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Musharna [GP 2/2]

Discussion in 'Uploaded Analyses' started by Django, Apr 18, 2012.

  1. Django

    Django
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    Musharna

    [​IMG]
    [Overview]

    <p>Musharna is often overlooked in the RU tier despite having many unique features with which to distinguish itself from other Psychic-types. Thanks to its great mixed bulk and pure Psychic typing, Musharna makes for an excellent all-purpose Fighting-type counter, taking on many of the deadly Fighting-types in RU such as Medicham, Hitmonlee, and Hariyama. Musharna also has a decent movepool, but not a lot of it is usable because of its poor Speed and inability to use physical attacks effectively. However, this does not stop Musharna from doing its job effectively. As an added advantage, it makes good use of Synchronize, which means the opponent will have to think twice before using Toxic to wear Musharna down. Despite these qualities, Musharna is stopped cold by Dark-types, so you should be especially cautious when they are spotted in Team Preview.</p>

    [SET]
    name: Calm Mind
    move 1: Calm Mind
    move 2: Stored Power / Psychic
    move 3: Moonlight
    move 4: Baton Pass
    item: Leftovers
    ability: Synchronize
    nature: Bold
    evs: 252 HP / 252 Def / 4 SpD

    [SET COMMENTS]

    <p>Exceptional natural bulk and reliable recovery make Musharna an excellent user of Calm Mind provided Dark-types can be removed from the opponent's team first. Calm Mind is the ideal setup move for a slow and bulky Pokemon with decent offenses like Musharna. Stored Power is generally the superior STAB move of choice on this set, as it will be more powerful than Psychic
    after just two Calm Minds . However, setting up two Calm Minds is not always possible in a fast-paced match, so Psychic can be used to reliably wear down a particular threat that can stop Musharna from sweeping. Then, once the threat is weakened, it can begin to set up with Calm Mind. Moonlight is absolutely essential on Musharna, allowing it to act as both a wall and bulky sweeper at the same time. Reliable recovery is invaluable, as it can let Musharna set up multiple times throughout a match. Dark-types wall this set indefinitely, and there are no shortage of those in RU. Spiritomb, Drapion, and Crawdaunt all get decent usage and can switch into this set without fear. For this reason alone, Baton Pass is the best option for the last moveslot. It allows Musharna to work around its regular checks by using Baton Pass as they switch in, and then switching to an appropriate check or counter. This allows Musharna to indirectly wear down or remove its counters, and sweep later on. Secondly, Baton Pass can be used to pass Calm Mind boosts to a teammate, which can potentially lead to a sweep.</p>

    [ADDITIONAL COMMENTS]

    <p>The EV spread is used to attain maximum physical bulk, which lets Musharna set up on the majority of Fighting-types in RU, as well as many other physical attackers that don't carry a move that hits it for super effective damage. Calm Mind boosts Musharna's Special Attack and Special Defense, so investing EVs in those two stats is not necessary. Musharna can also use a Sleep Talk set, granting it pseudo-immunity to status, one of its worst enemies. With Rest, Sleep Talk, Calm Mind, and a STAB move, not much will be able to reliably stop Musharna; even the sturdiest special walls in RU, such as Slowking, will eventually fall to it. However, it leaves Musharna completely unable to touch Dark-types or even work around them due to the lack of Baton Pass, not to mention it becomes setup bait for a number of sweepers while it is asleep, including the dangerous Nasty Plot Cofagrigus. Taking this approach will require much more team support, and in particular a powerful Fighting-type to deal with Dark-types. Psyshock is another option for a STAB move, as it means Cryogonal cannot wall Musharna and use Haze repeatedly to get rid of Calm Mind boosts. Hidden Power is an effective move that gives Musharna more coverage, enabling it to hit some of its major threats for decent amounts of damage. Hidden Power Fighting can be used to hit Absol and Crawdaunt, two excellent offensive checks to Musharna. Alternatively, Hidden Power Ground can be used to hit Drapion and Skuntank, or even Hidden Power Bug to hit Psychic-types such as Uxie and Slowking. As you can see there are a number of options for Hidden Power, not all of which are listed here. Whichever type is chosen will still leave a large gap in coverage, so Baton Pass is generally the superior option.</p>

