Munna (Analysis) [GP 0/2]

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Skeleton is up.
QC [2/2] (Heysup, Aerrow)
GP [0/2] Writing in progress.

[Overview]
<p>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. However, this bulkier Drowzee cousin is capable of distinguishing itself from other slow Psychic-types with 76/45/55 defenses and access to moves such as Yawn, Magic Coat, and Hypnosis, making Munna capable of holding its own in the metagame.</p>

[SET]
name: Trick Room
move 1: Trick Room
move 2: Psychic / Psyshock
move 3: Hidden Power Fighting
move 4: Yawn / Hypnosis
item: Eviolite
ability: Synchronize
nature: Relaxed
evs: 148 HP / 160 Def / 160 SpD
ivs: 2 Spe

[SET COMMENTS]

<p>Munna's laughable Speed stat makes it an excellent user of Trick Room. 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. Yawn and Hypnosis are both used to cause an opponent to switch and prevent certain threats from setting up. Yawn is the preferred option due to its better 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.</p>

[ADDITIONAL COMMENTS]

<p>A Bold nature is always used over a Modest or Quiet nature because Munna's bulk is one of two reasons to use it over Solosis to set up Trick Room, the other being her access to sleep-inducing moves. The EVs on this set are meant to give Munna as much bulk as possible on both sides of the spectrum and 2 Speed IVs give it the lowest Speed possible while maintaining a 70 base power Hidden Power Fighting. Psyshock is an option over Psychic for the usual reasons, specficially to deal with special tanks like Munchlax and Mantyke.</p>

<p>After the Sleep Clause has been activated, bulky opponents like Scraggy can switch in and set up on Munna while taking unboosted attacks. Toxic in the fourth slot could possibly remedy this problem, but faster opponents and Guts sweepers will appreciate a Toxic more than a Hypnosis. Toxic Spikes also cripple Munna, so Natu and slow Poison-types make good teammates. Munchlax also outspeeds it under Trick Room, so a Fighting-type like Timburr can be helpful.</p>

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Stored Power / Psychic
move 3: Hidden Power Fighting
move 4: Moonlight / Shadow Ball
item: Eviolite
ability: Synchronize
nature: Bold
evs: 228 HP / 224 SpA / 8 Spe

[SET COMMENTS]

<p>After just one Calm Mind, Munna reaches 27 Special Defense and 24 Special Attack, giving it a significant amount of bulk and sweeping 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 bar opposing Psychic-types. Moonlight gives Munna recovery, but Shadow Ball can be used to hit Psychic-types and Ghost-types for super effective damage. A Bold nature gives Munna an even Defense stat to be utilized for Eviolite while its ability, Synchronize, can phaze the opponent should they try to cripple Munna with Sleep.</p>

[ADDITIONAL COMMENTS]

<p>Munna's superior bulk seperates it from Solosis, so it is important that you take advantage of what it has to offer defensively. Psyshock is another option to hit Munchlax and Manytke from the physical side, but as always, the lower base power should be taken into consideration. Hypnosis is viable over Moonlight or Shadow Ball to phaze opponents that wall Munna, but it is generally unreliable due to its shaky accuracy.</p>

<p>Munna's low Speed makes her easily countered by opponents who can phaze Munna out. Weather that isn't sun also poses a problem for Munna if it uses Moonlight, so Hippopotas and Snover can revenge kill a weakened Munna without worrying about her healing off the damage. This set appreciates entry hazard support, so Ferroseed and other spikers can make good teammates. Munna also hates Ghost-types and other Psychic-types, so a strong Dark-type like Scraggy or Pawniard can help deal with said threats. </p>

[SET]
name: Dual Screens
move 1: Reflect
move 2: Light Screen
move 3: Magic Coat
move 4: Yawn
item: Light Clay
ability: Synchronize
nature: Bold
evs: 228 HP / 76 Def / 60 SpA / 76 SpD / 4 Spe

[SET COMMENTS]

<p>Munna's natural bulk makes it capable of reliably setting up Dual Screens. Yawn can be used to prevent sweepers from setting up on it while 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 not having any attacking moves.</p>

[ADDITIONAL COMMENTS]

<p>4 Speed EVs allow Munna to outspeed certain tanks without any Speed investment like Ferroseed and Bronzor. Despite its fear of Taunt being alleviated by Magic Coat, Munna needs a teammate who is capable of blocking Brick Break, so Ghost-type sweepers like Gastly make good teammates. Munna also does not appreciate Toxic Spikes, so Natu or a grounded Poison-type like Stunky can function as a good teammate. Other teammates that can benefit from Dual Screens are Scraggy, Dratini, and Zorua.</p>

[Other Options]

<p>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. Charge Beam can also be used, but Munna is better off being a bulky sweeper with Calm Mind lest she be reduced to an inferior Solosis.</p>

[Checks and Counters]

<p>Houndour, Sandile, and Pawniard are all examples of Dark-types who can come in on a Stored Power or Psychic and deal heavy physical damage to the Calm Mind set. Fighting-types with access to Brick Break counter the Dual Screens set, Scraggy getting special mention due to access to Taunt, Brick Break, Dragon Tail, and Crunch. Special tanks like 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.</p>

[Dream World]

<p>Munna gets Telepathy from the Dream World, which is useless in single battles.</p>
 
how can magic coat be baton passed if it only lasts a turn

expand your OC, listing moves isn't enough, explain!!!

hypnosis is cool, I'd slash it on both sets

Charge Beam sucks, slash Yawn in the fourth slot of the TR set

HP Fighting beats Steels and Darks

you really should mention some steels, Komatana laughs at everything you do (except twave) and Ferroseed spikes in your face

Munchlax takes little from anything, has Pursuit, and doesn't mind TR at all.

