Muk

Acast

Ghost of a Forum Mod & PS Room Owner
is a Forum Moderator Alumnusis a Battle Simulator Staff Alumnus
[OVERVIEW]

Muk is a very viable Pokemon in the PU metagame due to its high Attack stat, good special bulk, and pure Poison typing. It's blessed with two fantastic STAB moves in Gunk Shot and Poison Jab as well as access to the elemental punches and even a priority move with Shadow Sneak. This combination of a fairly wide movepool and its well-placed stats allows it to function well as a wallbreaker, special wall, late-game sweeper, or just a simple tank. Muk also happens to be a great check to some of the PU metagame's most prominent Pokemon, including Rotom-F, Cacturne, and Clefairy. Unfortunately for Muk, Poison is not the greatest offensive typing, as it is resisted by the very common Ground- and Rock-types, and Steel-types are immune to it. This requires anyone using Muk to predict more often than they might with other Pokemon, oftentimes forcing it to rely on its much weaker coverage moves in order to deal with its switch-ins. In addition, its low Speed stat lets it down considerably; Shadow Sneak may make up for this to an extent, but it doesn't do enough damage to revenge kill much outside of physically frail Pokemon that are weak to Ghost and Pokemon that are already weakened. Lastly, Muk lacks any form of reliable recovery, meaning it must rely on Rest or the support of its teammates if it wants to survive in longer battles.

[SET]
name: CroMuk
move 1: Curse
move 2: Poison Jab
move 3: Rest
move 4: Sleep Talk
item: Black Sludge
ability: Sticky Hold
nature: Careful
evs: 252 HP / 4 Atk / 252 SpD

[SET COMMENTS]
Moves
========

Curse increases Muk's relatively low physical bulk and already impressive Attack stat. Poison Jab is preferred here because it has higher PP and accuracy than Gunk Shot. Rest is Muk's only form of recovery, but it lets Muk set up without worrying about being burned or paralyzed. Sleep Talk prevents Muk from being dead weight while asleep and allows Muk to switch in on sleep-inducing moves with minimal consequences.

Set Details
========

Maximum special bulk with a Careful nature makes setting up easier and helps Muk take on special attackers even in the early-game. Curse increases Defense anyway, so Special Defense investment is needed to ensure well-rounded bulk for easier sweeping. Black Sludge gives Muk passive recovery, reducing its reliance on Rest and increasing its overall durability. Sticky Hold is necessary to prevent Trick/Switcheroo, which could ruin sweeping chances. It also allows Muk to switch in on a few more threats, most notably Rotom-F.

Usage Tips
========

Muk is most effective late-game after its checks are gone, but it can be used throughout the battle as a special wall, switch-in to Pokemon such as Clefairy, or status absorber. It is particularly important to avoid setting up Curse until all your opponent's Steel-types have been KOed, as they're immune to Muk's only attacking move. Once its checks and counters are out of the way, the best time for Muk to set up is against a defensive Pokemon that doesn't carry Taunt or a super effective attack, such as Clefairy, Tangela, or Audino. Otherwise, it can also set up on special attackers like Roselia, Cryogonal, and the Rotom formes.

Team Options
========

The CroMuk set tends to work best on defensive or balanced teams. Offensive teams need to apply pressure on the opponent throughout the battle, and CroMuk can't do that until it sets up. Probopass is a common partner for its Magnet Pull ability, allowing it to trap and eliminate most Steel-types quite easily. Trapinch can play a similar role, but it trades quite a bit of bulk in order to trap a wider variety of Pokemon, including Rock-, Ground-, and Psychic-types, which also threaten Muk. Pursuit trappers such as Metang, Stoutland, and Dusknoir are also good options. Bulky Grass-types are great partners due to their advantage against Ground-types, especially Golem. Tangela is particularly helpful because its Sleep Powder can give Muk an opportunity to set up. This set would also be appreciated on teams that are weak to Rotom-F, as Muk is a great all-around check to it. Finally, due to Muk's Sticky Hold ability, it pairs well with most defensive Pokemon that would be crippled by Trick/Switcheroo, such as Audino, Clefairy, and Vullaby.

[SET]
name: Choice Band
move 1: Gunk Shot
move 2: Shadow Sneak
move 3: Fire Punch
move 4: Ice Punch
item: Choice Band
ability: Poison Touch / Sticky Hold
nature: Adamant
evs: 252 HP / 252 Atk / 4 SpD

[SET COMMENTS]

Moves
========

Since this set is intended to do as much damage as possible, Gunk Shot is the preferred STAB move for its power. Shadow Sneak helps Muk overcome its low Speed and allows it to act as a revenge killer, although it's a fairly weak move. Fire Punch deals with Steel-types primarily, since they're immune to Gunk Shot. Common threats such as Pawniard, Metang, and Mawile would all counter Muk otherwise. Ice Punch is similarly used to deal with Ground-types, giving Muk a way to discourage them from switching in. Golem, Gabite, and other physically oriented Ground-types are especially threatening, so this move is needed to make sure Muk isn't Ground bait.

Set Details
========

Choice Band, maximum Attack EVs, and an Adamant nature are all used to maximize Muk's wallbreaking ability. The rest of the EVs are invested in HP to allow Muk to survive more hits while it's wallbreaking. The ability is really a toss-up depending on what your team needs. Poison Touch can be useful to spread the poison status with Muk's contact moves to its switch-ins that aren't Steel- or Poison-type. Sticky Hold allows it to switch in on a predicted Trick or Switcheroo, but not using Poison Touch may make it more difficult to wear down Muk's checks over the course of a battle.

Usage Tips
========

Choice Band Muk plays the role of a wallbreaker, blowing holes in the opponent's team. Unfortunately, Gunk Shot is fairly easy to switch in on due to Steel-, Rock-, and Ground-types being on nearly every team, so predicting which Pokemon your opponent will switch to will be a key part of the success of this set. Muk is bulky enough that it can check weaker special attackers like Zebstrika and force them out. This gives Muk the opportunity to wear down its own checks by hitting them when they switch in. Furthermore, Muk thrives against certain defensive Pokemon like Clefairy and Audino, so they are the ideal Pokemon for it to switch in on.

Team Options
========

Normal- or Flying-types like Stoutland, Dodrio, and Jumpluff all benefit from Muk as a teammate because they share checks. Pokemon like Golem, Stunfisk, and Metang are typically used to deal with these checks, but running Muk alongside a Normal- or Flying-type attacker places immense pressure on these checks throughout the battle, making it easier to wear them down. Grass-types such as Leafeon and Tangela are great partners because they can switch in on and eliminate Ground-types. Water-types like Politoed and Floatzel are good for similar reasons, and Muk helps them by beating the Grass-types that would otherwise check them. Trappers are also a good choice; Probopass and Trapinch can both trap Muk's checks and eliminate them. Similarly, Pursuit trappers such as Stoutland and Dodrio are effective because they deal with the Psychic- and Ghost-types that check Muk. In general, having a Psychic check is always a good idea. Murkrow is a good offensive partner for its type synergy and ability to clean up after Muk wears down the opponent's team. Pawniard and Mightyena are also worth considering for similar reasons.

[SET]
name: Assault Vest
move 1: Gunk Shot
move 2: Shadow Sneak
move 3: Fire Punch
move 4: Ice Punch
item: Assault Vest
ability: Poison Touch / Sticky Hold
nature: Adamant
evs: 252 HP / 252 Atk / 4 SpD

[SET COMMENTS]
Moves
========

Gunk Shot is Muk's strongest move. It's a little inaccurate and has low PP, but the power is worth it. Shadow Sneak is reliable priority. It's fairly weak against targets that take neutral damage from it, but it can be a big threat to Psychic- and Ghost-types. Fire Punch is mainly used to hit Steel-types like Metang and Mawile super effectively. Ice Punch covers most Ground-types like Golem, Stunfisk, and Vibrava.

Set Details
========

The Assault Vest increases Muk's already high Special Defense, allowing it to take more hits and therefore survive longer to continue threatening the opponent's team. It also helps Muk act as a check to certain special attackers like Zebstrika and Floatzel. Maximum Attack EVs and an Adamant nature help Muk do as much damage as possible. The rest of the EVs are dumped in HP to increase Muk's overall bulk and longevity. Poison Touch is generally the preferred ability so Muk has a chance to poison its switch-ins, but Sticky Hold can allow it to function as a switch-in to Trick or Switcheroo, and to a lesser extent, Knock Off. However, it's more difficult to wear down Muk's checks without the chance of poisoning them.

Usage Tips
========

Muk can be used throughout the battle to switch in on resisted attacks, as well as non-Psychic-type special attackers if necessary, and deal damage before being forced out. If using Sticky Hold, it can also act as a switch-in to Trick and Switcheroo for teammates that are very dependent upon their items or are just crippled by being given a Choice item. Since Gunk Shot has so many switch-ins in the PU tier, spamming it early on in the battle isn't always the best strategy. However, once Muk's checks have been eliminated, spamming Gunk Shot and Shadow Sneak can be an effective way of cleaning up. As a final note, if Muk is on your team to check a certain Pokemon such as Cacturne, be careful not to let it get too weak before that Pokemon is knocked out. Muk is very prone to being worn down over time, since it lacks recovery.

Team Options
========

The Assault Vest set tends to work best on bulky offensive or balanced teams that need a check to Grass-types, Clefairy, or just special attackers in general. Psychic-type checks, especially Dark-types like Vullaby, are appreciated on the team due to Muk's weakness to them. Muk can also switch in on Fairy and Fighting moves for Dark-types, so Cacturne, Pawniard, and Murkrow all appreciate Muk's presence. Ground-type checks are highly valued because most Ground-type attackers are physical, leaving Muk very vulnerable. As such, Flying-types or Levitate users such as Pelipper and Vibrava are ideal. Grass-types with STAB moves can also be very effective at switching in on and eliminating Ground-types. Since Fire Punch is Muk's only answer to Steel-types and it's not particularly strong, having a check to Steel-types is a good idea. Probopass can trap them with Magnet Pull and knock them out with Earth Power. Trapinch can do the same with Arena Trap and Earthquake and also acts as a check to Rock-types, yet another type Muk struggles with. Pursuit trappers like Stoutland, Dodrio, and Metang can remove Psychic- and Ghost-types from the opponent's team, both of which can be problematic for Muk. With Muk's lack of reliable recovery, having a cleric on the team is a good idea to keep it healthy. Audino's Wish and Heal Bell or Mr. Mime's Healing Wish are both solid options. Muk's resistance to Grass and nice special bulk make it a good partner for Water-types, particularly Seaking and Relicanth, since Grass is their most significant weakness.

[STRATEGY COMMENTS]
Other Options
=============

Focus Punch is a powerful option that can hit Rock-types and a few Steel-types that try to switch in on Muk, but it's incredibly reliant on prediction and can easily give your opponent free turns, so it's not recommended. Giga Drain could let Muk function as a lure for Golem and Relicanth, but it's pitifully weak even though it's 4x super effective. Thunder Punch can be used to hit Water-types super effectively, but Muk usually doesn't have issues with them. Power-Up Punch might be worth considering on the Assault Vest set, but Muk generally wants more immediate power and will likely be switching out a lot, meaning it loses its Attack boosts. Memento is an option, but there's no room for a utility move on any of Muk's sets, and faster Pokemon like Jumpluff make better use of it.

Checks and Counters
===================

**Ground-types**: Ground-types such as Golem, Gabite, and Vibrava can switch in on any of Muk's moves except Ice Punch and then threaten it out with STAB Earthquake. Camerupt can even switch in on Ice Punch and threatens it with Earth Power or a potential burn from Lava Plume. Trapinch can trap Muk and KO it with Earthquake.

**Steel-types**: Steel-types such as Metang, Mawile, and Pawniard can all switch in on Gunk Shot and Ice Punch easily and can pose a huge threat to Muk with their strong physical attacks. Probopass can switch in on a Fire Punch too and do some damage with Earth Power or pivot out with Volt Switch to gain momentum. The CroMuk set is also completely walled by Steel-types.

**Rock-types**: Rock-types like Relicanth, Crustle, and Armaldo are all capable of switching in on Gunk Shot and scaring it out with their strong physical attacks. Solrock can switch in and burn Muk with Will-O-Wisp or 2HKO it with Zen Headbutt.

**Psychic-types**: Powerful Psychic-type attackers such as Beheeyem, Grumpig, Mr. Mime, and Kadabra can pose a huge threat to Muk, but they can't switch in on it. They should also be wary of Shadow Sneak, which can easily KO them if they've already taken some damage.

**Status**: Muk's Poison typing means it can't be poisoned, but all of Muk's sets other than CroMuk are severely crippled by the other status ailments, especially burn, as it halves its physical attacking power. Will-O-Wisp users such as Gourgeist and Misdreavus can tank a hit and burn Muk, making it much more manageable.
 
Last edited by a moderator:

pancake

movement and location
is a Contributor Alumnus
This looks great for a first PU analysis :D I know it is a work in progress but like Trapinch and Camerupt should not get their own special mentions. Be more general in C&C unless if there's something that is a special guaranteed check, eg Chansey to special attackers in OU. Say stuff like "Ground-types."

I also think there's a few problems with the overview (you are missing some of Muk's downsides) but this isn't done so I can address this later if necessary :D
 

Acast

Ghost of a Forum Mod & PS Room Owner
is a Forum Moderator Alumnusis a Battle Simulator Staff Alumnus
Alright I think this is ready for QC. I'm pretty sure I covered everything important. The only sections I'm unsure of are the Team Options for the AV and CB sets. I feel like I'm missing some notable pokemon that would benefit from Muk's wallbreaking.
 

ManOfMany

I can make anything real
is a Tiering Contributor
not QC but I can probably save them some work...

Overview:
Muk is equally good as Arbok on offensive teams because of its role as a tank- the two occupy fairly different positions on teams though. Arbok is used as a win condition that you build around so it can sweep, or a wallbreaker to punch holes in a team. Muk is a pokemon that covers holes in a team generally and is added on more like a cushion. However going so much in depth in the relationship between the two pokemon is pointless, as this is a Muk analysis, and not Muk vs Arbok analysis. I think a simple line of "Muk is arguably the best poison-type in the PU tier. Although Arbok can give it some competition as a wallbreaker and set-up sweeper, Muk's sheer bulk and immediate power etc etc" should suffice.

You really should mention that AV and Banded Muk are pokemon that has to predict often, since Gunk Shot isn't too spammable with Ground-types and Steel-Types.

"-Pitiful special attack; can't take advantage of its huge special movepool" This doesn't need to be mentioned, it's pointless.

Assault Vest:
"-Muk can be used throughout the battle to switch in on resisted attacks and deal damage before being forced out." Mention it's not only resisted attacks but can also switch in on non-Psychic type special attackers if necessary.
"-It tends to work best on bulky offensive or balanced teams that need a check to Fairy and Grass types." This should go in Teambuilding Options rather than Usage Tips.

Choice Band:
Poison Touch should really be slashed. It can be very useful when using Ice Punch to get a poison off on Golem/Stunfisk, or really anything that switches in. Poison is a great status, and as Megazard said Sticky Hold is a bit overrated as a Knock Off absorber.
Focus Punch on the other hand I don't like with CB at all. Yeah it can be great but it literally allows any pokemon in the game to set up on it and Ice/Fire Punch with Band hits most Focus Punch targets hard enough. It's much better on AV because no free set up and because AV Ice Punch doesn't hit Golem very hard.

Murkrow obviously doesn't need its own sentence in team options. It's good but just one of a bunch of other pokemon who benefit from similar checks/counters worn down (such as Stoutland, Dodrio, Jumpluff). Normal or flying-type pokemon would be a solid mention

Grass-type pokemon like Leafeon are a good partner for all Muk sets as they resist Ground and beat ground types. Same with water-types such as Politoed and Floatzel, and Muk also beats grasses for water-types.

Cro-Muk:
In Usage Tips, Muk isn't constrained to the late-game or to when all Steel-Types are dead. Muk can be used throughout the game as a reliable special wall and a Trick absorber (In Rotom-F's case). Yeah you will be losing some momentum if the opponent has a Cro-Muk counter, but tanking hits from special attackers can still be very useful, especially if it gets them worn down by Life Orb or hazards.

Checks and Counters:
Solrock is relevant but not relevant enough to merit its own section, especially when its not immune to poison and loses to Cro-Muk. Maybe you could make a separate section for Rock-types (Solrock, Relicanth, Probo maybe). Another option might be making Rock and Steel types into a combined section, but I'm not sure about that. Ghost-Types also probably warrants its own section as Missy and Dusknoir annoy it a lot with Will-o and Gunk Shot respectively.