    <p>Fighting- and Steel-types make for good partners because of their ability to take on Dark-types with ease. Steelix and Ferroseed can wall the majority of Dark-types that plague Musharna, and Magneton can make good use of any Calm Mind boosts that get passed to it. Hariyama is another good option as it also has excellent bulk, meaning it can switch into Dark-types (as well as opposing Steel-types) multiple times in a match and beat them with its powerful offenses in the process. Toxic Spikes seriously limits Musharna's usefulness, so a Rapid Spin user or a Poison-type that can absorb Toxic Spikes are excellent teammates. Hitmonchan has good synergy with Musharna as it can beat Dark-types and get rid of Toxic Spikes, while Musharna can take the Psychic-type attacks aimed at Hitmonchan. As for Poison-types, Qwilfish, Drapion, and Roselia are all good options. Qwilfish and Roselia can set up Spikes and Toxic Spikes to wear down switch-ins to Musharna, while Drapion can set up Toxic Spikes and act as a decent check to opposing Dark-types. Moltres deserves a special mention as a teammate to receive Calm Mind boosts, as it can easily switch in on the Bug-types that can beat Musharna.</p>

    [Other Options]

    <p>Boasting a diverse movepool, Musharna has a number of usable options. Barrier can be used alongside Calm Mind, and can make Musharna virtually untouchable, boosting Stored Power's strength even more. It also has a number of useful support options such as Toxic and Thunder Wave, making an all-purpose walling set viable. However, Slowking will generally do this better, thanks to the added bonus of Regenerator. Musharna can also run Trick Room, but again Slowking does this better. Light Screen and Reflect are interesting options that can provide useful team support, especially when Musharna is holding Light Clay. Musharna gets a number of other support moves, such as Rain Dance, Yawn, and Magic Coat, which can all come in handy depending on what your team requires.</p>

    [Checks and Counters]

    <p>Spiritomb is a full stop to every Musharna set that doesn't run Shadow Ball, and even then Spiritomb will almost always come out on top. Drapion and Skuntank can switch in on any move apart from Hidden Power Ground, Taunt Musharna to stop it from using Calm Mind or Moonlight, and follow up with a STAB Pursuit or Crunch. Crawdaunt can switch in using its immunity to Psychic-type attacks and KO with Crunch, but it must be wary of Hidden Power Fighting. Aggron can do a similar job, just with a resistance to Psychic-type attacks instead of an immunity. Toxic Spikes are an excellent way to wear down Musharna, and Drapion does this excellently thanks of its Dark typing. If Musharna doesn't run Hidden Power Fighting then Ferroseed, Steelix, and Klinklang can all switch in and either set up or Roar Musharna away.</p>
  2. Honko

    Honko
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    Musharna should really only have one set, and that is CM with Baton Pass. Everything else is pretty badly outclassed by Slowking, Sigilyph, and even Duosion.

    And for the record, HP Fighting is not very good as a sole coverage move for Psychics in RU. It doesn't hit any common Dark-types super effectively, it leaves you completely walled by Spiritomb, and it's resisted by the two most common Pokemon that resist Psychic (Slowking and Uxie). HP Bug, Fire, and Electric are all somewhat better, but each of them still leaves you with a big gap in coverage. That's another reason Musharna should just stick to Baton Pass.
  3. -Tsunami-

    -Tsunami- ¡YA HA!
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    Yeah, agreeing with Honko. The wall set just gets crippled by status and Slowking does the job much better anyway due to its Water typing. The Trick Room set is also outclassed by Slowking, so should just go in Other Options along with the wall set.
  4. Django

    Django
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    Yeah I agree the other sets are inferior to Slowking, I put them there as despite this they are still viable on Musharna. Anyway, moved the other sets to other options and changed around the first set.
  5. Honko

    Honko
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    Mention Psyshock in AC to hit Cryogonal so it can't just Haze you for free.

    QC APPROVED 1/3
  6. Django

    Django
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    Added that, more QC pls.
  7. SilentVerse

    SilentVerse Into the New World
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    [​IMG]

    QC APPROVED 2/3
  8. Texas Cloverleaf

    Texas Cloverleaf meh
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    [​IMG]

    QC APPROVED 3.1415926538...
  9. Django

    Django
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    OK thanks, this should be written up by this afternoon.
  10. SkullCandy

    SkullCandy She Bangs The Drums
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    Issues:

    -Overusing ‘generally’ and ‘general’
    -Mixing up ‘which’ and ‘that’ (correct use: Musharna likes attacks that are weak (not all attacks are weak) / Musharna likes Water Gun, which is weak (Water Gun is a weak attack))
    -No hyphen between TYPE and type (e.g Psychic-type)

    copypastable
    Show Hide

    <p>Musharna is often overlooked in the RU tier, despite having many unique features to distinguish itself. It is exceptionally bulky, both on the physical side as well as the special side. Due to this great natural bulk and pure Psychic-typing, Musharna makes an excellent all-purpose Fighting counter; taking on many of the deadly Fighting-types in RU such as Medicham, Hitmonlee and Hariyama. Musharna also has a huge movepool but, despite this, not a lot of it is usable because of its poor Speed and inability to use physical attacks effectively. However, this does not stop Musharna from doing its job effectively. As an added advantage, it makes good use of Synchronize, which means the opponent will have to think twice about using Toxic to wear Musharna down. Despite these qualities, Musharna is normally stopped cold by Dark types, so it must be played very carefully when Dark types are spotted in Team Preview.</p>

