Murkrow

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[OVERVIEW]
Murkrow's job with this set is basically to shut down any weather users and trick room users with taunt, then focusing on getting off a prankster boosted tailwind and a hopefully a weather move to give his partner an immediate sweeping boost. Murkrow is surprisingly bulky when coupled with eviolite and maximum defensive investments, and since all of his moves are going to either rely on prankster or the opponents attack we don't have to worry about any attack investment. Prankster boosted taunt helps to stop setup in it's tracks and the prankster boosted weather helps to control the weather on the field. Being a flying dark type Murkrow makes are great partner for earthquake teammates and gets a handy immunity to psychic moves. Prankster boosted weather also helps stop mega weather setters like Mega Charizard Y dead in their tracks by trapping them in a two turn solar beam or cutting the power of fire moves. One of the key things that works with this set when i use it is that the opponent rarely directly targets murkrow since they believe it is so frail, so generally murkrow is getting hit with rock slides or catching the bad end of a blizzard, which he should be able to survive with the investments made here.

[SET]
name: Murky Weather Murkrow
move 1: Foul Play
move 2: Taunt
move 3: Tailwind / Swagger / Flatter
move 4: Rain Dance / Sunny Day
item: Eviolite
ability: Prankster
nature: Impish
evs: 252 HP, 12 D, 244 SD
ivs: Max

[SET COMMENTS]
Moves
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The best thing about Murkrow is that you can sub out any of the weathers to better suit your team. Taunt is an absolute necessity as it really helps to shut down "After You" shenanigans and trick room teams. Foul play is there to minimize damage ev investment and to make sword dance or dragon dance users pay on the next turn. Tailwind helps you to ensure your sweeper will hit first next turn, but you can always switch it or your weather move out with swagger or flatter to use in combination Persim berry on your sweeper for some real havoc next turn.

Set Details
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You want to invest 252 evs in HP and 244 in Special Defense with the remaining 12 evs going into Defense to help Murkrow survive some rough rock slides. The special bulkiness helps to catch some of those thunderbolts or blizzards and still be in the next turn. Thanks to our use of foul play, we get to avoid investing in attack or special attack and instead rely on the opponents pokemon trying to get a free turn of boosting in on us. The main reason for the heavy special investment is to just barely survive Tapu Lele's moonblast and be able to get one more move off the next turn.

Usage Tips
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Your first turn will usually be setting up tailwind unless you have to stop trick room or weather from going up, turn two will usually involve dropping the weather move for your sweeper or giving them the quick power up with swagger or flatter if they are holding a persim berry. Moves like rain dance will save you in situations like "After You" Torkoal Lilligant traps, reducing the eruption damage, slowing lilligant next turn and giving an immediate power boost to water type attacks. Once Murkrow has gotten off it's weather and tailwind, you either continue watching for status moves with taunts or you help clean up what your sweeper didn't flatten with foul play.

Team Options
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The best partners for Murkrow are heavy hitters that get an immediate boost off the weather, like Feraligatr or Typhlosion. You want some sweepers that can either take two hits and stay in or ones that are running protect to stay alive for things to get set up. You also want some extreme damage moves like Eruption or sheer force boosted liquidation that take advantage of the weather murkrow just set.

[STRATEGY COMMENTS]

Checks and Counters
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**Dark Types**: Unfortunately since Murkrow has prankster taunt will not work against dark type oppenents and you could end up in a rough situation where you get taunted yourself and then Murkrow is dead in the water other than foul play damage. Malamar can set up trick room without worrying about taunt from murkrow if it isn't taken out quickly enough.

**Knockoff Users**: If Murkrow loses its eviolite in any way it is pretty squishy, so it's pretty much only going to be able to get off one more move if it survives the turn.

[CREDITS]
- Written by: [[*Rip Ravage*, *488678*]]
 
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