Musharna [GP 2/2]

Django

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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>

[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.
 

JockeMS

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The only two things I can think of are:

1. Add the ability tag to each set with Synchronize as the ability.
2. Maybe add a mention about passing Barrier boosts in OO. Nothing wrong with that.
 
Mabye mention in Offensive Set AC than Thunder Wave is a perfectly viable alternative over Trick Room if you want something more permanent, or don't wantlower the Speed of your other sweepers. HP Bug is the preferred HP in this case if you omit Shadow Ball.
 

Django

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Added a mention of Thunder Wave, as well as HP Bug if you choose to run TR.
 
Solid skeleton. I have a few suggestions:

Mention Forewarn in OO. Forewarn can be helpful sometimes; for example, you're fighting an Eelektross. You don't know what set it is. Forewarn tells you what its strongest move is and you'll know what set it is thanks to Forewarn. Another example is something such as an Absol potentially containing Fire Blast to beat Tangela. Forewarn usually isn't very helpful, but sometimes it is.

Add more to c&c. Mention that 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.

In the overview, add the following things (feel free to change the wording):
  • 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.

Try to find a few more options for OO. It's very small at the moment.

Also, if you're suggesting on the offensive set to use HP Bug > HP Fighting if you're using a move over Shadow Ball (Trick Room), slash it on the set.

Anyways, most of the stuff I suggested here is pretty minor/me making sure every detail is there, and not so much concerning the actual sets. As such: QC Approve 1/3
 

Django

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OK I've added those changes, but I want more opinions on where the Hidden Power Bug mention should go on the offensive set. Its currently slashed, but it looks like too many slashes I think. AC y/n?
 
I'm fine with Hidden Power Bug in AC, but mention that it's helpful if you are running TR over Shadow Ball. But tbh, I think Offensive should be split into a regular offensive set and an OTR set, because the moves listed have such a different playstyle between them. I guess others can coin in on this. Not QCing until someone does in the meantime.
 

Django

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Adjusted the offensive set to be a lot clearer about the two different roles Musharna can play (will obviously expand a lot more on that in the write up). Hopefully it makes more sense now.
 

jrrrrrrr

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I'm gonna go ahead and say that Rest Sleep Talk Musharna deserves more than a 1 sentence mention in the comments section of one set. I've been dominating the ladder with it for the better part of 3 months and there's nothing except Dark-types that can handle it. It takes out entire teams.

- its one of few Unova mons that get Sleep Talk
- nothing OHKOs it
- sets up on bulky special walls like Haze-less Cryogonal, Misdreavus, Audino, Lickilicky, Unaware Quagsire, etc
- is slower than all Fighting-types so it can laugh off Payback
- immune to status and with Synchronize you set up on any Toxic user while they die

It's 100x better than the Moonlight set currently in the analysis, it just trades status immunity for the ability to hit two pokemon
 

November Blue

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I agree with Jrrrrrrr. I've been using it too, and the added status immunity gives Musharna that "immune to nearly everything" feel. Get rid of Dark-types, and it eliminates entire teams.

And yes, bouncing back Toxic with Synchronize and Resting it off is hilarious.

I'd add a separate RestTalkCM set. The current CM set can be played like the defensive one if you don't want to boost yet, and differs from the RestTalk set enough to merit a separate set.
 

JockeMS

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You guys need to keep in mind that this is a skeleton and not a full-written analysis. I doubt that Django would just write one sentence in his writeup about RestTalk.

Yes, it's great and all, but it isn't really necessary to add yet another set when the only difference are two moves: Moonlight + HP vs. Rest + Sleep Talk. An sufficient explanation is enough imo.
 

Django

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I debated this before I wrote the skeleton, and the two sets play very similarly to each other. The main reason its not the main set is what you have both mentioned, it is completely and utterly walled by Dark types (and Unaware Quagsire....). A competent player is not going to let their Dark type die while Musharna is still alive, especially once the set has been discovered. The Calm Mind set listed is a lot harder to "counter" as Musharna can actually remove the Dark types by itself. Furthermore, its not like Dark types can be trapped by Pursuit, they are a lot harder to take down than say, Ghost types for Sawk.

