Musharna [Overview] <p>Musharna stands out in NU as one of the most versatile Pokemon in the tier, being able to run offensive, defensive, and support sets effectively. Its Psychic typing and massive HP stat make Musharna one of the best counters to the many Fighting-type Pokemon in the tier, including both Sawk and Gurdurr. While doing so, it can also spread paralysis effectively with Thunder Wave. Musharna can also utilize its impressive base 107 Special Attack with an offensive set, and it excels at using both Trick Room and Calm Mind. While it does not possess the most impressive offensive coverage and often relies on Hidden Power, Musharna more than makes up for it with excellent bulk and support moves. In addition, Synchronize is a decent ability for Musharna, as it will at least harm the opposing team for attempting to inflict Musharna with status. The fact that Musharna can be either offensive or defensive with great success makes it a good choice for the popular Psychic / Dark / Fighting core, which provides excellent synergy and a solid base for a team. Speaking of Dark-types, they are the bane of Musharna's existence, and both Absol and Skuntank are very popular in NU. However, without proper preparation, Musharna can easily devastate an entire team.</p> [SET] name: Calm Mind move 1: Calm Mind move 2: Psychic / Stored Power move 3: Moonlight move 4: Hidden Power Bug / Baton Pass item: Leftovers ability: Synchronize nature: Bold evs: 240 HP / 252 Def / 16 SpD [SET COMMENTS] <p>Musharna possesses all the attributes that make an excellent Calm Mind user: incredible bulk and access to a reliable recovery move. It also finds many opportunities to set up, as it can easily take advantage of the many Fighting-type Pokemon in NU. It can also set up on many physical attackers that do not make use of Dark-type STAB, including but not limited to: Golem, Regirock, Cinccino, and Miltank.Calm Mind is the ideal setup move for Musharna, as it makes it bulkier and more powerful at the same time. The choice of STAB move depends on whether the user prefers immediate power or a much more powerful move after multiple Calm Minds. Stored Power is more powerful than Psychic after two Calm Minds, but Psychic is very useful for wearing down Musharna's checks as they switch in. Moonlight is paramount to Musharna's success by allowing it to recover damage taken while setting up and to set up more Calm Minds. Hidden Power Bug is the best choice for a coverage move, as it allows Musharna to OHKO Absol as it switches in, clearing the way for Musharna to sweep. It also hits other Psychic-types that would otherwise be able to set up on Musharna. Alternatively, Baton Pass can be an interesting option, as it lets Musharna work around Dark-types and pass Calm Mind boosts to an alternative sweeper.</p> [ADDITIONAL COMMENTS] <p>The EV spread optimizes the amount of Leftovers recovery Musharna gets while also minimizing the damage taken from status and entry hazards. Maximum physical bulk allows Musharna to set up on Fighting-types and other physical attackers easily. Psyshock is an interesting alternative STAB move, as it will let Musharna win any Calm Mind wars, as well as beating the rare Haze Cryogonal. Musharna can very viably run a RestTalk set with Calm Mind, which gives it a pseudo-immunity to status. It can run through teams lacking a phazer and is very difficult to KO before it gets too many boosts. However, it only has room for a STAB move and is thus unable to touch Dark-types, so these must be dealt with before Musharna attempts to sweep. In addition, if Musharna is forced out while sleeping, then it can become a sitting duck as it lacks immediate power. Taunt users also become much more dangerous. There are alternate options for the choice of Hidden Power; Hidden Power Ground can be used to hit Skuntank much harder and to hit Steel-types. Hidden Power Fighting can also hit Steel-types while still catching Absol on the switch. Shadow Ball can be used to provide coverage on Psychic-types, but it renders Musharna unable to touch Skuntank or Absol. Thunder Wave also makes Musharna very dangerous by giving it a way around its terrible Speed stat and letting it spread status with great effect.</p> <p>Musharna hates being hit by residual damage as it attempts to set up; as such, Toxic Spikes are a particular threat, as are opposing Psychic-types carrying status moves. For this reason, Skuntank makes an excellent partner, as it removes Toxic Spikes from the field and can Pursuit opposing Psychic-types. Additionally, it makes a very good check to Absol. Fighting-types that are able to beat Bug- and Dark-types can make Musharna's life much easier; Sawk and Emboar both hit incredibly hard, and they share excellent offensive and defensive synergy with Musharna. Status can be a particular problem to Musharna, so a cleric such as Vileplume can increase Musharna's effectiveness. In general, Dark-types are the best counters to Calm Mind Musharna, particularly Skuntank carrying Taunt. Haze Cryogonal also makes a good niche counter to this set.