    [SET]
    name: Calm Mind
    move 1: Calm Mind
    move 2: Stored Power / Psychic
    move 3: Moonlight
    move 4: Baton Pass
    item: Leftovers
    ability: Synchronize
    nature: Bold
    evs: 252 HP / 252 Def / 4 SpD

    [SET COMMENTS]

    <p>Exceptional natural bulk and reliable recovery make Musharna an excellent user of Calm Mind, provided Dark types can be removed from the opponent’s team first. Calm Mind is the ideal stat up move for a slow and bulky Pokemon with decent offenses like Musharna. Stored Power is generally the STAB move of choice on this set as, after just two Calm Minds, it will be more powerful than Psychic. However, setting up two Calm Minds is not always possible in a fast paced match, so Psychic can be used to reliably wear down a particular threat that can stop Musharna from sweeping. Then, once the threat is weakened, it can begin to set up Calm Mind. Moonlight is absolutely essential on Musharna, letting it act as both a wall and bulky sweeper at the same time. Reliable healing is invaluable, and can let Musharna set up multiple times throughout a match. Dark-types wall this set indefinitely, and there are no shortage of those in RU. Spiritomb, Drapion, and Crawdaunt all get decent usage and can switch into this Musharna set without fear. For this reason alone, Baton Pass is the best option for the last moveslot. It allows Musharna to work around its regular checks by using Baton Pass as they switch in, and then switching to an appropriate counter for the opponents Musharna counter. This allows Musharna to indirectly wear down or remove its counters, and sweep later on. Secondly, Baton Pass can be used to pass Calm Mind boosts to a teammate, which can potentially lead to a sweep.</p>

    [ADDITIONAL COMMENTS]

    <p>The EV spread is used to attain maximum physical bulk, which lets Musharna set up on the majority of Fighting-types in RU, as well as many other physical attackers that don’t carry a move that hits it for super effective damage. Calm Mind boosts Musharna’s Special Attack and Special Defense, so investment in those two stats is not necessary. Musharna can also use a Sleep Talk set, granting it pseudo immunity to status, one of Musharna’s worst enemies. With Rest, Sleep Talk, Calm Mind, and a STAB move, not much will be able to reliably stop Musharna. Even the most reliable special walls in RU like Slowking will eventually fall to it. However, it leaves Musharna completely unable to touch Dark types, or even with a way to work around them, because of the lack of Baton Pass. Not to mention it becomes set up bait for a number of sweepers while it is asleep, including the dangerous Nasty Plot Cofagrigus. Taking this approach will require much more team support, and in particular a powerful Fighting-type to deal with Dark-types. Psyshock is another option for a STAB move, as it means Cryogonal cannot use Haze repeatedly to get rid of Calm Mind boosts. Hidden Power is an effective move to give Musharna more coverage, in addition to being able to hit certain large threats to Musharna. Hidden Power Fighting can be used to hit Absol and Crawdaunt, two excellent offensive checks to Musharna. Alternatively, Hidden Power Ground can hit Drapion and Skuntank, and Hidden Power Bug hits Psychic-types like Uxie and Slowking. As you can see there are a number of options for Hidden Power, not all of which are listed here. Whichever type is chosen will leave a large gap in coverage, so Baton Pass is generally the superior option.</p>

    <p>Fighting- and Steel-types make good partners because of their ability to take on Dark-types with ease. Steelix and Magneton can wall the Dark-types that plague Musharna, and Magneton can make good use of any Calm Mind boosts that get passed to it. Hariyama is another good option as it also has excellent bulk, meaning it can switch into Dark-types (as well as opposing Steel-types) multiple times in a match, while hopefully beating them with its powerful offenses in the process. Toxic Spikes seriously limit Musharna’s usefulness, so a Rapid Spin user or a Poison-type that can absorb Toxic Spikes are excellent teammates. Hitmonchan has good synergy with Musharna, as it can beat Dark-types as well as getting rid of Toxic Spikes. Musharna can also take the Psychic attacks aimed at Hitmonchan. As for Poison-types , Qwilfish, Drapion, and Roselia are all good options. Qwilfish and Roselia can set up Spikes or Toxic Spikes to wear down opposing switch-ins to Musharna, while Drapion can set up Toxic Spikes and act as a decent check to opposing Dark-types. Moltres deserves a special mention as a teammate to receive Calm Mind boosts, as it can easily switch in on the Bug-types that regularly beat Musharna.</p>

