Status - -

Moves with multiple targets will not hit friendly Pokémon for the remainder of this turn. If the user is last to act this turn, this move will fail.
This move cannot be selected by Assist or Metronome.

+3 Priority

10 PP

20 Agility Status - -

Agility raises the user's Speed by +2 stages. Make it agile, baby.

30 PP

24 Bubble Beam Special 65 100

Attacks for regular damage and may also lower the opponent's speed by one stage (10% chance).

20 PP

28 Headbutt Physical 70 100

Inflicts regular damage. Has a 30% chance to make the target Flinch.

15 PP

32 Air Slash Special 75 95

Inflicts regular damage. Has a 30% chance to make the target Flinch.

15 PP

36 Aqua Ring Status - -

Restores 1/16 of the user's max HP at the end of each turn. If the user leaves the field, this effect ends.
This effect is passed on by Baton Pass.

20 PP

40 Bounce Physical 85 85

Inflicts regular damage. User bounces high into the air for one turn, becoming immune to attack, and hits on the second turn. Has a 30% chance to paralyze the target.
During the immune turn, Gust, Hurricane, Sky Uppercut, Smack Down, Thunder, and Twister still hit the user normally. Gust and Twister also have double power against the user.
The damage from Hail and Sandstorm still applies during the immune turn.
The user may be hit during its immune turn if under the effect of Lock On, Mind Reader, or No Guard.
This move cannot be used while Gravity is in effect.
This move cannot be selected by Sleep Talk.

5 PP

44 Take Down Physical 90 85

Inflicts regular damage. User takes 1/4 the damage it inflicts in recoil.

20 PP

48 Hydro Pump Special 110 80

Hydro Pump attacks for regular damage.

5 PP


Mantyke's Breeding Moves
Move Type Pow/Acc
Confuse Ray Status - 100

Confuses the target.

10 PP

Haze Status - -

Removes stat, accuracy, and evasion modifiers from every Pokémon on the field.
This does not count as a stat reduction for the purposes of Clear Body or White Smoke.

30 PP

Splash Status - -

Does nothing.
To make matters worse, this move cannot be used while Gravity is in effect.

40 PP

Tailwind Status - -

For the next three turns, all Pokémon on the user's side of the field have their original Speed doubled. This effect remains if the user leaves the field.

15 PP

Slam Physical 80 75

Slam attacks for regular damage.

20 PP

Twister Special 40 100

Inflicts regular damage. Has a 20% chance to make each target flinch.
If the target is under the effect of Bounce, Fly, or Sky Drop, this move will hit with double power.

20 PP

Mirror Coat Special - 100

Targets the last opposing Pokémon to hit the user with a special move this turn. Inflicts twice the damage that move did to the user. If there is no eligible target, this move will fail. Type immunity applies, but other type effects are ignored.
This move cannot be copied by Mirror Move, nor selected by Assist or Metronome.

-5 Priority

20 PP


Mantyke's TM Moves
TM Move Type Pow/Acc
21 Rest Status - -

User falls to sleep and immediately regains all its HP. If the user has another major status effect, sleep will replace it. The user will always wake up after two turns, or one turn with Early Bird.
This move fails if the Pokémon cannot fall asleep due to Uproar, Insomnia, or Vital Spirit. It also fails if the Pokémon is at full health or is already asleep.

10 PP

22 Rock Slide Physical 75 90

Inflicts regular damage. Has a 30% chance to make the target Flinch.

10 PP

24 Snore Special 50 100

Only usable if the user is sleeping. Inflicts regular damage. Has a 30% chance to make the target Flinch.

15 PP

25 Protect Status - -

No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail.
If the user successfully used Detect, Endure, Protect, Quick Guard, or Wide Guard on the last turn, this move has a 50% chance to fail.
Lock On, Mind Reader, and No Guard provide a (100 – accuracy)% chance for moves to break through this move. This does not apply to one-hit KO moves (Fissure, Guillotine, Horn Drill, and Sheer Cold); those are always blocked by this move.
Thunder during Rain Dance and Blizzard during Hail have a 30% chance to break through this move.
The following effects are not prevented by this move:
* Acupressure from an ally * Curse's curse effect * Delayed damage from Doom Desire and Future Sight; however, these moves will be prevented if they are used this turn * Feint, which will also end this move's protection after it hits * Imprison * Perish Song * Shadow Force * Moves that merely copy the user, such as Transform or Psych Up
This move cannot be selected by Assist or Metronome.

