I want to follow up on the Munkidori topic with some theorycrafting since I have done a
bit lot more thinking about it. I spent
too much time thinking about it and now probably have none to test it. But that's the way it goes. Anyways, to start I came up with a list of mons that could counter the Psychic Noise strat. Let's start with types. The 3 types that resist Psychic moves are Psychic, Dark, and Steel. The 2 types that can't be poisoned are Steel (again) and Poison itself.
Of these 4 types, I think we can eliminate half of them. Poison types (mostly) take supereffective damage from your Psychic STAB anyways. Psychic types aren't really stoping your Poison status or anti-healing. So they aren't the safest switches in most cases. Then there are abilities like Poison Heal.
Let's look at possible exceptions:
- Glowking - This mon is a staple special wall that isn't weak to Psychic and can't be poisoned. It can play around Psychic Noise in many cases.
- Gliscor - It's the only relevant Poison Heal mon. It has good bulk and you don't like taking its attacks.
I think that's about it, though. Mons like Iron Crown and Hoopa-U are also Dark or Steel types, so we'll get to them in that section. For abilities, there are no other relevant mons that seem to matter here. Magic Guard Clef hates your Poison STAB, so that isn't an answer to you unless it Tera Steels or something. There are no relevant Immunity mons. Etc. Let me know if I missed any, but I don't believe I did.
Speaking of Dark and Steel types, these seem like the biggest threats to this strategy. Dark types completely stop damage from Psychic Noise, so none of the secondary effects here will proc. But at least Dark types can mostly be hit by other moves, allowing for the Poison chance. Steel types are probably worse since, in addition to resisting Psychic STAB, they are immune to Poison STAB and status.
Important Dark Types:
- Darkrai
- Ting-Lu
- Hamurott
- Tyranitar
- Hoopa-U
- Weavile
- Meowscarada
- Lokix
- Mandibuzz
- Greninja (I guess)
I included some of the UU and borderline mons just because there are some strats that can work in OU and may shut down Munki. There's a lot and that's with considering Gambit as a Steel type. It's important to acknowledge that this isn't even every Dark type that
can be run in OU. But to me, these are the most threatening to this to our Psychic Noise strat even if some are not very common at present.
Ting-Lu and Tyranitar are perhaps the scariest on this list since they have boosted spdef and resist your other STAB, too. Fortunately, they are slower and you can just U-tun out. The faster mons will force you out, but they aren't as easy to switch into you in the first place. Lokix is especially threatening due to Tinted Lense, though. It destroys some team comps, so you need to be a bit careful in the builder to account for it.
The good news is that Dark types are hit by other moves. So you can still get a Poison proc on a Sludge Bomb or U-turn, making them not always the most free switch-ins to your attacks. The bad news is many stall mons already use Tera Dark because of the stallbreaking potential of many Psychic moves like Psyshock or Stored Power. So this needs to be accounted for.
Important Steel Types:
- Corviknight
- Gholdengo
- Heatran
- Iron Crown
- Iron Treads
- Kingambit
- Scizor
- Skarmory
- Tinkaton
So these are, in my opinion, the biggest problems. They counter both your STABs and your poison status. It begs the question of whether or not Magnet Pull might be a worthy combination here. The problems are that
A. you still can't trap Ghold,
B. you start stacking major ground weaknesses, and
C. you invest a lot for a pair of lower tier mons before even building out the team. It could easiy backfire, but I stil think it might be worth considering due to how bad the Steel matchup is.
The biggest threat to me seem like Gambit and Ghold. They are everywhere. Ghold cannot be trapped and Gambit has the scariest Sucker Punch in the game. For others, Heatran, Tinka, and Corv can be quite bulky, especially with spdef investment. Treads can be faster and EQ you, which is obviously very bad. It's probably generally safe to switch into your moves, too. Fortunately, Treads can often be worn down through the game.
I also want to eliminate the idea of Tera Ground right here. The metal birds are both immune, Air Balloon is common, and Scizor is neutral. I don't believe hitting Heatran is worth the worse matchups into the others. There are better options to hit more of these mons.
3 main Tera ideas came to mind:
A. Tera Ghost
The first and weakest idea was Tera Ghost Hex to hit ghosts, Glowking, and Gliscor. I'll get this out of the way by bringing up the Gliscor Calcs.
With Timid Nature, Tera Ghost Choice Specs Hex does about 80.1%-94.6% to specially defensive Gliscor (244 HP and 228 spdef EVs). This is an expensive investment to still not 1HKO And it is only 53.4%-63% without Tera Ghost.
Choice Specs Psychic Noise does 46-54.5%, which makes Specs Hex seem rather useless here since it's 2 hits anyways. You can maybe use Rocks, but Gliscor Heals some damage on the switch in if it lives. It still lives on a low role with Tera Ghost after Rocks.
With Choice Scarf (neutral power) Tera Ghost Hex, it's 53.1%-63% to the same Gliscor and only 33.5%-42% without Tera Ghost.
Psychic Noise for the same item is 30.9%-36.6%. You won't even get a 2hko without chip.