    [Other Options]

    <p>Boasting a very large and diverse movepool, Musharna has a number of usable options. Barrier can be used alongside Calm Mind, and can make Musharna virtually untouchable, as well as boosting Stored Powers strength even more. It also has a number of useful support options like Toxic and Thunder Wave, making a all-purpose walling set viable. However, Slowking will generally do this better, with the added bonus of Rengenerator. Musharna can also run Trick Room, but again Slowking does this better. Light Screen and Reflect are interesting options that can provide useful team support, along with Light Clay. It gets a number of other moves, such as Rain Dance, Yawn, and Magic Coat, which can all come in handy depending on what the team requires.</p>

    [Checks and Counters]

    <p>Spiritomb is a full stop to every Musharna set that doesn’t run Shadow Ball, and even then Spiritomb will come out on top, it just takes slightly more damage in the process. Drapion and Skuntank can switch in on any move not called Hidden Power Ground, then Taunt Musharna to stop it from using Calm Mind or Moonlight, and follow up with a STAB Pursuit or Crunch. Crawdaunt can switch in using its immunity to Psychic-type attacks and KO with Crunch, but it must be wary of Hidden Power Fighting. Aggron can do a similar job, just with a Psychic resist instead of immunity. Toxic Spikes are an excellent way to wear down Musharna, and Drapion does this excellently because of its Dark-typing. If Musharna doesn’t run Hidden Power Fighting then Ferroseed, Steelix, and Klinklang can all switch in and either set up or Roar Musharna away.</p>
  11. SkullCandy

    SkullCandy She Bangs The Drums
    is a Contributor Alumnus

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    gp check
    copypastable
    Show Hide

    [Overview]

    <p>Musharna is often overlooked in the RU tier, despite having many unique features with which to distinguish itself from other Psychic-types. It is exceptionally bulky, both on the physical and special sides. Thanks to its great natural bulk and pure Psychic typing, Musharna makes for an excellent all-purpose Fighting-type counter; taking on many of the deadly Fighting-types in RU such as Medicham, Hitmonlee and Hariyama. Musharna also has a huge movepool,but not a lot of it is usable because of Musharna's poor Speed and inability to use physical attacks effectively. However, this does not stop Musharna from doing its job effectively. As an added advantage, it makes good use of Synchronize, which means the opponent will have to think twice before using Toxic to wear Musharna down. Despite these qualities, Musharna is stopped cold by Dark-types, so you should be especially cautious when Dark-types are spotted in Team Preview.</p>

    [SET]
    name: Calm Mind
    move 1: Calm Mind
    move 2: Stored Power / Psychic
    move 3: Moonlight
    move 4: Baton Pass
    item: Leftovers
    ability: Synchronize
    nature: Bold
    evs: 252 HP / 252 Def / 4 SpD

    [SET COMMENTS]

    <p>Exceptional natural bulk and reliable recovery make Musharna an excellent user of Calm Mind, provided Dark-types can be removed from the opponent's team first. Calm Mind is the ideal setup up move for a slow and bulky Pokemon with decent offenses like Musharna. Stored Power is generally the superior STAB move of choice on this set, as after just two Calm Minds it will be more powerful than Psychic. However, setting up two Calm Minds is not always possible in a fast paced match, so Psychic can be used to reliably wear down a particular threat that can stop Musharna from sweeping. Then, once the threat is weakened, it can begin to set up with Calm Mind. Moonlight is absolutely essential on Musharna, allowing it to act as both a wall and bulky sweeper at the same time. Reliable recovery is invaluable, and can let Musharna set up multiple times throughout a match. Dark-types wall this set indefinitely, and there are no shortage of those in RU. Spiritomb, Drapion, and Crawdaunt all get decent usage and can switch into this set without fear. For this reason alone, Baton Pass is the best option for the last moveslot. It allows Musharna to work around its regular checks by using Baton Pass as they switch in, and then switching to an appropriate check or counter. This allows Musharna to indirectly wear down or remove its counters, and sweep later on. Secondly, Baton Pass can be used to pass Calm Mind boosts to a teammate, which can potentially lead to a sweep.</p>

    [ADDITIONAL COMMENTS]