I don't see the point in adding another set when it plays almost identically to the standard Calm Mind, with a few subtle differences, which are what will be mentioned in AC. It will likely take up the majority of that AC section as well.

If QC members want to disagree then fine, but I don't think it needs another set.

(I've been busy with exams etc thats why this isn't written yet)
 

November Blue

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Quagsire loses to Musharna actually. While the Moonlight set is threatened by Toxic (which the Quagsire might be reluctant to use because of Synchronize), the RestTalk set can just keep boosting:

250 SpA (min) Musharna Stored Power vs. 252 HP / 252 Def Impish Quagsire: 106% - 125%

The same Stored Power on specially defensive Quagsire: 70% - 83%

This is how much damage a Musharna with 6 Calm Minds is doing to Quagsire, even though Unaware negates the boosts. Stored Power is a 260 Base Power attack at this point. Quagsire isn't a steadfast check.

Also, I'm reading through the skeleton, and I keep reading that Musharna hates status, and that status is a good way to deal with it. It's my opinion that the Moonlight - Baton Pass / HP Bug set plays differently enough to the RestTalk set that they should be separated. The latter set only has to worry about Dark-types, and removing counters prior to a sweep or setup is normal for any Pokemon.

EDIT: I just noticed, the 240 HP EVs - they're off by one point. 236 EVs gives Musharna 432 HP, a lefties number.
 

Django

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240 HP EVs is in fact superior, making your HP divisible by 16+1 is what you should be doing, as it still gains the same amount of Leftovers recovery with one extra hit point, due to the way the damage formula works.

As for RestTalk, I think we can both agree it as a number of advantages and disadvantages, and while effectively being immune to status is nice, it becomes much weaker to Taunt and unable to beat its counters by itself. Additionally, BW Sleep mechanics makes RestTalk users that much more inefficient. I'm going to hold off writing another set until a QC member comes in, but I wish this had been brought up before QC checks :/
 
RestTalk Pokemon aren't very good this gen thanks to the BW sleep mechanics. It's kind of silly to run Rest on a Pokemon with recovery; I understand why you would do it, but there's little need to. You're trading reliable recovery, a useful attack slot (which could be used for something such as hp bug or twave), and the ability to change moves whenever you want for a status immunity. Not a good trade-off.

Perhaps if the sleep mechanics change, RestTalk Mushy will be viable; for now, just use a Heal Bell user if you're that worried about status. There are plenty in NU. Feel free to submit your own set to QC if you're that adamant about RestTalk Mushy getting a set, but I don't think it's very good.
 
probably not my best check, sorry lol >.>

[Overview]

<p>Musharna stands out in NU as one of the best utility Pokemon, being able to run offensive, defensive,(comma) and support sets effectively. Its Psychic typing and massive HP stat makes Musharna one of the best counters to the many Fighting-type Pokemon in the tier, including both Sawk and Gurdurr. While doing so,(comma) it can also spread paralysis effectively with Thunder Wave. AnMusharna can utilize its impressive base 107 Special Attack can be utilised with an offensive set, and Musharnait excels at using both Trick Room and Calm Mind. Without proper preparation Musharna can easily devastate an entire team. While it does not possess the most impressive offensive coverage,(remove comma) and often relyingies 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 otherpposing team for attempting to status Musharnainflict 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-type cores, 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. Despite anits impressive physical movepool,(comma) Musharna cannot make use of it with its poor Attack stat. 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 tohat make an excellent Calm Mind user, being: incrediblye bulky and having access to a reliable recovery move. It also finds many opportunities to set up,(comma) as it can easily take advantage of the many Fighting-type Pokemon in NU. MIt can also set up on many physical attackers that do not make use of Dark-type STAB can also be set up on, including,(comma) but not limited to,(comma) Golem, Regirock, and Miltank. Calm Mind is the ideal setup move for Musharna, making it evenas 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,(remove comma) by allowing it to recover damage taken while setting up and continue to do so. Hidden Power Bug is the best choice for Hidden Power, allowingto 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 whothat would otherwise be able to set up on Musharna. Alternatively, Baton Pass can be an interesting option,(comma) allowings it lets Musharna to work around Dark-types and pass Calm Mind boosts to an alternative sweeper.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread optimiszes the amount of Leftovers recovery Musharna gets,(remove comma) while also minimiszing the damage taken from status and entry hazards. Maximum physical bulk is used so thatallows Musharna canto 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 Rest and Sleep Talk set, givingTalk set, which gives it a pseudo-immunity to status. It can run through teams lacking a phazer, being and is very difficult to KO before it gets too many boosts. However, it only has room for Psychic STAB,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,(comma) 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,(remove comma) as well as hitting Steel-types.nd to hit Steel-types. Hidden Power Fighting can also be used to 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, as it gets by giving it a way around theits terrible Speed stat,(remove comma) and letting it spreads status with great effect.</p>

