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Old Oct 8th, 2012, 12:05:25 PM   #33
Bayrock
 
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Join Date: Jun 2012
Posts: 11
One step at a time
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Quote:

Musharna
Type: Psychic
Base Stats: 116 HP / 55 Atk / 85 Def / 107 SpA / 95 SpD / 29 Spe
Ability: Forewarn / Synchronize / Tepeathy
First of all, it almost seems as if Musharna outclasses the tier with all of the bulk and versatility that it carries along with it. Musharna can play one of multiple roles on a team, or all of them at once. Either way, Musharna displays it's success in the job it needs to fulfill for almost anyone who throws it on a team. With the bulk to absorb nearly any physical attack that isn't effective in the metagame, Musharna becomes a force to be reckoned with. If you've created an NU team, and haven't accounted for opposing Musharna, then you should probably visit the drawing board again. Once Musharna's threats have been taken care of it immediately becomes a threat of it's own, and is able to turn even the worst of games around in the user's favor. Toss Musharna in at the correct time, or use it's ability Synchronize to turn the momentum around and you could be well on your way to winning the match.

Furthermore, Musharna is able to apply a plethora of movesets to it's advantage, and leaves the opponent wondering what they're in for. With access to Moonlight, Rest, Heal Bell, and it's Synchronize ability it can easily become a troublesome utility with great bulk. However, I find Musharna's true colors show through the use of a Calm Mind set. It can easily come in late game and completely destroy anyone who isn't prepared for this monster to let loose. Musharna becomes a viable Baton Pass easily, and can really release it's potential with it's admission to the move Stored Power. Chronicle everything together and it's easy to see how Musharna can become a staple within a low tier, and is even able to sparkle in the higher tiers with the proper preparation.

Lastly, I'd just like to toss a couple of viable sets up for anyone who may be interested to sample and discuss. Of course, there's hardly an end to the creativity you can throw into the mechanics of a set, but here's a couple that I think players could use to their advantage:

Bulky Baton Pass:
Musharna @ Leftovers
Trait: Synchronize
EVs: 240 HP / 252 Def / 16 Spd
Bold Nature
- Baton Pass
- Rest
- Calm Mind
- Stored Power

Standard Calm Mind:

Musharna @ Leftovers
Trait: Synchronize
EVs: 240 HP / 252 Def / 16 Spd
Bold Nature
- Calm Mind
- Moonlight
- Psychic
- Heal Bell / Signal Beam

note: Thanks to EBeast for letting me know the EV spreads above give Musharna the ability to
outspeed Amoonguss before it can Spore or Clear Smog while still maintaining the useful Leftovers boost.


Choiced:
Musharna @ Choice Specs
Trait: Synchronize
EVs: 252 HP / 4 Spd / 252 SAtk
Modest Nature
- Psychic
- Signal Beam
- Hidden Power [Ground]
- Trick / Sleep Talk

Last edited by Bayrock; Oct 8th, 2012 at 1:19:06 PM.
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