There should also probably be a section to account for stronger attackers that outspeed Muk and hit it hard as is there for most tank pokemon. Maybe titled "Strong Physical Attackers" as in Regice's analysis? Although you would want to cover stuff like Life Orb Mr.Mime too so I'm not sure..
 

Acast

Ghost of a Forum Mod & PS Room Owner
is a Forum Moderator Alumnusis a Battle Simulator Staff Alumnus
not QC but I can probably save them some work...

Overview:
Muk is equally good as Arbok on offensive teams because of its role as a tank- the two occupy fairly different positions on teams though. Arbok is used as a win condition that you build around so it can sweep, or a wallbreaker to punch holes in a team. Muk is a pokemon that covers holes in a team generally and is added on more like a cushion. However going so much in depth in the relationship between the two pokemon is pointless, as this is a Muk analysis, and not Muk vs Arbok analysis. I think a simple line of "Muk is arguably the best poison-type in the PU tier. Although Arbok can give it some competition as a wallbreaker and set-up sweeper, Muk's sheer bulk and immediate power etc etc" should suffice.

You really should mention that AV and Banded Muk are pokemon that has to predict often, since Gunk Shot isn't too spammable with Ground-types and Steel-Types.

"-Pitiful special attack; can't take advantage of its huge special movepool" This doesn't need to be mentioned, it's pointless.

Assault Vest:
"-Muk can be used throughout the battle to switch in on resisted attacks and deal damage before being forced out." Mention it's not only resisted attacks but can also switch in on non-Psychic type special attackers if necessary.
"-It tends to work best on bulky offensive or balanced teams that need a check to Fairy and Grass types." This should go in Teambuilding Options rather than Usage Tips.

Choice Band:
Poison Touch should really be slashed. It can be very useful when using Ice Punch to get a poison off on Golem/Stunfisk, or really anything that switches in. Poison is a great status, and as Megazard said Sticky Hold is a bit overrated as a Knock Off absorber.
Focus Punch on the other hand I don't like with CB at all. Yeah it can be great but it literally allows any pokemon in the game to set up on it and Ice/Fire Punch with Band hits most Focus Punch targets hard enough. It's much better on AV because no free set up and because AV Ice Punch doesn't hit Golem very hard.

Murkrow obviously doesn't need its own sentence in team options. It's good but just one of a bunch of other pokemon who benefit from similar checks/counters worn down (such as Stoutland, Dodrio, Jumpluff). Normal or flying-type pokemon would be a solid mention

Grass-type pokemon like Leafeon are a good partner for all Muk sets as they resist Ground and beat ground types. Same with water-types such as Politoed and Floatzel, and Muk also beats grasses for water-types.

Cro-Muk:
In Usage Tips, Muk isn't constrained to the late-game or to when all Steel-Types are dead. Muk can be used throughout the game as a reliable special wall and a Trick absorber (In Rotom-F's case). Yeah you will be losing some momentum if the opponent has a Cro-Muk counter, but tanking hits from special attackers can still be very useful, especially if it gets them worn down by Life Orb or hazards.

Checks and Counters:
Solrock is relevant but not relevant enough to merit its own section, especially when its not immune to poison and loses to Cro-Muk. Maybe you could make a separate section for Rock-types (Solrock, Relicanth, Probo maybe). Another option might be making Rock and Steel types into a combined section, but I'm not sure about that. Ghost-Types also probably warrants its own section as Missy and Dusknoir annoy it a lot with Will-o and Gunk Shot respectively.

There should also probably be a section to account for stronger attackers that outspeed Muk and hit it hard as is there for most tank pokemon. Maybe titled "Strong Physical Attackers" as in Regice's analysis? Although you would want to cover stuff like Life Orb Mr.Mime too so I'm not sure..
I agree with everything except Solrock, although I guess I could be pursuaded on Solrock if others agree with you. I'll definitely add a mention for Rock types in general, but the reason I singled out Solrock is that it can literally switch in on any move Muk could possibly be running. It can even switch in on a banded Focus Punch, which Relicanth, Probopass, and Golem can't do.

252+ Atk Choice Band Muk Focus Punch vs. 252 HP / 0 Def Relicanth: 370-436 (91.5 - 107.9%) -- 50% chance to OHKO

252+ Atk Choice Band Muk Focus Punch vs. 248 HP / 0 Def Golem: 370-436 (101.9 - 120.1%) -- guaranteed OHKO

252+ Atk Choice Band Muk Focus Punch vs. 252 HP / 252+ Def Solrock: 185-218 (53.7 - 63.3%) -- guaranteed 2HKO after Leftovers recovery

I would argue Solrock is a counter to AV and CB Muk, while other Rock types are just checks. But if others think it should be lumped into a "Rock types" section, then I'll change it and just give Solrock a special mention within that section.

EDIT: Sorry I just realized you said Focus Punch shouldn't be slashed on the Choice Band set. I admit it's a relatively bad choice, but I still think it should be slashed personally. It OHKO's Golem, Relicanth, and Probopass assuming they don't have Sturdy in tact. If others agree that Focus Punch should be taken off the CB set, then I admit Solrock shouldn't get its own mention either and I'll definitely agree to lump it in with other Rock types.

EDIT2: Implemented most of your changes. Will implement the rest later when I have more time.
 
Last edited:

pancake

movement and location
is a Contributor Alumnus
I think rock-types should get their own section, and solrock should be mentioned in that section. it's not good enough on it's own to get a mention.
 

Acast

Ghost of a Forum Mod & PS Room Owner
is a Forum Moderator Alumnusis a Battle Simulator Staff Alumnus
I believe I made all the recommended changes except for removing Focus Punch from the CB set. I'll wait for a QC member's opinion on that.

Thanks for the suggestions, MoM and VPP! If you notice anything else that should be changed please let me know.
 

MZ

And now for something completely different
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Top Smogon Media Contributoris a Top Team Rater Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnusis a Battle Simulator Moderator Alumnus
Moderator
[OVERVIEW]

-Muk is arguably the best Poison-type in the PU tier. Arbok can give it some competition as a setup sweeper and wallbreaker, but Muk's greater bulk and immediate power generally make it the better choice.
-Base stats are exceptionally well distributed to play the role of a tank idk what this adds to the analysis, we discourage listing base stats because they're already going to be right there and what's the point but this is basically the same thing
-Checks some prominent pokemon in the PU metagame (Clefairy, Cacturne, Rotom-F, etc)
-Has a fairly wide physical movepool to take advantage of its strong attack stat, including a strong STAB move in Gunk Shot wide physical movepool but then mentioning stab which every mon gets seems weird, more of a write-up fix tho
-The AV and CB sets require some prediction to use because Gunk Shot is fairly difficult to spam when Steel, Ground, and Rock types are so common.
-While it does have many coverage options, it can't help but wish those options were stronger or more reliable. The elemental punches are a little too weak to do much wallbreaking, and Focus Punch can be a liability of the player predicts wrong. remove focus punch pls, it should be off the set as well
-Low speed, but access to Shadow Sneak makes up for it to an extent you could say shadow sneak patches it slightly but it's also stupidly weak
-Lack of reliable recovery means it must rely on Rest or the support of its teammates if it wants to survive longer battles
I don't see any mention of that awful base speed and you mention how rock/ground/steels are very common but only say they can switch into gunk shot rather than specifying how them being common is a point against muk (the high usage of things like golem gives muk trouble, etc)

[SET]
name: Assault Vest
move 1: Gunk Shot / Poison Jab honestly I wouldn't have jab slashed here. drop to moves minimum, maybe OO, but you should really be running gunk on this
move 2: Shadow Sneak
move 3: Fire Punch
move 4: Ice Punch / Focus Punch
item: Assault Vest
ability: Sticky Hold / Poison Touch
nature: Adamant
evs: 252 HP / 252 Atk / 4 SpD

[SET COMMENTS]
Moves
========

-Gunk Shot is Muk's strongest move, but it's a little inaccurate. Poison Jab is weaker, but has perfect accuracy and higher PP. Poison Jab is also noteworthy because it makes contact, so Muk's Poison Touch ability increases the likelihood of poisoning the foe to 51%. if jab is in moves, move it to the end. if it's in OO, remove. idk which one as of right now, just certainly not full slash worthy
-Shadow Sneak is reliable priority. It also helps Muk threaten physically frail Psychic types like Grumpig, Mr. Mime, and Kadabra. say something about weak, that really is a huge part of the move
-Fire Punch is mainly to hit Steel types super effectively, which are immune to Muk's STAB. specifically meeting and mawile
-The fourth moveslot is a choice between 2 coverage moves. Ice Punch covers most Ground types like Vibrava and Stunfisk. It deals some decent damage to Golem too, but Focus Punch does far more damage to Golem and other switch-ins like Camerupt. The downside of Focus Punch is that it's only good to hit opponents as they switch in, and Muk usually needs to switch out afterward because Focus Punch is so easily taken advantage of. no focus punch it sucks other people had more justification already just drop to OO

Set Details
========

-Assault Vest increases Muk's already high special defense, allowing it to take more hits and therefore stay alive longer to continue threatening the opponent's team. more specifically, check scary special things like zebra or float
-Max attack EVs and an adamant nature help Muk do as much damage as possible. The rest of the EVs are dumped in HP to increase its overall bulk and longevity.
-Only use Poison Touch with Poison Jab. If you are using Gunk Shot, then Sticky Hold is the superior ability. i think this is an oversimplification, poison touch still adds chances to muk's other moves if you're running gunk shot. I would always run touch on av and cb and would be in favor of just removing sticky hold here. either way, actually say what the abilities do not some arbitrary alignment of when to run them if it doesn't make much sense. also don't need to mention jab w/out full slash

Usage Tips
========

-Muk can be used throughout the battle to switch in on resisted attacks, as well as non-Psychic type special attackers if necessary, and deal damage before being forced out.
-If using Stick Hold, it can also act as a Knock Off sponge for teams that are very dependent upon their items.
there should probably be something about when to use certain moves (predict steel types to come in, etc). this is very short but I get it's also pretty straightforward to use av muk

Team Options
========

-It tends to work best on bulky offensive or balanced teams that need a check to Fairy and Grass types. eh I mean the biggest fairies have secondary typings that bone muk so that's really just clefairy. I think about it as more grass + checking random special attackers as a sort of glue
-Dark and/or Flying types (Vullaby or Murkrow are ideal for their type synergy with Muk. They are immune to Muk's weaknesses and Muk can switch in on Fairy moves for them. Vullaby also benefits because Muk can switch in on Knock Off and Toxic) I'm confused on the formatting here and murkrow shouldn't be covering anything's weaknesses. vullaby is fine and it also removes hazards for bulky thing without removal but murk is odd here. I'd just change this one into checks to psychic types and do a separate bullet about checks to ground types
-Pursuit trappers (Metang, Dodrio, Stoutland, Dusknoir) you have to expand on this. why are they good teammates? what do they do?
-Clerics (Audino's Wish+Heal Bell and Mr. Mime's or Clefairy's Healing Wish) see previous point, hw clef is really rare and you need to expand
I see nothing about steel checks which is really huge, the potential for probo/trapinch support, in general this is really short. Any good offensive partners? There's mons that support muk, what about things that appreciate muk's support?


[SET]
name: Choice Band
move 1: Gunk Shot
move 2: Shadow Sneak
move 3: Fire Punch
move 4: Ice Punch / Focus Punch see previous opinion on focus punch. still bad.
item: Choice Band
ability: Sticky Hold / Poison Touch
nature: Adamant
evs: 252 HP / 252 Atk / 4 SpD

[SET COMMENTS]
Moves
========
please do not copy paste your bullet points back over from other sets. Try to say something new like a different example or something, at least change this in write-up. any other comments I have, see previous iteration of the same bullets for
-This set needs as much power as possible, so Gunk Shot is the preferred STAB move. It will do most of the wallbreaking. ok there's never that much to say about a stab move but this just sounds incredibly awkward
-Shadow Sneak is reliable priority. It also helps Muk threaten physically frail Psychic types like Grumpig, Mr. Mime, and Kadabra.
-Fire Punch is mainly to hit Steel types super effectively, which are immune to Muk's STAB.
-The fourth moveslot is a choice between 2 coverage moves. Ice Punch covers most Ground types like Vibrava and Stunfisk. It deals some decent damage to Golem too, but Focus Punch does far more damage to Golem and other switch-ins like Camerupt. The downside of Focus Punch is that it's only good to hit opponents as they switch in, and Muk usually needs to switch out afterward because Focus Punch is so easily taken advantage of.

Set Details
========

-Choice Band, max attack EVs, and an Adamant nature are all used to maximize Muk's wallbreaking ability. The rest of the EVs are invested in HP to survive more hits while it's busy wallbreaking.
-Poison Touch can be useful to spread the poison status to Muk's switch-ins that aren't Steel or Poison type, but Gunk Shot doesn't make contact and therefore can't take advantage of Poison Touch. Sticky Hold allows Muk to switch in on a predicted Trick or Knock Off. you still take damage from knock though so it's not like you particularly want to come in on, say, pawniard. I still think poison touch is the far superior option and should be slashed first at the very least. Also mention first slash first etc, poison touch is second rn but you talk about it first in moves

Usage Tips
========

-Should be used to break through defensive pokemon. you really need to elaborate on this. usage tips should be a bit more useful than things you can tell by just looking at the stats+moveset
-Switch-ins to Gunk Shot are common and being locked into a move that the opponent resists or is immune to can be a huge momentum suck, so the ability to predict is very important while running this set, especially with Focus Punch. yes, predict, but the wording is weird here because it sounds like prediction is your own ability that affects muk or something. just weird
again, very short, needs more stuff like muk can check weaker attackers or needs to double out of trapinch


Team Options
========

-Normal or Flying types that benefit from their counters being worn down (Stoutland, Dodrio, Jumpluff) specifically, muk forces rocks and steels in. also the normals can weaken muk's counters as well, that's the point of sharing counters, the tip does both ways
-slow VoltTurn users, especially ones that resist Ground or Psychic. (Vullaby, Pelipper, and Vibrava are all good options.) why is this that important? muk isn't that hard to get in compared to other breakers like rampardos or LO Simipour or whatever
-Grass types are great partners because they can switch in on Ground moves and beat Ground types (ex: Leafeon, Tangela) grasses help just the phrasing of "grass types switch in on ground types and beat ground types" is annoyingly basic
-Water types are good for similar reasons, but Muk also helps Water types because it beats the Grass types that would otherwise check them. (ex: Politoed and Floatzel)
overall this is still pretty light, no mention of trapping when muk+trapper is so huge is a major oversight, there's even stuff in the other section not mentioned here like psychic checks?

[SET]
name: CroMuk
move 1: Rest
move 2: Sleep Talk
move 3: Curse
move 4: Poison Jab
item: Black Sludge
ability: Sticky Hold
nature: Careful
evs: 252 HP / 4 Atk / 252 SpD

[SET COMMENTS]
Moves
========

-Rest for reliable recovery.
-Sleep Talk so it can still do something while asleep.
-Curse to increase its relatively low physical bulk as well as its already respectable attack.
-Poison Jab > Gunk Shot for higher PP and accuracy.
basic but fine
Set Details
========

-Max special bulk and Careful nature to make setting up easier. and help muk take on dangerous special attackers, gives it early game usage vs stuff like rotom-f. this is huge Curse increases defense anyway, so SpDef is needed to ensure well-rounded bulk for easy sweeping.
-Black Sludge for passive recovery, increasing Muk's durability.
-Sticky Hold is necessary to prevent Trick/Switcheroo, which could ruin sweeping chances also pivot into rotom better!. Also allows it to function as a Knock Off sponge.