+4 Priority

10 PP

27 Icy Wind Special 55 95

Attacks for regular damage and also lowers the opponent's speed by one stage (100% chance).

15 PP

31 Attract Status - 100

Causes the target to fall in love with the user, giving it a 50% chance to do nothing each turn. If the user and target are the same gender, or either is genderless, this move will fail. If either Pokémon leaves the field, this effect ends.

15 PP

33 Rain Dance Status - -

Changes the weather to rain for five turns, during which Water moves inflict 50% extra damage, and Fire moves inflict half damage.
If the user is holding Damp Rock, this effect lasts for eight turns.
Thunder has 100% accuracy. If the target has used Detect or Protect, Thunder has a (100 - accuracy)% chance to break through the protection.
Solar Beam has half power.
Moonlight, Morning Sun, and Synthesis heal only 1/4 of the user's max HP.
Pokémon with Swift Swim have doubled original Speed.
Pokémon with Forecast become Water.
Pokémon with Dry Skin heal 1/8 max HP, Pokémon with Hydration are cured of major status effects, and Pokémon with Rain Dish heal 1/16 max HP at the end of each turn.

5 PP

35 Hail Status - -

Changes the weather to hail for five turns, during which non-Ice Pokémon are damaged for 1/16 their max HP at the end of every turn.
If the user is holding Icy Rock, this effect lasts for eight turns.
Blizzard has 100% accuracy. If the target has used Detect or Protect, Blizzard has a (100 - accuracy)% chance to break through the protection.
Moonlight, Morning Sun, and Synthesis heal only 1/4 of the user's max HP.
Pokémon with Snow Cloak are exempt from this effect's damage.

10 PP

36 Whirlpool Special 35 85

Inflicts regular damage. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. The user continues to use other moves during this time. If the user leaves the field, this effect ends.
Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.
If the target is in the first turn of Dive, this move will hit with double power.

15 PP

39 Facade Physical 70 100

Inflicts regular damage. If the user is burned, paralyzed, or poisoned, this move has double power.

20 PP

40 Swift Special 60 -

Inflicts regular damage. Ignores accuracy and evasion modifiers.

20 PP

41 Helping Hand Status - -

Boosts the power of the target's moves by 50% until the end of this turn.
This move cannot be copied by Mirror Move, nor selected by Assist or Metronome.

+5 Priority

20 PP

45 Dive Physical 80 100

Inflicts regular damage. User dives underwater for one turn, becoming immune to attack, and hits on the second turn.
During the immune turn, Surf, and Whirlpool still hit the user normally, and their power is doubled if appropriate.
The user may be hit during its immune turn if under the effect of Lock On, Mind Reader, or No Guard.
This move cannot be selected by Sleep Talk.

10 PP

52 Bounce Physical 85 85

Inflicts regular damage. User bounces high into the air for one turn, becoming immune to attack, and hits on the second turn. Has a 30% chance to paralyze the target.
During the immune turn, Gust, Hurricane, Sky Uppercut, Smack Down, Thunder, and Twister still hit the user normally. Gust and Twister also have double power against the user.
The damage from Hail and Sandstorm still applies during the immune turn.
The user may be hit during its immune turn if under the effect of Lock On, Mind Reader, or No Guard.
This move cannot be used while Gravity is in effect.
This move cannot be selected by Sleep Talk.

5 PP

76 Round Special 60 100

Inflicts regular damage. If Round has already been used this turn, this move's power is doubled. After this move is used, any other Pokémon using it this turn will immediately do so (in the order they would otherwise act), regardless of Speed or priority. Pokémon using other moves will then continue to act as usual.

15 PP

78 Acrobatics Physical 55 100

Inflicts regular damage. If the user has no held item, this move has double power.

15 PP

81 Bulldoze Physical 60 100

Attacks for regular damage and also lowers the opponent's speed by one stage (100% chance).

20 PP

95 Air Slash Special 75 95

Inflicts regular damage. Has a 30% chance to make the target Flinch.

15 PP


Mantyke's TR Moves
TR Move Type Pow/Acc
3 Hydro Pump Special 110 80

Hydro Pump attacks for regular damage.

5 PP

4 Surf Special 90 100

Inflicts regular damage.
If the target is in the first turn of Dive, this move will hit with double power.