<p>Musharna hates being hit by residual damage as it attempts to set up, and; as such,(comma) Toxic Spikes are a are a particular threat, as are opposing Psychic-types carrying status moves. For this reason,(comma) 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, as well as sharing 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 initially seen to carry littlenot 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 Sspecial 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, being able toas it can hit Cryogonal and other special walls much harder. Hidden Power Fighting is used to 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, gettingas it provides excellent coverage with theMusharna's other moves and hittings 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,(remove comma) 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. Moonlight is an excellent option, allowing Musharna to get rid of Life Orb recoil and any other damage it takes. </p>

[ADDITIONAL COMMENTS]

<p>Maximum Special Attack with a Modest nature is used to lets Musharna hit as hard as possible. It has a terrible Speed stat, so there is no point investing EVs into it,in Speed EVs; Musharna is much more effective investing in HP,with HP investment, as it allowings it to live multiple hits and retaliate back. Life Orb is the item of choice,(remove comma); 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 getting 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 likesuch as Lickilicky and Audino, so it partners well with strong physical attackers. Sawk is an ideal teammate, taking down special walls with ease as well asnd beating Dark-types. Ghost- and Dark-types can be troublesome to this set, so either Absol or Skuntank can make good partners offensively, being able toas they can check Dark-types and Pursuit trap Ghost-types. If using Musharna on a dedicated Trick Room team is being used, then slow,(comma) 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 a 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, beingas it is perfectly accurate and stoppings 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,(remove comma) 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, the main use of which; its main use is to maintain momentum, something which can be absolutely essential for defensive teams, especially if entry hazards are involved.</p>

[ADDITIONAL COMMENTS]

<p>Maximum physical bulk ilets Mused toharna take on Fighting-types efficiently, while the HP is tailored to hit a Leftovers number and minimisze 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 ayour team is having particular trouble with Cryogonal. The choice of Hidden Power is also flexible, with Hidden Power Ground being usedable to hit Skuntank and Hidden Power Fighting in orderallowing 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. Garbaodor can set up both Spikes and Toxic Spikes, while Miltank can set up Stealth Rock. Both of these Pokemon share good synergy with Musharna,(remove comma) 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 still 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,(remove comma) 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 dDefense,(remove comma) and can gowork well with both Calm Mind and Baton Pass. It should also be noted that Barrier will boost Stored Power's bBase 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. Despite being generally inferior to Synchronize, Forewarn is an interesting ability, but canas 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 being able to effectively Taunt Musharnaits ability to cripple Musharna with Taunt. Powerful Bug-types likesuch 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 orand 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,(comma) Musharna cannot touch Lickilicky, whoich 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,(remove comma) 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 likesuch as Braviary.</p>


[Overview]

<p>Musharna stands out in NU as one of the best utility Pokemon, 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 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 cores, which provide 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. Despite its impressive physical movepool, Musharna cannot make use of it with its poor Attack stat. 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, 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, 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, as well as sharing 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 getting 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. 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>



GP APPROVED 1/2
 
i'll do this.

[Overview]

<p>Musharna stands out in NU as one of the best utility Pokemonmost 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 cores, 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. Despite its impressive physical movepool, Musharna cannot make use of it with its poor Attack stat. 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, as well asnd they sharinge 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 gett 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>


[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. (I removed the mention of a low Attack here and moved something similar to OO. I feel like it would be better off there, because it's usually a special sweeper and it never capitalizes on its Attack stat.) 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. (made this a list to emphasize the point) 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>


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