DP Muk .

Here's another UU analysis I had written up but never got around to posting. At first I was just going to add a few sets, but then I ended to rewriting the analysis.

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[SET]
name: Curse
move 1: Curse
move 2: Poison Jab
move 3: Brick Break / Ice Punch
move 4: Explosion / Shadow Sneak
item: Black Sludge
ability: Sticky Hold
nature: Careful
evs: 252 HP / 80 Def / 176 SpD

[SET COMMENTS]

<p>Muk, with its fantastic base 105 HP and 100 base Special Defense, can take special hits exceptionally well. This allows him to build up his Attack and Defense with Curse while shrugging off special hits thanks to a large EV investment in HP and Special Defense. It can even take Earth Power and Psychic reasonably well, though take care to avoid those as losing large chunks of your HP will hinder your sweep later. Poison Jab is for your obligatory "STAB" attack, while the third move is for coverage. Brick Break covers Rock- and Steel-types, Probopass and Steelix in particular as both commonly carry a Ground-type attack (and Steelix receives STAB on Ground-type attacks), while Ice Punch is for Ground-types, especially Claydol and Nidoqueen/Nidoking, three of Muk's most common switch-ins. Though Poison Jab can be replaced by the more powerful Gunk Shot, this is not recommended, as Gunk Shot has less accuracy and PP. Shadow Sneak covers the speedy Psychic-types who threaten to batter Muk with their STAB attack, while Explosion is for a powerful finale, and basically guarantees you take out at least one Pokemon with Muk. Rest is also an option in the last slot to keep Muk alive, though unless he has several Curses under his belt he'll have trouble with the two turns of sleep.</p>

[SET]
name: Tank
move 1: Poison Jab
move 2: Brick Break / Focus Punch
move 3: Ice Punch / Payback
move 4: Giga Drain
item: Black Sludge
nature: Brave / Adamant
evs: 252 HP / 68 Atk / 188 SpD

[SET COMMENTS]

<p>A tanking Muk. This Muk set doesn't attempt a sweep like the previous set, but instead aims to sponge special hits while dishing out attacks with its impressive Base 105 Attack. The moves are there purely for coverage. Like the previous set, Poison Jab is recommended, but Gunk Shot is a usable option on this set due to Poison Jab's lack of power, and the fact that Muk is bulky enough to miss occasionally, and this set doesn't mind the PP drop. Brick Break and Focus Punch are for coverage, choose which one depending on how confident you are in your prediction abilities. The extra damage from Focus Punch helps, but only if you can catch something on the switch, and even prediction won't help you if you're facing a Rock- or Steel-type Pokemon outright.</p>

<p>Ice Punch is useful for Ground-type Pokemon that aren't part Water. Payback helps against faster Psychic-type Pokemon, as Muk can usually survive an unboosted Psychic with health to spare. Shadow Sneak isn't really an option as it is simply too weak without Curse boosts. Giga Drain is handy to hit Quagsire, Golem, and Relicanth on the switch, all of which resist Poison and would take little from Muk's other attacks. It also allow Muk to counter Omastar somewhat effectively. Explosion is workable on any set to take out a Pokemon with Muk, and this set is no exception. If you plan on using this in OU, Fire Blast is an option to hit Forretress and Skarmory. It also can be used in UU to hit Steelix, but that's the extent of its UU uses.</p>

[SET]
name: Rest-Talker
move 1: Poison Jab
move 2: Brick Break
move 3: Rest
move 4: Sleep Talk
item: Black Sludge
evs: 252 HP / 80 Def / 176 SpD
nature: Careful

[SET COMMENTS]

<p>This Muk can tank special hits exceptionally well, and can try to hurt something off of that decent 105 Base Attack stat. Rest and Sleep Talk attempt to make up for Muk's lack of reliable recovery. Poison Jab is for an obligatory STAB attack, and Brick Break is for the Rock- and Steel-types that resist Poison. Curse is an option over Brick Break, if you'd like a Crocune-esque set-up, but Poison by itself has poor coverage, so you'd be hard-pressed to sweep anything.</p>

