Munna

Forewarn
Tells which of the opponent's moves has the highest Base Power.
Synchronize
When afflicted with status, the enemy is afflicted also. Can pass nature to wild Pokemon.
Telepathy
Does not take damage from allies' attacks.
Type Tier
Psychic LC
Level 5 Statistics (see level 5, 50, 100)
Min- Min Max Max+
HP
76
- 24 27 -
Atk
25
8 9 12 13
Def
45
9 11 14 15
SpA
67
11 13 16 17
SpD
55
10 12 15 16
Spe
24
7 8 12 13
  • Little Cup

Overview

Like most Psychic-types in Little Cup, Munna is often overlooked due to its poor offensive and defensive typing. Even at second glance, Munna appears severely outclassed by its fellow Generation V Psychic-type, Solosis, who can perform the same roles with a higher Special Attack stat and better ability, Magic Guard. However, this bulkier Drowzee cousin is capable of distinguishing itself from other slow Psychic-types with 76/45/55 defenses and access to support moves such as Yawn, Magic Coat, and Hypnosis. All things considered, Munna is able to hold its own in the Little Cup metagame provided it does not attempt an outclassed role.

Name Item Ability Nature

Trick Room

Eviolite Synchronize Relaxed
Moveset IVs
~ Trick Room
~ Psychic / Psyshock
~ Hidden Power Fighting
~ Yawn / Hypnosis
2 Spe
EVs
148 HP / 160 Def / 160 SpD

Munna's laughable Speed stat makes it an excellent user of Trick Room, turning the odds against the many Pokemon that rely on Speed to succeed. Psychic is Munna's strongest and most reliable STAB move and utilizes its acceptable Special Attack stat. Hidden Power Fighting gives Munna excellent neutral coverage bar opposing Psychic-types. However, attacking is best left to dedicated Trick Room sweepers since no EVs are invested in Munna's Special Attack, and you wouldn't want to waste precious turns dishing out inadequate damage. Yawn and Hypnosis are both used to cause an opponent to switch and prevent certain threats from setting up, and also allow Munna to use Trick Room in safety. Yawn is the preferred option due to its higher accuracy, but Hypnosis can be an option if you find the one turn wait unappealing. Eviolite adds to Munna's bulk, allowing it to reliably take a hit and set up Trick Room.

Team Options & Additional Comments >>>
Name Item Ability Nature

Calm Mind

Eviolite Synchronize Bold
Moveset EVs
~ Calm Mind
~ Stored Power / Psychic
~ Hidden Power Fighting
~ Moonlight / Shadow Ball
228 HP / 224 SpA / 8 Spe

After just one Calm Mind, Munna reaches 27 Special Defense and 24 Special Attack, giving it a significant amount of bulk and offensive capability. Though Psychic is a more reliable STAB, Stored Power is the preferred option here, as it outdamages Psychic after two Calm Minds. Hidden Power Fighting gives Munna enough additional coverage to hit everything in Little Cup at least neutrally, bar opposing Psychic-types. Moonlight gives Munna recovery, but Shadow Ball can be used to hit those Psychic-types, as well as opposing Ghost-types, for super effective damage. A Bold nature gives Munna an even Defense stat, thus maximizing Eviolite's 1.5x boost, while its ability, Synchronize, can help to deter the opponent from using crippling status moves

Team Options & Additional Comments >>>
Name Item Ability Nature

Dual Screens

Light Clay Synchronize Bold
Moveset EVs
~ Reflect
~ Light Screen
~ Magic Coat
~ Yawn
228 HP / 76 Def / 60 SpA / 76 SpD / 4 Spe

Munna's natural bulk lets it reliably set up dual screens. The choice of which screen to use first depends on the opponent's team; foes with high Attack warrant a Reflect first to provide more safety, whereas Light Screen does the same against opposing special attackers. Yawn can be used to prevent sweepers from setting up on Munna, and Magic Coat prevents it from being Taunt bait and having entry hazards laid down in front of it. With Magic Coat, Munna does not fear Taunt, so it does not mind the lack of attacking moves.

Team Options & Additional Comments >>>

Other Options

Munna doesn't have many other decent options other than RestTalk, Energy Ball, and Charge Beam. However, Munna is outclassed as a RestTalker by Mantyke and Munchlax. Energy Ball usually cannot find a slot due to its inferior coverage. Baton Pass can be used on Munna to pass on boosts from moves such as Calm Mind. Munna also can set up screens and then Baton Pass out, to be re-used again later in the game. Charge Beam is possible because it occasionally boosts Munna's Special Attack, but Munna is better off using Calm Mind to increase its bulk so it is not outclassed by Solosis. Furthermore, the lack of STAB on the move makes it relatively weak; thus, Charge Beam is best left to Electric-types such as Magnemite.

Checks and Counters

Houndour, Sandile, and Pawniard are all examples of Dark-types who can come in on a Stored Power or Psychic and deal heavy damage to Munna. Fighting-types with access to Brick Break counter the Dual Screens set but must watch out for Psychic; Scraggy gets a special mention because of its additional Dark typing, making it immune to Psychic and letting it threaten Munna with its STAB moves. Special tanks such as Munchlax and Mantyke won't mind taking a Hidden Power Fighting or Psychic and can deal a decent amount of damage to the Trick Room and Dual Screens sets. Opposing Psychic-types are also problematic for Munna if it lacks Shadow Ball.