Usage Tips
========

-Most effective in late-game after its checks are gone, but it can be used throughout the battle as a special wall or Trick/Knock Off absorber.
-Usually it's best to not set up until the opponent's steel types have been KO'd.
-The best time to set up is against a defensive pokemon with no super effective attacks (Clefairy, Tangela, Pelipper, Audino), but it can also set up on some of the less powerful special attackers (Roselia, Cryogonal, Rotom-F, Rotom-S, etc) i don't think it's exactly right to list roselia and rotom-f as less powerful, even if muk can set up on them
still quite short, muk is straightforward but try to expand this if you can


Team Options
========

-Pursuit trappers to eliminate Psychic types (Metang, Dodrio, Stoutland, Dusknoir)
-Probopass to trap and eliminate Steel types trapinch is another option
-Bulky Grass types to deal with opposing Ground types, especially Golem. Tangela is particularly helpful because Sleep Powder can give Muk an opportunity to set up.
needs more stuff here, specifically beating rotom for other mons can be quite nice but there's definitely other things to mention

[STRATEGY COMMENTS]
Other Options
=============

-Giga Drain (Could let Muk function as a lure for Golem and Relicanth, but it's pitifully weak even though it's 4x super effective. Focus Punch is generally a better option.) the whole parenthesis thing is really weird because I'm not sure how you're gonna write it up? anyway, fp kinda sucks so idk about that. also FP now needs to go in here
-Memento (Faster pokemon like Jumpluff do this better.)
-Rock Slide / Thunder Punch (Appear to be good coverage options to hit Flying, Ice, and Water types, but Gunk Shot handles most of those quite easily anyway. Fire Punch, Ice Punch, and Focus Punch handle things that Gunk Shot can't.) just mention thunderpunch for waters and then rock slide specifically for articuno separately (mentioning how that's not necessary at all)
-Power-up Punch (might be worth considering on the AV set, but Muk generally wants more immediate power and won't have too many opportunities to set up PuP)

Checks and Counters
===================

**Ground types**: They resist Muk's STAB and aren't weak to any of Muk's coverage moves except Ice Punch. STAB Ground moves are also a big threat to Muk. (Trapinch and Camerupt are notable examples.) you don't do C&C in bullets so get rid of parenthesis since this should be how it will appear in the analysis (minus the GP check). I can't really check this section because it's written in the wrong format, but there's definitely more ground types to mention

**Steel types**: Immune to Muk's STAB. They completely counter the CroMuk set, but the AV and CB sets can threaten them with Fire Punch. Metang is the most notable as it can 2HKO Muk with Earthquake. again, written up odd and also mawile is important probo is gaining relevance, maybe one or two more

**Rock types**: Resist Poison STAB and oftentimes carry Earthquake or some other move that threatens Muk. Solrock is likely the best check to the CB and AV sets because it can switch in on any of Muk's attacks and burn or 2HKO Muk with Zen Headbutt. Golem and Relicanth are also worth noting, but they don't like switching in on Focus Punch. remove fp mention, golem gets hit by ice punch

psychic type section where?
can't stamp yet, implement this and I'll look over again. still, it looks pretty good for a first try, most of the issues are specific first analysis things that shouldn't be too hard to work on
 

Acast

Ghost of a Forum Mod & PS Room Owner
is a Forum Moderator Alumnusis a Battle Simulator Staff Alumnus
can't stamp yet, implement this and I'll look over again. still, it looks pretty good for a first try, most of the issues are specific first analysis things that shouldn't be too hard to work on
Sorry this took so long. The past few days have been busy, but I think I implemented all your suggestions.
 

MZ

And now for something completely different
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Top Smogon Media Contributoris a Top Team Rater Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnusis a Battle Simulator Moderator Alumnus
Moderator
[OVERVIEW]

-Muk is arguably the best Poison-type in the PU tier. Arbok gives it a little competition as a setup sweeper and wallbreaker, but Muk's greater bulk and immediate power generally makes it the better choice. this is just too subjective for an analysis. You can totally say it's one of the best and it probably is, but there's no need to directly state this (and fwiw roselia is currently higher ranked, probably won't last but yeah)
-Checks some prominent pokemon in the PU metagame (Clefairy, Cacturne, Rotom-F, etc)
-Has a fairly wide physical movepool to take advantage of its strong attack stat
-Access to a powerful STAB move in Gunk Shot
-The AV and CB sets require some prediction to use because Poison isn't a very spammable offensive type.
-Ground, Rock, and Steel types are all common in PU and check Muk quite easily, meaning Muk requires team support
-While it does have many coverage options, it can't help but wish those options were stronger. The elemental punches are a little too weak to do much wallbreaking
-Very slow. Access to Shadow Sneak makes up for this to an extent, but it's an unfortunately weak move.
-Lack of reliable recovery means it must rely on Rest or the support of its teammates if it wants to survive longer battles

[SET]
name: Assault Vest
move 1: Gunk Shot
move 2: Shadow Sneak
move 3: Fire Punch
move 4: Ice Punch
item: Assault Vest
ability: Poison Touch / Sticky Hold
nature: Adamant
evs: 252 HP / 252 Atk / 4 SpD

[SET COMMENTS]
Moves
========

-Gunk Shot is Muk's strongest move. It's a little inaccurate and has low PP, but the power is worth it.
-Shadow Sneak is reliable priority. It also helps Muk threaten physically frail Psychic types like Grumpig, Mr. Mime, and Kadabra, but it's a fairly weak move. more like "although it's fairly weak vs neutral targets, since it's fine vs stuff weak to it
-Fire Punch is mainly to hit Steel types like Metang and Mawile super effectively because they're immune to Muk's STAB
-Ice Punch covers most Ground types like Vibrava, Stunfisk, and Golem.

Set Details
========

-Assault Vest increases Muk's already high special defense, allowing it to take more hits and therefore stay alive longer to continue threatening the opponent's team. It also helps Muk act as a check to certain special attackers like Zebstrika and Floatzel.
-Max attack EVs and an adamant nature help Muk do as much damage as possible. The rest of the EVs are dumped in HP to increase its overall bulk and longevity.
-Poison Touch is generally preferred so there's a chance that Muk can spread the poison status around. If you get a lucky poison on one of Muk's checks that switches in on it, then it becomes much easier to wear that check down throughout the battle. Unfortunately this ability only benefits the coverage moves because Gunk Shot doesn't make contact, but Gunk Shot still has its own 30% chance to poison even without Poison Touch's boost. i don't think you need this much in depth analysis, saying "it allows muk to poison switchins with all of its moves but gunk shot" (not verbatim obv) should be fine without going into percentages
-Sticky Hold can allow Muk to function as a switch-in to Trick or Switcheroo, and to a lesser extent Knock Off, but it becomes more difficult to wear down its checks without the chance of poisoning them.

Usage Tips
========

-Muk can be used throughout the battle to switch in on resisted attacks, as well as non-Psychic type special attackers if necessary, and deal damage before being forced out.
-If using Stick Hold, it can also act as a switch in to Trick/Switcheroo/Knock Off for teams that are very dependent upon their items.
-Since Gunk Shot has so many switch ins in the PU tier, spamming Gunk Shot early on in the battle isn't always the best strategy. If the opponent has a steel type, use Fire Punch whenever you predict they will switch in. Similarly, use Ice Punch when you predict they will switch in a Ground type. Once Muk's checks are eliminated, spamming Gunk Shot and Shadow Sneak can be an effective way of cleaning up.

Team Options
========

-It tends to work best on bulky offensive or balanced teams that need a check to Grass types, Clefairy, or just various special attackers.
-Psychic type checks, especially Dark types like Vullaby, are appreciated due to Muk's weakness to them. Muk can also switch in to Fairy and Fighting moves for Dark types, so Cacturne, Pawniard, and Murkrow all appreciate Muk's presence.
-Ground type checks are highly valued because most Ground attackers are physical, leaving Muk very vulnerable. Flying types or Levitate users are ideal such as Pelipper and Vibrava. Grass types with STAB moves can also be very effective at switching in and eliminating Ground types.
-Since Fire Punch is Muk's only answer to Steel types and it's not particularly strong, having a check to Steel types is a good idea. Probopass can trap them with Magnet Pull and knock them out with Earth Power. Trapinch can do something similar with Arena Trap and Earthquake. Trapinch also acts as a check to Rock types, yet another type Muk struggles with.
-Pursuit trappers like Metang, Dodrio, Stoutland, and Dusknoir can remove Psychic and Ghost types from the opponent's team, both of which can be problematic for Muk.
-With no reliable recovery, Muk greatly appreciates cleric support to keep it healthy. Audino's Wish and Heal Bell or Mr. Mime's Healing Wish are both solid options.
-Muk's resistance to Grass and nice special bulk make it a good partner for Water types, particularly Seaking and Relicanth since Grass is their most significant weakness.
-Muk's presence is also appreciated by bulky Normal types like Audino or Lickilicky for its resistance to Fighting attacks. when the 1 fighting is monferno which ur a shitty check to, just remove this one

[SET]
name: Choice Band
move 1: Gunk Shot
move 2: Shadow Sneak
move 3: Fire Punch
move 4: Ice Punch
item: Choice Band
ability: Poison Touch / Sticky Hold
nature: Adamant
evs: 252 HP / 252 Atk / 4 SpD

[SET COMMENTS]
Moves
========

-Gunk Shot is the preferred STAB move for its power.
-Shadow Sneak theatens frail Psychic types and can allow Muk to act as a revenge killer.
-Fire Punch deals with Steel types primarily, since they're immune to Gunk Shot.
-Ice Punch hits Ground types super effectively, giving Muk a way to discourage them from switching in.

Set Details
========

-Choice Band, max attack EVs, and an Adamant nature are all used to maximize Muk's wallbreaking ability. The rest of the EVs are invested in HP to survive more hits while it's busy wallbreaking.
-Poison Touch can be useful to spread the poison status to Muk's switch-ins that aren't Steel or Poison type, but Gunk Shot doesn't make contact and therefore can't take advantage of Poison Touch.
-Sticky Hold allows Muk to switch in on a predicted Trick or Switcheroo, but losing Poison Touch makes it more difficult to wear down Muk's checks over the course of a battle.

Usage Tips
========

-Choice Band Muk plays the role of a wallbreaker, blowing holes in the opponent's team. Unfortunately Gunk Shot is fairly easy to switch in on due to Steel, Rock, and Ground types being on nearly every team, so predicting which pokemon your opponent will switch to will be a key part of Muk's success. Correctly predicting your opponent's switch to a Steel type and using Fire Punch on that switch can turn the entire battle in your favor, so don't be afraid to use Muk's coverage moves as long as the opponent has healthy checks that they can switch to.
-Even without the bulk of an Assault Vest, Muk can check weaker attackers like Zebstrika and further weaken the opponent's team when they switch out.
-Another good strategy to play around Muk's checks is to is bringing Muk in, then switch out on the same turn that the opponent brings in their check. This strategy is especially important when facing Trapinch, which could easily trap and KO Muk with Earthquake if you don't play carefully with your switches. only say this with regards to trapinch, otherwise the usage tip is "double switch on every counter" which is silly. trapinch is a special situation because otherwise you don't have the chance to switch out. also you can change it to "double out or predict it and ice punch" since that stops the trap, as long as it's about not getting muk trapped and KOd. Also this applies more to AV since it can't KO w/ice punch, why isn't it up there

Team Options
========

-Normal or Flying types like Stoutland, Dodrio, and Jumpluff all benefit from their counters being worn down. In return, those pokemon wear down Muk's counters, making it easier to dismantle the opponent's team.
-Grass types such as Leafeon and Tangela are great partners because they can switch in on and eliminate Ground types.
-Water types like Politoed and Floatzel are good for similar reasons, but Muk also helps Water types because it beats the Grass types that would otherwise check them.
-Trappers are a viable option. Probopass and Trapinch can both trap Muk's checks and eliminate them. Pursuit trappers such as Stoutland and Dodrio are good as well for dealing with Psychic and Ghost types.
-Having a Psychic check is always a good idea when using Muk. Murkrow is a good offensive partner for its type synergy and ability to clean up after Muk wears down the opponent's team. Pawniard and Mightyena are also worth considering for similar reasons.

[SET]
name: CroMuk
move 1: Curse
move 2: Poison Jab
move 3: Rest
move 4: Sleep Talk
item: Black Sludge
ability: Sticky Hold
nature: Careful
evs: 252 HP / 4 Atk / 252 SpD

[SET COMMENTS]
Moves
========

-Curse increases Muk's relatively low physical bulk and already impressive attack.
-Poison Jab is preferred here because it has higher PP and accuracy than Gunk Shot.
-Rest is Muk's only form of recovery, but it lets Muk to set up without worrying about being burned or paralyzed.
-Sleep Talk prevents Muk from being dead weight while asleep and allows it to switch in on Sleep Powder or Smeargle's Dark Void or Spore with minimal consequences.

Set Details
========

-Max special bulk and a Careful nature makes setting up easier and helps Muk take on special attackers even in the early-game. Curse increases defense anyway, so Special Defense investment is needed to ensure well-rounded bulk for easier sweeping.
-Black Sludge gives Muk passive recovery, reducing its reliance on Rest and increasing its overall durability.
-Sticky Hold is necessary to prevent Trick/Switcheroo, which could ruin sweeping chances. It also allows Muk to switch in on the Rotom forms much more easily. I'd just say rotom-f since p sure the "best" rotom-s set is considered Ebelt or whatever and not scarf

Usage Tips
========

-Most effective in late-game after its checks are gone, but it can be used throughout the battle as a special wall, Trick switch in, or status absorber.
-Usually it's best to not set up until the opponent's steel types have been KO'd.
-The best time to set up is against a defensive pokemon with no super effective attacks such as Clefairy, Tangela, or Audino, but it can also set up on special attackers like Roselia, Cryogonal, and the Rotom forms.

Team Options
========

-Pursuit trappers to eliminate Psychic types (Metang, Dodrio, Stoutland, Dusknoir)
-Probopass to trap and eliminate Steel types. Trapinch can do the same, but can also trap Muk's other checks like Rock and Ground types.
-Bulky Grass types to deal with opposing Ground types, especially Golem. Tangela is particularly helpful because Sleep Powder can give Muk an opportunity to set up.
-Pokemon that are weak to the Rotom forms, such as Floatzel, Swanna, and Pelipper, really appreciate Muk's ability to counter them.
-Defensive Pokemon that are crippled by Trick/Switcheroo, such as Audino, Clefairy, and Vullaby, value Muk's Sticky Hold, allowing it to freely switch in on these moves.

[STRATEGY COMMENTS]
Other Options
=============

-Focus Punch is a powerful option that can hit Rock types and a few Steel types that try to switch in on Muk, but it's incredibly reliant on prediction and can easily give your opponent free turns, so it's not recommended.
-Giga Drain could let Muk function as a lure for Golem and Relicanth, but it's pitifully weak even though it's 4x super effective.
-Thunder Punch can be used to hit Water types super effectively, but Muk generally doesn't have issues with Waters.
-Rock Slide might be a tempting option to deal with Articuno, but that would be unnecessary because Fire Punch and Gunk Shot threaten it enough. in hindsight this was a bad suggestion on my part since I wouldn't run it on even very cuno weak teams, you can remove
-Power-up Punch might be worth considering on the Assault Vest set, but Muk generally wants more immediate power and will likely be switching out a lot, meaning you lose your attack boosts.
-Memento is an option, but faster pokemon like Jumpluff do this better.

Checks and Counters
===================

**Ground-types**: Ground types such as Golem, Gabite, and Vibrava can switch in on any of Muk's moves except Ice Punch and then threaten it out with STAB Earthquake. Camerupt can even switch in on Ice Punch and threatens it with Earth Power or a potential burn from Lava Plume. Trapinch can trap Muk and KO it with Earthquake.

**Steel-types**: Metang, Mawile, and Pawniard can all switch in on Gunk Shot and Ice Punch easily and can pose a huge threat to Muk with their strong physical attacks. Probopass can switch in on a Fire Punch too and do some damage with Earth Power or pivot out with Volt Switch to gain momentum. they also completely wall curse this is important

**Rock-types**: Rock types like Relicanth, Crustle, and Armaldo are all capable of switching in on Gunk Shot and scaring it out with their strong physical attacks. Golem can do the same, but it should be careful to not take an Ice Punch as it switches in. Solrock can switch in and burn Muk with Will-O-Wisp or 2HKO it with Zen Headbutt. already mentioned golem, no need to do it twice

**Psychic-types**: Powerful Psychic-type attackers such as Beheeyem, Grumpig, Mr. Mime, and Kadabra can pose a huge threat to Muk, but they can't switch in on it. They also need to be wary of Shadow Sneak, especially Mr. Mime and Kadabra because those two are easily 2HKO'd. specifically getting picked off by shadow sneak when weakened
zDganmZ.gif
1/3, good job
 

Anty

let's drop
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
[OVERVIEW]

-Muk is arguably the best Poison-type in the PU tier. Ye this is pointless & like what megazard said, fairly subjective
-Checks some of the most prominent pokemon in the PU metagame such as Clefairy, Cacturne, and Rotom-F.
-It has a fairly wide physical movepool to take advantage of its strong attack stat.
-Access to a powerful STAB move in Gunk Shot
-The AV and CB sets require some prediction to use because Poison isn't a very spammable offensive type.
-Ground, Rock, and Steel types are all common in PU and check Muk quite easily, meaning Muk requires team support no need to say 'muk requires team support' given that every pokemon requires team support
-While it does have many coverage options, it can't help but wish those options were stronger. The elemental punches are a little too weak to do much wallbreaking
-Very slow. Access to Shadow Sneak makes up for this to an extent, but it's an unfortunately weak move.
-Lack of reliable recovery means it must rely on Rest or the support of its teammates if it wants to survive longer battles
You need to talk more about its role in the PU metagame, not only as a check to certain special attackers (which you said) but also as a wallbreaker

IMO the set order should be Choice Band -> CroMuk -> AV

[SET]
name: Assault Vest
move 1: Gunk Shot
move 2: Shadow Sneak
move 3: Fire Punch
move 4: Ice Punch
item: Assault Vest
ability: Poison Touch / Sticky Hold
nature: Adamant
evs: 252 HP / 252 Atk / 4 SpD

[SET COMMENTS]
Moves
========

-Gunk Shot is Muk's strongest move. It's a little inaccurate and has low PP, but the power is worth it.
-Shadow Sneak is reliable priority. It's fairly weak against targets that take neutral damage from it, but can be a big threat to Psychic and Ghost types.
-Fire Punch is mainly to hit Steel types like Metang and Mawile super effectively because they're immune to Muk's STAB
-Ice Punch covers most Ground types like Vibrava, Stunfisk, and Golem.