<p>This particular Muk is a nice switch-in to Ninetales, Rotom, and Vileplume, all of which which Muk would normally steer clear of due to their status attacks. In fact, Muk is just a great status absorber in general due to the fact that its Poison typing and high special defense allow it to switch in on nearly every status user in UU with impunity.</p>

[SET]
name: Choice Band
move 1: Gunk Shot / Poison Jab
move 2: Brick Break / Focus Punch
move 3: Ice Punch
move 4: Explosion
item: Choice Band
nature: Adamant
evs: 224 HP / 252 Atk / 32 Def

[SET COMMENTS]

<p>This set truly takes advantage of that excellent Base 105 Attack. The great thing about Muk as a Choice Bander is that it can actually take a hit or two, unlike most frail, fast Choice Banders. With correct prediction, this can be absolutely devestating against any team. This is the one set where Gunk Shot is actually recommended option over Poison Jab, due to the sheer power that a Choice Banded Gunk Shot packs against anything that doesn't outright resist it, though Poison Jab is certainly an option if that 70% accuracy makes you nervous. The choice of Brick Break versus Focus Punch is that same as it is in the tank set, though Focus Punch has the plus of actually doing something to Steelix and Quagsire, both of which would otherwise wall you completely. Ice Punch covers Ground-types, while Explosion has massive power and will OHKO everything not resistant to it, and some that are resistant.</p>

[SET]
name: Sub-Punch
move 1: Substitute
move 2: Focus Punch
move 3: Gunk Shot / Poison Jab
move 4: Ice Punch / Explosion
item: Black Sludge
nature: Adamant
evs: EVs: 212 HP / 252 Atk / 44 Def

[SET COMMENTS]

<p>A simple Sub-Punching set-up. Throw up a Substitute on something you will scare away or something you will take little damage from, and then you can freely use Focus Punch. Substitute has the added bonus of blocking status. Gunk Shot may be preferable to Poison Jab, as the extra power is welcome, and Muk can afford to miss when it's hiding behind a Sub. Ice Punch is recommended in the last slot to hit Claydol and Nidoqueen/Nidoking, as both resist Fighting + Poison, but, as with every other set, Explosion is an option. Psychic-types aren't a concern when you are safe behind a Substitute and can freely batter their generally lower physical defense with Gunk Shots.</p>

[Other Options]

<p>Ice Punch has been mentioned, but Muk also has access to the other two elemental punches. ThunderPunch helps a ton against Gyarados and Tentacruel and ties Fire Punch in power against the feared Skarmory. Fire Punch hurts Steel-types neutral to Brick Break, Toxicroak (thanks to Dry Skin), and Bug/Poison Pokemon (primarily Venomoth). Memento is an extremely unorthodox move that Muk can employ in some very circumstantial cases to set up your next Pokémon, such as a Belly Drummer or some other late-game sweeper. Mean Look can force something to stay into you so you can go kamikaze on them. This pool of dirt can make an acceptable Hazer in a pinch, but don't expect too much mileage out of it unless you're facing a buttload of Ninjask...in which case you're better off picking Weezing. In UU, Haze isn't really good for anything, except... well, it just isn't good for anything. Thief is worth it if only for laughing at your opponent that he will never ever get his item back thanks to Sticky Hold, and Protect sees what your opponent is scheming. Taunt is OK since it stops stuff setting up and forces Ghosts to attack so you can hit them with Payback, and prevents them from burning Muk. Screech can telegraph a switch, sometimes allow Muk a free Focus Punch. Again, Giga Drain is there, but only if you want to surprise enemies that have a 4x weakness to it (Swampert, Omastar, Golem, Quagsire, etc.).</p>

[EVs]

<p>Muk has three main stats: HP, Attack and Special Defense. Basically, if you want him to hurt things, concentrate on Attack, and if you want him to prevent things from hurting him, concentrate on the other two. The nature should reflect that, be it Adamant or Careful.</p>

