[Overview]
<p>Musharna is an often-overlooked Pokemon when building an RU team. Uxie, Slowking, and Gallade all jump to mind first, with no regard for Musharna. However, it actually has high bulk, with 116 / 85 / 95 defenses. Musharna also has a good base 107 Special Attack, which is higher than the Rotom formes. Musharna also has a huge movepool, but it lacks strong special attacks outside of Psychic-type attacks and Shadow Ball. While its low Speed may seem like a letdown, it actually gives Musharna a lot of viability on a Trick Room team. Musharna can also set up Calm Mind and boasts somewhat reliable recovery in Moonlight, along with the RestTalk combination, which allows it to ward off status. Musharna's biggest issue is its lack of proper type coverage, having to rely on Hidden Power to deal with Steel- and Dark-types, the latter of which, especially Honchkrow, are capable of destroying Musharna.</p>
[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Psychic / Psyshock / Stored Power
move 3: Moonlight / Rest
move 4: Hidden Power Fighting / Sleep Talk
item: Leftovers
ability: Synchronize
nature: Bold
evs: 240 HP / 252 Def / 16 Spe
[SET COMMENTS]
<p>This set is designed to accumulate boosts with Calm Mind. Musharna uses Moonlight to recover its health whenever needed, and with the lack of automatic weather inducers in RU, it is very reliable. Musharna also has the option of using RestTalk to get rid of harmful status such as poison and burn, but Sleep Talk is unreliable, and one misused Sleep Talk could spell defeat for Musharna. This also leaves it open to Dark- and Steel-types, the former being immune to Psychic-type attacks and the latter resistant. As for its choice of Psychic-type attacks, there are three viable options. Psychic is the most reliable, with higher Base Power than Psyshock and no reliance on setting up to deal damage, as is the case with Stored Power. Psyshock may be used to hit special walls such as Clefable and Hariyama. Stored Power is an option because it hits harder than even Psychic with two Calm Mind boosts, but the lack of immediate power is a huge disappointment when Musharna needs to deal quick damage.</p>
[ADDITIONAL COMMENTS]
<p>Thunder Wave may be used to cripple faster Pokemon, such as Rotom or Galvantula, in the last slot, but this forces Musharna to give up Hidden Power Fighting. With the given EV spread, Musharna outspeeds Slowking, Quagsire, Cofagrigus, and Steelix, as well as having high defensive bulk and gaining an extra point of Leftovers recovery. However, if the extra point of Leftovers recovery is not a big deal, then an EV spread of 252 HP / 244 Def / 12 Spe or 244 HP / 252 Def / 12 Spe may be used, as the extra 4 Speed EVs are just filler. Without Rest, Musharna is crippled by status, so clerics, such as Clefable, and Poison-types, such as Drapion, may be used to get rid of poison, burn, and Toxic Spikes. Even with Hidden Power Fighting, Musharna is open to Dark-types such as Honchkrow and Sharpedo, so these should be defeated by Fighting- and Electric-types, such as Medicham or Rotom-C. Barrier is also an option in the last slot to make it even harder to OHKO Musharna, as well as accumulating Stored Power boosts.</p>
[SET]
name: Dual Screens
move 1: Reflect
move 2: Light Screen
move 3: Moonlight
move 4: Baton Pass
item: Light Clay
ability: Synchronize
nature: Bold
evs: 244 HP / 252 Def / 12 Spe
[SET COMMENTS]
<p>With high bulk and a reliable recovery move, Musharna is an optimal choice for setting up dual screens. Light Screen is normally the first screen to be set up because of Musharna's uninvested Special Defense. This is then followed by Reflect, which bolsters Musharna's Defense. However, neither of these moves are meant solely for Musharna, as the goal of this set is to support its team. Baton Pass is vital for distancing Musharna from other dual screeners, allowing it to avoid Pursuit and, in conjunction with its low Speed, get a teammate onto the field unscathed.</p>
[ADDITIONAL COMMENTS]
<p>The given EV spread provides enough Speed to outspeed the aforementioned Slowking, Quagsire, Cofagrigus, and Steelix. It also bolsters Musharna's weaker physical defensive side. Light Clay is the preferred item to make Reflect and Light Screen last as long as possible. Frail sweepers, such as Emboar, Gallade, and Porygon-Z, appreciate the bulk supplied by dual screens. Emboar can also switch in on the Bug- and Dark-type attacks that Musharna draws. Entei and Honchkrow also benefit from screens as their defenses aren't amazing and it allows them to take more hits.</p>