Set Details
========

-Assault Vest increases Muk's already high special defense, allowing it to take more hits and therefore stay alive longer to continue threatening the opponent's team. It also helps Muk act as a check to certain special attackers like Zebstrika and Floatzel.
-Max attack EVs and an adamant nature help Muk do as much damage as possible. The rest of the EVs are dumped in HP to increase its overall bulk and longevity.
-Poison Touch is generally preferred so it has a chance to poison switch ins with any of its moves.
-Sticky Hold can allow Muk to function as a switch-in to Trick or Switcheroo, and to a lesser extent Knock Off, but it becomes more difficult to wear down its checks without the chance of poisoning them.

Usage Tips
========

-Muk can be used throughout the battle to switch in on resisted attacks, as well as non-Psychic type special attackers if necessary, and deal damage before being forced out.
-If using Stick Hold, it can also act as a switch in to Trick/Switcheroo/Knock Off for teams that are very dependent upon their items. I wouldn't say knock off given that muk cannot switch into most of the common users
-Since Gunk Shot has so many switch ins in the PU tier, spamming Gunk Shot early on in the battle isn't always the best strategy. If the opponent has a steel type, use Fire Punch whenever you predict they will switch in. Similarly, use Ice Punch when you predict they will switch in a Ground type. the two prior sentances here irelevant as it is very obvious Once Muk's checks are eliminated, spamming Gunk Shot and Shadow Sneak can be an effective way of cleaning up.
-In the case of Trapinch, oftentimes it's safer to double switch so that Muk isn't in play when Trapinch switches in. Otherwise Muk will be trapped and easily eliminated by a STAB Earthquake. Trapinch isnt relevant enough to be mentioned here
Also mention that if you need Muk to check a certain Pokemon, don't let it get warn down by other mons as it lacks recovery


Team Options
========

-It tends to work best on bulky offensive or balanced teams that need a check to Grass types, Clefairy, or just various special attackers.
-Psychic type checks, especially Dark types like Vullaby, are appreciated due to Muk's weakness to them. Muk can also switch in to Fairy and Fighting moves for Dark types, so Cacturne, Pawniard, and Murkrow all appreciate Muk's presence.
-Ground type checks are highly valued because most Ground attackers are physical, leaving Muk very vulnerable. Flying types or Levitate users are ideal such as Pelipper and Vibrava. Grass types with STAB moves can also be very effective at switching in and eliminating Ground types.
-Since Fire Punch is Muk's only answer to Steel types and it's not particularly strong, having a check to Steel types is a good idea. Probopass can trap them with Magnet Pull and knock them out with Earth Power. Trapinch can do something similar with Arena Trap and Earthquake. Trapinch also acts as a check to Rock types, yet another type Muk struggles with.
-Pursuit trappers like Metang, Dodrio, Stoutland, and Dusknoir can remove Psychic and Ghost types from the opponent's team, both of which can be problematic for Muk.
-With no reliable recovery, Muk greatly appreciates cleric support to keep it healthy. Audino's Wish and Heal Bell or Mr. Mime's Healing Wish are both solid options.
-Muk's resistance to Grass and nice special bulk make it a good partner for Water types, particularly Seaking and Relicanth since Grass is their most significant weakness.
Good and nice detail

[SET]
name: Choice Band
move 1: Gunk Shot
move 2: Shadow Sneak
move 3: Fire Punch
move 4: Ice Punch
item: Choice Band
ability: Poison Touch / Sticky Hold
nature: Adamant
evs: 252 HP / 252 Atk / 4 SpD

[SET COMMENTS]
Moves
========

-Gunk Shot is the preferred STAB move for its power.
-Shadow Sneak theatens frail Psychic types and can allow Muk to act as a revenge killer.
-Fire Punch deals with Steel types primarily, since they're immune to Gunk Shot.
-Ice Punch hits Ground types super effectively, giving Muk a way to discourage them from switching in. examples of this and fire punch (tho try not to make it sound /too/ much like AV moves)

Set Details
========

-Choice Band, max attack EVs, and an Adamant nature are all used to maximize Muk's wallbreaking ability. The rest of the EVs are invested in HP to survive more hits while it's busy wallbreaking.
-Poison Touch can be useful to spread the poison status to Muk's switch-ins that aren't Steel or Poison type, but Gunk Shot doesn't make contact and therefore can't take advantage of Poison Touch.
-Sticky Hold allows Muk to switch in on a predicted Trick or Switcheroo, but losing Poison Touch makes it more difficult to wear down Muk's checks over the course of a battle.

Usage Tips
========

-Choice Band Muk plays the role of a wallbreaker, blowing holes in the opponent's team. Unfortunately Gunk Shot is fairly easy to switch in on due to Steel, Rock, and Ground types being on nearly every team, so predicting which pokemon your opponent will switch to will be a key part of Muk's success. Correctly predicting your opponent's switch to a Steel type and using Fire Punch on that switch can turn the entire battle in your favor, so don't be afraid to use Muk's coverage moves as long as the opponent has healthy checks that they can switch to. The first 2 sentences here is good, the third is unnecessary
-Even without the bulk of an Assault Vest, Muk can check weaker attackers like Zebstrika and further weaken the opponent's team when they switch out.
-Trapinch is a huge threat to Muk for its ability to trap and eliminate it with STAB Earthquake. The best way to play around Trapinch is double switching so that Muk isn't in play when Trapinch comes in, although predicting Trapinch switching in and responding with Ice Punch is also an option. Same thing as last time, not relevant enough
Mention what to bring it in on ie defensive stuff


Team Options
========

-Normal or Flying types like Stoutland, Dodrio, and Jumpluff all benefit from their counters being worn down. In return, those pokemon wear down Muk's counters, making it easier to dismantle the opponent's team. You have to be way more specific than that
-Grass types such as Leafeon and Tangela are great partners because they can switch in on and eliminate Ground types.
-Water types like Politoed and Floatzel are good for similar reasons, but Muk also helps Water types because it beats the Grass types that would otherwise check them.
-Trappers are a viable option. Probopass and Trapinch can both trap Muk's checks and eliminate them. Pursuit trappers such as Stoutland and Dodrio are good as well for dealing with Psychic and Ghost types.
-Having a Psychic check is always a good idea when using Muk. Murkrow is a good offensive partner for its type synergy and ability to clean up after Muk wears down the opponent's team. Pawniard and Mightyena are also worth considering for similar reasons.

[SET]
name: CroMuk
move 1: Curse
move 2: Poison Jab
move 3: Rest
move 4: Sleep Talk
item: Black Sludge
ability: Sticky Hold
nature: Careful
evs: 252 HP / 4 Atk / 252 SpD

[SET COMMENTS]
Moves
========

-Curse increases Muk's relatively low physical bulk and already impressive attack.
-Poison Jab is preferred here because it has higher PP and accuracy than Gunk Shot.
-Rest is Muk's only form of recovery, but it lets Muk to set up without worrying about being burned or paralyzed.
-Sleep Talk prevents Muk from being dead weight while asleep and allows it to switch in on Sleep Powder or Smeargle's Dark Void or Spore with minimal consequences.

Set Details
========

-Max special bulk and a Careful nature makes setting up easier and helps Muk take on special attackers even in the early-game. Curse increases defense anyway, so Special Defense investment is needed to ensure well-rounded bulk for easier sweeping.
-Black Sludge gives Muk passive recovery, reducing its reliance on Rest and increasing its overall durability.
-Sticky Hold is necessary to prevent Trick/Switcheroo, which could ruin sweeping chances. It also allows Muk to switch in on Rotom-F much more easily.

Usage Tips
========

-Muk is most effective in late-game after its checks are gone, but it can be used throughout the battle as a special wall, Trick switch in, or status absorber.
-Usually it's best to not set up until the opponent's steel types have been KO'd.
-The best time to set up is against a defensive pokemon with no super effective attacks such as Clefairy, Tangela, or Audino, but it can also set up on special attackers like Roselia, Cryogonal, and the Rotom forms.

Team Options
========

-Pursuit trappers to eliminate Psychic types (Metang, Dodrio, Stoutland, Dusknoir)
-Probopass to trap and eliminate Steel types. Trapinch can do the same, but can also trap Muk's other checks like Rock and Ground types.
-Bulky Grass types to deal with opposing Ground types, especially Golem. Tangela is particularly helpful because Sleep Powder can give Muk an opportunity to set up.
-Pokemon that are weak to the Rotom forms, such as Floatzel, Swanna, and Pelipper, really appreciate Muk's ability to counter them.
-Defensive Pokemon that are crippled by Trick/Switcheroo, such as Audino, Clefairy, and Vullaby, value Muk's Sticky Hold, allowing it to freely switch in on these moves.
Mention what type of team this fits best on

[STRATEGY COMMENTS]
Other Options
=============

-Focus Punch is a powerful option that can hit Rock types and a few Steel types that try to switch in on Muk, but it's incredibly reliant on prediction and can easily give your opponent free turns, so it's not recommended.
-Giga Drain could let Muk function as a lure for Golem and Relicanth, but it's pitifully weak even though it's 4x super effective.
-Thunder Punch can be used to hit Water types super effectively, but Muk generally doesn't have issues with Waters.
-Power-Up Punch might be worth considering on the Assault Vest set, but Muk generally wants more immediate power and will likely be switching out a lot, meaning you lose your attack boosts.
-Memento is an option, but faster pokemon like Jumpluff do this better.

Checks and Counters
===================

**Ground-types**: Ground types such as Golem, Gabite, and Vibrava can switch in on any of Muk's moves except Ice Punch and then threaten it out with STAB Earthquake. Camerupt can even switch in on Ice Punch and threatens it with Earth Power or a potential burn from Lava Plume. Trapinch can trap Muk and KO it with Earthquake.

**Steel-types**: Metang, Mawile, and Pawniard can all switch in on Gunk Shot and Ice Punch easily and can pose a huge threat to Muk with their strong physical attacks. Probopass can switch in on a Fire Punch too and do some damage with Earth Power or pivot out with Volt Switch to gain momentum. The CroMuk set is also completely walled by Steel types.

**Rock-types**: Rock types like Relicanth, Crustle, and Armaldo are all capable of switching in on Gunk Shot and scaring it out with their strong physical attacks. Solrock can switch in and burn Muk with Will-O-Wisp or 2HKO it with Zen Headbutt.

**Psychic-types**: Powerful Psychic-type attackers such as Beheeyem, Grumpig, Mr. Mime, and Kadabra can pose a huge threat to Muk, but they can't switch in on it. They should also be wary of Shadow Sneak, which can easily KO them if they've already taken some damage.
Acast 2/3
 

Acast

Ghost of a Forum Mod & PS Room Owner
is a Forum Moderator Alumnusis a Battle Simulator Staff Alumnus
Thank you! But what happens when two QC checkers contradict each other? More specifically, Megazard suggested I mention Trapinch in the Usage Tips sections and Magnemite said the set order should be AV -> Band -> CroMuk (I asked him in PM on showdown). Sorry this is my first analysis so I'm not sure what I should do in this case.
 
Last edited:

Acast

Ghost of a Forum Mod & PS Room Owner
is a Forum Moderator Alumnusis a Battle Simulator Staff Alumnus
Implemented Anty's changes. I also changed the first bullet point in the overview so it isn't subjective, but still gets the point across about its typing.
 

Acast

Ghost of a Forum Mod & PS Room Owner
is a Forum Moderator Alumnusis a Battle Simulator Staff Alumnus
I have to apologize for taking this long. I didn't realize I was supposed to re-write the entire analysis after 2 QC checks, so the reason I didn't do anything for the past 2+ weeks was that I was waiting for the third check. That was my mistake, but I just finished writing up the analysis so I believe it's ready for QC check #3 now.
 

TONE

I don't have to take this. I'm going for a walk.
is a Community Contributoris a Top Contributoris a Site Content Manager Alumnusis a Forum Moderator Alumnus
Mention Status in C&C as all Muk sets bar CroMuk is crippled by burn.

3/3.
 

Fireflame

Silksong when
is a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus
AMCHECK:
This will not count as one of the two required checks unless it is stamped by an official GP member.

Remove Add Comments (AC)= add comma (RC)= remove comma (AH)= add hyphen Important Note

[OVERVIEW]
(you need straight apostrophes and quotation marks (so: ' and "). So sorry in advance that I'm crossing out words just because of an apostrophe)
Muk is a very viable Pokemon in the PU metagame,(RC) due in no small part to its high Attack stat, good special bulk, and somewhat unique pure Poison typing. It’s It's blessed with two fantastic STAB moves in Gunk Shot and Poison Jab, as well as access to the elemental punches and even a priority move with Shadow Sneak. This combination of a fairly wide movepool and its well-placed stats allow it to function well as a wallbreaker, special wall, late-game sweeper, or just a simple tank. Muk also happens to be a great check to some of the PU metagame’s metagame's most prominent Pokemon, including Rotom-F, Cacturne, and Clefairy. Unfortunately for Muk, Poison is not the greatest offensive typing,(AC) as (if "as" or "since" is being used to mean "because", you need a comma before it) it is resisted by the very common Ground-(AH) and Rock-(AH)types in PU,(AC) and Steel-types are immune to it. Not to mention Steel types are immune to it. (Writing "not to mention" is weird since writing it is already mentioning it) This requires anyone using Muk to predict more often than they might with other Pokemon, oftentimes forcing it to rely on its much weaker coverage moves in order to deal with its switch ins switch-ins. In addition, its low Speed stat lets it down considerably;(add semicolon).(remove period) Shadow Sneak may make up for this to an extent, but it doesn’t doesn't do enough damage to revenge kill much outside of physically frail Pokemon that are weak to Ghost and Pokemon that are already weakened. Lastly, Muk lacks any form of reliable recovery, meaning it must rely on Rest or the support of its teammates if it wants to survive in longer battles.

[SET]
name: Choice Band
move 1: Gunk Shot
move 2: Shadow Sneak
move 3: Fire Punch
move 4: Ice Punch
item: Choice Band
ability: Poison Touch / Sticky Hold
nature: Adamant
evs: 252 HP / 252 Atk / 4 SpD <--- (I would run 4 Speed EVs to outspeed other Muk. 4 SpD EVs does nothing and outspeeding other Muk is much more important)

[SET COMMENTS]

Moves
========

Since this set is intended to do as much damage as possible, Gunk Shot is the preferred STAB move for its power. Shadow Sneak helps Muk overcome its low speed and allows it to act as a revenge killer, although it’s it's a fairly weak move. Fire Punch deals with Steel types Steel-types primarily, since they’re they're immune to Gunk Shot. Common threats such as Pawniard, Metang, and Mawile would all counter Muk otherwise. Ice Punch is similarly used to deal with Ground types Ground-(AH)types, giving Muk a way to discourage them from switching in. Golem, Gabite, and other physically-oriented Ground types Ground-(AH)types are especially threatening, so this move is needed to make sure Muk isn't Ground bait.

Set Details
========

Choice Band, max maximum Attack EVs, and an Adamant nature are all used to maximize Muk's wallbreaking ability. The rest of the EVs are invested in HP to survive more hits while it's busy wallbreaking. The ability is really a toss-up depending on what your team needs. Poison Touch can be useful to spread the poison status with Muk’s Muk's contact moves to its switch-ins that aren't Steel-(AH) or Poison-(AH)type. Sticky Hold allows it to switch in on a predicted Trick or Switcheroo, but not using Poison Touch may make it more difficult to wear down Muk's checks over the course of a battle.