    <p>The EV spread is used to attain maximum physical bulk, which lets Musharna set up on the majority of Fighting-types in RU, as well as many other physical attackers that don't carry a move that hits it for super effective damage. Calm Mind boosts Musharna's Special Attack and Special Defense, so investing EVs in those two stats is not necessary. Musharna can also use a Sleep Talk set, granting it pseudo immunity to status,one of Musharna's worst enemies. With Rest, Sleep Talk, Calm Mind, and a STAB move, not much will be able to reliably stop Musharna. Even the sturdiest special walls in RU, such as Slowking, will eventually fall to it. However, it leaves Musharna completely unable to touch Dark-types, or even with a way to work around them, due to the lack of Baton Pass. Not to mention it becomes setup bait for a number of sweepers while it is asleep, including the dangerous Nasty Plot Cofagrigus. Taking this approach will require much more team support, and in particular a powerful Fighting-type to deal with Dark-types. Psyshock is another option for a STAB move, as it means Cryogonal cannot wall Musharna and use Haze repeatedly to get rid of Calm Mind boosts. Hidden Power is an effective move that gives Musharna more coverage, in addition to enabling it to hit some of its major threats for decent amounts of damage. Hidden Power Fighting can be used to hit Absol and Crawdaunt, two excellent offensive checks to Musharna. Alternatively, Hidden Power Ground can be used to hit Drapion and Skuntank, or Hidden Power Bug hit Psychic-types, such as Uxie and Slowking. As you can see there are a number of options for Hidden Power, not all of which are listed here. Whichever type is chosen will still leave a large gap in coverage, so Baton Pass is generally the superior option.</p>

    <p>Fighting- and Steel-types make for good partners because of their ability to take on Dark-types with ease. Steelix and Magneton can wall the majority Dark-types that plague Musharna, and Magneton can make good use of any Calm Mind boosts that get passed to it. Hariyama is another good option as it also has excellent bulk, meaning it can switch into Dark-types (as well as opposing Steel-types) multiple times in a match, beat them with its powerful offenses in the process. Toxic Spikes seriously limit Musharna's usefulness, so a Rapid Spin user or a Poison-type that can absorb Toxic Spikes are excellent teammates. Hitmonchan has good synergy with Musharna, as it can beat Dark-types as well as getting rid of Toxic Spikes. Musharna can also take the Psychic-type attacks aimed at Hitmonchan. As for Poison-types, Qwilfish, Drapion, and Roselia are all good options. Qwilfish and Roselia can set up Spikes or Toxic Spikes to wear down switch-ins to Musharna, while Drapion can set up Toxic Spikes and act as a decent check to opposing Dark-types. Moltres deserves a special mention as a teammate to receive Calm Mind boosts, as it can easily switch in on the Bug-types that can beat Musharna.</p>

    [Other Options]

    <p>Boasting a very large and diverse movepool, Musharna has a number of usable options. Barrier can be used alongside Calm Mind, and can make Musharna virtually untouchable, as well as boosting Stored Power's strength even more. It also has a number of useful support options, such as Toxic and Thunder Wave, making a all-purpose walling set viable. However, Slowking will generally do this better, with the added bonus of Regenerator. Musharna can also run Trick Room, but again Slowking does this better. Light Screen and Reflect are interesting options that can provide useful team support, especially when boosted by Light Clay. Musharna gets a number of other support moves, such as Rain Dance, Yawn, and Magic Coat, which can all come in handy depending on what your team requires.</p>

    [Checks and Counters]

    <p>Spiritomb is a full stop to every Musharna set that doesn't run Shadow Ball, and even then Spiritomb will almost always come out on top, it just takes slightly more damage in the process. Drapion and Skuntank can switch in on any move apart from Hidden Power Ground, then Taunt Musharna to stop it from using Calm Mind or Moonlight, and follow up with a STAB Pursuit or Crunch. Crawdaunt can switch in using its immunity to Psychic-type attacks and KO with Crunch, but it must be wary of Hidden Power Fighting. Aggron can do a similar job, just with a resistance to Psychic-type attacks instead of immunity. Toxic Spikes are an excellent way to wear down Musharna, and Drapion does this excellently thanks of its Darktyping. If Musharna doesn't run Hidden Power Fighting then Ferroseed, Steelix, and Klinklang can all switch in and either set up or Roar Musharna away.</p>


    [​IMG]

    GP 1/2

    Be sure to implement my first check and then this one.
  12. Django

    Django
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    OK that check is implemented, next one lets go
  13. Redew

    Redew jukain sucks
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    placeholder (amcheck)

    Show Hide
    [Overview]

    <p>Musharna is often overlooked in the RU tier, despite having many unique features with which to distinguish itself from other Psychic-types. It is exceptionally bulky, both on the physical and special sides. Thanks to its great natural bulk and pure Psychic typing, Musharna makes for an excellent all-purpose Fighting-type counter; taking on many of the deadly Fighting-types in RU such as Medicham, Hitmonlee and Hariyama. Musharna also has a huge movepool,[add space]but not a lot of it is usable because of Musharna's its poor Speed and inability to use physical attacks effectively. However, this does not stop Musharna from doing its job effectively. As an added advantage, it makes good use of Synchronize, which means the opponent will have to think twice before using Toxic to wear Musharna down. Despite these qualities, Musharna is stopped cold by Dark-types, so you should be especially cautious when Dark-types they are spotted in Team Preview.</p>