[SET]
name: Trick Room
move 1: Trick Room
move 2: Psyshock / Psychic
move 3: Hidden Power Fighting
move 4: Shadow Ball / Hypnosis
item: Life Orb / Leftovers
ability: Synchronize
nature: Quiet
evs: 252 HP / 252 SpA / 4 SpD
ivs: 0 Spe
[SET COMMENTS]
<p>With low Speed and decent Special Attack, Musharna is a great Trick Room supporter. Psyshock is the primary attacking option here to hit special walls, as Musharna is sporting much better coverage here, and would rather not be stuck in a fight against a special wall. Psychic is always an option for a stronger STAB, but is outclassed by Psyshock in lieu of better coverage moves. Hidden Power Fighting is a must to hit Steel- and Dark-types, which wall Musharna's other moves. Shadow Ball is an option to hit opposing Psychic- and Ghost-types, particularly Spiritomb and Uxie, both of whom resist Musharna's other moves. Hypnosis, however, is a great alternative to Shadow Ball to cripple one of the opponent's Pokemon for a good portion of the match.</p>
[ADDITIONAL COMMENTS]
<p>With 0 Speed IVs, a Quiet nature, and no investment in Speed, Musharna is hitting a meager 56 Speed, which is perfect for Trick Room. Life Orb is used to maximize power, while Leftovers provides a form of recovery. Moonlight may be used in the last slot to provide Musharna with reliable recovery, but leaves Musharna walled by Psychic-types and Spiritomb, as well as lacking the ability to put opponents to sleep. Thunder Wave may also be used to cripple fast Pokemon, but suffers from the same disappointments as Moonlight. Slow teammates such as Rhydon and Slowking benefit from Trick Room, with the latter able to boost with Calm Mind. As with any Trick Room team, however, at least one fast teammate, preferably one with a Choice Scarf, such as Entei or Rotom-C, should be used to make the team not entirely reliant on Trick Room.</p>
[SET]
name: Offensive Tank
move 1: Psyshock / Psychic
move 2: Hidden Power Fighting
move 3: Thunder Wave / Shadow Ball
move 4: Moonlight
item: Life Orb / Leftovers
ability: Forewarn / Synchronize
nature: Modest
evs: 244 HP / 252 SpA / 12 Spe
[SET COMMENTS]
<p>With decent Special Attack and high bulk, Musharna is a prime candidate for a tanking set. The STAB move is, once again, a choice between hitting special walls or power, with special walls being more important to beat in most cases. Hidden Power Fighting is used for Dark- and Steel-types. Thunder Wave is primarily used to deal with Musharna's Speed issues, as well as for abusing the chance of full paralysis. Shadow Ball is an option for coverage on Uxie and Spiritomb, two huge threats to Musharna. Moonlight is primarily there to eliminate Life Orb recoil and recover health lost from tanking hits.</p>
[ADDITIONAL COMMENTS]
<p>The choice between Life Orb and Leftovers depends on your need for power or recovery, with power often being more important due to Musharna's access to Moonlight. Besides the Speed EVs, all EVs are invested in HP and Special Attack. Rhydon and Slowking benefit from paralysis support due to their Speed issues, with the latter being able to set up with Calm Mind and the former used to get Stealth Rock on the field or deal major damage with Earthquake and Stone Edge. Aggron is another Pokemon, similar to Rhydon, that benefits from paralysis support and can set up Stealth Rock. Regigigas also benefits from Thunder Wave to help it fight through Slow Start and possibly pull off a sweep, but is much less common than the others. Dark-types, particularly Honchkrow and Sharpedo are a major thorn in Musharna's side, so Rotom-C and Gallade are great partners.</p>
[Other Options]
<p>Rain Dance may be used on teams that benefit from such a move, but Uxie is much better at setting it up due to higher Speed. Rain also hinders Moonlight, so it can be quite counter-intuitive. Torment may be used to mess with opponents that only have one move to hit Musharna with, such as Rotom and Gallade. Yawn may be used to force a switch as well as a sleep move if the opponent stays in. Hypnosis may be used on any set for immediate sleep, but it is hindered by low accuracy. Investment outside of the 12 Speed EVs mentioned is useless. Thunder Wave may also be used to cripple the opponent on any of the mentioned sets, but is often a waste of moveslot except where recommended. Magic Coat may be used to reflect the detrimental Taunt and status moves. Energy Ball is another coverage move that may be used for bulky Water-types, but is situational and often weaker than Musharna's STAB move of choice. Swagger, when combined with Thunder Wave, can act as a pseudo-parafusion set, but it is mostly worthless. Toxic is a great option for stalling out opponents.</p>
