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LC Munna

Gummy

...three, smiles go for miles!
munna.gif

qc: tahu / thunderboy / nineage
gp: fireflame / mr. uncompetitive​

[OVERVIEW]

Munna finds itself outclassed in most things it tries to do. Abra is a faster and more offensive Psychic-type, while Slowpoke is a better tank. Even as a Trick Room user, Munna is outclassed by Solosis thanks to a far higher Special Attack. However, Munna has a small niche as a Baton Pass recipient thanks to its decent bulk and access to Stored Power. Complementing its bulk is its reliable recovery in Moonlight, making it hard to take down once it has a few defensive boosts. However, Munna's weakness to the extremely common Knock Off negates much of its defensive prowess, and its overall mediocre stats prevent it from working well without heavy support. Munna fails to perform any significant role outside of dedicated Baton Pass archetypes, and even this niche is unreliable at best.

[SET]
name: Baton Pass
move 1: Baton Pass
move 2: Stored Power
move 3: Dazzling Gleam / Calm Mind
move 4: Moonlight / Substitute
item: Eviolite
ability: Synchronize
nature: Bold
evs: 156 Def / 60 SpA / 156 SpD / 84 Spe

[SET COMMENTS]
Moves
========

Baton Pass allows Munna to function as not just a recipient of boosts but a passer of them as well. Stored Power is Munna's main spammable move, allowing it to sweep teams with enough boosts accumulated. Dazzling Gleam can be used to hit Dark-types like Pawniard and Vullaby, which are immune to Stored Power, but if your team already carries checks to these Pokemon, Calm Mind can be used instead, allowing Munna to gain boosts in case it doesn't already have enough to use Stored Power. Barrier is an option over Calm Mind as well, although the Special Attack boost from Calm Mind helps power up Stored Power more. Moonlight lets Munna stay healthy so it can continue to sweep, while Substitute gives Munna an easier time attacking and is simple to set up after a few defensive boosts.

Set Details
========

A Bold nature, Eviolite, and 156 Defense EVs give Munna usable bulk, allowing it to take on most physical threats like Pawniard when Munna's Defense is boosted. 156 Special Defense EVs allow it to set up on most variants of Staryu. 60 Special Attack EVs can help boost the strength of Stored Power if there aren't many boosts gained, as well as the power of Dazzling Gleam. Synchronize is highly situational but is overall Munna's most useful ability, crippling foes that try to status Munna. 84 Speed EVs let Munna reach 10 Speed, allowing Munna to outspeed Foongus before it can use Spore, as well as common Choice Scarf users like Mienfoo and Doduo when its Speed is boosted enough. An alternative EV spread of 68 HP / 236 Def / 156 SpD / 4 Spe is usable, giving Munna maximum physical bulk to take Pawniard's Knock Off without any boosts. However, the loss of Special Attack hinders Munna's ability to use Dazzling Gleam, and it doesn't like coming in on Pawniard without any boosts anyway.

Usage Tips
========

Munna is relatively simple to use: once enough boosts have been accumulated, Baton Pass to Munna and use Stored Power or Dazzling Gleam. Munna most appreciates Calm Mind, Defense, and Speed boosts, as the former two heighten Munna's offensive and defensive prowess, while the latter allows Munna to outspeed its foes before it can be attacked. Trying to use Munna on its own to boost is not recommended, as it is frail without Defense boosts and can be KOed before it has the chance to use Stored Power effectively.

Team Options
========

Any and all Baton Passers are helpful teammates, as Munna wants to get as many boosts as it can before sweeping. Torchic is an especially useful team member, as it has a unique combination of Speed Boost and Baton Pass. Pokemon like Mime Jr. and Shelmet can quickly raise their Defense and Baton Pass to Munna, giving it better longevity. Mienfoo is a good teammate that can deal with Pawniard, which Munna lures in, and has access to Baton Pass and Calm Mind.

