Mienshao
Base Stats:
HP 65 | Atk 125 | Def 60 | SpAtk 95 | SpDef 60 | Speed 105
Abilities: Inner Focus | Regenerator | Reckless
Notable Moves; (no order)
Fake Out
Aura Sphere
Calm Mind
Drain Punch
U-Turn
High Jump Kick
Stone Edge
Rock Slide
Poison Jab
Knock Off
Baton Pass
Swords Dance
Power-Up Punch
Bulk Up
Taunt
Ah, Mien. Once one of the UU's staple Fighting types, and it's popularity even caught on in OU as a powerful and fast hit and runner. 105 speed allowed it to outrun some pretty important Pokemon (Dragonite, Heatran and Lando come to mind) and HJK coming fro, a 125 Attack stat wasn't to be taken lightly. It's large movepool made several different sets open, but all of them hit like a train. 95 Special Attack is usable too in a lot of cases, allowing HP Ice to Deal significant Damage to Lando, most of the dragons and Gliscor, which would have otherwise forced it to pull out with U-Turn or Baton Pass. Speaking of which, BP sets with either CM or Swords Dance we lethal. Nothing without priority or a scarf could take it on. And that blessed Stealth Rock resistance meant it could BP and U-Turn all it wanted too. Gen 6 also buffed up it's coverage in terms of Knock Off. Now, it could threaten the likes of Jirachi and metagross. Regenrator made scout sets preferred, as it allowed any Lo or general weaker damage to be staved off for much longer. Overall, it was very solid and definable had a place in both UU and OU as something not to underestimate at your peril.
Not everything was ladies at the bar and strawberry creme love chocolates for mien though. Pitiful defenses meant that even resisted hits severely dent it, and even the mention of the words "Fairy", "Psychic" or "Flying" sends it packing back to Unova. While 105 Speed is adequate, it leaves it outclassed speed wise by Terrakion and Keldo. Both of which could actually take a hit in the meantime. Terra also massively outclasses for setting up, as unless mien could force a switch, SD'ing or Bulking Up was near impossible. The new Faries along with the prevalence of the Ghosts make HJK dangerous, and Drain Punch less likely to recover decent health. While it's coverage is decent, important Pokemon such as Talonflame (if lacking Rock coverage) and Aegi walled it massively, forcing new and niche sets to form that countered these threats but were unusable almost elsewhere, or simply bailing out.
My Set:
Mienshao @ Life Orb
Ability: Regenerator
EVs: 252 Spd / 252 Atk / 4 SAtk or Def
Hasty Nature
- U-Turn
- Knock Off
- Hi Jump Kick / Drain Punch
- Hidden Power [Ice]
HJK is Miens most powerful moves, and will Punch (or kick) holes through teams lacking any decent counter. Drain Punch can be used to help with the LO if you'd like to conserve a little more, but the power drop is noticeable. Hp Ice makes Gliscor, Lando and other traditional walls feel a little more uncomfortable. Knock Off hates on any Psychic noticeably Jirachi which it couldn't do much to before without risk, as well as remove choice items, recovery from walls and generally piss of the opponent. Regenerator can help with any Missed HJK damage if the enemy hasn't already Ko'd you.Aura Sphere
Calm Mind
Drain Punch
U-Turn
High Jump Kick
Stone Edge
Rock Slide
Poison Jab
Knock Off
Baton Pass
Swords Dance
Power-Up Punch
Bulk Up
Taunt
Ah, Mien. Once one of the UU's staple Fighting types, and it's popularity even caught on in OU as a powerful and fast hit and runner. 105 speed allowed it to outrun some pretty important Pokemon (Dragonite, Heatran and Lando come to mind) and HJK coming fro, a 125 Attack stat wasn't to be taken lightly. It's large movepool made several different sets open, but all of them hit like a train. 95 Special Attack is usable too in a lot of cases, allowing HP Ice to Deal significant Damage to Lando, most of the dragons and Gliscor, which would have otherwise forced it to pull out with U-Turn or Baton Pass. Speaking of which, BP sets with either CM or Swords Dance we lethal. Nothing without priority or a scarf could take it on. And that blessed Stealth Rock resistance meant it could BP and U-Turn all it wanted too. Gen 6 also buffed up it's coverage in terms of Knock Off. Now, it could threaten the likes of Jirachi and metagross. Regenrator made scout sets preferred, as it allowed any Lo or general weaker damage to be staved off for much longer. Overall, it was very solid and definable had a place in both UU and OU as something not to underestimate at your peril.