</p> [SET] name: Offensive move 1: Psychic / Psyshock move 2: Hidden Power Fighting move 3: Shadow Ball move 4: Moonlight / Trick Room item: Life Orb ability: Synchronize nature: Modest evs: 252 HP / 4 Def / 252 SpA [SET COMMENTS] <p>While Musharna is not typically considered offensively threatening as it enters the field, it can surprise its regular checks by hitting incredibly hard straight off the bat. It also possesses just enough coverage with three attacking moves, meaning only dedicated special walls can stand up to it. Psychic is the primary STAB move, hitting incredibly hard from Musharna's base 107 Special Attack. Psyshock is a good alternative, as it can hit Cryogonal and other special walls much harder. Hidden Power Fighting is hits the Dark-types that constantly plague Musharna, as well as hitting any Steel-types. Shadow Ball is a good option on an offensive set, as it provides excellent coverage with Musharna's other moves and hits Psychic-types hard. Moonlight is an excellent option, as it allows Musharna to heal off Life Orb recoil and any other damage it takes. Trick Room provides a workaround for Musharna's terrible Speed and can make Musharna an effective late-game sweeper. It also works well on dedicated Trick Room teams, but Musharna will generally be forced to drop a coverage move for Moonlight.</p> [ADDITIONAL COMMENTS] <p>Maximum Special Attack with a Modest nature lets Musharna hit as hard as possible. It has a terrible Speed stat, so there is no point investing in Speed EVs; Musharna is much more effective with HP investment, as it allows it to live multiple hits and retaliate back. Life Orb is the item of choice; Musharna really appreciates the extra power output and can make up for the lack of Leftovers with Moonlight. Alternative choices for Hidden Power do exist, with Hidden Power Ground having utility for hitting Skuntank. Hidden Power Bug should be used if Shadow Ball is not selected for the purpose of running both Trick Room and Moonlight, as it gets superior coverage with Psychic alone. Thunder Wave is also an option instead of Trick Room or Shadow Ball, as it provides a more permanent way to get around Musharna's poor Speed. A Choice Specs set can also be used, with Baton Pass over Moonlight in order to maintain momentum.</p> <p>Offensive Musharna struggles to break down walls such as Lickilicky and Audino, so it partners well with strong physical attackers. Sawk is an ideal teammate, taking down special walls with ease and beating Dark-types. Ghost- and Dark-types can be troublesome to this set, so either Absol or Skuntank can make good partners offensively, as they can check Dark-types and Pursuit trap Ghost-types. If using Musharna on a dedicated Trick Room team, then slow, powerful sweepers make great partners. Marowak, Rampardos, and Emboar are all incredibly dangerous under Trick Room.</p> [SET] name: Defensive move 1: Psychic move 2: Moonlight move 3: Thunder Wave / Toxic move 4: Hidden Power Bug / Baton Pass item: Leftovers ability: Synchronize nature: Bold evs: 240 HP / 252 Def / 16 SpD [SET COMMENTS] <p>This set forgoes Musharna's offensive capabilities and focuses on walling the opposing team as much as possible, spreading status in the process. It is perhaps the most complete full stop to Fighting-types in NU, making a solid choice for defensive teams. Despite being defensively orientated, Musharna still needs a STAB move, and Psychic is the most reliable option it can use. Moonlight is an excellent move, providing essential recovery for Musharna. Thunder Wave is a great move, as it is perfectly accurate and stops dangerous sweepers such as Sawsbuck and Ludicolo from setting up on Musharna. Toxic is another good option to shorten the opposing team's lifespan, and Musharna makes good use of it alongside its bulk and Moonlight. Hidden Power Bug provides good coverage with Psychic and can OHKO Absol as it switches in, which is useful as Absol is a very common check to defensive Musharna. It can also hit other Psychic-types super effectively. Baton Pass is an interesting option; its main use is to maintain momentum, which can be absolutely essential for defensive teams, especially if entry hazards are involved.</p> [ADDITIONAL COMMENTS] <p>Maximum physical bulk lets Musharna take on Fighting-types efficiently, while the HP is tailored to hit a Leftovers number and minimize the damage taken from entry hazards and status. Leftovers is the obligatory item on a defensive set, and the extra recovery each turn can be essential in walling the opposing team. While Psychic is an incredibly reliable move, Psyshock can be used if your team is having particular trouble with Cryogonal. The choice of Hidden Power is also flexible, with Hidden Power Ground being able to hit Skuntank and Hidden Power Fighting allowing Musharna to hit Dark- and Steel-types at the same time.