[STRATEGY COMMENTS]
Other Options
=============

Munna can run a Trick Room set, but this strategy is widely considered unreliable thanks to a lack of powerful Pokemon that can utilize it and Munna's reliance on boosts. Lucky Chant safeguards Munna from untimely critical hits that could ruin a heavily boosted chain, but it is gimmicky and usually a waste of a moveslot. Hidden Power Fighting can hit Pawniard but doesn't hit anything else other than that. Shadow Ball can hit Psychic-types that resist Stored Power, but with enough boosts, the resistance rarely matters. Healing Wish can be used to heal up another teammate in a pinch, but Buneary is a better Healing Wish passer due to its greater Speed.

Checks and Counters
===================

**Taunt Users**: Mienfoo and Onix commonly carry Taunt, stopping Munna's sweep in its tracks if it hasn't finished boosting.

**Phazers**: Munna has no protection against phazing moves like Dragon Tail, Roar, and Whirlwind. Onix has access to the former two, and Hippopotas can utilize the latter.

**Dark-types**: Despite its access to Dazzling Gleam, Munna's offensive presence with no boosts is pitifully low. If it hasn't accumulated enough Calm Mind boosts, Dark-types such as Alolan Grimer and Pawniard can usually finish it off with Knock Off. Many of them get Pursuit as well, meaning Munna isn't even safe by switching out.
 
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[OVERVIEW]

- Munna finds itself outclassed in most things it tries to do. Abra is a faster and more offensive Psychic-type, while Slowpoke is a more defensive one; as a Trick Room user, its outclassed by Solosis
- However, Munna has a niche as a Baton Pass recipient with its decent bulk and access to Stored Power
- Has access to reliable recovery in Moonlight, allowing it to be hard to take down once it has a few defensive boosts
- Can function on its own as a Calm Mind sweeper not really, or with other pokemon in a chain

[SET]
name: Baton Pass
move 1: Baton Pass
move 2: Stored Power
move 3: Dazzling Gleam / Calm Mind
move 4: Moonlight / Substitute
item: Eviolite
ability: Synchronize
nature: Bold
evs: 68 HP / 236 Def / 156 SpD / 4 Spe Spread should be 156 def/60 spa/156 sdef/84 spe bold. hitting 10 speed is super important to outspeed scarfers at +3, and the extra spatk point is more useful for rolls vs shit like ferroseed than the extra hp point.

[SET COMMENTS]
Moves
========

- Baton Pass is necessary whether you're using Munna as a standalone sweeper or chain member, as it allows boosts to be passed to teammates in a pinch
- Stored Power is Munna's main spammable move, allowing it to sweep teams with enough boosts accumulated
- Dazzling Gleam can be used to hit Dark-types like Pawniard and Vullaby which are immune to Stored Power
- If your team already carries Dark-type checks, Calm Mind should be used for the standalone sweeper, as it allows Munna to gain its own boosts with no passing required
- Moonlight allows Munna to keep healthy so it can continue to sweep
- Substitute can also give Munna an easier time attacking, and is usually easy to set up after a few defensive boosts

Set Details
========

- A Bold nature, Eviolite, 68 HP EVs, and 236 Def EVs maximize Munna's physical bulk, allowing it to set up before sweeping and take Pawniard's Knock Off
- 156 SpD EVs increase Munna's Special Defense as well, allowing it to set up on most variants of Staryu
- Synchronize is highly situational, but is Munna's overall most useful ability Mention what it does
- 4 Spe EVs simply net an extra Speed point
- An alternative EV spread of 68 HP / 156 Def / 156 SpD / 84 Spe is useable if using Munna as its own sweeper, allowing it to outpace Foongus and Alolan Grimer Replace with the bulkier spread-see above.

Usage Tips
========

- Munna is relatively simple to use; once enough boosts have been accumulated, Baton Pass to Munna and use Stored Power or Dazzling Gleam
- Munna best appreciates Calm Mind and Speed boosts, as the former heightens Munna's offensive and defensive prowess and the latter allows Munna to outspeed foes before getting attacked
- Thanks to its defensive investment, standalone Munna is bulky enough to set up on its own; since Calm Mind is its only boosting move, it should try only boosting on special attackers munna on it's own is awful. it's outclassed by CM Natu/Spritzee and loses to any Knock Off user since it's so slow.