Not everything was ladies at the bar and strawberry creme love chocolates for mien though. Pitiful defenses meant that even resisted hits severely dent it, and even the mention of the words "Fairy", "Psychic" or "Flying" sends it packing back to Unova. While 105 Speed is adequate, it leaves it outclassed speed wise by Terrakion and Keldo. Both of which could actually take a hit in the meantime. Terra also massively outclasses for setting up, as unless mien could force a switch, SD'ing or Bulking Up was near impossible. The new Faries along with the prevalence of the Ghosts make HJK dangerous, and Drain Punch less likely to recover decent health. While it's coverage is decent, important Pokemon such as Talonflame (if lacking Rock coverage) and Aegi walled it massively, forcing new and niche sets to form that countered these threats but were unusable almost elsewhere, or simply bailing out.
My Set:
Mienshao @ Life Orb
Ability: Regenerator
EVs: 252 Spd / 252 Atk / 4 SAtk or Def
Hasty Nature
- U-Turn
- Knock Off
- Hi Jump Kick / Drain Punch
- Hidden Power [Ice]
Choice Band / Scarf
Mienshao @ Choice Band / Scarf
Ability: Regenerator
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly / Adamant Nature
- High Jump Kick / Drain Punch
- U-turn
- Poison Jab / Knock Off / Aerial Ace / Rock Slide / Stone Edge
- Knock Off / Poison Jab / Aerial Ace / Rock Slide / Stone Edge
Designed for intense damage or blistering speed, this set brings pain to anything unprepared. The fighting STAB of choice is HJK. Drain Punch is pretty much for the wuss who can't take a little risk. the damage output for band is tremendous. On choice scarf, HJK is the ONLY choice, as the lack of band means you need the extra power to get those extra KO's. U-Turn activates Regen, clearing off any damage you may be suffering from, as well as scouting possible sets. The coverage is down to preference, although it's highly recommended to have Knock Off to at least one of it's slots. Poison Jab deals good damage to those faires expecting HJK, and getting a nasty surprise. The decent Poison chance isn't exactly a downside either. Aerial Ace is a little more situational. Mainly for those other Fighting types that pop up. Rock Slide / Stone Edge tick of Talon Flame on switching, as well has doing good damage to Dragonite and Salamence.
I will a calcs for both of the sets, I'm sorry I couldn't add them in straight away. They'll be there soon.
Set by The Jaiho, thank you for your contribution.If you are not using Reckless, you are doing it wrong. If you use Reckless, you now outpower Mienshao's biggest competition, Terrakion, with High Jump Kick, as well as being more powerful than even Burned Guts Conkeldurr. Mienshao's niche lies in Knock Off and U-turn, which lets it act as a pivot and smash ghost types can would previously wall him, most notably Aegislash. It is also faster than M-Medicham, so it can outspeed threats like that M-Medicham can't. I think this is the best, and only set Mienshao should ever use:
Mienshao @ Choice Band/Scarf
Jolly/Naive Nature
4 Hp/ 252 Atk/ 252 Spe
-High Jump Kick
-Knock Off
-U-turn
-Stone Edge / HP Ice
There is literally no other move that warrants use. You risk wasting precious coverage and utility if you do so. This set could work well with Mega-Medicham, similar to the Double Bird strategy. Mienshao beats psychics that wall M-Medicham like Reuniclus, Slowbro, Mew, and Cress, ghost types like Cofagrigus, Aegislash, and Dusclops, and faster threats like Garchomp and Manaphy, and others if using Scarf, like Lati@s, +1 Volcarona, Specs Keldeo, Scarf Genesect, and Mega-Zard (both). On the other side, M-Medicham beats Poison types like Amoonguss and M-Venusaur, as well as Gliscor and Landorus-T on sets that lack HP Ice, and Salamence and Dragonite on sets that don't have Stone Edge. Also, here is a neat calc:
252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 0 Def Scizor: 354-417 (102.9 - 121.2%) -- guaranteed OHKO
252 Atk Choice Band Reckless Mienshao High Jump Kick vs. 252 HP / 0 Def Scizor: 372-438 (108.1 - 127.3%) -- guaranteed OHKO
Mienshao is not weak
Possible Checks / Counters
Virtually any ghost can wall sets lacking Knock Off. Dusclops, Cofgrigus and Aegi in particular. Switchign the correct pokemon into HJk can also be hazardous for it, but expect some decent dents in it's HP for the most part even with a resist, especially if going against band. Gyrados with Intimidate absolutely demolishes it with the exception of switching into Rock Slide / SE, the former still not OHKoing 100%.
Possible things to discuss:
is Regen still the No.1 ability to go for, or is reckless a great choice too?
How well can this thing do as a set-up sweeper?
Can it stallbreak too?
Conclusion: fast, hardhitting, frail. Story of every other Fighting type going. How can this one make a name for itself? Not sure, but it's still not going down without a fight.
Feel free to post your own sets, good ones go in the OP. Also feel free to give any suggestions or errors.
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