The LO Hex Calcs are 69%-82.1% with Tera Ghost and 46%-54.5% without it. The Psychic Noise calcs are 40.3 - 47.7%.
Why does this matter? Because while Gliscor doesn't like taking a Psychic Noise, you don't like taking EQ and/or Knock Off from it. The way I see it, you have about 1 attack to KO Gliscor with Hex or it's better to click Noise. This is especially true on possible choiced sets where you cannot switch attacks. Even if you can, you probably only hit Gliscor twice if you get it on the switch in. If it gets a clean switch in, you might be force out if you can't KO it in 1 move.
Specs never 1 shots without chip, so you might as well 2 shot with Psychic Noise. This makes Hex essentially useless on the Specs set.
Scarf or neutral doesn't do enough damage to even 2 shot without Tera Ghost. I don't think you burn Tera for a 2 shot.
LO is maybe more interesting. You can switch from Psychic Noise spam to a Hex. But I don't think Hex even has a place elsewhere. Maybe Throat Spray, which would favor never switching out. I don't think that is the best on this mon.
Also, I don't think it's worth running Modest when there are too many things you need to be faster than. Maybe for a Scarf set, but Scarf doesn't have enough power anyways. So all these were done with Timid. It's also possiblre that the Gliscor isn't spdef, but Hex is a matchup fish at that point.
Now for other calcs:
AV Glowking takes 45.6% - 53.8% from Specs Hex, but only 30.4% - 36% without Tera Ghost. It's only a chance to 2HKO if you go full throttle with Specs and Tera. LO and less power never 2HKOs, so it's not even worth considering.
However, you can 2 shot after a status like burn or para and Ghost Tera Hex has a 1HKO chance. Against full spdef G-king, you can do like 70-80% 2 shot and a guarnteed 1HKO after Tera. So it isn't the worst. But this does mean you need further status spam support, which may not be the best trade off for your team.
Ghold with spdef investment gets 2 shot by Hex against most sets with Tera Ghost guarenteeing it even against more spdef sets. You can 1 shot a Ghold with no defensive investestments after Tera Ghost, but these Ghold can be threatening in return. Again, you need to 1 shot since it may do just that to you with Shadow Ball. Because Gholdengo cannot be statused, the Hex damage doesn't double twice. So this is the best you get. It depends on the set and maybe the chip, but this might not be consistent.
Hex could maye be swapped for Shadow Ball, but this doesn't do enough to Glowking or Gliscor. To spare some further walls of text, Iron Crown also tends to need a burn or para status to get wrecked by Hex. Shadow Ball is a 2 shot at best, depending on the set.
Conclusions on Hex:
I don't think it's worth running. There is a little promise, but nowhere near enough to justify all this investment. You need Tera and you likely need burn and/or para status spam in addition to Munki's poison. It makes your matchup even worse into Dark types and most Steel types don't care about it too much. Shadow Ball is maybe interesting as a coverage move, but it is a bit lacking in raw power to rely on it to turn most bad matchups.
B. Tera Fire
I was reminded for the Solgaleo ladder just how good Psychic/Fire is offensively. It's not perfect, but it is pretty good and hits most of the Steels. Heatran is an issue. However, I definitely feel this is better into more Steel types as a whole than Ground. It also hits more of the meta supereffectively or neutrally.
The bad Dark type matchups can be U-turned on, especially slower mons like Ttar and Lu. Hamurott is a bit of an issue if it is Scarf or Sucker, but the lack of Pursuit means you can switch out when you need to. This and set scouting probably works well enough.
The downside is you need to rely on Tera Blast since Munki gets no Fire moves. Heatran also takes your lunch money. I don't have time for all the calcs or testing I would need to determine this. My instincts say that this is likely my go to. Feel free to show me if that's wrong.
C. Tera Fighting:
The advantadge here is you hit both Dark and Steel types. Not Ghold, Gliscor, or Glowking, though, which are all resists. It is also only taking neutrally by Corv, Skarm, Scizor, Tinka, Crown, Mandi, and Hoopa-U. (Also Lokix I guess but that is squishy as heck.) The bigger problem there is just how many of the Steel types are only neutral. This makes Fighting more of a counter for Dark types than most of the Steel types.
However, it is the best into Gambit. The Dark resistance is generally nice for other Dark types like Hamurott. Tera Dark is also a major factor on stall. Hitting that is important.
Tera Fighting can either be used with Tera Blast or Focus Miss. Neither option is perfect. I also feel there are simply too many pokemon this misses. Maybe it would be less egregious with Magnet Pull strats, but is that even enough? Like half of the 21 mons I listed are either neutral, resist it, or Gholdengo. This isn't answering most of your counters well enough. If I'm making a Tera Blast reliant set, Fire seems generally better. If I'm making a Focus Miss set, I'm likely losing a lot of games to misses.
Theorycrafting Time!
To start with, we need to talk speed. Munkidori's 106 speed tier has an awkward tie with Iron Treads, which often also runs BE Speed and/or Rapid Spin. I don't think it's worth EVing to keep up with this one. There is also Enam, but that could easily be Scarf or Timid Specs. Meh.