Team Options
========

- Any and all Baton Passers are helpful teammates, as Munna wants to get as many boosts as it can before sweeping. Torchic is an especially useful team member as it has a unique combination of Speed Boost and Baton Pass
- Pokemon like Mime Jr., Skitty, and Shelmet can quickly raise their Defense, giving Munna better longevity Drop skitty, it's bad. sorry
- Mienfoo can deal with Pawniard and also has access to Baton Pass, keeping up the chain in case Munna isn't running Dazzling Gleam Mention Mienfoo can bass CM boosts

[STRATEGY COMMENTS]
Other Options
=============

- Munna can run a Trick Room set, but this strategy is widely considered unviable thanks to a lack of powerful abusers and Munna's reliance on boosts
- Lucky Chant safeguards Munna from critical hits, but is gimmicky and usually a waste of a moveslot
- Hidden Power Fighting can hit Pawniard, but doesn't hit anything else that Stored Power wouldn't

Checks and Counters
===================
**Taunt Users**: Mienfoo and Onix commonly carry Taunt, stopping Munna's sweep in its tracks if it hasn't finished boosting.

**Phazers**: Munna has no protection against phasing moves like Dragon Tail, Roar, and Whirlwind. Onix has access to the former two while Hippopotas can utilize the latter.

**Dark-types**: Despite access to Dazzling Gleam, Munna's offensive presence with no boosts is pitifully low. If it hasn't accumulated enough Calm Mind boosts, they can usually finish it off with Knock Off. Provide examples.

comments in bold. 1/3
 
[OVERVIEW]

- Munna finds itself outclassed in most things it tries to do. Abra is a faster and more offensive Psychic-type, while Slowpoke is a more defensive one; as a Trick Room user, its outclassed by Solosis
- However, Munna has a niche as a Baton Pass recipient with its decent bulk and access to Stored Power
- Has access to reliable recovery in Moonlight, allowing it to be hard to take down once it has a few defensive boosts
- Can function on its own as a Calm Mind sweeper not really, or with other pokemon in a chain

[SET]
name: Baton Pass
move 1: Baton Pass
move 2: Stored Power
move 3: Dazzling Gleam / Calm Mind
move 4: Moonlight / Substitute
item: Eviolite
ability: Synchronize
nature: Bold
evs: 68 HP / 236 Def / 156 SpD / 4 Spe Spread should be 156 def/60 spa/156 sdef/84 spe bold. hitting 10 speed is super important to outspeed scarfers at +3, and the extra spatk point is more useful for rolls vs shit like ferroseed than the extra hp point.

[SET COMMENTS]
Moves
========

- Baton Pass is necessary whether you're using Munna as a standalone sweeper or chain member, as it allows boosts to be passed to teammates in a pinch
- Stored Power is Munna's main spammable move, allowing it to sweep teams with enough boosts accumulated
- Dazzling Gleam can be used to hit Dark-types like Pawniard and Vullaby which are immune to Stored Power
- If your team already carries Dark-type checks, Calm Mind should be used for the standalone sweeper, as it allows Munna to gain its own boosts with no passing required
- Moonlight allows Munna to keep healthy so it can continue to sweep
- Substitute can also give Munna an easier time attacking, and is usually easy to set up after a few defensive boosts

Set Details
========

- A Bold nature, Eviolite, 68 HP EVs, and 236 Def EVs maximize Munna's physical bulk, allowing it to set up before sweeping and take Pawniard's Knock Off
- 156 SpD EVs increase Munna's Special Defense as well, allowing it to set up on most variants of Staryu
- Synchronize is highly situational, but is Munna's overall most useful ability Mention what it does
- 4 Spe EVs simply net an extra Speed point
- An alternative EV spread of 68 HP / 156 Def / 156 SpD / 84 Spe is useable if using Munna as its own sweeper, allowing it to outpace Foongus and Alolan Grimer Replace with the bulkier spread-see above.

Usage Tips
========

- Munna is relatively simple to use; once enough boosts have been accumulated, Baton Pass to Munna and use Stored Power or Dazzling Gleam
- Munna best appreciates Calm Mind and Speed boosts, as the former heightens Munna's offensive and defensive prowess and the latter allows Munna to outspeed foes before getting attacked
- Thanks to its defensive investment, standalone Munna is bulky enough to set up on its own; since Calm Mind is its only boosting move, it should try only boosting on special attackers munna on it's own is awful. it's outclassed by CM Natu/Spritzee and loses to any Knock Off user since it's so slow.