</p> <p>Musharna walls many Pokemon without fail, so it can often force a lot of switches, making hazard support very beneficial. Garbodor can set up both Spikes and Toxic Spikes, while Miltank can set up Stealth Rock. Both of these Pokemon share good synergy with Musharna and can make an effective core. Miltank can also act as a cleric for Musharna, which is useful as Musharna hates status and Toxic Spikes in particular. Vileplume is another good option for a cleric partner, while Cryogonal can wall most special attacks and use Rapid Spin to get rid of Toxic Spikes. Dark-types quickly eliminate Musharna, so be sure to carry a reliable check to them, such as Gurdurr.</p> [Other Options] <p>Musharna has an extensive list of support moves and can make good use of most of them. It gets both Reflect and Light Screen, which can be combined with Light Clay to make a very good dual screens set. Barrier is another option to boost Musharna's Defense and can work well with both Calm Mind and Baton Pass. It should also be noted that Barrier will boost Stored Power's Base Power. Access to Yawn and Rain Dance can be great on a weather support set, but Moonlight will lose its effectiveness after Rain Dance is used. Hypnosis and Magic Coat can be very useful, albeit situational and unreliable. Interestingly enough, Musharna has quite the physical movepool, ranging from Zen Headbutt to Rock Slide; however, its Attack stat is nowhere near high enough to use it. Despite being generally inferior to Synchronize, Forewarn is an interesting ability, as it lets Musharna scout for dangerous moves on both Eelektross and Absol, among others.</p> [Checks and Counters] <p>Dark-types in general are the best counters to Musharna. Both Skuntank and Absol are able to beat it, and Skuntank deserves a special mention for its ability to cripple Musharna with Taunt. Powerful Bug-types such as Pinsir and Armaldo can 2HKO Musharna with ease, but they can struggle to switch in. Despite its excellent physical bulk, Musharna cannot stand up to sweepers with Swords Dance such as Samurott, nor can it wall absurdly powerful threats such as Swellow and Choice Band Braviary. Powerful special attackers such as Magmortar can also break through Musharna. Taunt Misdreavus can shut down any variant of Musharna not running Shadow Ball. Generally, Musharna cannot touch Lickilicky, which can phaze Musharna with Dragon Tail. One of the most effective ways to beat Musharna is to use Toxic on it with a Steel- or Poison-type and then phaze it out before it can build up too many boosts. Alternatively, one can simply hit Musharna as hard as possible before it sets up, constantly keeping offensive pressure with Pokemon such as Braviary.</p> Hide (Move your mouse to the hide area to reveal the content) Show Hide Hide Hide [Overview] Great utility poke in NU. Can be Offensive, Defensive or support its teammates. One of the best Fighting type counters in NU (think Sawk and Gurdurr) Absolutely hates Dark types (Absol, Skuntank) Not a huge amount of offensive coverage, but above average bulk and support moves make up for this. Cannot go physical, despite loads of physical moves. Sychronize is a decent ability, at least harming the other team for random Toxics. One of the best Thunder Wave spreaders in NU. The most common Psychic-type Pokemon in Psychic/Dark/Fighting cores. One of the only drawbacks of using Musharna is the fact that it's very slow. Incredible Trick Room user Musharna is incredibly bulky; as such, it can check/counter most NU threats, and it is nearly impossible to OHKO with anything. One of the best Calm Mind users in NU. Musharna is a top tier threat can easily devastate many unprepared teams. Musharna has amazing Special Attack for a wall. [SET] name: Calm Mind move 1: Calm Mind move 2: Psychic / Stored Power move 3: Moonlight move 4: Hidden Power Bug / Baton Pass item: Leftovers ability: Synchronize nature: Bold evs: 240 HP / 252 Def / 16 SpD [SET COMMENTS] Great user of Calm Mind (Slow, bulky and able to recover damage). Loads of opportunites to set up due to all the Fighting-types running around. A lot of neutral physical attackers can't 2HKO Musharna, providing a great opportunity for it to set up (Golem, Regirock, Miltank) Calm Mind is crux of the set, increasing bulk and making Musharna really powerful STAB move can be either Stored Power or Psychic. Stored Power is more powerful after two CMs, but sometimes you need to wear a check down as they switch in. Moonlight is essential to recover damage taken and set up further. Hidden Power Bug can OHKO Absol, one of the best Musharna checks. Also hits other Psyhic types. Baton Pass allows you to manouver around Dark types and pass the boosts to something else. [ADDITIONAL COMMENTS] EV spread gets more Leftovers recovery with maximum bulk Leftovers for more relibale recovery etc. Psyshock is a viable option to win CM wars and beat Haze Cryogonal. Restalk CM set very usable, psuedo immunity to status. Leaves you completely vulnerable to Dark-types. Hidden Power Ground instead of Bug to hit Skuntank Hidden Power Fighting can hit Steel types a lot harder. Shadow Ball to hit other Psychic