The next one on the list is Iron Crown, which is also often speed boosting. However, phasing this out once likely takes care of that a little more easily than Treads. To beat a Timid Crown's 324 max speed, you need to invest 192 EVs and a Timid Nature to get that 325.
The next important milestone is Gliscor and Kyruem at base 95 speed. Fully invested +speed Natures hit 317 speed. The amount of EVs you save from investing only the 168 EV instead of the 192 for Timid Crown probably isn't enough to be worth the change. However, you do hit a jump point at 168. That's nice I guess.
To me, it is basically a non-starter to
not be faster than stuff like Sub/Tect Kyurem and Jolly SD Gliscor. So I never considered Modest in my Calcs further up. However, I still want to look at it briefly. The next most important OU threat is Lando-T at base 91 speed. It could be Scarf, maybe, but this can be scouted. The rest you can outrun. A +speed T hits 309 speed max, meaning you can hit 310. Modest Munki hits 311 max, so you can invest 248 to hit 310 I guess. But since you are also investing 252 (or why go for the extra powr) in special attack, this leaves less EVs for anything else.
With a Timid set, you can hit 325 speed, have full special attack EVs, and still hit 333 HP with the remaining EVs. With a Modest set, you are entirely invested in speed and power to still be slower than Timid Sub/Tect Kyurem. If you are thinking of running any sort of extra bulk or utility, Modest ain't it. If you aren't comfortable giving up the speed tier to some Kyurem and Gliscor sets, modest ain't it.
What modest is for is breaking slower cores slightly better. This might be Munki's primary role anyways. I still don't love the tradeoffs based on EV efficiency and relevant speed tiers. However, I think it is important to look at both. So let's theorcraft some sets for both...
Timd AV:
Munkidori @ Assault Vest
Ability: Toxic Chain
Tera Type: Fire
EVs: 64 HP / 252 SpA / 192 Spe
Timid Nature
- Psychic Noise
- Fake Out
- U-turn
- Tera Blast
I made this set to show off the better EV efficiency. It could be Calm Mind, too. But I think I'd rather not take the turn to setup with this mon, which might not always be staying in. AV is also better to show off 4 attacks. Dropping Sludge Bomb was tough, but Fake Out does work.
Modest Wallbreaker:
Munkidori @ Life Orb
Ability: Toxic Chain
Tera Type: Fighting
EVs: 8 Def / 252 SpA / 248 Spe
Modest Nature
IVs: 0 Atk
- Psychic Noise
- Shadow Ball
- Focus Blast/Tera Blast
- Nasty Plot
I took advantadge of the stronger hitting nature to try out Ghost/Fighting coverage. The hope is using NP over Tera Ghost for even more power works better into Ghold and Glowking. And also that Gliscor gets 2 hit by Psychic Noise after the power increase. I haven't run all the Modest calcs, though, so I might be wrong. I ran too many calcs already. There's no time left for it. At this point? If it's wrong, it's wrong. Please correct me if I am wrong, though.
Either way, there needed to be a reason to run modest over Timid since Timid is better at defense or utility. That reason is damage. What damage combinations can Modest run that Timid can't? I think this might be it.
Choice Scarf:
Munkidori @ Choice Scarf
Ability: Toxic Chain
Tera Type: Fire
EVs: 64 HP / 252 SpA / 192 Spe
Timid Nature
- Psychic Noise
- U-turn
- Trick
- Sludge Bomb
With Munki's speed tier and Trick, it's not a bad option. Fast U-turn with Poison chance is also nice. I didn't go over the speed tiers for Scarf since they are laregly the same. Wanna outspeed Scarf Lando? Hit 310 speed and add Scarf yourself. Same for BE Speed Crown and 325 speed. Agility Crown smokes you, but I'm guessing you aren't likely to stay in on that.
To go into more detail, 325 speed + Scarf gets you at about 487.5 speed. The base 125s like Darkrai git 383 with a + speed Nature. Pult hits up to 421 unless boosted. Nothing else unboosted matters besides D-speed. It can outrun you with a +speed nature, but this is likely not worth fussing over. However, 342 speed is a Timid Munki's max before scarf. With Scarf, you hit up to 513 speed. An unboosted + speed D-speed hits 504 speed max. To go past that, you need 337 speed before the 1.5 times Scarf multiplier. That takes 237 EVs and the + speed Nature. At this point, you may as well be at full speed investment. This isn't efficient. You aren't hitting enough of the boosted tier milestones with full speed investment Scarf. You only need the same 325 speed for Crown and there isn't much relevant above that you that you can outrun with more speed investment. Hence why I stopped at 325 speed. I don't feel playing for speed ties with speed boosted Treads and Scarf Enam is great, either.
Conclusion:
I hope this is a better starting point for Munkidori experiments than I had last comment. There is a reason why we don't see Munkidoris just spamming Psychic Noise everywhere in OU. I still see potential, though. While the analyses isn't complete, there is a decent amount now. It does make it a bit clearer how to approach some of those problems. Maybe.