    [SET]
    name: Calm Mind
    move 1: Calm Mind
    move 2: Stored Power / Psychic
    move 3: Moonlight
    move 4: Baton Pass
    item: Leftovers
    ability: Synchronize
    nature: Bold
    evs: 252 HP / 252 Def / 4 SpD

    [SET COMMENTS]

    <p>Exceptional natural bulk and reliable recovery make Musharna an excellent user of Calm Mind, provided Dark-types can be removed from the opponent's team first. Calm Mind is the ideal setup up move for a slow and bulky Pokemon with decent offenses like Musharna. Stored Power is generally the superior STAB move of choice on this set, as after just two Calm Minds it will be more powerful than Psychic. However, setting up two Calm Minds is not always possible in a fast paced match, so Psychic can be used to reliably wear down a particular threat that can stop Musharna from sweeping. Then, once the threat is weakened, it can begin to set up with Calm Mind. Moonlight is absolutely essential on Musharna, by allowing it to act as both a wall and bulky sweeper at the same time. Reliable recovery is invaluable, and can let Musharna set up multiple times throughout a match. Dark-types wall this set indefinitely, and there are no shortage of those in RU. Spiritomb, Drapion, and Crawdaunt all get decent usage and can switch into this set without fear. For this reason alone, Baton Pass is the best option for the last moveslot. It allows Musharna to work around its regular checks by using Baton Pass as they switch in, and then switching to an appropriate check or counter. This allows Musharna to indirectly wear down or remove its counters, and sweep later on. Secondly, Baton Pass can be used to pass Calm Mind boosts to a teammate, which can potentially lead to a sweep.</p>

    [ADDITIONAL COMMENTS]

    <p>The EV spread is used to attain maximum physical bulk, which lets Musharna set up on the majority of Fighting-types in RU, as well as many other physical attackers that don't carry a move that hits it for super effective damage. Calm Mind boosts Musharna's Special Attack and Special Defense, so investing EVs in those two stats is not necessary. Musharna can also use a Sleep Talk set, granting it pseudo immunity to status,[add space]one of Musharna's worst enemies. With Rest, Sleep Talk, Calm Mind, and a STAB move, not much will be able to reliably stop Musharna. Even the sturdiest special walls in RU, such as Slowking, will eventually fall to it. However, it leaves Musharna completely unable to touch Dark-types, or even with a way to work around them, due to the lack of Baton Pass. N ; not to mention it becomes setup bait for a number of sweepers while it is asleep, including the dangerous Nasty Plot Cofagrigus. Taking this approach will require much more team support, and in particular a powerful Fighting-type to deal with Dark-types. Psyshock is another option for a STAB move, as it means Cryogonal cannot wall Musharna and use Haze repeatedly to get rid of Calm Mind boosts. Hidden Power is an effective move that gives Musharna more coverage, in addition to enabling it to hit some of its major threats for decent amounts of damage. Hidden Power Fighting can be used to hit Absol and Crawdaunt, two excellent offensive checks to Musharna. Alternatively, Hidden Power Ground can be used to hit Drapion and Skuntank, or Hidden Power Bug hit to hit Psychic-types, such as Uxie and Slowking. As you can see there are a number of options for Hidden Power, not all of which are listed here. Whichever type is chosen will still leave a large gap in coverage, so Baton Pass is generally the superior option.</p>

    <p>Fighting- and Steel-types make for good partners because of their ability to take on Dark-types with ease. Steelix and Magneton can wall the majority Dark-types that plague Musharna, and Magneton can make good use of any Calm Mind boosts that get passed to it. Hariyama is another good option as it also has excellent bulk, meaning it can switch into Dark-types (as well as opposing Steel-types) multiple times in a match, and beat them with its powerful offenses in the process. Toxic Spikes seriously limits Musharna's usefulness, so a Rapid Spin user or a Poison-type that can absorb Toxic Spikes are excellent teammates. Hitmonchan has good synergy with Musharna, as it can beat Dark-types as well as getting rid of Toxic Spikes. while Musharna can also take the Psychic-type attacks aimed at Hitmonchan. As for Poison-types, Qwilfish, Drapion, and Roselia are all good options. Qwilfish and Roselia can set up Spikes or Toxic Spikes to wear down switch-ins to Musharna, while Drapion can set up Toxic Spikes and act as a decent check to opposing Dark-types. Moltres deserves a special mention as a teammate to receive Calm Mind boosts, as it can easily switch in on the Bug-types that can beat Musharna.</p>