[Checks and Counters]
<p>Dark- and Bug-types in general are counters to Musharna. The former can be taken out by Hidden Power Fighting, but most Dark-types can outspeed and KO Musharna. Honchkrow in particular is neutral to Hidden Power Fighting, resistant to Shadow Ball, and immune to Psychic. However, Honchkrow is hindered by sleep, but this may be avoided via Substitute. Zweilous, despite a weakness to Hidden Power Fighting, is a great check to Musharna thanks to the bulk and power of its Eviolite and Choice Band variants. Absol is another example of a Dark-type that can OHKO Musharna with its incredibly powerful STAB moves. Bug-types that are troublesome include Accelgor, Galvantula, and Scyther, as all are able to hit Musharna hard with their respective Bug-type STAB. Scolipede can also use its Megahorn to beat Musharna, though it is weak to Psychic.</p>
<p>Without Rest, poison and burn from the likes of Sigilyph, Spiritomb, and Clefable can wear down Musharna fast. Speaking of Sigilyph, it can take even Shadow Ball and set up Cosmic Power on Musharna, able to easily OHKO with Stored Power after several boosts. Spiritomb can use Rest to avoid being statused by Synchronize and attack with Dark Pulse or Pursuit. Calm Mind variants can also set up on Musharna, taking fairly negligible damage from any attack and eventually being able to OHKO with Dark Pulse. Clefable possesses Magic Guard, making it both a good status absorber and inducer. Rotom always avoids the OHKO from a +1 Shadow Ball and can 2HKO back with its own Shadow Ball, but cannot switch in and is susceptible to Stealth Rock.</p>
<p>Shadow Sneak or Night Slash on Gallade can 2HKO or OHKO Musharna, depending on the amount of boosts accumulated. Slowking can wall even Shadow Ball and set up Calm Mind or wear Musharna down with Scald. Mandibuzz can abuse its bulk to take hits from Musharna and wear it down with Brave Bird, phaze it out with Whirlwind, Toxic it, or shut it down with Taunt. Taunt users, such as Whimsicott, completely shut down Musharna's sets as it often relies on boosting moves or status to support the team.</p>
<p>Musharna is an often-overlooked Pokemon when building an RU team. Uxie, Slowking, and Gallade all jump to mind first, with no regard for Musharna. However, it actually has high bulk, with 116 / 85 / 95 defenses. Musharna also has a good base 107 Special Attack, which is higher than the Rotom formes. Musharna also has a huge movepool, but it lacks strong special attacks outside of Psychic-type attacks and Shadow Ball. While its low Speed may seem like a letdown, it actually gives Musharna a lot of viability on a Trick Room team. Musharna can also set up Calm Mind and boasts somewhat reliable recovery in Moonlight, along with the RestTalk combination, which allows it to ward off status. Musharna's biggest issue is its lack of proper type coverage, having to rely on Hidden Power to deal with Steel- and Dark-types, the latter of which, especially Honchkrow, are capable of destroying Musharna.</p>
[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Psychic / Psyshock / Stored Power
move 3: Moonlight / Rest
move 4: Hidden Power Fighting / Sleep Talk
item: Leftovers
ability: Synchronize
nature: Bold
evs: 240 HP / 252 Def / 16 Spe
[SET COMMENTS]
<p>This set is designed to accumulate boosts with Calm Mind. Musharna uses Moonlight to recover its health whenever needed, and with the lack of automatic weather inducers in RU, it is very reliable. Musharna also has the option of using RestTalk to get rid of harmful status such as poison and burn, but Sleep Talk is unreliable, and one misused Sleep Talk could spell defeat for Musharna. This also leaves it open to Dark- and Steel-types, the former being immune to Psychic-type attacks and the latter resistant. As for its choice of Psychic-type attacks, there are three viable options. Psychic is the most reliable, with higher Base Power than Psyshock and no reliance on setting up to deal damage, as is the case with Stored Power. Psyshock may be used to hit special walls such as Clefable and Hariyama. Stored Power is an option because it hits harder than even Psychic with two Calm Mind boosts, but the lack of immediate power is a huge disappointment when Musharna needs to deal quick damage.</p>
[ADDITIONAL COMMENTS]