Team Options
========

- Any and all Baton Passers are helpful teammates, as Munna wants to get as many boosts as it can before sweeping. Torchic is an especially useful team member as it has a unique combination of Speed Boost and Baton Pass
- Pokemon like Mime Jr., Skitty, and Shelmet can quickly raise their Defense, giving Munna better longevity Drop skitty, it's bad. sorry
- Mienfoo can deal with Pawniard and also has access to Baton Pass, keeping up the chain in case Munna isn't running Dazzling Gleam Mention Mienfoo can bass CM boosts

[STRATEGY COMMENTS]
Other Options
=============

- Munna can run a Trick Room set, but this strategy is widely considered unviable thanks to a lack of powerful abusers and Munna's reliance on boosts
- Lucky Chant safeguards Munna from critical hits, but is gimmicky and usually a waste of a moveslot
- Hidden Power Fighting can hit Pawniard, but doesn't hit anything else that Stored Power wouldn't

Checks and Counters
===================
**Taunt Users**: Mienfoo and Onix commonly carry Taunt, stopping Munna's sweep in its tracks if it hasn't finished boosting.

**Phazers**: Munna has no protection against phasing moves like Dragon Tail, Roar, and Whirlwind. Onix has access to the former two while Hippopotas can utilize the latter.

**Dark-types**: Despite access to Dazzling Gleam, Munna's offensive presence with no boosts is pitifully low. If it hasn't accumulated enough Calm Mind boosts, they can usually finish it off with Knock Off. Provide examples.

comments in bold. 1/3
Implemented, thanks! I'm not sure what you wanted when you said that standalone Munna is bad and outclassed, like whether I should remove it or just mention its competition, so I kept the mentions in and warned that it's pretty ass. Ready for 2/3!
 
Overview
========
  • I say you just remove the last line and just say that its generally lackluster stats mean that it struggles to function on its own
  • Mention its weakness to Knock Off, as this significantly hurts it
Usage Tips
========
  • Munna also very much appreciates Defense boosts from Barrier, so don't forget that
Team Options
========
  • Mention in your Mienfoo line that Munna lures in Pawniard and other Dark-types, allowing it to pass to Mienfoo and give that an opportunity to set up or sweep
Other Options
=============
  • Mention Shadow Ball, Energy Ball, and Healing Wish as other moves.
  • Reword your HP Fighting sentence, it now feels like Stored Power hits Pawniard.

QC 2/3, write me up Scotty
qc-stamp-final-gif.77854
 
[OVERVIEW]
  • The phrase "more defensive" implies something I don't think you are trying to say. Maybe say "better"
  • Id emphasize a little more here that munna needs a fullpass chain, rather than just an ordinary bp from Torchic. Then, talk about the unreliability of this archetype in general

[SET] If tahu qced this im not messing w/ it

[SET COMMENTS]
Moves
========
  • Munna isn't a standalone sweeper, so you shouldn't even mention it being used as one. As such, reword both your Baton Pass and Calm Mind points.
  • The Calm Mind point should be talking abuot setting up CM if the team hasnt passed enough CM boosts already, and talk about how it boosts stored power in more ways than one

Set Details
========
  • Specify what kinds of boosts you need to take on Pawniard
  • Mention that the spa evs also boost the power of dazzle
  • Again specfy what boosts you need to outspeed the scarfers you mentioned
  • Talk about why the second ev spread is suboptimal (less spa for gleam, situational because if u send in munna with no boosts vs pawn u suck, etc)

Usage Tips
========
  • I wouldn't recommend using Munna without support at all, so remove this last sentence
  • I would talk about the potential to set up Calm Mind without having been passed boosts, but add that it isnt recommended without being passed Speed and Defense because they can just switch to a dark type and KO before you pass

Team Options
========
  • Specify that Mime Jr and Shelmet are good partners because of their access to baton pass