    [Other Options]

    <p>Boasting a very large and diverse movepool, Musharna has a number of usable options. Barrier can be used alongside Calm Mind, and can make Musharna virtually untouchable, as well as boosting Stored Power's strength even more. It also has a number of useful support options, such as Toxic and Thunder Wave, making an all-purpose walling set viable. However, Slowking will generally do this better, with the added bonus of Regenerator. Musharna can also run Trick Room, but again Slowking does this better. Light Screen and Reflect are interesting options that can provide useful team support, especially when boosted by Musharna is holding Light Clay. Musharna gets a number of other support moves, such as Rain Dance, Yawn, and Magic Coat, which can all come in handy depending on what your team requires.</p>

    [Checks and Counters]

    <p>Spiritomb is a full stop to every Musharna set that doesn't run Shadow Ball, and even then Spiritomb will almost always come out on top, it just takes slightly more damage in the process. Drapion and Skuntank can switch in on any move apart from Hidden Power Ground, then Taunt Musharna to stop it from using Calm Mind or Moonlight, and follow up with a STAB Pursuit or Crunch. Crawdaunt can switch in using its immunity to Psychic-type attacks and KO with Crunch, but it must be wary of Hidden Power Fighting. Aggron can do a similar job, just with a resistance to Psychic-type attacks instead of immunity. Toxic Spikes are an excellent way to wear down Musharna, and Drapion does this excellently thanks of its Dark[add space]typing. If Musharna doesn't run Hidden Power Fighting then Ferroseed, Steelix, and Klinklang can all switch in and either set up or Roar Musharna away.</p>
  14. Calm Pokemaster

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    [Overview]

    <p>Musharna is often overlooked in the RU tier, despite having many unique features with which to distinguish itself from other Psychic-types. It is exceptionally bulky, both on the physical and special sides. Thanks to its great natural mixed bulk and pure Psychic typing, Musharna makes for an excellent all-purpose Fighting-type counter, taking on many of the deadly Fighting-types in RU, such as Medicham, Hitmonlee and Hariyama. Musharna also has a huge movepool,[add space]but not a lot of it is usable because of Musharna's its poor Speed and inability to use physical attacks effectively. However, this does not stop Musharna from doing its job effectively. As an added advantage, it makes good use of Synchronize, which means the opponent will have to think twice before using Toxic to wear Musharna down. Despite these qualities, Musharna is stopped cold by Dark-types, so you should be especially cautious when Dark-types they are spotted in Team Preview.</p>

    [SET]
    name: Calm Mind
    move 1: Calm Mind
    move 2: Stored Power / Psychic
    move 3: Moonlight
    move 4: Baton Pass
    item: Leftovers
    ability: Synchronize
    nature: Bold
    evs: 252 HP / 252 Def / 4 SpD

    [SET COMMENTS]

    <p>Exceptional natural bulk and reliable recovery make Musharna an excellent user of Calm Mind, provided Dark-types can be removed from the opponent's team first. Calm Mind is the ideal setup up move for a slow and bulky Pokemon with decent offenses like Musharna. Stored Power is generally the superior STAB move of choice on this set, as after just two Calm Minds it will be more powerful than Psychic after just two Calm Minds. However, setting up two Calm Minds is not always possible in a fast-paced match, so Psychic can be used to reliably wear down a particular threat that can stop Musharna from sweeping. Then, once the threat is weakened, it can begin to set up with Calm Mind. Moonlight is absolutely essential on Musharna, allowing it to act as both a wall and bulky sweeper at the same time. Reliable recovery is invaluable, and as it can let Musharna set up multiple times throughout a match. Dark-types wall this set indefinitely, and there are no shortage of those in RU. Spiritomb, Drapion, and Crawdaunt all get decent usage and can switch into this set without fear. For this reason alone, Baton Pass is the best option for the last moveslot. It allows Musharna to work around its regular checks by using Baton Pass as they switch in, and then switching to an appropriate check or counter. This allows Musharna to indirectly wear down or remove its counters, and sweep later on. Secondly, Baton Pass can be used to pass Calm Mind boosts to a teammate, which can potentially lead to a sweep.</p>

    [ADDITIONAL COMMENTS]