<p>Thunder Wave may be used to cripple faster Pokemon, such as Rotom or Galvantula, in the last slot, but this forces Musharna to give up Hidden Power Fighting. With the given EV spread, Musharna outspeeds Slowking, Quagsire, Cofagrigus, and Steelix, as well as having high defensive bulk and gaining an extra point of Leftovers recovery. However, if the extra point of Leftovers recovery is not a big deal, then an EV spread of 252 HP / 244 Def / 12 Spe or 244 HP / 252 Def / 12 Spe may be used, as the extra 4 Speed EVs are just filler. Without Rest, Musharna is crippled by status, so clerics, such as Clefable, and Poison-types, such as Drapion, may be used to get rid of poison, burn, and Toxic Spikes. Even with Hidden Power Fighting, Musharna is open to Dark-types such as Honchkrow and Sharpedo, so these should be defeated by Fighting- and Electric-types, such as Medicham or Rotom-C. Barrier is also an option in the last slot to make it even harder to OHKO Musharna, as well as accumulating Stored Power boosts.</p>
[SET]
name: Dual Screens
move 1: Reflect
move 2: Light Screen
move 3: Moonlight
move 4: Baton Pass
item: Light Clay
ability: Synchronize
nature: Bold
evs: 244 HP / 252 Def / 12 Spe
[SET COMMENTS]
<p>With high bulk and a reliable recovery move, Musharna is an optimal choice for setting up dual screens. Light Screen is normally the first screen to be set up because of Musharna's uninvested Special Defense. This is then followed by Reflect, which bolsters Musharna's Defense. However, neither of these moves are meant solely for Musharna, as the goal of this set is to support its team. Baton Pass is vital for distancing Musharna from other dual screeners, allowing it to avoid Pursuit and, in conjunction with its low Speed, get a teammate onto the field unscathed.</p>
[ADDITIONAL COMMENTS]
<p>The given EV spread provides enough Speed to outspeed the aforementioned Slowking, Quagsire, Cofagrigus, and Steelix. It also bolsters Musharna's weaker physical defensive side. Light Clay is the preferred item to make Reflect and Light Screen last as long as possible. Frail sweepers, such as Emboar, Gallade, and Porygon-Z, appreciate the bulk supplied by dual screens. Emboar can also switch in on the Bug- and Dark-type attacks that Musharna draws. Entei and Honchkrow also benefit from screens as their defenses aren't amazing and it allows them to take more hits.</p>
[SET]
name: Trick Room
move 1: Trick Room
move 2: Psyshock / Psychic
move 3: Hidden Power Fighting
move 4: Shadow Ball / Hypnosis
item: Life Orb / Leftovers
ability: Synchronize
nature: Quiet
evs: 252 HP / 252 SpA / 4 SpD
ivs: 0 Spe
[SET COMMENTS]
<p>With low Speed and decent Special Attack, Musharna is a great Trick Room supporter. Psyshock is the primary attacking option here to hit special walls, as Musharna is sporting much better coverage here, and would rather not be stuck in a fight against a special wall. Psychic is always an option for a stronger STAB, but is outclassed by Psyshock in lieu of better coverage moves. Hidden Power Fighting is a must to hit Steel- and Dark-types, which wall Musharna's other moves. Shadow Ball is an option to hit opposing Psychic- and Ghost-types, particularly Spiritomb and Uxie, both of whom resist Musharna's other moves. Hypnosis, however, is a great alternative to Shadow Ball to cripple one of the opponent's Pokemon for a good portion of the match.</p>
[ADDITIONAL COMMENTS]
<p>With 0 Speed IVs, a Quiet nature, and no investment in Speed, Musharna is hitting a meager 56 Speed, which is perfect for Trick Room. Life Orb is used to maximize power, while Leftovers provides a form of recovery. Moonlight may be used in the last slot to provide Musharna with reliable recovery, but leaves Musharna walled by Psychic-types and Spiritomb, as well as lacking the ability to put opponents to sleep. Thunder Wave may also be used to cripple fast Pokemon, but suffers from the same disappointments as Moonlight. Slow teammates such as Rhydon and Slowking benefit from Trick Room, with the latter able to boost with Calm Mind. As with any Trick Room team, however, at least one fast teammate, preferably one with a Choice Scarf, such as Entei or Rotom-C, should be used to make the team not entirely reliant on Trick Room.</p>
[SET]
name: Offensive Tank
move 1: Psyshock / Psychic
move 2: Hidden Power Fighting
move 3: Thunder Wave / Shadow Ball
move 4: Moonlight
item: Life Orb / Leftovers
ability: Forewarn / Synchronize
nature: Modest
evs: 244 HP / 252 SpA / 12 Spe
[SET COMMENTS]