Usage Tips
========

Choice Band Muk plays the role of a wallbreaker, blowing holes in the opponent's team. Unfortunately,(AC) Gunk Shot is fairly easy to switch in on due to Steel-(AH), Rock-(AH), and Ground-(AH)types being on nearly every team, so predicting which pokemon Pokemon your opponent will switch to will be a key part of the success of this set. Muk is bulky enough that it can check weaker special attackers like Zebstrika and force them out. This gives Muk the opportunity to wear down its own checks by hitting them when they switch in. Not to mention Furthermore,(AC) (again, I don't like the phrase "not to mention" but it is fine to use, nothing wrong) it thrives against certain defensive pokemon Pokemon like Clefairy and Audino, so they are the ideal pokemon Pokemon for Muk to switch in on.

Team Options
========

Normal-(AH) or Flying-(AH)types like Stoutland, Dodrio, and Jumpluff all benefit from Muk as a teammate because they share checks. Things Pokemon (Pokemon are Pokemon, not "things") like Golem, Stunfisk, and Metang are typically used to check deal with these pokemon checks, but running Muk alongside a Normal or Flying attacker places immense pressure on these checks throughout the battle, making it easier to wear them down. Grass-(AH)types such as Leafeon and Tangela are great partners because they can switch in on and eliminate Ground-(AH)types. Water-(AH)types like Politoed and Floatzel are good for similar reasons, but and Muk helps Water-(AH)types too because it beats by beating (usage of "but" and "too" sounds a little child-like imo) the Grass-(AH)types that would otherwise check them. Trappers are also a good choice;(add semicolon).(remove period) Probopass and Trapinch can both trap Muk's checks and eliminate them. Pursuit trappers such as Stoutland and Dodrio are effective as well because they deal with the Psychic-(AH) and Ghost-(AH)types that check Muk. Speaking of Psychic-(AH)types, having a Psychic check is always a good idea. Murkrow is a good offensive partner for its type synergy and ability to clean up after Muk wears down the opponent's team. Pawniard and Mightyena are also worth considering for similar reasons.

[SET]
name: CroMuk
move 1: Curse
move 2: Poison Jab
move 3: Rest
move 4: Sleep Talk
item: Black Sludge
ability: Sticky Hold
nature: Careful
evs: 252 HP / 4 Atk / 252 SpD <--- (Again, 4 Speed EVs to outspeed opposing Muk)

[SET COMMENTS]
Moves
========

Curse increases Muk's relatively low physical bulk and already impressive attack Attack stat. Poison Jab is preferred here because it has higher PP and accuracy than Gunk Shot. Rest is Muk's only form of recovery, but it lets Muk set up without worrying about being burned or paralyzed. Sleep Talk prevents Muk from being dead weight while asleep and allows Muk to switch in on sleep inducing moves with minimal consequences. Additionally, it allows Muk to switch in on sleep inducing moves with minimal consequences. (More concise, and you don't need to make a second sentence)

Set Details
========

Max Maximum special bulk and a Careful nature makes setting up easier and helps Muk take on special attackers even in the early-game. Curse increases Defense anyway, so Special Defense investment is needed to ensure well-rounded bulk for easier sweeping. Black Sludge gives Muk passive recovery, reducing its reliance on Rest and increasing its overall durability. Sticky Hold is necessary to prevent Trick/Switcheroo, which could ruin sweeping chances. It also allows Muk to switch in on a few more threats, most notably Rotom-F.

Usage Tips
========

-(remove random hyphen)Muk is most effective in late-game after its checks are gone, but it can be used throughout the battle as a special wall, switch in to Trick/Switcheroo, or status absorber. It is particularly important to avoid setting up Curse until all your opponent’s opponent's Steel-(AH)types have been KO’d KOed,(AC) as Muk's only attacking move is Poison Jab (I think this is important to mention, since steel-types are immune to Poison and it provides an explanation for what was stated). Once its checks and counters are out of the way, the best time for Muk to set up is against a defensive pokemon Pokemon that doesn’t doesn't carry Taunt or a super effective attack,(AC) such as Clefairy, Tangela, or Audino. Otherwise it can also set up on special attackers like Roselia, Cryogonal, and the Rotom forms formes.

Team Options
========

The CroMuk set tends to work best on defensive or balanced teams. Offensive teams need to apply pressure on the opponent throughout the battle, and CroMuk can't do that until it sets up. Probopass is a common partner for its Magnet Pull ability, allowing it to trap and eliminate most Steel-(AH)types quite easily. Trapinch can play a similar role, but it trades quite a bit of bulk in order to trap a wider variety of Pokemon, including Rock-(AH), Ground-(AH), and Psychic-(AH) types which also threaten Muk. Pursuit trappers such as Metang, Stoutland, or Dusknoir are also good options. Bulky Grass-(AH)types are great partners due to their advantage against Ground-(AH)types, especially Golem. Tangela is particularly helpful because its Sleep Powder can give Muk an opportunity to set up. This set would also be appreciated on teams that are weak to Rotom-F, as Muk is a great all-around check to it. Finally, due to Muk’s Muk's Sticky Hold ability, it pairs well with most defensive Pokemon that would be crippled by Trick/Switcheroo, such as Audino, Clefairy, and Vullaby.

[SET]
name: Assault Vest
move 1: Gunk Shot
move 2: Shadow Sneak
move 3: Fire Punch
move 4: Ice Punch
item: Assault Vest
ability: Poison Touch / Sticky Hold
nature: Adamant
evs: 252 HP / 252 Atk / 4 SpD <--- (Again, those 4 Speed EVs are more beneficial than the random 4 EVs)

[SET COMMENTS]
Moves
========

Gunk Shot is Muk's strongest move. It's a little inaccurate and has low PP, but the power is worth it. Shadow Sneak is reliable priority. It's fairly weak against targets that take neutral damage from it, but can be a big threat to Psychic-(AH) and Ghost-(AH)types. Fire Punch is mainly used to hit Steel-(AH)types like Metang and Mawile super effectively. Ice Punch covers most Ground-(AH)types like Golem, Stunfisk, and Vibrava.

Set Details
========

The Assault Vest increases Muk's already high special defense Special Defense, allowing it to take more hits and therefore stay alive longer to continue threatening the opponent's team. It also helps Muk act as a check to certain special attackers like Zebstrika and Floatzel. Max attack Maximum Attack EVs and an Adamant nature help Muk do as much damage as possible. The rest of the EVs are dumped in HP to increase its overall bulk and longevity. Poison Touch is generally preferred so it has a chance to poison its switch ins switch-ins. Sticky Hold can allow it to function as a switch in switch-in to Trick or Switcheroo, and to a lesser extent Knock Off. However, it’s it's more difficult to wear down Muk’s Muk's checks without the chance of poisoning them.

Usage Tips
========

Muk can be used throughout the battle to switch in on resisted attacks, as well as non-Psychic-(AH)type special attackers if necessary, and deal damage before being forced out. If using Sticky Hold, it can also act as a switch in switch-in to Trick and Switcheroo for teammates that are very dependent upon their items or are just crippled by being given a Choice item. Since Gunk Shot has so many switch ins switch-ins (hyphen for noun, non-hyphen for verb) in the PU tier, spamming Gunk Shot early on in the battle isn't always the best strategy. But once Muk's checks are eliminated, spamming Gunk Shot and Shadow Sneak can be an effective way of cleaning up. As a final note, if Muk is on your team to check a certain pokemon Pokemon such as Cacturne, be careful not to let it get too weak before that pokemon Pokemon is knocked out. It's Muk is (prevent any possible confusion) very prone to being worn down over time since it lacks recovery.

Team Options
========

The Assault Vest set tends to work best on bulky offensive or balanced teams that need a check to Grass-(AH)types, Clefairy, or just special attackers in general. Psychic-(AH)type checks, especially Dark-(AH)types like Vullaby, are appreciated on the team due to Muk's weakness to them. Muk can also switch in on Fairy and Fighting moves for Dark-(AH) types, so Cacturne, Pawniard, and Murkrow all appreciate Muk's presence. Ground-(AH)type checks are highly valued because most Ground attackers are physical, leaving Muk very vulnerable. Flying-(AH)types or Levitate users such as Pelipper and Vibrava are ideal such as Pelipper and Vibrava (flows better). Grass-(AH)types with STAB moves can also be very effective at switching in and eliminating Ground-(AH)types. Since Fire Punch is Muk's only answer to Steel-(AH)types and it's not particularly strong, having a check to Steel-(AH)types is a good idea. Probopass can trap them with Magnet Pull and knock them out with Earth Power. Trapinch can does do ("can does" isn't English) the same with Arena Trap and Earthquake and also acts as a check to Rock-types, another type Muk struggles with. Trapinch also acts as a check to Rock types, yet another type Muk struggles with. (Much more concise, and you don't need to make another sentence) Pursuit trappers like Stoutland, Dodrio, and Metang can remove Psychic-(AH) and Ghost-(AH)types from the opponent's team, both of which can be problematic for Muk. With no reliable recovery, having a cleric on the team is a good idea to keep Muk healthy. Audino's Wish and Heal Bell or Mr. Mime's Healing Wish are both solid options. Muk's resistance to Grass and nice special bulk make it a good partner for Water-(AH)types, particularly Seaking and Relicanth,(AC) since Grass is their most significant weakness.

[STRATEGY COMMENTS]
Other Options
=============

Focus Punch is a powerful option that can hit Rock-(AH)types and a few Steel-(AH)types that try to switch in on Muk, but it's incredibly reliant on prediction and can easily give your opponent free turns, so it's not recommended. Giga Drain could let Muk function as a lure for Golem and Relicanth, but it's pitifully weak even though it's 4x super effective. Thunder Punch can be used to hit Water-(AH)types super effectively, but Muk generally doesn't have issues with them. Power-Up Punch might be worth considering on the Assault Vest set, but Muk generally wants more immediate power and will likely be switching out a lot, meaning you lose your attack Attack boosts. Memento is an option, but there’s there's no room for a utility move on any of Muk’s Muk's sets and faster pokemon Pokemon like Jumpluff do this better.

Checks and Counters
===================

**Ground-types**: Ground-(AH)types such as Golem, Gabite, and Vibrava can switch in on any of Muk's moves except Ice Punch and then threaten it out with STAB Earthquake. Camerupt can even switch in on Ice Punch and threatens it with Earth Power or a potential burn from Lava Plume. Trapinch can trap Muk and KO it with Earthquake.

**Steel-types**: Steel-types such as (you only mentioned 4 steel-types so saying steel-types at the beginning follows the pattern with the rest of the checks that you mentioned) Metang, Mawile, and Pawniard can all switch in on Gunk Shot and Ice Punch easily and can pose a huge threat to Muk with their strong physical attacks. Probopass can switch in on a Fire Punch too and do some damage with Earth Power or pivot out with Volt Switch to gain momentum. The CroMuk set is also completely walled by Steel-(AH)types.

**Rock-types**: Rock-(AH)types like Relicanth, Crustle, and Armaldo are all capable of switching in on Gunk Shot and scaring it out with their strong physical attacks. Solrock can switch in and burn Muk with Will-O-Wisp or 2HKO it with Zen Headbutt.

**Psychic-types**: Powerful Psychic-type attackers such as Beheeyem, Grumpig, Mr. Mime, and Kadabra can pose a huge threat to Muk, but they can't switch in on it. They should also be wary of Shadow Sneak, which can easily KO them if they've already taken some damage.

**Status**: Muk’s Muk's Poison typing means it can't be poisoned, but all of Muk's sets other than CroMuk are severely crippled by the other status ailments, especially burn,(AC) because of as it halving halves (the extra comma makes the sentence easier to read) physical attack power. Will-O-Wisp users such as Gourgeist and Misdreavus can tank a hit and burn Muk, making it much more manageable to battle against.
When a type name is directly followed by the word "type", a hyphen is used.
Pokemon is always capitalized.
You need to use "straight" apostrophes ( ' vs. ’ ).
But overall, this was a very interesting analysis to read.
 

Acast

Ghost of a Forum Mod & PS Room Owner
is a Forum Moderator Alumnusis a Battle Simulator Staff Alumnus
AMCHECK:
This will not count as one of the two required checks unless it is stamped by an official GP member.

Remove Add Comments (AC)= add comma (RC)= remove comma (AH)= add hyphen Important Note

[OVERVIEW]
(you need straight apostrophes and quotation marks (so: ' and "). So sorry in advance that I'm crossing out words just because of an apostrophe)
Muk is a very viable Pokemon in the PU metagame,(RC) due in no small part to its high Attack stat, good special bulk, and somewhat unique pure Poison typing. It’s It's blessed with two fantastic STAB moves in Gunk Shot and Poison Jab, as well as access to the elemental punches and even a priority move with Shadow Sneak. This combination of a fairly wide movepool and its well-placed stats allow it to function well as a wallbreaker, special wall, late-game sweeper, or just a simple tank. Muk also happens to be a great check to some of the PU metagame’s metagame's most prominent Pokemon, including Rotom-F, Cacturne, and Clefairy. Unfortunately for Muk, Poison is not the greatest offensive typing,(AC) as (if "as" or "since" is being used to mean "because", you need a comma before it) it is resisted by the very common Ground-(AH) and Rock-(AH)types in PU,(AC) and Steel-types are immune to it. Not to mention Steel types are immune to it. (Writing "not to mention" is weird since writing it is already mentioning it) This requires anyone using Muk to predict more often than they might with other Pokemon, oftentimes forcing it to rely on its much weaker coverage moves in order to deal with its switch ins switch-ins. In addition, its low Speed stat lets it down considerably;(add semicolon).(remove period) Shadow Sneak may make up for this to an extent, but it doesn’t doesn't do enough damage to revenge kill much outside of physically frail Pokemon that are weak to Ghost and Pokemon that are already weakened. Lastly, Muk lacks any form of reliable recovery, meaning it must rely on Rest or the support of its teammates if it wants to survive in longer battles.

[SET]
name: Choice Band
move 1: Gunk Shot
move 2: Shadow Sneak
move 3: Fire Punch
move 4: Ice Punch
item: Choice Band
ability: Poison Touch / Sticky Hold
nature: Adamant
evs: 252 HP / 252 Atk / 4 SpD <--- (I would run 4 Speed EVs to outspeed other Muk. 4 SpD EVs does nothing and outspeeding other Muk is much more important)

[SET COMMENTS]

Moves
========

Since this set is intended to do as much damage as possible, Gunk Shot is the preferred STAB move for its power. Shadow Sneak helps Muk overcome its low speed and allows it to act as a revenge killer, although it’s it's a fairly weak move. Fire Punch deals with Steel types Steel-types primarily, since they’re they're immune to Gunk Shot. Common threats such as Pawniard, Metang, and Mawile would all counter Muk otherwise. Ice Punch is similarly used to deal with Ground types Ground-(AH)types, giving Muk a way to discourage them from switching in. Golem, Gabite, and other physically-oriented Ground types Ground-(AH)types are especially threatening, so this move is needed to make sure Muk isn't Ground bait.

Set Details
========

Choice Band, max maximum Attack EVs, and an Adamant nature are all used to maximize Muk's wallbreaking ability. The rest of the EVs are invested in HP to survive more hits while it's busy wallbreaking. The ability is really a toss-up depending on what your team needs. Poison Touch can be useful to spread the poison status with Muk’s Muk's contact moves to its switch-ins that aren't Steel-(AH) or Poison-(AH)type. Sticky Hold allows it to switch in on a predicted Trick or Switcheroo, but not using Poison Touch may make it more difficult to wear down Muk's checks over the course of a battle.

Usage Tips
========

Choice Band Muk plays the role of a wallbreaker, blowing holes in the opponent's team. Unfortunately,(AC) Gunk Shot is fairly easy to switch in on due to Steel-(AH), Rock-(AH), and Ground-(AH)types being on nearly every team, so predicting which pokemon Pokemon your opponent will switch to will be a key part of the success of this set. Muk is bulky enough that it can check weaker special attackers like Zebstrika and force them out. This gives Muk the opportunity to wear down its own checks by hitting them when they switch in. Not to mention Furthermore,(AC) (again, I don't like the phrase "not to mention" but it is fine to use, nothing wrong) it thrives against certain defensive pokemon Pokemon like Clefairy and Audino, so they are the ideal pokemon Pokemon for Muk to switch in on.