    <p>The EV spread is used to attain maximum physical bulk, which lets Musharna set up on the majority of Fighting-types in RU, as well as many other physical attackers that don't carry a move that hits it for super effective damage. Calm Mind boosts Musharna's Special Attack and Special Defense, so investing EVs in those two stats is not necessary. Musharna can also use a Sleep Talk set, granting it pseudo immunity to status,[add space]one of Musharna's its worst enemies. With Rest, Sleep Talk, Calm Mind, and a STAB move, not much will be able to reliably stop Musharna; even the sturdiest special walls in RU, such as Slowking, will eventually fall to it. However, it leaves Musharna completely unable to touch Dark-types, or even with a way to work around them, due to the lack of Baton Pass, not to mention it becomes setup bait for a number of sweepers while it is asleep, including the dangerous Nasty Plot Cofagrigus. Taking this approach will require much more team support, and in particular a powerful Fighting-type to deal with Dark-types. Psyshock is another option for a STAB move, as it means Cryogonal cannot wall Musharna and use Haze repeatedly to get rid of Calm Mind boosts. Hidden Power is an effective move that gives Musharna more coverage, in addition to enabling it to hit some of its major threats for decent amounts of damage. Hidden Power Fighting can be used to hit Absol and Crawdaunt, two excellent offensive checks to Musharna. Alternatively, Hidden Power Ground can be used to hit Drapion and Skuntank, or even Hidden Power Bug hit to hit Psychic-types, such as Uxie and Slowking. As you can see there are a number of options for Hidden Power, not all of which are listed here. Whichever type is chosen will still leave a large gap in coverage, so Baton Pass is generally the superior option.</p>

    <p>Fighting- and Steel-types make for good partners because of their ability to take on Dark-types with ease. Steelix and Magneton can wall the majority of Dark-types that plague Musharna, and Magneton can make good use of any Calm Mind boosts that get passed to it. Hariyama is another good option as it also has excellent bulk, meaning it can switch into Dark-types (as well as opposing Steel-types) multiple times in a match, and beat them with its powerful offenses in the process. Toxic Spikes seriously limits Musharna's usefulness, so a Rapid Spin user or a Poison-type that can absorb Toxic Spikes are excellent teammates. Hitmonchan has good synergy with Musharna, as it can beat Dark-types as well as getting and get rid of Toxic Spikes, while Musharna can also take the Psychic-type attacks aimed at Hitmonchan. As for Poison-types, Qwilfish, Drapion, and Roselia are all good options. Qwilfish and Roselia can set up Spikes or Toxic Spikes to wear down switch-ins to Musharna, while Drapion can set up Toxic Spikes and act as a decent check to opposing Dark-types. Moltres deserves a special mention as a teammate to receive Calm Mind boosts, as it can easily switch in on the Bug-types that can beat Musharna.</p>

    [Other Options]

    <p>Boasting a very large and diverse movepool, Musharna has a number of usable options. Barrier can be used alongside Calm Mind, and can make Musharna virtually untouchable, as well as boosting Stored Power's strength even more. It also has a number of useful support options, such as Toxic and Thunder Wave, making an all-purpose walling set viable. However, Slowking will generally do this better, with the added bonus of Regenerator. Musharna can also run Trick Room, but again Slowking does this better. Light Screen and Reflect are interesting options that can provide useful team support, especially when boosted by Musharna is holding Light Clay. Musharna gets a number of other support moves, such as Rain Dance, Yawn, and Magic Coat, which can all come in handy depending on what your team requires.</p>

    [Checks and Counters]

    <p>Spiritomb is a full stop to every Musharna set that doesn't run Shadow Ball, and even then Spiritomb will almost always come out on top, it just takes slightly more damage in the process. Drapion and Skuntank can switch in on any move apart from Hidden Power Ground, then Taunt Musharna to stop it from using Calm Mind or Moonlight, and follow up with a STAB Pursuit or Crunch. Crawdaunt can switch in using its immunity to Psychic-type attacks and KO with Crunch, but it must be wary of Hidden Power Fighting. Aggron can do a similar job, just with a resistance to Psychic-type attacks instead of an immunity. Toxic Spikes are an excellent way to wear down Musharna, and Drapion does this excellently thanks of its Dark[add space]typing. If Musharna doesn't run Hidden Power Fighting, then Ferroseed, Steelix, and Klinklang can all switch in and either set up or Roar Musharna away.</p>


    [​IMG]

    GP 2 / 2
  15. Django

    Django
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    Thanks CP added that check, so this should be done now.
  16. Honko

    Honko
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    ????

    Musharna learns a total of four competitively viable physical moves: Zen Headbutt, Rock Slide, Gyro Ball, and Return. Its special movepool is almost as bad. It has a decent selection of non-damaging moves, but so do most Psychic-types; it's certainly not on the level of Gardevoir or Mesprit or Clefable. If anything, the size of Musharna's movepool is another one of its flaws.
  17. Django

    Django
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    Changed "huge" to "decent". Should be good to go now.
  18. Oglemi

    Oglemi <&Oglemi> i am a gay badger buddy :3
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