[STRATEGY COMMENTS]
Other Options
=============
  • Don't say its widely considered unviable, just say its an unreliable strategy
  • Talk about why lucky chant is especially helpful on Baton Pass chains

Checks and Counters
===================
  • Add to the dark types point that if you dont have much defense boosts you can be pursuited on your way out
3/3
OW6Atvo.png
 
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Additions
Removals
Comments
[OVERVIEW]

Munna finds itself outclassed in most things it tries to do. Abra is a faster and more offensive Psychic-type, while Slowpoke is a better tank. Even as a Trick Room user, Munna is outclassed by Solosis, (RC) thanks to a far higher Special Attack. However, Munna has a small niche as a Baton Pass recipient thanks to its decent bulk and access to Stored Power. Complementing its bulk is its reliable recovery in Moonlight, making it hard to take down once it has a few defensive boosts. However, Munna's weakness to the extremely common Knock Off negates much of its defensive prowess, and its overall mediocre stats prevent it from working well without heavy support. Munna fails to perform any significant role outside of dedicated Baton Pass archetypes, and even this niche is shaky and unreliable.

[SET]
name: Baton Pass
move 1: Baton Pass
move 2: Stored Power
move 3: Dazzling Gleam / Calm Mind
move 4: Moonlight / Substitute
item: Eviolite
ability: Synchronize
nature: Bold
evs: 156 Def / 60 SpA / 156 SpD / 84 Spe

[SET COMMENTS]
Moves
========

Baton Pass allows Munna to function as not just as a recipient of boosts but a passer of them as well (parallelism I think). Stored Power is Munna's main spammable move, allowing it to sweep teams with enough boosts accumulated. Dazzling Gleam can be used to hit Dark-types like Pawniard and Vullaby, (AC) which are immune to Stored Power, but if your team already carries checks to these Pokemon, Calm Mind can be used as well, allowing Munna to gain boosts in case it doesn't have enough to use Stored Power. Barrier is an option over Calm Mind as well, although the Special Attack boost from Calm Mind helps power up Stored Power more. Moonlight lets Munna keep healthy so it can continue to sweep, while Substitute gives Munna an easier time attacking and is easy simple (repetition) to set up after a few defensive boosts.

Set Details
========

A Bold nature, Eviolite, and 156 Defense EVs give Munna useable bulk, allowing it to take on most physical threats like Pawniard when Munna's Defense is boosted. 156 SpD Special Defense EVs increase Munna's Special Defense as well, allowing allow it to set up on most variants of Staryu. 60 SpA Special Attack EVs can help boost the strength of Stored Power if there aren't many boosts gained, as well as the power of Dazzling Gleam. Synchronize is highly situational, (RC) but is overall Munna's overall most useful ability, crippling foes that try to status Munna; if a foe tries to cripple Munna with Spore or Toxic, they get hit with the status condition as well. 84 Speed EVs simply net an extra Speed point, allowing Munna to outspeed common Choice Scarf users like Mienfoo and Doduo when its Speed is boosted enough, as well as outspeeding Foongus before it can use Spore. An alternative EV spread of 68 HP / 236 Def / 156 SpD / 4 Spe is useable, giving Munna maximum physical bulk to take Pawniard's Knock Off right off the bat without any boosts (use either of them, but both mean the same in this context). However, the loss of Special Attack hinders Munna's ability to use Dazzling Gleam, and Munna doesn't like coming in on Pawniard without any boosts anyway.

Usage Tips
========

Munna is relatively simple to use. Once enough boosts have been accumulated, Baton Pass to Munna and use Stored Power or Dazzling Gleam. Munna best appreciates Calm Mind, Defense, and Speed boosts, as the former two heighten Munna's offensive and defensive prowess, while the latter allows Munna to outspeed its foes before it can be attacked. Trying to use Munna on its own to boost is not recommended, as Munna is frail without Defense boosts and can be KOed before it has the chance to use Stored Power effectively.

Team Options
========

Any and all Baton Passers are helpful teammates, as Munna wants to get as many boosts as it can before sweeping. Torchic is an especially useful team member, (aC) as it has a unique combination of Speed Boost and Baton Pass. Pokemon like Mime Jr. and Shelmet can quickly raise their Defense and Baton Pass to Munna it, giving Munna it better longevity. Mienfoo is a good teammate that can deal with Pawniard, which Munna lures in, as well as have and has access to Baton Pass and Calm Mind.