<p>With decent Special Attack and high bulk, Musharna is a prime candidate for a tanking set. The STAB move is, once again, a choice between hitting special walls or power, with special walls being more important to beat in most cases. Hidden Power Fighting is used for Dark- and Steel-types. Thunder Wave is primarily used to deal with Musharna's Speed issues, as well as for abusing the chance of full paralysis. Shadow Ball is an option for coverage on Uxie and Spiritomb, two huge threats to Musharna. Moonlight is primarily there to eliminate Life Orb recoil and recover health lost from tanking hits.</p>
[ADDITIONAL COMMENTS]
<p>The choice between Life Orb and Leftovers depends on your need for power or recovery, with power often being more important due to Musharna's access to Moonlight. Besides the Speed EVs, all EVs are invested in HP and Special Attack. Rhydon and Slowking benefit from paralysis support due to their Speed issues, with the latter being able to set up with Calm Mind and the former used to get Stealth Rock on the field or deal major damage with Earthquake and Stone Edge. Aggron is another Pokemon, similar to Rhydon, that benefits from paralysis support and can set up Stealth Rock. Regigigas also benefits from Thunder Wave to help it fight through Slow Start and possibly pull off a sweep, but is much less common than the others. Dark-types, particularly Honchkrow and Sharpedo are a major thorn in Musharna's side, so Rotom-C and Gallade are great partners.</p>
[Other Options]
<p>Rain Dance may be used on teams that benefit from such a move, but Uxie is much better at setting it up due to higher Speed. Rain also hinders Moonlight, so it can be quite counter-intuitive. Torment may be used to mess with opponents that only have one move to hit Musharna with, such as Rotom and Gallade. Yawn may be used to force a switch as well as a sleep move if the opponent stays in. Hypnosis may be used on any set for immediate sleep, but it is hindered by low accuracy. Investment outside of the 12 Speed EVs mentioned is useless. Thunder Wave may also be used to cripple the opponent on any of the mentioned sets, but is often a waste of moveslot except where recommended. Magic Coat may be used to reflect the detrimental Taunt and status moves. Energy Ball is another coverage move that may be used for bulky Water-types, but is situational and often weaker than Musharna's STAB move of choice. Swagger, when combined with Thunder Wave, can act as a pseudo-parafusion set, but it is mostly worthless. Toxic is a great option for stalling out opponents.</p>
[Checks and Counters]
<p>Dark- and Bug-types in general are counters to Musharna. The former can be taken out by Hidden Power Fighting, but most Dark-types can outspeed and KO Musharna. Honchkrow in particular is neutral to Hidden Power Fighting, resistant to Shadow Ball, and immune to Psychic. However, Honchkrow is hindered by sleep, but this may be avoided via Substitute. Zweilous, despite a weakness to Hidden Power Fighting, is a great check to Musharna thanks to the bulk and power of its Eviolite and Choice Band variants. Absol is another example of a Dark-type that can OHKO Musharna with its incredibly powerful STAB moves. Bug-types that are troublesome include Accelgor, Galvantula, and Scyther, as all are able to hit Musharna hard with their respective Bug-type STAB. Scolipede can also use its Megahorn to beat Musharna, though it is weak to Psychic.</p>
<p>Without Rest, poison and burn from the likes of Sigilyph, Spiritomb, and Clefable can wear down Musharna fast. Speaking of Sigilyph, it can take even Shadow Ball and set up Cosmic Power on Musharna, able to easily OHKO with Stored Power after several boosts. Spiritomb can use Rest to avoid being statused by Synchronize and attack with Dark Pulse or Pursuit. Calm Mind variants can also set up on Musharna, taking fairly negligible damage from any attack and eventually being able to OHKO with Dark Pulse. Clefable possesses Magic Guard, making it both a good status absorber and inducer. Rotom always avoids the OHKO from a +1 Shadow Ball and can 2HKO back with its own Shadow Ball, but cannot switch in and is susceptible to Stealth Rock.</p>
<p>Shadow Sneak or Night Slash on Gallade can 2HKO or OHKO Musharna, depending on the amount of boosts accumulated. Slowking can wall even Shadow Ball and set up Calm Mind or wear Musharna down with Scald. Mandibuzz can abuse its bulk to take hits from Musharna and wear it down with Brave Bird, phaze it out with Whirlwind, Toxic it, or shut it down with Taunt. Taunt users, such as Whimsicott, completely shut down Musharna's sets as it often relies on boosting moves or status to support the team.</p>
