15 PP

5 Ice Beam Special 90 100

Ice Beam attacks for regular damage and has a 10% chance to freeze the target.

10 PP

6 Blizzard Special 110 70

Creates a blizzard that inflicts regular damage to the opponent. This blizzard has a 10% chance to freeze the target.
Blizzard has 100% accuracy during Hail weather. Due to a glitch in Pokémon Diamond and Pearl, Blizzard has a 30% chance to break through the protection of opponents using Protect or Detect in those games.

5 PP

10 Earthquake Physical 100 100

Inflicts regular damage.
If the target is in the first turn of Dig, this move will hit with double power.

10 PP

12 Agility Status - -

Agility raises the user's Speed by +2 stages. Make it agile, baby.

30 PP

16 Waterfall Physical 80 100

Inflicts regular damage. Has a 20% chance to make the target Flinch.

15 PP

17 Amnesia Status - -

Raises the user's Special Defense by two stages.

20 PP

20 Substitute Status - -

Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail. If the user leaves the field, the doll will vanish. If the user cannot pay the HP cost, this move will fail.
The doll takes damage as normal, using the user's stats and types, and will break when its HP reaches zero. Self-inflicted damage from confusion or recoil is not absorbed. Healing effects from opponents ignore the doll and heal the user as normal. Moves that work based on the user's HP still do so; the doll's HP does not influence any move.
The doll will block major status effects, confusion, and flinching. The effects of Smelling Salts and Wake Up Slap do not trigger against a doll, even if the Pokémon behind the doll has the appropriate major status effect. Multi-turn trapping moves like Wrap will hit the doll for their regular damage, but the multi-turn trapping and damage effects will not activate.
Moves blocked or damage absorbed by the doll do not count as hitting the user or inflicting damage for any effects that respond to such, e.g., Avalanche, Counter, or a Rowap Berry. Magic Coat still works as normal, even against moves the doll would block. Opposing Pokémon that damage the doll with a leech move like Absorb are healed as normal.
It will also block Acupressure, Block, the curse effect of Curse, Dream Eater, Embargo, Flatter, Gastro Acid, Grudge, Heal Block, Leech Seed, Lock On, Mean Look, Mimic, Mind Reader, Nightmare, Pain Split, Psycho Shift, Spider Web, Sketch, Swagger, Switcheroo, Trick, Worry Seed, and Yawn. A Pokémon affected by Yawn before summoning the doll will still fall to sleep.
The doll blocks Intimidate, but all other abilities act as though the doll did not exist. If the user has an ability that absorbs moves of a certain type for HP (such as Volt Absorb absorbing Thunder Wave), such moves will not be blocked.
Life Orb and berries that cause confusion still work as normal, but their respective HP loss and confusion are absorbed/blocked by the doll.
The user is still vulnerable to damage inflicted when entering or leaving the field, such as by Pursuit or Spikes; however, the doll will block the poison effect of Toxic Spikes.
The doll is passed on by Baton Pass. It keeps its existing HP, but uses the replacement Pokémon's stats and types for damage calculation.
All other effects work as normal.

10 PP

26 Endure Status - -

The user's HP cannot be lowered below 1 by any means for the remainder of this turn.
If the user successfully used Detect, Endure, Protect, Quick Guard, or Wide Guard on the last turn, this move has a 50% chance to fail.
This move cannot be selected by Assist or Metronome.

+4 Priority

10 PP

27 Sleep Talk Status - -

Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.
This move will not select Assist, Bide, Bounce, Chatter, Copycat, Dig, Dive, Fly, Focus Punch, Me First, Metronome, Mirror Move, Shadow Force, Skull Bash, Sky Attack, Sky Drop, Sleep Talk, Solar Beam, Razor Wind, or Uproar.
If the selected move requires a recharge turn—i.e., one of Blast Burn, Frenzy Plant, Giga Impact, Hydro Cannon, Hyper Beam, Roar Of Time, or Rock Wrecker—and the user is still sleeping next turn, then it's forced to use this move again and pay another PP for the recharge turn.
This move cannot be copied by Mirror Move, nor selected by Assist, Metronome, or Sleep Talk.

10 PP

84 Scald Special 80 100

Inflicts regular damage. Has a 30% chance to burn the target.

15 PP


Locations

Locations are under development and will be available in pokeforest.io 2.0.