Team Options
========

Normal-(AH) or Flying-(AH)types like Stoutland, Dodrio, and Jumpluff all benefit from Muk as a teammate because they share checks. Things Pokemon (Pokemon are Pokemon, not "things") like Golem, Stunfisk, and Metang are typically used to check deal with these pokemon checks, but running Muk alongside a Normal or Flying attacker places immense pressure on these checks throughout the battle, making it easier to wear them down. Grass-(AH)types such as Leafeon and Tangela are great partners because they can switch in on and eliminate Ground-(AH)types. Water-(AH)types like Politoed and Floatzel are good for similar reasons, but and Muk helps Water-(AH)types too because it beats by beating (usage of "but" and "too" sounds a little child-like imo) the Grass-(AH)types that would otherwise check them. Trappers are also a good choice;(add semicolon).(remove period) Probopass and Trapinch can both trap Muk's checks and eliminate them. Pursuit trappers such as Stoutland and Dodrio are effective as well because they deal with the Psychic-(AH) and Ghost-(AH)types that check Muk. Speaking of Psychic-(AH)types, having a Psychic check is always a good idea. Murkrow is a good offensive partner for its type synergy and ability to clean up after Muk wears down the opponent's team. Pawniard and Mightyena are also worth considering for similar reasons.

[SET]
name: CroMuk
move 1: Curse
move 2: Poison Jab
move 3: Rest
move 4: Sleep Talk
item: Black Sludge
ability: Sticky Hold
nature: Careful
evs: 252 HP / 4 Atk / 252 SpD <--- (Again, 4 Speed EVs to outspeed opposing Muk)

[SET COMMENTS]
Moves
========

Curse increases Muk's relatively low physical bulk and already impressive attack Attack stat. Poison Jab is preferred here because it has higher PP and accuracy than Gunk Shot. Rest is Muk's only form of recovery, but it lets Muk set up without worrying about being burned or paralyzed. Sleep Talk prevents Muk from being dead weight while asleep and allows Muk to switch in on sleep inducing moves with minimal consequences. Additionally, it allows Muk to switch in on sleep inducing moves with minimal consequences. (More concise, and you don't need to make a second sentence)

Set Details
========

Max Maximum special bulk and a Careful nature makes setting up easier and helps Muk take on special attackers even in the early-game. Curse increases Defense anyway, so Special Defense investment is needed to ensure well-rounded bulk for easier sweeping. Black Sludge gives Muk passive recovery, reducing its reliance on Rest and increasing its overall durability. Sticky Hold is necessary to prevent Trick/Switcheroo, which could ruin sweeping chances. It also allows Muk to switch in on a few more threats, most notably Rotom-F.

Usage Tips
========

-(remove random hyphen)Muk is most effective in late-game after its checks are gone, but it can be used throughout the battle as a special wall, switch in to Trick/Switcheroo, or status absorber. It is particularly important to avoid setting up Curse until all your opponent’s opponent's Steel-(AH)types have been KO’d KOed,(AC) as Muk's only attacking move is Poison Jab (I think this is important to mention, since steel-types are immune to Poison and it provides an explanation for what was stated). Once its checks and counters are out of the way, the best time for Muk to set up is against a defensive pokemon Pokemon that doesn’t doesn't carry Taunt or a super effective attack,(AC) such as Clefairy, Tangela, or Audino. Otherwise it can also set up on special attackers like Roselia, Cryogonal, and the Rotom forms formes.

Team Options
========

The CroMuk set tends to work best on defensive or balanced teams. Offensive teams need to apply pressure on the opponent throughout the battle, and CroMuk can't do that until it sets up. Probopass is a common partner for its Magnet Pull ability, allowing it to trap and eliminate most Steel-(AH)types quite easily. Trapinch can play a similar role, but it trades quite a bit of bulk in order to trap a wider variety of Pokemon, including Rock-(AH), Ground-(AH), and Psychic-(AH) types which also threaten Muk. Pursuit trappers such as Metang, Stoutland, or Dusknoir are also good options. Bulky Grass-(AH)types are great partners due to their advantage against Ground-(AH)types, especially Golem. Tangela is particularly helpful because its Sleep Powder can give Muk an opportunity to set up. This set would also be appreciated on teams that are weak to Rotom-F, as Muk is a great all-around check to it. Finally, due to Muk’s Muk's Sticky Hold ability, it pairs well with most defensive Pokemon that would be crippled by Trick/Switcheroo, such as Audino, Clefairy, and Vullaby.

[SET]
name: Assault Vest
move 1: Gunk Shot
move 2: Shadow Sneak
move 3: Fire Punch
move 4: Ice Punch
item: Assault Vest
ability: Poison Touch / Sticky Hold
nature: Adamant
evs: 252 HP / 252 Atk / 4 SpD <--- (Again, those 4 Speed EVs are more beneficial than the random 4 EVs)

[SET COMMENTS]
Moves
========

Gunk Shot is Muk's strongest move. It's a little inaccurate and has low PP, but the power is worth it. Shadow Sneak is reliable priority. It's fairly weak against targets that take neutral damage from it, but can be a big threat to Psychic-(AH) and Ghost-(AH)types. Fire Punch is mainly used to hit Steel-(AH)types like Metang and Mawile super effectively. Ice Punch covers most Ground-(AH)types like Golem, Stunfisk, and Vibrava.

Set Details
========

The Assault Vest increases Muk's already high special defense Special Defense, allowing it to take more hits and therefore stay alive longer to continue threatening the opponent's team. It also helps Muk act as a check to certain special attackers like Zebstrika and Floatzel. Max attack Maximum Attack EVs and an Adamant nature help Muk do as much damage as possible. The rest of the EVs are dumped in HP to increase its overall bulk and longevity. Poison Touch is generally preferred so it has a chance to poison its switch ins switch-ins. Sticky Hold can allow it to function as a switch in switch-in to Trick or Switcheroo, and to a lesser extent Knock Off. However, it’s it's more difficult to wear down Muk’s Muk's checks without the chance of poisoning them.

Usage Tips
========

Muk can be used throughout the battle to switch in on resisted attacks, as well as non-Psychic-(AH)type special attackers if necessary, and deal damage before being forced out. If using Sticky Hold, it can also act as a switch in switch-in to Trick and Switcheroo for teammates that are very dependent upon their items or are just crippled by being given a Choice item. Since Gunk Shot has so many switch ins switch-ins (hyphen for noun, non-hyphen for verb) in the PU tier, spamming Gunk Shot early on in the battle isn't always the best strategy. But once Muk's checks are eliminated, spamming Gunk Shot and Shadow Sneak can be an effective way of cleaning up. As a final note, if Muk is on your team to check a certain pokemon Pokemon such as Cacturne, be careful not to let it get too weak before that pokemon Pokemon is knocked out. It's Muk is (prevent any possible confusion) very prone to being worn down over time since it lacks recovery.

Team Options
========

The Assault Vest set tends to work best on bulky offensive or balanced teams that need a check to Grass-(AH)types, Clefairy, or just special attackers in general. Psychic-(AH)type checks, especially Dark-(AH)types like Vullaby, are appreciated on the team due to Muk's weakness to them. Muk can also switch in on Fairy and Fighting moves for Dark-(AH) types, so Cacturne, Pawniard, and Murkrow all appreciate Muk's presence. Ground-(AH)type checks are highly valued because most Ground attackers are physical, leaving Muk very vulnerable. Flying-(AH)types or Levitate users such as Pelipper and Vibrava are ideal such as Pelipper and Vibrava (flows better). Grass-(AH)types with STAB moves can also be very effective at switching in and eliminating Ground-(AH)types. Since Fire Punch is Muk's only answer to Steel-(AH)types and it's not particularly strong, having a check to Steel-(AH)types is a good idea. Probopass can trap them with Magnet Pull and knock them out with Earth Power. Trapinch can does do ("can does" isn't English) the same with Arena Trap and Earthquake and also acts as a check to Rock-types, another type Muk struggles with. Trapinch also acts as a check to Rock types, yet another type Muk struggles with. (Much more concise, and you don't need to make another sentence) Pursuit trappers like Stoutland, Dodrio, and Metang can remove Psychic-(AH) and Ghost-(AH)types from the opponent's team, both of which can be problematic for Muk. With no reliable recovery, having a cleric on the team is a good idea to keep Muk healthy. Audino's Wish and Heal Bell or Mr. Mime's Healing Wish are both solid options. Muk's resistance to Grass and nice special bulk make it a good partner for Water-(AH)types, particularly Seaking and Relicanth,(AC) since Grass is their most significant weakness.

[STRATEGY COMMENTS]
Other Options
=============

Focus Punch is a powerful option that can hit Rock-(AH)types and a few Steel-(AH)types that try to switch in on Muk, but it's incredibly reliant on prediction and can easily give your opponent free turns, so it's not recommended. Giga Drain could let Muk function as a lure for Golem and Relicanth, but it's pitifully weak even though it's 4x super effective. Thunder Punch can be used to hit Water-(AH)types super effectively, but Muk generally doesn't have issues with them. Power-Up Punch might be worth considering on the Assault Vest set, but Muk generally wants more immediate power and will likely be switching out a lot, meaning you lose your attack Attack boosts. Memento is an option, but there’s there's no room for a utility move on any of Muk’s Muk's sets and faster pokemon Pokemon like Jumpluff do this better.

Checks and Counters
===================

**Ground-types**: Ground-(AH)types such as Golem, Gabite, and Vibrava can switch in on any of Muk's moves except Ice Punch and then threaten it out with STAB Earthquake. Camerupt can even switch in on Ice Punch and threatens it with Earth Power or a potential burn from Lava Plume. Trapinch can trap Muk and KO it with Earthquake.

**Steel-types**: Steel-types such as (you only mentioned 4 steel-types so saying steel-types at the beginning follows the pattern with the rest of the checks that you mentioned) Metang, Mawile, and Pawniard can all switch in on Gunk Shot and Ice Punch easily and can pose a huge threat to Muk with their strong physical attacks. Probopass can switch in on a Fire Punch too and do some damage with Earth Power or pivot out with Volt Switch to gain momentum. The CroMuk set is also completely walled by Steel-(AH)types.

**Rock-types**: Rock-(AH)types like Relicanth, Crustle, and Armaldo are all capable of switching in on Gunk Shot and scaring it out with their strong physical attacks. Solrock can switch in and burn Muk with Will-O-Wisp or 2HKO it with Zen Headbutt.

**Psychic-types**: Powerful Psychic-type attackers such as Beheeyem, Grumpig, Mr. Mime, and Kadabra can pose a huge threat to Muk, but they can't switch in on it. They should also be wary of Shadow Sneak, which can easily KO them if they've already taken some damage.

**Status**: Muk’s Muk's Poison typing means it can't be poisoned, but all of Muk's sets other than CroMuk are severely crippled by the other status ailments, especially burn,(AC) because of as it halving halves (the extra comma makes the sentence easier to read) physical attack power. Will-O-Wisp users such as Gourgeist and Misdreavus can tank a hit and burn Muk, making it much more manageable to battle against.
When a type name is directly followed by the word "type", a hyphen is used.
Pokemon is always capitalized.
You need to use "straight" apostrophes ( ' vs. ’ ).
But overall, this was a very interesting analysis to read.
Just implemented all of this except for the EV changes. Putting 4 EVs in Speed would be considered a random speed creep, which is not supposed to be included in analyses. I checked with one of the QC mods just to be sure, and they agreed the EVs should stay as they are. Otherwise, I agree with all of your changes.

Thank you for your help!
 

Lumari

dream of mirrors
is a Site Content Manageris a Top Social Media Contributoris a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator
TFP Leader


remove
add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

Muk is a very viable Pokemon in the PU metagame due in no small part to its high Attack stat, good special bulk, and somewhat unique pure Poison typing. It's blessed with two fantastic STAB moves in Gunk Shot and Poison Jab, as well as access to the elemental punches and even a priority move with Shadow Sneak. This combination of a fairly wide movepool and its well-placed stats allow allows it to function well as a wallbreaker, special wall, late-game sweeper, or just a simple tank. Muk also happens to be a great check to some of the PU metagame's most prominent Pokemon, including Rotom-F, Cacturne, and Clefairy. Unfortunately for Muk, Poison is not the greatest offensive typing, as it is resisted by the very common Ground- and Rock-types in PU, and Steel-types are immune to it. This requires anyone using Muk to predict more often than they might with other Pokemon, oftentimes forcing it to rely on its much weaker coverage moves in order to deal with its switch-ins. In addition, its low Speed stat lets it down considerably; Shadow Sneak may make up for this to an extent, but it doesn't do enough damage to revenge kill much outside of physically frail Pokemon that are weak to Ghost and Pokemon that are already weakened. Lastly, Muk lacks any form of reliable recovery, meaning it must rely on Rest or the support of its teammates if it wants to survive in longer battles.

[SET]
name: Choice Band
move 1: Gunk Shot
move 2: Shadow Sneak
move 3: Fire Punch
move 4: Ice Punch
item: Choice Band
ability: Poison Touch / Sticky Hold
nature: Adamant
evs: 252 HP / 252 Atk / 4 SpD

[SET COMMENTS]

Moves
========

Since this set is intended to do as much damage as possible, Gunk Shot is the preferred STAB move for its power. Shadow Sneak helps Muk overcome its low Speed and allows it to act as a revenge killer, although it's a fairly weak move. Fire Punch deals with Steel-types primarily, since they're immune to Gunk Shot. Common threats such as Pawniard, Metang, and Mawile would all counter Muk otherwise. Ice Punch is similarly used to deal with Ground-types, giving Muk a way to discourage them from switching in. Golem, Gabite, and other physically-oriented Ground-types are especially threatening, so this move is needed to make sure Muk isn't Ground bait.

Set Details
========

Choice Band, maximum Attack EVs, and an Adamant nature are all used to maximize Muk's wallbreaking ability. The rest of the EVs are invested in HP to survive more hits while it's busy wallbreaking. The ability is really a toss-up depending on what your team needs. Poison Touch can be useful to spread the poison status with Muk's contact moves to its switch-ins that aren't Steel- or Poison-type. Sticky Hold allows it to switch in on a predicted Trick or Switcheroo, but not using Poison Touch may make it more difficult to wear down Muk's checks over the course of a battle.

Usage Tips
========

Choice Band Muk plays the role of a wallbreaker, blowing holes in the opponent's team. Unfortunately, Gunk Shot is fairly easy to switch in on due to Steel-, Rock-, and Ground-types being on nearly every team, so predicting which Pokemon your opponent will switch to will be a key part of the success of this set. Muk is bulky enough that it can check weaker special attackers like Zebstrika and force them out. This gives Muk the opportunity to wear down its own checks by hitting them when they switch in. Furthermore, it thrives against certain defensive Pokemon like Clefairy and Audino, so they are the ideal Pokemon for Muk to switch in on.

Team Options
========

Normal- or Flying-types like Stoutland, Dodrio, and Jumpluff all benefit from Muk as a teammate because they share checks. Pokemon like Golem, Stunfisk, and Metang are typically used to deal with these checks, but running Muk alongside a Normal or Flying attacker places immense pressure on these checks throughout the battle, making it easier to wear them down. Grass-types such as Leafeon and Tangela are great partners because they can switch in on and eliminate Ground-types. Water-types like Politoed and Floatzel are good for similar reasons, and Muk helps Water-types by beating the Grass-types that would otherwise check them. Trappers are also a good choice; Probopass and Trapinch can both trap Muk's checks and eliminate them. Similarly, (AC) Pursuit trappers such as Stoutland and Dodrio are effective as well because they deal with the Psychic- and Ghost-types that check Muk. Speaking of Psychic-types, In general, (AC) having a Psychic check is always a good idea. Murkrow is a good offensive partner for its type synergy and ability to clean up after Muk wears down the opponent's team. Pawniard and Mightyena are also worth considering for similar reasons.

[SET]
name: CroMuk
move 1: Curse
move 2: Poison Jab
move 3: Rest
move 4: Sleep Talk
item: Black Sludge
ability: Sticky Hold
nature: Careful
evs: 252 HP / 4 Atk / 252 SpD

[SET COMMENTS]
Moves
========

Curse increases Muk's relatively low physical bulk and already impressive Attack stat. Poison Jab is preferred here because it has higher PP and accuracy than Gunk Shot. Rest is Muk's only form of recovery, but it lets Muk set up without worrying about being burned or paralyzed. Sleep Talk prevents Muk from being dead weight while asleep and allows Muk to switch in on sleep-inducing (AH) moves with minimal consequences.

Set Details
========

Maximum special bulk and with a Careful nature makes setting up easier and helps Muk take on special attackers even in the early-game. Curse increases Defense anyway, so Special Defense investment is needed to ensure well-rounded bulk for easier sweeping. Black Sludge gives Muk passive recovery, reducing its reliance on Rest and increasing its overall durability. Sticky Hold is necessary to prevent Trick/Switcheroo, which could ruin sweeping chances. It also allows Muk to switch in on a few more threats, most notably Rotom-F.