types, cannot touch Absol or Skuntank. Thunder Wave to get around Musharnas low Speed, spreads status really well. This set hates Toxic Spikes. Opposing Psychic types can certianly slow it down as well. For this reason Skuntank makes a great partner, making Musharna's sweep much easier by removing T-Spikes and Psychics. A Fighting-type to take on Bug- and Dark-types is appreciated. Sawk and Emboar can both hit incredibly hard, and synergize well with Musharna. A Cleric to get rid of status is always helpful, Vileplume pairs really well with it. Dark-types are the best coutners to this, specifically Skuntank with Pursuit and Crunch. Also has its lifespan cut by T-Spikes and HAZE CRYOGONAL. [SET] name: Offensive move 1: Psychic / Psyshock move 2: Hidden Power Fighting move 3: Shadow Ball move 4: Moonlight / Trick Room item: Life Orb ability: Synchronize nature: Modest evs: 252 HP / 4 Def / 252 SpA [SET COMMENTS] Surprises regular counters by being offensive, hitting a lot harder. Good coverage, only dedicated special walls can stand up to it. Psychic is the main STAB move, hits hard with 107 SpA Psyshock used to hit Cryogonal much harder. Hidden Power Fighting if for the Dark-types that constantly plague Musharna Shadow Ball for other Psychics. Trick Room can get around Musharnas terrible Speed. Amazing Trick Room setter for dedicated teams since it can recover health with Moonlight. Moonlight reliable recovery, getting rid of Life Orb recoil. [ADDITONAL COMMENTS] Max SpA to hit as hard as possible, no point investing in Speed so go with HP. Life Orb since Musharna can use the extra power output and is pretty bulky already Hidden Power Ground to hit Skuntank. Hidden Power Bug if you don't run Shadow Ball and instead run both TR and Moonlight, which is very viable. Thunder Wave is usable instead of Trick Room / Shadow Ball as it is more permanant than Trick Room. Possible Choice Specs set, with Baton Pass over Moonlight to maintain momentum. Needs good physical attackers to break down walls like Lickilicky and Audino. Sawk makes a great partner in this regard. Also will want to get rid of Ghost-types, so a partner like Absol will be appreciated. Trick Room sweepers like Marowak, Rampardos or Emboar can go great with this, provided you run Trick Room of course. [SET] name: Defensive move 1: Psychic move 2: Moonlight move 3: Thunder Wave / Toxic move 4: Hidden Power Bug / Baton Pass item: Leftovers ability: Synchronize nature: Bold evs: 240 HP / 252 Def / 16 SpD [SET COMMENTS] Really defensive approach, great if you need a counter to Fighting-types. Psychic is obligatory STAB move. Moonlight for reliable recovery, allows Musharna to switch in multiple times. Thunder Wave can be used to cripple dangerous sweepers like Ludicolo and Sawsbuck. Musharna can also potentially stall with Toxic, making it a menace to face. Hidden Power Bug can be used to KO Absol, a very common switch in to Musharna. Also hits other Psychic types. Baton Pass is used to maintain momentum, something which can be really useful for defensive teams, especially if hazards are involved. [ADDITIONAL COMMENTS] Maximum physical bulk to take on Fighting-types. Leftovers number etc etc etc. Leftovers because its a wall set. Psyshock can be used to hit Cryogonal Hidden Power Ground for Skuntank Hidden Power Fighting for Dark and Steel types. This forces loads of switches, so hazard support is appreciated. Garbador can set up Spikes (and T-Spikes) while Miltank can set SR. Both also have good synergy with Musharna. Hates status and T-Spikes. Poison types, or Rapid Spinners can help. Vileplume is a good cleric, while Cryogonal makes a good defensive core with it. Dark types = death. Get yourself a good Fighting-type like Gurdurr. [Other Options] Loads of support moves. Dual Screens with Light Clay can be very effective. Barrier is an interesting option, and can be effective on both Calm Mind and dedicated Baton Pass sets. Yawn + Rain Dance can make an effective weather support set. Hypnosis and Magic Coat are pretty cool. Forewarn is a decent ability, it rarely comes in useful but can work against both Eelektross and Absol, among others. [Checks and Counters] Dark-types. Skuntank and Absol are the bets. Strong Bug types like Pinsir and Armaldo can 2HKO, but struggle to switch in. Musharna can't really stand up to set up sweepers like SD Samurott. Nor absurdly powerful things like Swellow or CB Braviary. Powerful special attackers like Magmortar can break through it. Taunt Misdreavus can shut it down unless Musharna runs Shadow Ball. Generally cannot touch Lickilicky, who can phaze with Dragon Tail. Musharna is very hard to "counter". One of the most effective ways to beat it is to use Toxic on it with Probopass/Poison-types and phaze it out before it gets too many boosts. Another good way of beating Musharna is just hit it as hard as possible before it can get many boosts in. If you can 2HKO Musharna, chances are you're able to beat it. Musharna isn't extremely powerful at the start; it's fairly easy to switch into.