<p>The 212 HP EVs on the Sub-Puncher set are to create 101 HP Substitutes, which allow them to survive one Seismic Toss or Night Shade.</p>

[Opinion]

<p>Muk suffers from horrible STAB. He'll need Brick Break to cover Rock- and Steel-types, Ice Punch to cover Ground-types, and either way he's screwed against Poison-types. He's also slow as muck (pun intended), and suffers from being weak to Ground-type attacks and, to a lesser extent, Psychic attacks. In UU, he gets walled pretty badly by a lot without the right move, and in OU he is a joke.</p>

<p>However, this is where the bad news ends and the good news begins. In UU, he is an extremely potent special tank with his massive base 105 HP and 100 Special Defense, taking special hits better than both Grumpig and Hypno. His monster 105 base Attack should not be ignored either, and is can tear massive holes in even resistant foes with his powerful Gunk Shots. Curse can very feasibly sweep a team once the threatening status attacks are out of the way, and hopefully the counter has taken enough damage to die to a couple of souped-up hits. All in all, Muk is a solid choice for any UU team.</p>

[Counters]

<p>As mentioned before, Muk has most trouble fighting Steel, Rock, and Ground-types in general. Muk's list of common counters is insanely long. Tyranitar absorbs it all without any trouble (except Fighting moves) and hits you hard, whether with his STAB moves or with Earthquake. Skarmory is a prick even if you've got Fire Punch, but especially without, as he'll set up Spikes or Stealth Rock on you and blow away Curses if you try to set these up—Fire Blast can 2HKO the tin bird though. Forretress can't blow Muk away and hates Fire moves, but he will set up on him for free if he lacks the blaze. Donphan, Swampert, Rhyperior, Gliscor, and other defensive Grounds take hits like a champ whatever Muk does and Earthquakes him in the face. Any Steel-type is immune to Poison, so bringing in these requires Muk to resort to other moves, and if he doesn't have the right one he's screwed. This can work in your advantage if you're using Magnezone, Empoleon, Heatran, or any Steel-type really. Really, even if you for some reason aren't using any good defensive Poison resistance, Muk dies to STAB Psychics and Earthquakes from faster Pokémon if he's a bit dented, so you'll be in no trouble.</p>

<p>In UU environment, however, there are fewer safe switches. Quagsire, Whiscash, Golem, or Gastrodon all work fine—the best Muk has against them is Giga Drain. Focus Punch might hurt a tad though. Nidoking and Nidoqueen are in better shape here, thanks to their resistance to Fighting, neutrality to Grass and quad resist to Muk's STAB attacks, although the Ice Punch weakness can be troublesome. Claydol is weak to Dark and Ghost, but is a fine counter thanks to a resistance to Fighting and Poison, and can strike back with Earthquake, Psychic, or Earth Power. Ice Punch can dent Claydol a little though. Solrock and Lunatone will work as well, with Earthquake, Psychic or possibly Reflect. Aggron, Probopass, and Bastiodon should beware of the same Fighting moves Tyranitar fears so much, but do great for the rest. Ghosts like Rotom and Drifblim can get in any attack that isn't super effective and scare Muk away with the threat of Will-O-Wisp. Drapion resists Muk's STAB attacks, takes neutral damage from every other attack, and possesses high Defense for easy switch-ins. It can phaze Muk away, Taunt him, set up Swords Dance, or just batter him with Earthquake.</p>
 
It looks really good right now, I just scanned over it and couldn't find any errors. I will go over it again. The only question I have is the second set. Every slot has two options so that could be tough for players to decide what they need? Anyway to really cut down to the neccesities?
 
Yeah, I noticed that. I think what I'll do is make Giga Drain and Poison Jab the listed options, then mention the other two in the set description.
 
I've only quickly skimmed through this, so I'll get back to you in more detail later, but one thing that immediately springs to mind is that Drapion needs adding to the counters section.