Usage Tips
========

Muk is most effective late-game after its checks are gone, but it can be used throughout the battle as a special wall, switch-in (AH) to Trick/Switcheroo, or status absorber. It is particularly important to avoid setting up Curse until all your opponent's Steel-types (AH) have been KOed, as they're immune to Muk's only attacking move is Poison Jab. (real reason) Once its checks and counters are out of the way, the best time for Muk to set up is against a defensive Pokemon that doesn't (straight apostrophe) carry Taunt or a super effective attack, such as Clefairy, Tangela, or Audino. Otherwise, (AC) it can also set up on special attackers like Roselia, Cryogonal, and the Rotom formes.

Team Options
========

The CroMuk set tends to work best on defensive or balanced teams. Offensive teams need to apply pressure on the opponent throughout the battle, and CroMuk can't do that until it sets up. Probopass is a common partner for its Magnet Pull ability, allowing it to trap and eliminate most Steel-types quite easily. Trapinch can play a similar role, but it trades quite a bit of bulk in order to trap a wider variety of Pokemon, including Rock-, Ground-, and Psychic-types, (AC) which also threaten Muk. Pursuit trappers such as Metang, Stoutland, or and Dusknoir are also good options. Bulky Grass-types are great partners due to their advantage against Ground-types, especially Golem. Tangela is particularly helpful because its Sleep Powder can give Muk an opportunity to set up. This set would also be appreciated on teams that are weak to Rotom-F, as Muk is a great all-around check to it. Finally, due to Muk's Sticky Hold ability, it pairs well with most defensive Pokemon that would be crippled by Trick/Switcheroo, such as Audino, Clefairy, and Vullaby.

[SET]
name: Assault Vest
move 1: Gunk Shot
move 2: Shadow Sneak
move 3: Fire Punch
move 4: Ice Punch
item: Assault Vest
ability: Poison Touch / Sticky Hold
nature: Adamant
evs: 252 HP / 252 Atk / 4 SpD

[SET COMMENTS]
Moves
========

Gunk Shot is Muk's strongest move. It's a little inaccurate and has low PP, but the power is worth it. Shadow Sneak is reliable priority. It's fairly weak against targets that take neutral damage from it, but it can be a big threat to Psychic- and Ghost-types. Fire Punch is mainly used to hit Steel-types like Metang and Mawile super effectively. Ice Punch covers most Ground-types like Golem, Stunfisk, and Vibrava.

Set Details
========

The Assault Vest increases Muk's already high Special Defense, allowing it to take more hits and therefore stay alive longer to continue threatening the opponent's team. It also helps Muk act as a check to certain special attackers like Zebstrika and Floatzel. Maximum Attack EVs and an Adamant nature help Muk do as much damage as possible. The rest of the EVs are dumped in HP to increase its overall bulk and longevity. Poison Touch is generally the preferred ability so itMuk has a chance to poison its switch-ins, (comma but Sticky Hold can allow it to function as a switch-in to Trick or Switcheroo, and to a lesser extent Knock Off. However, it's more difficult to wear down Muk's checks without the chance of poisoning them.

Usage Tips
========

Muk can be used throughout the battle to switch in on resisted attacks, as well as non-Psychic-type special attackers if necessary, and deal damage before being forced out. If using Sticky Hold, it can also act as a switch-in to Trick and Switcheroo for teammates that are very dependent upon their items or are just crippled by being given a Choice item. Since Gunk Shot has so many switch-ins in the PU tier, spamming Gunk Shot early on in the battle isn't always the best strategy. But However, (AC) once Muk's checks are eliminated, spamming Gunk Shot and Shadow Sneak can be an effective way of cleaning up. As a final note, if Muk is on your team to check a certain Pokemon such as Cacturne, be careful not to let it get too weak before that Pokemon is knocked out. Muk is very prone to being worn down over time, (AC) since it lacks recovery.

Team Options
========

The Assault Vest set tends to work best on bulky offensive or balanced teams that need a check to Grass-types, Clefairy, or just special attackers in general. Psychic-type checks, especially Dark-types like Vullaby, are appreciated on the team due to Muk's weakness to them. Muk can also switch in on Fairy and Fighting moves for Dark-types, so Cacturne, Pawniard, and Murkrow all appreciate Muk's presence. Ground-type checks are highly valued because most Ground attackers are physical, leaving Muk very vulnerable. Flying-types or Levitate users such as Pelipper and Vibrava are ideal. Grass-types with STAB moves can also be very effective at switching in on and eliminating Ground-types. Since Fire Punch is Muk's only answer to Steel-types and it's not particularly strong, having a check to Steel-types is a good idea. Probopass can trap them with Magnet Pull and knock them out with Earth Power. Trapinch can do the same with Arena Trap and Earthquake and also acts as a check to Rock-types, (AH) yet another type Muk struggles with. Pursuit trappers like Stoutland, Dodrio, and Metang can remove Psychic- and Ghost-types from the opponent's team, both of which can be problematic for Muk. With no Muk's lack of reliable recovery, having a cleric on the team is a good idea to keep Muk it healthy. Audino's Wish and Heal Bell or Mr. Mime's Healing Wish are both solid options. Muk's resistance to Grass and nice special bulk make it a good partner for Water-types, particularly Seaking and Relicanth, since Grass is their most significant weakness.

[STRATEGY COMMENTS]
Other Options
=============

Focus Punch is a powerful option that can hit Rock-types and a few Steel-types that try to switch in on Muk, but it's incredibly reliant on prediction and can easily give your opponent free turns, so it's not recommended. Giga Drain could let Muk function as a lure for Golem and Relicanth, but it's pitifully weak even though it's 4x super effective. Thunder Punch can be used to hit Water-types super effectively, but Muk usually doesn't have issues with them. Power-Up Punch might be worth considering on the Assault Vest set, but Muk generally wants more immediate power and will likely be switching out a lot, meaning you lose your Attack boosts. Memento is an option, but there's no room for a utility move on any of Muk's sets, (AC) and faster Pokemon like Jumpluff do this better.

Checks and Counters
===================

**Ground-types**: Ground-types such as Golem, Gabite, and Vibrava can switch in on any of Muk's moves except Ice Punch and then threaten it out with STAB Earthquake. Camerupt can even switch in on Ice Punch and threatens it with Earth Power or a potential burn from Lava Plume. Trapinch can trap Muk and KO it with Earthquake.

**Steel-types**: Steel-types such as Metang, Mawile, and Pawniard can all switch in on Gunk Shot and Ice Punch easily and can pose a huge threat to Muk with their strong physical attacks. Probopass can switch in on a Fire Punch too and do some damage with Earth Power or pivot out with Volt Switch to gain momentum. The CroMuk set is also completely walled by Steel-types.

**Rock-types**: Rock-types like Relicanth, Crustle, and Armaldo are all capable of switching in on Gunk Shot and scaring it out with their strong physical attacks. Solrock can switch in and burn Muk with Will-O-Wisp or 2HKO it with Zen Headbutt.

**Psychic-types**: Powerful Psychic-type attackers such as Beheeyem, Grumpig, Mr. Mime, and Kadabra can pose a huge threat to Muk, but they can't switch in on it. They should also be wary of Shadow Sneak, which can easily KO them if they've already taken some damage.

**Status**: Muk's Poison typing means it can't be poisoned, but all of Muk's sets other than CroMuk are severely crippled by the other status ailments, especially burn, as it halves its physical attacking power. Will-O-Wisp users such as Gourgeist and Misdreavus can tank a hit and burn Muk, making it much more manageable to battle against.
 
Last edited:

Acast

Ghost of a Forum Mod & PS Room Owner
is a Forum Moderator Alumnusis a Battle Simulator Staff Alumnus


remove
add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

Muk is a very viable Pokemon in the PU metagame due in no small part to its high Attack stat, good special bulk, and somewhat unique pure Poison typing. It's blessed with two fantastic STAB moves in Gunk Shot and Poison Jab, as well as access to the elemental punches and even a priority move with Shadow Sneak. This combination of a fairly wide movepool and its well-placed stats allow allows it to function well as a wallbreaker, special wall, late-game sweeper, or just a simple tank. Muk also happens to be a great check to some of the PU metagame's most prominent Pokemon, including Rotom-F, Cacturne, and Clefairy. Unfortunately for Muk, Poison is not the greatest offensive typing, as it is resisted by the very common Ground- and Rock-types in PU, and Steel-types are immune to it. This requires anyone using Muk to predict more often than they might with other Pokemon, oftentimes forcing it to rely on its much weaker coverage moves in order to deal with its switch-ins. In addition, its low Speed stat lets it down considerably; Shadow Sneak may make up for this to an extent, but it doesn't do enough damage to revenge kill much outside of physically frail Pokemon that are weak to Ghost and Pokemon that are already weakened. Lastly, Muk lacks any form of reliable recovery, meaning it must rely on Rest or the support of its teammates if it wants to survive in longer battles.

[SET]
name: Choice Band
move 1: Gunk Shot
move 2: Shadow Sneak
move 3: Fire Punch
move 4: Ice Punch
item: Choice Band
ability: Poison Touch / Sticky Hold
nature: Adamant
evs: 252 HP / 252 Atk / 4 SpD

[SET COMMENTS]

Moves
========

Since this set is intended to do as much damage as possible, Gunk Shot is the preferred STAB move for its power. Shadow Sneak helps Muk overcome its low Speed and allows it to act as a revenge killer, although it's a fairly weak move. Fire Punch deals with Steel-types primarily, since they're immune to Gunk Shot. Common threats such as Pawniard, Metang, and Mawile would all counter Muk otherwise. Ice Punch is similarly used to deal with Ground-types, giving Muk a way to discourage them from switching in. Golem, Gabite, and other physically-oriented Ground-types are especially threatening, so this move is needed to make sure Muk isn't Ground bait.

Set Details
========

Choice Band, maximum Attack EVs, and an Adamant nature are all used to maximize Muk's wallbreaking ability. The rest of the EVs are invested in HP to survive more hits while it's busy wallbreaking. The ability is really a toss-up depending on what your team needs. Poison Touch can be useful to spread the poison status with Muk's contact moves to its switch-ins that aren't Steel- or Poison-type. Sticky Hold allows it to switch in on a predicted Trick or Switcheroo, but not using Poison Touch may make it more difficult to wear down Muk's checks over the course of a battle.

Usage Tips
========

Choice Band Muk plays the role of a wallbreaker, blowing holes in the opponent's team. Unfortunately, Gunk Shot is fairly easy to switch in on due to Steel-, Rock-, and Ground-types being on nearly every team, so predicting which Pokemon your opponent will switch to will be a key part of the success of this set. Muk is bulky enough that it can check weaker special attackers like Zebstrika and force them out. This gives Muk the opportunity to wear down its own checks by hitting them when they switch in. Furthermore, it thrives against certain defensive Pokemon like Clefairy and Audino, so they are the ideal Pokemon for Muk to switch in on.

Team Options
========

Normal- or Flying-types like Stoutland, Dodrio, and Jumpluff all benefit from Muk as a teammate because they share checks. Pokemon like Golem, Stunfisk, and Metang are typically used to deal with these checks, but running Muk alongside a Normal or Flying attacker places immense pressure on these checks throughout the battle, making it easier to wear them down. Grass-types such as Leafeon and Tangela are great partners because they can switch in on and eliminate Ground-types. Water-types like Politoed and Floatzel are good for similar reasons, and Muk helps Water-types by beating the Grass-types that would otherwise check them. Trappers are also a good choice; Probopass and Trapinch can both trap Muk's checks and eliminate them. Similarly, (AC) Pursuit trappers such as Stoutland and Dodrio are effective as well because they deal with the Psychic- and Ghost-types that check Muk. Speaking of Psychic-types, In general, (AC) having a Psychic check is always a good idea. Murkrow is a good offensive partner for its type synergy and ability to clean up after Muk wears down the opponent's team. Pawniard and Mightyena are also worth considering for similar reasons.

[SET]
name: CroMuk
move 1: Curse
move 2: Poison Jab
move 3: Rest
move 4: Sleep Talk
item: Black Sludge
ability: Sticky Hold
nature: Careful
evs: 252 HP / 4 Atk / 252 SpD

[SET COMMENTS]
Moves
========

Curse increases Muk's relatively low physical bulk and already impressive Attack stat. Poison Jab is preferred here because it has higher PP and accuracy than Gunk Shot. Rest is Muk's only form of recovery, but it lets Muk set up without worrying about being burned or paralyzed. Sleep Talk prevents Muk from being dead weight while asleep and allows Muk to switch in on sleep-inducing (AH) moves with minimal consequences.

Set Details
========

Maximum special bulk and with a Careful nature makes setting up easier and helps Muk take on special attackers even in the early-game. Curse increases Defense anyway, so Special Defense investment is needed to ensure well-rounded bulk for easier sweeping. Black Sludge gives Muk passive recovery, reducing its reliance on Rest and increasing its overall durability. Sticky Hold is necessary to prevent Trick/Switcheroo, which could ruin sweeping chances. It also allows Muk to switch in on a few more threats, most notably Rotom-F.

Usage Tips
========

Muk is most effective late-game after its checks are gone, but it can be used throughout the battle as a special wall, switch-in (AH) to Trick/Switcheroo, or status absorber. It is particularly important to avoid setting up Curse until all your opponent's Steel-types (AH) have been KOed, as they're immune to Muk's only attacking move is Poison Jab. (real reason) Once its checks and counters are out of the way, the best time for Muk to set up is against a defensive Pokemon that doesn't (straight apostrophe) carry Taunt or a super effective attack, such as Clefairy, Tangela, or Audino. Otherwise, (AC) it can also set up on special attackers like Roselia, Cryogonal, and the Rotom formes.

Team Options
========

The CroMuk set tends to work best on defensive or balanced teams. Offensive teams need to apply pressure on the opponent throughout the battle, and CroMuk can't do that until it sets up. Probopass is a common partner for its Magnet Pull ability, allowing it to trap and eliminate most Steel-types quite easily. Trapinch can play a similar role, but it trades quite a bit of bulk in order to trap a wider variety of Pokemon, including Rock-, Ground-, and Psychic-types, (AC) which also threaten Muk. Pursuit trappers such as Metang, Stoutland, or and Dusknoir are also good options. Bulky Grass-types are great partners due to their advantage against Ground-types, especially Golem. Tangela is particularly helpful because its Sleep Powder can give Muk an opportunity to set up. This set would also be appreciated on teams that are weak to Rotom-F, as Muk is a great all-around check to it. Finally, due to Muk's Sticky Hold ability, it pairs well with most defensive Pokemon that would be crippled by Trick/Switcheroo, such as Audino, Clefairy, and Vullaby.

[SET]
name: Assault Vest
move 1: Gunk Shot
move 2: Shadow Sneak
move 3: Fire Punch
move 4: Ice Punch
item: Assault Vest
ability: Poison Touch / Sticky Hold
nature: Adamant
evs: 252 HP / 252 Atk / 4 SpD

[SET COMMENTS]
Moves
========

Gunk Shot is Muk's strongest move. It's a little inaccurate and has low PP, but the power is worth it. Shadow Sneak is reliable priority. It's fairly weak against targets that take neutral damage from it, but it can be a big threat to Psychic- and Ghost-types. Fire Punch is mainly used to hit Steel-types like Metang and Mawile super effectively. Ice Punch covers most Ground-types like Golem, Stunfisk, and Vibrava.

Set Details
========

The Assault Vest increases Muk's already high Special Defense, allowing it to take more hits and therefore stay alive longer to continue threatening the opponent's team. It also helps Muk act as a check to certain special attackers like Zebstrika and Floatzel. Maximum Attack EVs and an Adamant nature help Muk do as much damage as possible. The rest of the EVs are dumped in HP to increase its overall bulk and longevity. Poison Touch is generally the preferred ability so itMuk has a chance to poison its switch-ins, (comma but Sticky Hold can allow it to function as a switch-in to Trick or Switcheroo, and to a lesser extent Knock Off. However, it's more difficult to wear down Muk's checks without the chance of poisoning them.

Usage Tips
========

Muk can be used throughout the battle to switch in on resisted attacks, as well as non-Psychic-type special attackers if necessary, and deal damage before being forced out. If using Sticky Hold, it can also act as a switch-in to Trick and Switcheroo for teammates that are very dependent upon their items or are just crippled by being given a Choice item. Since Gunk Shot has so many switch-ins in the PU tier, spamming Gunk Shot early on in the battle isn't always the best strategy. But However, (AC) once Muk's checks are eliminated, spamming Gunk Shot and Shadow Sneak can be an effective way of cleaning up. As a final note, if Muk is on your team to check a certain Pokemon such as Cacturne, be careful not to let it get too weak before that Pokemon is knocked out. Muk is very prone to being worn down over time, (AC) since it lacks recovery.