[STRATEGY COMMENTS]
Other Options
=============

Munna can run a Trick Room set, but this strategy is widely considered unreliable thanks to a lack of powerful abusers Pokemon that can utilize it (can't use abuse; alternatively, change this to just "users" but idk if it implies Pokemon that set trick room rather than pokemon that can use it [to their advantage]) and Munna's reliance on boosts. Lucky Chant safeguards Munna from untimely critical hits that could ruin a heavily boosted chain, but it is gimmicky and usually a waste of a moveslot. Hidden Power Fighting can hit Pawniard, (RC) but doesn't hit anything else other than that. Shadow Ball can hit Psychic-types that resist Stored Power, but with enough boosts, (AC) the resistance rarely matters. Healing Wish can be used to heal up another teammate in a pinch, but Buneary is a better Healing Wish passer due to its greater Speed.

Checks and Counters
===================

**Taunt Users**: Mienfoo and Onix commonly carry Taunt, stopping Munna's sweep in its tracks if it hasn't finished boosting.

**Phazers**: Munna has no protection against phasing phazing moves like Dragon Tail, Roar, and Whirlwind. Onix has access to the former two while and Hippopotas can utilize the latter.

**Dark-types**: Despite access to Dazzling Gleam, Munna's offensive presence with no boosts is pitifully low. If it hasn't accumulated enough Calm Mind boosts, they Dark-types such as Alolan Grimer and Pawniard can usually finish it off with Knock Off. Many Dark-types of them get Pursuit as well, meaning Munna isn't even safe by switching out. Examples of these Pokemon include Alolan Grimer and Pawniard.

amcheck; doesn't count unless stamped. well written :)
 
Remove Add Comments (AC)= add comma (RC)= remove comma (AH)= add hyphen (RH)= remove hyphen
[OVERVIEW]

Munna finds itself outclassed in most things it tries to do. Abra is a faster and more offensive Psychic-type, while Slowpoke is a better tank. Even as a Trick Room user, Munna is outclassed by Solosis thanks to a far higher Special Attack. However, Munna has a small niche as a Baton Pass recipient thanks to its decent bulk and access to Stored Power. Complementing its bulk is its reliable recovery in Moonlight, making it hard to take down once it has a few defensive boosts. However, Munna's weakness to the extremely common Knock Off negates much of its defensive prowess, and its overall mediocre stats prevent it from working well without heavy support. Munna fails to perform any significant role outside of dedicated Baton Pass archetypes, and even this niche is shaky and unreliable.

[SET]
name: Baton Pass
move 1: Baton Pass
move 2: Stored Power
move 3: Dazzling Gleam / Calm Mind
move 4: Moonlight / Substitute
item: Eviolite
ability: Synchronize
nature: Bold
evs: 156 Def / 60 SpA / 156 SpD / 84 Spe

[SET COMMENTS]
Moves
========

Baton Pass allows Munna to function as not just a recipient of boosts but a passer of them as well. Stored Power is Munna's main spammable move, allowing it to sweep teams with enough boosts accumulated. Dazzling Gleam can be used to hit Dark-types like Pawniard and Vullaby, which are immune to Stored Power, but if your team already carries checks to these Pokemon, Calm Mind can be used as well, allowing Munna to gain boosts in case it doesn't already have enough to use Stored Power. Barrier is an option over Calm Mind as well, although the Special Attack boost from Calm Mind helps power up Stored Power more. Moonlight lets Munna keep stay healthy so it can continue to sweep, while Substitute gives Munna an easier time attacking and is simple to set up after a few defensive boosts.