It resists Muk's STAB, takes neutral damage from most of its other attacks, and possesses the ability to Taunt or Phaze Muk's stat upping.
 
Yes of course ... sorry. I only ever seem to run defensive Drapion sets so I often forget its offensive attributes.
 
<p>Ice Punch is useful for Ground-type Pokemon that aren't part Water. Payback helps against faster Psychic-type Pokemon, as Muk can usually survive an unboosted Psychic with health to spare. Shadow Sneak isn't really an option as it is simply too weak without Curse boosts. Giga Drain is handy to hit Quagsire, Golem, and Relicanth on the switch, all of which resist Poison and would take little from Muk's other attacks. It also allows Muk to counter Omastar somewhat effectively. Explosion is workable on any set to take out a Pokemon with Muk, and this set is no exception. If you plan on using this in OU, Fire Blast is an option to hit Forretress and Skarmory. It also can be used in UU to hit Steelix, but that's the extent of its UU uses.</p>
<p>This set truly takes advantage of that excellent Base 105 Attack. The great thing about Muk as a Choice Bander is that it can actually take a hit or two, unlike most frail, fast Choice Banders. With correct prediction, this can be absolutely devastating against any team. This is the one set where Gunk Shot is actually a recommended option over Poison Jab, due to the sheer power that a Choice Banded Gunk Shot packs against anything that doesn't outright resist it, though Poison Jab is certainly an option if that 70% accuracy makes you nervous. The choice of Brick Break versus Focus Punch is that same as it is in the tank set, though Focus Punch has the plus of actually doing something to Steelix and Quagsire, both of which would otherwise wall you completely. Ice Punch covers Ground-types, while Explosion has massive power and will OHKO everything not resistant to it, and even some that are resistant.</p>
[Other Options]

<p>Ice Punch has been mentioned, but Muk also has access to the other two elemental punches. ThunderPunch helps a ton against Gyarados and Tentacruel and ties Fire Punch in power against the feared Skarmory. Fire Punch hurts Steel-types neutral to Brick Break, Toxicroak (thanks to Dry Skin), and Bug/Poison Pokemon (primarily Venomoth). Memento is an extremely unorthodox move that Muk can employ in some very circumstantial cases to set up your next Pokémon, such as a Belly Drummer or some other late-game sweeper. Mean Look can prevent someone from switching out of you so you can go kamikaze on them. This pool of dirt can make an acceptable Hazer in a pinch, but don't expect too much mileage out of it unless you're facing a buttload of Ninjask...in which case you're better off picking Weezing. In UU, Haze isn't really good for anything, except... well, it just isn't good for anything. Thief is worth it, if only for laughing at your opponent since they will never ever get their item back thanks to Sticky Hold, and Protect sees what your opponent is scheming. Taunt is OK since it stops stuff setting up and forces Ghosts to attack so you can hit them with Payback, and prevents them from burning Muk. Screech can telegraph a switch, sometimes allow Muk a free Focus Punch. Again, Giga Drain is there, but only if you want to surprise enemies that have a 4x weakness to it (Swampert, Omastar, Golem, Quagsire, etc.).</p>
[Opinion]

<p>Muk suffers from horrible STAB. It'll need Brick Break to cover Rock- and Steel-types, Ice Punch to cover Ground-types, and either way it's screwed against Poison-types. It's also slow as muck (pun intended), and suffers from being weak to Ground-type attacks and, to a lesser extent, Psychic attacks. In UU, without the right move, it gets walled pretty badly and in OU it is a joke.</p>
Donphan, Swampert, Rhyperior, Gliscor, and other defensive Grounds take hits like a champ no matter what Muk does and Earthquake it in the face.
You seem to be calling Muk a "him" a lot, so you should change that. It is especially prevalent in the "Counters" section, and as I don't have a lot of time, didn't feel like editing it all. The reason I mention this is because you call Drapion an "it" but Muk a "he/him".
Also, for the Sub-Punch set, explain why it needs 101 subs and who will be attacking him with Night Shade/Seismic Toss.
 

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