Team Options
========

The Assault Vest set tends to work best on bulky offensive or balanced teams that need a check to Grass-types, Clefairy, or just special attackers in general. Psychic-type checks, especially Dark-types like Vullaby, are appreciated on the team due to Muk's weakness to them. Muk can also switch in on Fairy and Fighting moves for Dark-types, so Cacturne, Pawniard, and Murkrow all appreciate Muk's presence. Ground-type checks are highly valued because most Ground attackers are physical, leaving Muk very vulnerable. Flying-types or Levitate users such as Pelipper and Vibrava are ideal. Grass-types with STAB moves can also be very effective at switching in on and eliminating Ground-types. Since Fire Punch is Muk's only answer to Steel-types and it's not particularly strong, having a check to Steel-types is a good idea. Probopass can trap them with Magnet Pull and knock them out with Earth Power. Trapinch can do the same with Arena Trap and Earthquake and also acts as a check to Rock-types, (AH) yet another type Muk struggles with. Pursuit trappers like Stoutland, Dodrio, and Metang can remove Psychic- and Ghost-types from the opponent's team, both of which can be problematic for Muk. With no Muk's lack of reliable recovery, having a cleric on the team is a good idea to keep Muk it healthy. Audino's Wish and Heal Bell or Mr. Mime's Healing Wish are both solid options. Muk's resistance to Grass and nice special bulk make it a good partner for Water-types, particularly Seaking and Relicanth, since Grass is their most significant weakness.

[STRATEGY COMMENTS]
Other Options
=============

Focus Punch is a powerful option that can hit Rock-types and a few Steel-types that try to switch in on Muk, but it's incredibly reliant on prediction and can easily give your opponent free turns, so it's not recommended. Giga Drain could let Muk function as a lure for Golem and Relicanth, but it's pitifully weak even though it's 4x super effective. Thunder Punch can be used to hit Water-types super effectively, but Muk usually doesn't have issues with them. Power-Up Punch might be worth considering on the Assault Vest set, but Muk generally wants more immediate power and will likely be switching out a lot, meaning you lose your Attack boosts. Memento is an option, but there's no room for a utility move on any of Muk's sets, (AC) and faster Pokemon like Jumpluff do this better.

Checks and Counters
===================

**Ground-types**: Ground-types such as Golem, Gabite, and Vibrava can switch in on any of Muk's moves except Ice Punch and then threaten it out with STAB Earthquake. Camerupt can even switch in on Ice Punch and threatens it with Earth Power or a potential burn from Lava Plume. Trapinch can trap Muk and KO it with Earthquake.

**Steel-types**: Steel-types such as Metang, Mawile, and Pawniard can all switch in on Gunk Shot and Ice Punch easily and can pose a huge threat to Muk with their strong physical attacks. Probopass can switch in on a Fire Punch too and do some damage with Earth Power or pivot out with Volt Switch to gain momentum. The CroMuk set is also completely walled by Steel-types.

**Rock-types**: Rock-types like Relicanth, Crustle, and Armaldo are all capable of switching in on Gunk Shot and scaring it out with their strong physical attacks. Solrock can switch in and burn Muk with Will-O-Wisp or 2HKO it with Zen Headbutt.

**Psychic-types**: Powerful Psychic-type attackers such as Beheeyem, Grumpig, Mr. Mime, and Kadabra can pose a huge threat to Muk, but they can't switch in on it. They should also be wary of Shadow Sneak, which can easily KO them if they've already taken some damage.

**Status**: Muk's Poison typing means it can't be poisoned, but all of Muk's sets other than CroMuk are severely crippled by the other status ailments, especially burn, as it halves its physical attacking power. Will-O-Wisp users such as Gourgeist and Misdreavus can tank a hit and burn Muk, making it much more manageable to battle against.
Just implemented this as well. Thank you!
 

Rare Poison

if im butter then ur a hot knife
is a Tiering Contributor Alumnus
GP 2/2

add/change; remove; (comment); (AC) = add comma; (RC) = remove comma
[OVERVIEW]

Muk is a very viable Pokemon in the PU metagame due in no small part to its high Attack stat, good special bulk, and somewhat unique pure Poison typing. It's blessed with two fantastic STAB moves in Gunk Shot and Poison Jab, (RC) as well as access to the elemental punches and even a priority move with Shadow Sneak. This combination of a fairly wide movepool and its well-placed stats allows it to function well as a wallbreaker, special wall, late-game sweeper, or just a simple tank. Muk also happens to be a great check to some of the PU metagame's most prominent Pokemon, including Rotom-F, Cacturne, and Clefairy. Unfortunately for Muk, Poison is not the greatest offensive typing, as it is resisted by the very common Ground- and Rock-types, and Steel-types are immune to it. This requires anyone using Muk to predict more often than they might with other Pokemon, oftentimes forcing it to rely on its much weaker coverage moves in order to deal with its switch-ins. In addition, its low Speed stat lets it down considerably; Shadow Sneak may make up for this to an extent, but it doesn't do enough damage to revenge kill much outside of physically frail Pokemon that are weak to Ghost and Pokemon that are already weakened. Lastly, Muk lacks any form of reliable recovery, meaning it must rely on Rest or the support of its teammates if it wants to survive in longer battles.

[SET]
name: CroMuk
move 1: Curse
move 2: Poison Jab
move 3: Rest
move 4: Sleep Talk
item: Black Sludge
ability: Sticky Hold
nature: Careful
evs: 252 HP / 4 Atk / 252 SpD

[SET COMMENTS]
Moves
========

Curse increases Muk's relatively low physical bulk and already impressive Attack stat. Poison Jab is preferred here because it has higher PP and accuracy than Gunk Shot. Rest is Muk's only form of recovery, but it lets Muk set up without worrying about being burned or paralyzed. Sleep Talk prevents Muk from being dead weight while asleep and allows Muk to switch in on sleep-inducing moves with minimal consequences.

Set Details
========

Maximum special bulk with a Careful nature makes setting up easier and helps Muk take on special attackers even in the early-game. Curse increases Defense anyway, so Special Defense investment is needed to ensure well-rounded bulk for easier sweeping. Black Sludge gives Muk passive recovery, reducing its reliance on Rest and increasing its overall durability. Sticky Hold is necessary to prevent Trick/Switcheroo, which could ruin sweeping chances. It also allows Muk to switch in on a few more threats, most notably Rotom-F.

Usage Tips
========

Muk is most effective late-game after its checks are gone, but it can be used throughout the battle as a special wall, switch-in to Trick/Switcheroo, or status absorber. It is particularly important to avoid setting up Curse until all your opponent's Steel-types have been KOed, as they're immune to Muk's only attacking move. Once its checks and counters are out of the way, the best time for Muk to set up is against a defensive Pokemon that doesn't carry Taunt or a super effective attack, such as Clefairy, Tangela, or Audino. Otherwise, it can also set up on special attackers like Roselia, Cryogonal, and the Rotom formes.

Team Options
========

The CroMuk set tends to work best on defensive or balanced teams. Offensive teams need to apply pressure on the opponent throughout the battle, and CroMuk can't do that until it sets up. Probopass is a common partner for its Magnet Pull ability, allowing it to trap and eliminate most Steel-types quite easily. Trapinch can play a similar role, but it trades quite a bit of bulk in order to trap a wider variety of Pokemon, including Rock-, Ground-, and Psychic-types, which also threaten Muk. Pursuit trappers such as Metang, Stoutland, and Dusknoir are also good options. Bulky Grass-types are great partners due to their advantage against Ground-types, especially Golem. Tangela is particularly helpful because its Sleep Powder can give Muk an opportunity to set up. This set would also be appreciated on teams that are weak to Rotom-F, as Muk is a great all-around check to it. Finally, due to Muk's Sticky Hold ability, it pairs well with most defensive Pokemon that would be crippled by Trick/Switcheroo, such as Audino, Clefairy, and Vullaby.

[SET]
name: Choice Band
move 1: Gunk Shot
move 2: Shadow Sneak
move 3: Fire Punch
move 4: Ice Punch
item: Choice Band
ability: Poison Touch / Sticky Hold
nature: Adamant
evs: 252 HP / 252 Atk / 4 SpD

[SET COMMENTS]

Moves
========

Since this set is intended to do as much damage as possible, Gunk Shot is the preferred STAB move for its power. Shadow Sneak helps Muk overcome its low Speed and allows it to act as a revenge killer, although it's a fairly weak move. Fire Punch deals with Steel-types primarily, since they're immune to Gunk Shot. Common threats such as Pawniard, Metang, and Mawile would all counter Muk otherwise. Ice Punch is similarly used to deal with Ground-types, giving Muk a way to discourage them from switching in. Golem, Gabite, and other physically-oriented (remove hyphen) Ground-types are especially threatening, so this move is needed to make sure Muk isn't Ground bait.

Set Details
========

Choice Band, maximum Attack EVs, and an Adamant nature are all used to maximize Muk's wallbreaking ability. The rest of the EVs are invested in HP to allow Muk to survive more hits while it's busy wallbreaking. The ability is really a toss-up depending on what your team needs. Poison Touch can be useful to spread the poison status with Muk's contact moves to its switch-ins that aren't Steel- or Poison-type. Sticky Hold allows it to switch in on a predicted Trick or Switcheroo, but not using Poison Touch may make it more difficult to wear down Muk's checks over the course of a battle.

Usage Tips
========

Choice Band Muk plays the role of a wallbreaker, blowing holes in the opponent's team. Unfortunately, Gunk Shot is fairly easy to switch in on due to Steel-, Rock-, and Ground-types being on nearly every team, so predicting which Pokemon your opponent will switch to will be a key part of the success of this set. Muk is bulky enough that it can check weaker special attackers like Zebstrika and force them out. This gives Muk the opportunity to wear down its own checks by hitting them when they switch in. Furthermore, it Muk thrives against certain defensive Pokemon like Clefairy and Audino, so they are the ideal Pokemon for Muk it to switch in on.

Team Options
========

Normal- or Flying-types like Stoutland, Dodrio, and Jumpluff all benefit from Muk as a teammate because they share checks. Pokemon like Golem, Stunfisk, and Metang are typically used to deal with these checks, but running Muk alongside a Normal- or Flying-type attacker places immense pressure on these checks throughout the battle, making it easier to wear them down. Grass-types such as Leafeon and Tangela are great partners because they can switch in on and eliminate Ground-types. Water-types like Politoed and Floatzel are good for similar reasons, and Muk helps Water-types them by beating the Grass-types that would otherwise check them. Trappers are also a good choice; Probopass and Trapinch can both trap Muk's checks and eliminate them. Similarly, Pursuit trappers such as Stoutland and Dodrio are effective because they deal with the Psychic- and Ghost-types that check Muk. In general, having a Psychic check is always a good idea. Murkrow is a good offensive partner for its type synergy and ability to clean up after Muk wears down the opponent's team. Pawniard and Mightyena are also worth considering for similar reasons.

[SET]
name: Assault Vest
move 1: Gunk Shot
move 2: Shadow Sneak
move 3: Fire Punch
move 4: Ice Punch
item: Assault Vest
ability: Poison Touch / Sticky Hold
nature: Adamant
evs: 252 HP / 252 Atk / 4 SpD

[SET COMMENTS]
Moves
========

Gunk Shot is Muk's strongest move. It's a little inaccurate and has low PP, but the power is worth it. Shadow Sneak is reliable priority. It's fairly weak against targets that take neutral damage from it, but it can be a big threat to Psychic- and Ghost-types. Fire Punch is mainly used to hit Steel-types like Metang and Mawile super effectively. Ice Punch covers most Ground-types like Golem, Stunfisk, and Vibrava.

Set Details
========

The Assault Vest increases Muk's already high Special Defense, allowing it to take more hits and therefore stay alive survive longer to continue threatening the opponent's team. It also helps Muk act as a check to certain special attackers like Zebstrika and Floatzel. Maximum Attack EVs and an Adamant nature help Muk do as much damage as possible. The rest of the EVs are dumped in HP to increase its Muk's overall bulk and longevity. Poison Touch is generally the preferred ability so Muk has a chance to poison its switch-ins, but Sticky Hold can allow it to function as a switch-in to Trick or Switcheroo, and to a lesser extent, (AC) Knock Off. However, it's more difficult to wear down Muk's checks without the chance of poisoning them.

Usage Tips
========

Muk can be used throughout the battle to switch in on resisted attacks, as well as non-Psychic-type special attackers if necessary, and deal damage before being forced out. If using Sticky Hold, it can also act as a switch-in to Trick and Switcheroo for teammates that are very dependent upon their items or are just crippled by being given a Choice item. Since Gunk Shot has so many switch-ins in the PU tier, spamming Gunk Shot it early on in the battle isn't always the best strategy. However, once Muk's checks are have been eliminated, spamming Gunk Shot and Shadow Sneak can be an effective way of cleaning up. As a final note, if Muk is on your team to check a certain Pokemon such as Cacturne, be careful not to let it get too weak before that Pokemon is knocked out. Muk is very prone to being worn down over time, since it lacks recovery.

Team Options
========

The Assault Vest set tends to work best on bulky offensive or balanced teams that need a check to Grass-types, Clefairy, or just special attackers in general. Psychic-type checks, especially Dark-types like Vullaby, are appreciated on the team due to Muk's weakness to them. Muk can also switch in on Fairy and Fighting moves for Dark-types, so Cacturne, Pawniard, and Murkrow all appreciate Muk's presence. Ground-type checks are highly valued because most Ground-type attackers are physical, leaving Muk very vulnerable. As such, Flying-types or Levitate users such as Pelipper and Vibrava are ideal. Grass-types with STAB moves can also be very effective at switching in on and eliminating Ground-types. Since Fire Punch is Muk's only answer to Steel-types and it's not particularly strong, having a check to Steel-types is a good idea. Probopass can trap them with Magnet Pull and knock them out with Earth Power. Trapinch can do the same with Arena Trap and Earthquake and also acts as a check to Rock-types, yet another type Muk struggles with. Pursuit trappers like Stoutland, Dodrio, and Metang can remove Psychic- and Ghost-types from the opponent's team, both of which can be problematic for Muk. With Muk's lack of reliable recovery, having a cleric on the team is a good idea to keep it healthy. Audino's Wish and Heal Bell or Mr. Mime's Healing Wish are both solid options. Muk's resistance to Grass and nice special bulk make it a good partner for Water-types, particularly Seaking and Relicanth, since Grass is their most significant weakness.

[STRATEGY COMMENTS]
Other Options
=============

Focus Punch is a powerful option that can hit Rock-types and a few Steel-types that try to switch in on Muk, but it's incredibly reliant on prediction and can easily give your opponent free turns, so it's not recommended. Giga Drain could let Muk function as a lure for Golem and Relicanth, but it's pitifully weak even though it's 4x super effective. Thunder Punch can be used to hit Water-types super effectively, but Muk usually doesn't have issues with them. Power-Up Punch might be worth considering on the Assault Vest set, but Muk generally wants more immediate power and will likely be switching out a lot, meaning you it lose your its Attack boosts. Memento is an option, but there's no room for a utility move on any of Muk's sets, and faster Pokemon like Jumpluff do this make use of it better.

Checks and Counters
===================

**Ground-types**: Ground-types such as Golem, Gabite, and Vibrava can switch in on any of Muk's moves except Ice Punch and then threaten it out with STAB Earthquake. Camerupt can even switch in on Ice Punch and threatens it with Earth Power or a potential burn from Lava Plume. Trapinch can trap Muk and KO it with Earthquake.

**Steel-types**: Steel-types such as Metang, Mawile, and Pawniard can all switch in on Gunk Shot and Ice Punch easily and can pose a huge threat to Muk with their strong physical attacks. Probopass can switch in on a Fire Punch too and do some damage with Earth Power or pivot out with Volt Switch to gain momentum. The CroMuk set is also completely walled by Steel-types.

**Rock-types**: Rock-types like Relicanth, Crustle, and Armaldo are all capable of switching in on Gunk Shot and scaring it out with their strong physical attacks. Solrock can switch in and burn Muk with Will-O-Wisp or 2HKO it with Zen Headbutt.

**Psychic-types**: Powerful Psychic-type attackers such as Beheeyem, Grumpig, Mr. Mime, and Kadabra can pose a huge threat to Muk, but they can't switch in on it. They should also be wary of Shadow Sneak, which can easily KO them if they've already taken some damage.

**Status**: Muk's Poison typing means it can't be poisoned, but all of Muk's sets other than CroMuk are severely crippled by the other status ailments, especially burn, as it halves its physical attacking power. Will-O-Wisp users such as Gourgeist and Misdreavus can tank a hit and burn Muk, making it much more manageable.
 
Last edited:

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top