Musharna (QC 2/2) (GP 2/2)

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[Overview]

<p>With an ability perfectly suited for the VGC metagame, overall decent stats, and a very useful support movepool, one may question why Musharna is not used in nearly all VGC teams. The answer is simple: when looking for a slot for team support dedicated team supporter, Cresselia, the lunar duck with larger defenses and an arguably better ability comes to mind is usually preferred due to its greater bulk and arguably better ability. This should not lead one to thinking Cresselia is superior to Musharna,<comma> however. Musharna's ability, Telepathy, enables it to carelessly fearlessly boost its partners attacks that hit all adjacent pokemon all its partner's spread attacks, a feat that Cresselia finds difficult to accomplish. Musharna, Unlike Cresselia, Musharna also maintains the ability to remain a threat even after being Taunted, courtesy of its base 107 Special Attacking stat. Furthermore, Musharna's ability to stop Trick Room teams with Imprison, a move Cresselia lacks, enables it to be a very makes it a good candidate for a Trick Room or anti-Trick Room team. Couple this with its base 29 Speed stat and you will find Musharna to be the perfect weapon for and against Trick Room teams.</p>

[SET]
name: Support
move 1: Trick Room
move 2: Psychic
move 3: Helping Hand
move 4: Protect / Imprison / Light Screen
item: Mental Herb / Sitrus Berry
nature: Sassy
ability: Telepathy
evs: 252 HP /4 SpA / 252 SpD

[SET COMMENTS]

<p>With the item Mental Herb getting a buff, Trick Room teams are even harder to counter more than they were last generation, and are nearly impossible to stop from setting- <remove hyphen, insert space>up, which can be problematic for some teams packing speedy and frail Pokemon. Musharna, along with a few select other Pokemon,<comma> gained the ability to completely shut down these devastating foes by using Imprison in conjunction with Trick Room. Musharna shines as the one of the only two users of this combination with to also possess the ability Telepathy, and among those two, the one with much higher bulk.</p>

<p>Trick Room is the crux of the set creating distorted dimensions for its team mates and returning the dimensions to normal when they are distorted , enabling Musharna to distort dimensions to suit its teammates. Psychic provides a reliable and powerful STAB, prevents Musharna from being taunt-bait helpless in the face of Taunt, and softens pokemon foes up for a teammate's attack. It is one of the only ways Musharna can get past Whimiscott without too much excessive team support, and enables it to annoy dent Amoonguss, who otherwise has no trouble putting your team to sleep via Spore. Helping Hand works wonderfully with Telepathy, as it enables allows Musharna to boost the power of its partner's attacking move,<comma> such as Earthquake or Surf, without fear of taking damage, enabling Pokemon that use Earthquake or Surf to suddenly become making them much more threatening. The last slot is can be difficult to decide on. Protect is a staple move in doubles, scouting and stacking passive damage against the opponent, while preventing protecting Musharna from being harmed by its opponent harm. Imprison enables Musharna to easily stop opposing Trick Room teams and prevents any of its enemy support Pokemon from using Helping Hand. Lastly, Light Screen enables Musharna can use Light Screen to assist its partners and itself by easing the damage from all special attacks, in particular, rain-boosted Surfs and sun-boosted Heat Waves in particular. Protect may be used in conjunction with Imprison if one wants to stop the opposition from using this wonderful staple move to cause massive disruption to the opponent and to stall Trick Room turns, but it generally is not recommended as Musharna already has enough trouble deciding between which four moves to use.</p>

[ADDITIONAL COMMENTS]

<p>Although Musharana may seem like it needs appear to need all the recovery it can get, one should not forget that it dislikes being Taunted,<comma> as it this prevents it from setting up Trick Room. Mental Herb enables it to avoid this catastrophic scenario as well as beat Whimsicott. It is recommended that you only use Sitrus Berry if you are using Musharana with support what sort of support, so that it will not be Taunted or Encored into Trick Room.</p>