Set Details
========

A Bold nature, Eviolite, and 156 Defense EVs give Munna useable bulk, allowing it to take on most physical threats like Pawniard when Munna's Defense is boosted. 156 Special Defense EVs allow it to set up on most variants of Staryu. 60 Special Attack EVs can help boost the strength of Stored Power if there aren't many boosts gained, as well as the power of Dazzling Gleam. Synchronize is highly situational but is overall Munna's most useful ability, crippling foes that try to status Munna. 84 Speed EVs simply net an extra let Munna reach 10 Speed point (it actually raises Munna's Speed from 8 to 10, which is 2 points), allowing Munna to outspeed Foongus before it can use Spore,(AC) as well as common Choice Scarf users like Mienfoo and Doduo when its Speed is boosted enough,(RC) as well as outspeeding Foongus before it can use Spore (improves clarity a lot, actually). An alternative EV spread of 68 HP / 236 Def / 156 SpD / 4 Spe is useable, giving Munna maximum physical bulk to take Pawniard's Knock Off without any boosts. However, the loss of Special Attack hinders Munna's ability to use Dazzling Gleam, and Munna it doesn't like coming in on Pawniard without any boosts anyway.

Usage Tips
========

Munna is relatively simple to use:(colon).(remove period) once enough boosts have been accumulated, Baton Pass to Munna and use Stored Power or Dazzling Gleam. Munna best appreciates Calm Mind, Defense, and Speed boosts, as the former two heighten Munna's offensive and defensive prowess, while the latter allows Munna to outspeed its foes before it can be attacked. Trying to use Munna on its own to boost is not recommended, as Munna it is frail without Defense boosts and can be KOed before it has the chance to use Stored Power effectively.

Team Options
========

Any and all Baton Passers are helpful teammates, as Munna wants to get as many boosts as it can before sweeping. Torchic is an especially useful team member, as it has a unique combination of Speed Boost and Baton Pass. Pokemon like Mime Jr. and Shelmet can quickly raise their Defense and Baton Pass to Munna, giving it better longevity. Mienfoo is a good teammate that can deal with Pawniard, which Munna lures in, and has access to Baton Pass and Calm Mind.

[STRATEGY COMMENTS]
Other Options
=============

Munna can run a Trick Room set, but this strategy is widely considered unreliable thanks to a lack of powerful Pokemon that can utilize it and Munna's reliance on boosts. Lucky Chant safeguards Munna from untimely critical hits that could ruin a heavily boosted chain, but it is gimmicky and usually a waste of a moveslot. Hidden Power Fighting can hit Pawniard but doesn't hit anything else other than that. Shadow Ball can hit Psychic-types that resist Stored Power, but with enough boosts, the resistance rarely matters. Healing Wish can be used to heal up another teammate in a pinch, but Buneary is a better Healing Wish passer due to its greater Speed.

Checks and Counters
===================

**Taunt Users**: Mienfoo and Onix commonly carry Taunt, stopping Munna's sweep in its tracks if it hasn't finished boosting.

**Phazers**: Munna has no protection against phazing moves like Dragon Tail, Roar, and Whirlwind. Onix has access to the former two,(AC) (independent clause) and Hippopotas can utilize the latter.

**Dark-types**: Despite its access to Dazzling Gleam, Munna's offensive presence with no boosts is pitifully low. If it hasn't accumulated enough Calm Mind boosts, Dark-types such as Alolan Grimer and Pawniard can usually finish it off with Knock Off. Many of them get Pursuit as well, meaning Munna isn't even safe by switching out.
GP 1/2
hGdnNDm.gif
 
GP 2/2

sEslc69.gif


Additions
Removals
Comments


[OVERVIEW]

Munna finds itself outclassed in most things it tries to do. Abra is a faster and more offensive Psychic-type, while Slowpoke is a better tank. Even as a Trick Room user, Munna is outclassed by Solosis thanks to a far higher Special Attack. However, Munna has a small niche as a Baton Pass recipient thanks to its decent bulk and access to Stored Power. Complementing its bulk is its reliable recovery in Moonlight, making it hard to take down once it has a few defensive boosts. However, Munna's weakness to the extremely common Knock Off negates much of its defensive prowess, and its overall mediocre stats prevent it from working well without heavy support. Munna fails to perform any significant role outside of dedicated Baton Pass archetypes, and even this niche is unreliable at best.

