Mushaana
status: done with skeleton
mushaana actually doesn't "suck", it's just that everything about her is so outclassed :/
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[Overview]
- though not a particularly impressive pokemon, mushaana is a good supporter
- excellent HP and good defensive stats
- low speed prevents her from successfully sweeping
- pure psychic typing doesn't give her much in terms of offense
- if you use mushaana, play to her strengths, as otherwise you'll likely be disappointed and other psychic-types will outclass her
name: Baton Pass
move 1: Baton Pass
move 2: Calm Mind
move 3: Substitute
move 4: Psychic
item: Leftovers
ability: Synchronize
nature: Bold
evs: 252 HP / 252 Def / 4 SpA
Set Comments:
- mushaana's bulk and access to baton pass allows her to be an effective baton pass supporter
- though this set may look to be outclassed by celebi, mushaana has a higher HP stat, and her pure psychic typing means that she does not have as many crippling weaknesses as celebi does. also mushaana is significantly slower, so she can almost always bring in a baton pass recipient unscathed
- calm mind lets mushaana set up on special attackers and pass special attack boosts to teammates
- substitute lets mushaana support her team even further, as she has an excellent HP stat and can pass very bulky substitutes
- psychic is so that mushaana isnt shut down by taunt users, and actually is quite powerful after a few calm mind boosts
- mushaana can use hypnosis or yawn in place of psychic to try to set up more easily, but hypnosis' poor accuracy makes it a shaky choice, and yawn takes two turns to work so it isn't "reliable". besides, without psychic mushaana is pathetic taunt bait. additionally, magic coat can be used to reflect support moves back at opponents and allow mushaana to have an easier time passing
- 252 HP evs for overall bulk, 252 defense evs and a bold nature for physical bulk
- forewarn is a pretty useless ability, so stick with synchronize
- leftovers is by far the best item choice as it allows mushaana to regain some health each turn
- good teammates are pokemon who appreciate special attack boosts (and potentially a bulky substitute) passed to them. good examples of this include fast special attackers like jolteon and latias, since they can abuse their speed and already high special attack stats to decimate opposing pokemon
- while really not neccessary, dual screens support can make it easier to set up and pass
- since mushaana is a baton passer, she doesn't need a lot of team support to function effectively
- taunt users can shut her down with ease, especially dark-type taunt users as they are immune to psychic
- any strong physical attacker who can KO mushaana before she passes will be able to neuter her strategy
- as a baton passer, mushaana needs little in the form of team support
- potential teammates are pokemon who benefit from what mushaana passes; such pokemon include fast special attackers such as latios, gengar, and kerudio
- teammates who can absorb mushaana's dark- and ghost-type weaknesses are helpful; nattorei can sponge these attacks and set up spikes or stealth rock
- utilize scouts like u-turn flygon or volt change borutorosu to find out who the opponent's primary switch-in to mushaana is, as this will make passing easier in the long run
- mushaana has a few other sets it can run, but these are generally outclassed by other pokemon
- a dual screens set could be viable due to mushaana's bulk
- mushaana can be a decent trick room supporter, but is easy set-up fodder for many dangerous pokemon
- mushaana can run a resttalk set with mild success, but literally anything can set up on it so its not the best choice for a resttalker
- moonlight can be used to regenerate HP, but with sandstorm's prevalence its a shaky move at best
- as a baton passer, mushaana doesn't have hard "counters". instead, anything that can stop it from passing is considered a counter
- taunt users can basically shut mushaana down completely, especially dark-type taunt users like tyranitar
- your best bet is to try to KO mushaana before it accumulates boosts and passes, as then you're sure to be in for some trouble
- keep in mind that it's tough to KO mushaana with a special attacker, as its special defense is boosted to considerable levels by calm mind
- super effective physical attacks from the likes of tyranitar and warubiaru will quickly dispose of mushaana
- mushaana's ability, telapathy, is completely useless in single battles, so don't attempt to use it in that area
- it does have use in double and triple battles as it prevents teammates from damaging mushaana, meaning that you're free to let loose with moves like earthquake and explosion