<p>When using Musharna for support,<comma> one must make sure that they are not using an inferior to differentiate it from other Trick Room supporters. Cresselia's defensive stats outshine Musharna's,<comma> and its ability, Levitate, enables it to avoid, not only its partner's Earthquakes, but enemy Ground-type moves as well. In a scenario where For instance, if Musharna is only being used to power up Ground-type Earthquakes, Cresselia would probably be the superior choice due to the fact it can also do that but with higher defensive stats and in this scenario, a superior ability in the form of Levitate. When using Musharna in an anti-Trick Room team, one must also be careful that ensure it is not being outclassed by Gardevoir as a supporter , who has a higher speed boasts greater Speed and access to Heal Pulse, something Musharna longs for. When using Musharna in this case, one must utilize its much higher defensive stats, as unlike Gardevoir, Musharna is able to last through turn two in doubles Musharna's advantage, however, is its significantly better bulk.</p>

<p>Musharna dislikes having to take multiple STAB boosted Surfs or Heat Waves. It is for this reason that Musharna enjoys ; therefore, Fake Out support is much appreciated. , particularly that of Hariyama's, since Hariyama is an excellent option, as it can Fake out flinch one of the enemies as Musharna uses Trick Room, giving both your team an immediate advantage. As an additional benefit for Hariyama, his Earthquakes, Rock Slides, and Close Combats, now receive an additional boost with his Guts ability transforming him into a very powerful threat by letting Hariyama spam massively powerful STAB Guts-boosted Close Combats. Musharna's ability to power up its allies' moves with Helping Hand makes it a fine team mate teammate for Politoed and Ninetales, since it can power up their Surfs and Heat Waves without fearing friendly fire.</p>

[OTHER OPTIONS]

<p>Musharana has a slew of options that it can run, but it just is not able to find a slot to use often has trouble finding a spare moveslot. Musharna can utilize Thunder Wave in conjunction with its bulk and Telepathy to distinguish itself as an exceptionally talented dual screener provide dual screens or Thunder Wave support, but Cresselia often outclasses it at that role is often preferred thanks to having greater bulk and Levitate. Psyshock and Shadow Ball are other moves that Musharna can utilize if it wants to damage Taunt users. Musharna can utilize Telekinesis in conjunction with a partner that uses low accuracy moves (in particular OHKO moves), especially OHKO moves such as Sheer Cold and Fissure, but more often than not, the opponent will find himself getting a free switch rather than being hit hard turn instead of ebing KOed. Lucky Chant prevents critical hits, but no one knows if its use saved a pokemon, or just wasted a turn they are too rare to make this tactic anything more than a gimmick. Musharna can utilize dual screens, but Cresselia tends to be a better user of this strategy due to its higher bulk. Musharna can use Safeguard and Magic Coat to bounce back status effects,<comma> but it's it is generally very difficult to find a spot for these two moves on a set. A Calm nature is preferred if Musharna is used in an anti-Trick Room team to help outspeed opposing Trick Room foes. Musharna utilizes Hypnosis well due to its defensive stats and Telepathy, however; . However, Hypnosis is often 's accuracy is too unreliable and a person is better off running something like Amoonguss in Musharna's place if they want something that puts the opposing team to sleep Amoonguss is a better choice for sleep support. Lastly, Musharna receives Moonlight and can use it as a form of recovery, but it is often not only is it too unreliable to use and due to the fast paced action of doubles, the recovery, more often than not, will be cancelled out by the damage taken , it is also less useful due to the faster pace of the doubles metagame.</p>

[Checks and Counters]

<p>Whimsicott is arguably the closest thing that can your best bet for preventing Musharna from using Trick Room: its it packs priority Taunt and Encore allows it to prevent Musharna without Mental Herb from setting up Trick Room, and can force Musharna with Mental Herb while Encore forces ones that do to restore their dimensions to their original state the subsequent turn,<comma> after Mental Herb has been broken by Taunt. Imprison Chandelure is also serves as a handy annoyance;<semicolon> it is capable of stopping all of Musharna's attempts to set up Trick Room through Imprison, and can hit it quickly dispose of Musharna with STAB Shadow Balls to quickly dispose of it. Tyranitar and Politoed are also annoyances as they lower their abilities reduce the healing effectiveness of Musharna's only reliable recovery move, Moonlight, courtesy of their abilities, and ; worse still, they can smack the dreamer with a powerful STAB move. Although Musharna's bulk is high by no means shabby, it is very easy to dispose of it can be disposed of with multiple STAB attacks, and its lack of reliable recovery outside of weather will prevent Musharna from recovering any damage it may have taken damage it takes.</p>
GP Approved (2/2)

 

polop

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Thanks for the check sirndpt, your check has been implemented.

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