[SET]
name: Baton Pass
move 1: Baton Pass
move 2: Stored Power
move 3: Dazzling Gleam / Calm Mind
move 4: Moonlight / Substitute
item: Eviolite
ability: Synchronize
nature: Bold
evs: 156 Def / 60 SpA / 156 SpD / 84 Spe

[SET COMMENTS]
Moves
========

Baton Pass allows Munna to function as not just a recipient of boosts but a passer of them as well. Stored Power is Munna's main spammable move, allowing it to sweep teams with enough boosts accumulated. Dazzling Gleam can be used to hit Dark-types like Pawniard and Vullaby, which are immune to Stored Power, but if your team already carries checks to these Pokemon, Calm Mind can be used as well instead, allowing Munna to gain boosts in case it doesn't already have enough to use Stored Power. Barrier is an option over Calm Mind as well, although the Special Attack boost from Calm Mind helps power up Stored Power more. Moonlight lets Munna stay healthy so it can continue to sweep, while Substitute gives Munna an easier time attacking and is simple to set up after a few defensive boosts.

Set Details
========

A Bold nature, Eviolite, and 156 Defense EVs give Munna useable usable bulk, allowing it to take on most physical threats like Pawniard when Munna's Defense is boosted. 156 Special Defense EVs allow it to set up on most variants of Staryu. 60 Special Attack EVs can help boost the strength of Stored Power if there aren't many boosts gained, as well as the power of Dazzling Gleam. Synchronize is highly situational but is overall Munna's most useful ability, crippling foes that try to status Munna. 84 Speed EVs let Munna reach 10 Speed, allowing Munna to outspeed Foongus before it can use Spore, as well as common Choice Scarf users like Mienfoo and Doduo when its Speed is boosted enough. An alternative EV spread of 68 HP / 236 Def / 156 SpD / 4 Spe is useable usable, giving Munna maximum physical bulk to take Pawniard's Knock Off without any boosts. However, the loss of Special Attack hinders Munna's ability to use Dazzling Gleam, and it doesn't like coming in on Pawniard without any boosts anyway.

Usage Tips
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Munna is relatively simple to use: once enough boosts have been accumulated, Baton Pass to Munna and use Stored Power or Dazzling Gleam. Munna best most appreciates Calm Mind, Defense, and Speed boosts, as the former two heighten Munna's offensive and defensive prowess, while the latter allows Munna to outspeed its foes before it can be attacked. Trying to use Munna on its own to boost is not recommended, as it is frail without Defense boosts and can be KOed before it has the chance to use Stored Power effectively.

Team Options
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Any and all Baton Passers are helpful teammates, as Munna wants to get as many boosts as it can before sweeping. Torchic is an especially useful team member, as it has a unique combination of Speed Boost and Baton Pass. Pokemon like Mime Jr. and Shelmet can quickly raise their Defense and Baton Pass to Munna, giving it better longevity. Mienfoo is a good teammate that can deal with Pawniard, which Munna lures in, and has access to Baton Pass and Calm Mind.

[STRATEGY COMMENTS]
Other Options
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Munna can run a Trick Room set, but this strategy is widely considered unreliable thanks to a lack of powerful Pokemon that can utilize it and Munna's reliance on boosts. Lucky Chant safeguards Munna from untimely critical hits that could ruin a heavily boosted chain, but it is gimmicky and usually a waste of a moveslot. Hidden Power Fighting can hit Pawniard but doesn't hit anything else other than that. Shadow Ball can hit Psychic-types that resist Stored Power, but with enough boosts, the resistance rarely matters. Healing Wish can be used to heal up another teammate in a pinch, but Buneary is a better Healing Wish passer due to its greater Speed.

Checks and Counters
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**Taunt Users**: Mienfoo and Onix commonly carry Taunt, stopping Munna's sweep in its tracks if it hasn't finished boosting.

**Phazers**: Munna has no protection against phazing moves like Dragon Tail, Roar, and Whirlwind. Onix has access to the former two, and Hippopotas can utilize the latter.

**Dark-types**: Despite its access to Dazzling Gleam, Munna's offensive presence with no boosts is pitifully low. If it hasn't accumulated enough Calm Mind boosts, Dark-types such as Alolan Grimer and Pawniard can usually finish it off with Knock Off. Many of them get Pursuit as well, meaning Munna isn't even safe by switching out.
 
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