Mantine
Black/White

While elegantly swimming in the sea, it ignores Remoraid that cling to its fins seeking food scraps.

Black 2/White 2

If it builds up enough speed swimming, it can fly over 300 feet out of the water from the surface of the ocean.

Evolution Chain

mantyke
Mantyke
level up
mantine
Mantine

Pokédex & Training Data

Classification Kite Pokémon
Height 2.1 m (6'11")
Weight 220.0 kg (485.0 lbs)
Abilities
EV Yield +2 Sp. Def
Catch Rate 25
Base Friendship 70
Growth Rate slow
Gender Ratio
♂ ♀
Egg Groups Water1

Pokédex Numbers

Johto (G/S/C) #197
Sinnoh (D/P) #141
Sinnoh (Plat.) #141
Johto (HG/SS) #202
Unova (B2/W2) #234
Kalos (Coastal) #140
Alola (US/UM) #146
Galar (Sw/Sh) #355
Hisui #165
National #226
Isle of Armor #047

Game Locations

Undella Bay Area
Undella Town Area
Unova Route 21 Area

Learned Moves

Level Up Moves

Black/White
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Supersonic
— 55% 20 Confuses the target.
1 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
1 Bubble Beam
65 100% 20 Has a 10% chance to lower the target’s Speed by one stage.
1 Bubble
40 100% 30 Has a 10% chance to lower the target’s Speed by one stage.
1 Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
1 Bullet Seed
25 100% 30 Hits 2-5 times in one turn.
4 Supersonic
— 55% 20 Confuses the target.
10 Bubble Beam
65 100% 20 Has a 10% chance to lower the target’s Speed by one stage.
13 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
19 Agility
— — 30 Raises the user’s Speed by two stages.
22 Wing Attack
60 100% 35 Inflicts regular damage with no additional effect.
28 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
31 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
37 Confuse Ray
— 100% 10 Confuses the target.
40 Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
46 Aqua Ring
— — 20 Restores 1/16 of the user’s max HP each turn.
49 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Supersonic
— 55% 20 Confuses the target.
1 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
1 Bubble Beam
65 100% 20 Has a 10% chance to lower the target’s Speed by one stage.
1 Bubble
40 100% 30 Has a 10% chance to lower the target’s Speed by one stage.
1 Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
1 Bullet Seed
25 100% 30 Hits 2-5 times in one turn.
3 Supersonic
— 55% 20 Confuses the target.
7 Bubble Beam
65 100% 20 Has a 10% chance to lower the target’s Speed by one stage.
11 Confuse Ray
— 100% 10 Confuses the target.
14 Wing Attack
60 100% 35 Inflicts regular damage with no additional effect.
16 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
19 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
23 Wide Guard
— — 10 Prevents any multi-target moves from hitting friendly Pokémon this turn.
27 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
32 Agility
— — 30 Raises the user’s Speed by two stages.
36 Air Slash
75 95% 15 Has a 30% chance to make the target flinch.
39 Aqua Ring
— — 20 Restores 1/16 of the user’s max HP each turn.
46 Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
49 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
HM03 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
HM05 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
HM06 Dive
80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM07 Hail
— — 10 Changes the weather to a hailstorm for five turns.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM14 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM26 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
TM40 Aerial Ace
60 — 20 Never misses.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM55 Scald
80 100% 15 Has a 30% chance to burn the target.
TM62 Acrobatics
55 100% 15 Has double power if the user has no held item.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target’s Speed by one stage.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM90 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
Gunk Shot
120 80% 5 Has a 30% chance to poison the target.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
Seed Bomb
80 100% 15 Inflicts regular damage with no additional effect.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Tailwind
— — 15 For three turns, friendly Pokémon have doubled Speed.

Egg Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
Amnesia
— — 20 Raises the user’s Special Defense by two stages.
Haze
— — 30 Resets all Pokémon’s stats, accuracy, and evasion.
Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
Mirror Coat
— 100% 20 Inflicts twice the damage the user received from the last special hit it took.
Mud Sport
— — 15 Halves all Electric-type damage.
Slam
80 75% 20 Inflicts regular damage with no additional effect.
Splash
— — 40 Does nothing.
Twister
40 100% 20 Has a 20% chance to make the target flinch.
Water Sport
— — 15 Halves all Fire-type damage.
Wide Guard
— — 10 Prevents any multi-target moves from hitting friendly Pokémon this turn.

Base Stats

Hp 85
Attack 40
Defense 70
Sp. Atk 80
Sp. Def 140
Speed 70
Total 485

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
4x
0.5x
0x
0.5x
2x
0.5x