Toxic Spikes also cripple this, so run Natu, a spinner, or a poison type!

Speaking of that, Munna can use Toxic to get around bulky pokemon like Munchlax and Gligar.
 
- Curse is a decent option on the Trick Room set. Might want to put that in other options.

I thought so too at first and I would have mentioned it, but unfortunately, Munna's Attack stat is too pathetic to even try to do anything with it.

how can magic coat be baton passed if it only lasts a turn

expand your OC, listing moves isn't enough, explain!!!

hypnosis is cool, I'd slash it on both sets

Charge Beam sucks, slash Yawn in the fourth slot of the TR set

HP Fighting beats Steels and Darks

you really should mention some steels, Komatana laughs at everything you do (except twave) and Ferroseed spikes in your face

Munchlax takes little from anything, has Pursuit, and doesn't mind TR at all.

Toxic Spikes also cripple this, so run Natu, a spinner, or a poison type!

Speaking of that, Munna can use Toxic to get around bulky pokemon like Munchlax and Gligar.

First of all, I'm not done with this yet (xD), so I'll finish writing explanations when I get the chance. Hypnosis is OK, but I didn't consider it due to its low accuracy (I'm not a fan of unreliable moves). I was pretty tired when I wrote this, so you're probably right, Charge Beam should probably be moved to OC and Magic Coat should be taken out.

Hidden Power Fighting beats Steels and Darks (I actually had it listed earlier, but took it off), but Munna generally loses to them anyway, so I wasn't sure if it would be a decent option. As for the counters and teammates, I'll go ahead and add them/update this when I get back.

Edit: V Yeah, I'm well aware that I'm not finished with that section yet, but I've got other work to do, so I'll get to it when I get the chance.
 
Okay, well I guess you were right about that. But, you might want to explain how Munna can use the following:

-Many other options, including RestTalk, Calm Mind, Stored Power, Thunder Wave, Shadow Ball, Energy Ball, Charge Beam, and Rain Dance
 
I agree with metsrule158. You need to explain what is the point of using these other moves.

-Many other options, including RestTalk, Calm Mind, Stored Power, Thunder Wave, Shadow Ball, Energy Ball, Charge Beam, and Rain Dance
 
I agree with metsrule158. You need to explain what is the point of using these other moves.

Ummm...

[Other Options]


  • Access to many other options, including RestTalk, Calm Mind, Stored Power, Thunder Wave, Shadow Ball, Energy Ball, and Charge Beam, but outclassed as a RestTalker by Mantyke and Munchlax and outclassed as a sweeper by Elgyem, Abra, and Solosis

Munna can't really do anything else with those moves that it isn't completely outclassed at.
Edit: Especially since Solosis can do almost anything Munna can do but better with its similar defenses and higher Special Attack stat D=
 
Munna gets Telepathy from the Dream World, which is useless in single battles. This ability is unreleased.

Actually this ability is released in the game after you beat the Elite Four for the first time. When you go to the Dreamyard during Fridays there will be a Musharna that has the ability, Telepathy. However, this ability is useless in single battles. =/
 
Actually this ability is released in the game after you beat the Elite Four for the first time. When you go to the Dreamyard during Fridays there will be a Musharna that has the ability, Telepathy. However, this ability is useless in single battles. =/

Oh yeah...I was thinking it was only Musharna, but I guess you can breed a female one to have a Munna with the ability. Well, fixed.
 
Its Calm Mind set isn't outclassed. You run Eviolite and get Moonlight, that's already better than all of the Pokemon listed.
 
Its Calm Mind set isn't outclassed. You run Eviolite and get Moonlight, that's already better than all of the Pokemon listed.

Solosis gets Calm Mind also. Without sun, Solosis also gets a more reliable recovery move in Recover, not to mention a higher Special Attack stat. I guess I'll add it though if you think it could work.

Edit: Calm Mind Set is up.
 
Solosis gets Calm Mind also. Without sun, Solosis also gets a more reliable recovery move in Recover, not to mention a higher Special Attack stat. I guess I'll add it though if you think it could work.

Edit: Calm Mind Set is up.

Stored Power is more powerful than Psychic after 2 Calm Minds, and it Munna's will start hitting harder after more Calm Minds are built up. Additionally Munna has access to Hypnosis.

There are differences between the two, and even if there weren't, I'd add it because it's still viable.

....on that note put Stored Power > Psychic/Shock on the set imo. I'd make it: Stored Power / Psychic and mention Psyshock in AC.

Consider this a stamp after that's done.
 
Stored Power is more powerful than Psychic after 2 Calm Minds, and it Munna's will start hitting harder after more Calm Minds are built up. Additionally Munna has access to Hypnosis.

There are differences between the two, and even if there weren't, I'd add it because it's still viable.

....on that note put Stored Power > Psychic/Shock on the set imo. I'd make it: Stored Power / Psychic and mention Psyshock in AC.

Consider this a stamp after that's done.

Alright, added.
 
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