Musharna (QC 0/3)

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[Overview]

- Musharna faces severe competition from Cresselia as a bulky supporter and Reuniclus as an offensive Trick Room setter.
- However, specialised support moves, such as Imprison and After You, and a great ability, give it a niche.
- In particular, Telepathy is really great and allows a teammate to fire off Surf, Earthquake, Explosion etc, often boosted by Helping Hand, without hurting Musharna.
- If you are not exploiting these advantages you should be using Cresselia.

[SET]

set name: Trick Room control
move 1: Imprison
move 2: Trick Room
move 3: Protect
move 4: Psyshock
item: Mental Herb / Lum Berry / Sitrus Berry
ability: Telepathy
nature: Relaxed / Sassy
evs: 4 HP / 252 Def / 252 Sp Def
ivs: 0 Atk / 0 Spe

[SET COMMENTS]

- This set allows you to ensure that the dimensions are in your favour, whether you want Trick Room or not. If you do not want Trick Room, simply Imprison it. If you do want it, set it up and then Imprison attempts to undo it.
- Musharna is bulky enough not to need to Protect itself; however, disabling the opponent's Protect is very powerful, and so it is recommended. In particluar it prevents the opponent simply stalling out Trick Room turns with Protect.
- Psyshock over Psychic because Special Defense investment is more common than physical defense (due to the ubiquity of Intimidate).

[ADDITIONAL COMMENTS]

- This set really works best to help glass-cannon teammates, who enjoy the disabling of Protect (they do not want an opponent to Protect against an incoming attack while being killed off by its ally) and Trick Room (they need to be going first).
- Breloom, for example, appreciates this support and additionally finds Musharna's ability to break through Amoonguss very useful.
- Imprisoning Trick Room and Psyshock often knocks out half of Cresselia's moveset. This can really help frailer attackers, who often barely dent Cresselia before she KOs them in return.

[SET]

set name: Anti-Trick Room
move 1: Trick Room
move 2: After You
move 3: Psyshock
move 4: Helping Hand / Protect
item: Mental Herb / Lum Berry / Sitrus Berry
ability: Telepathy
nature: Relaxed / Sassy
evs: 4 HP / 252 Def / 252 Sp Def
ivs: 0 Atk / 0 Spe

[SET COMMENTS]

- Whereas the previous set attempted to control whether Trick Room was up or not, this set attempts to take on Trick Room teams at their own game.
- 29 Speed is great for this, "outrunning" a slew of threats like Reuniclus, Amoonguss and Slowking with 30 speed.
- Trick Room can be used to counter a fast team or reverse another Trick Room.
- After You, inside Trick Room, allows a fast ally to get the jump on its opponents.
- The rest is pretty self-explanatory. Helping Hand can be really nice in combination with Telepathy.

[ADDITIONAL COMMENTS]

- The usual Trick Room-loving teammates: anything below about 60 base speed really.
- Users of Earthquake, Surf, Discharge, Explosion and Teeter Dance are particularly notable due to Musharna's ability Telepathy.
- However, Musharna's abilities to counter Trick Room, not just abuse it, allow it to fit on other team archetypes than Trick Room.
- Musharna is Taunt bait, so Prankster users who can shut down attempts to Taunt Musharna with a Taunt of their own are great.
- Scrafty is pretty slow, provides great utility, and defeats the Ghost- and Dark-types that threaten Musharna.

[Other Options]

- Offensive coverage includes Signal Beam, Shadow Ball and Hidden Power Fighting, but just use Reuniclus instead.
- Dual Screens, but use Cresselia for this.
- Gravity is cool as you can spam Earthquake and exploit Telepathy.
- Gravity also allows you to use a fully accurate Hypnosis.
- Calm mind but Cresselia has more bulk.
- Baton Pass + Imprison can be a gimmicky option. The idea is to set Imprison and then use a slow Baton Pass to switch in an attacking threat (with 3 attacks + protect) for free. At that point the opponent cannot use Protect and so the sweeper is much more threatening.

[Checks and Counters]

- Musharna is quite hard to OHKO. However, just hitting it with Dark- Ghost-, and Bug-types, or extremely powerful neutral STAB attacks, causes it to fold.
- Powerful super-effective STAB users include Tyranitar, Bisharp, Chandelure, Volcarona, Scizor, Hydreigon, Genesect, Darkrai, Heracross and Escavalier. Nukes like Victini's V-create and Latios's Draco Meteor also hurt.
- Taunt also shuts it down, but beware Mental Herb.
- Amoonguss and Breloom can Spore it but neither can stomach Psyshock.
- Ironically, other Imprison + Trick Room users like Chandelure and Bronzong often shut Musharna down completely.
- Musharna is often paired with users of spread moves to exploit Helping Hand and Telepathy. To that end, Wide Guard stops Helping Hand + spread move combos on its own, allowing the Wide Guard user's partner a free turn.
 
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I don't think "Trick Room control" should be its own set. That's not the reason you use Musharna. If you're using Musharna, you're using it because it gets Telepathy. You should be taking advantage of Telepathy as much as possible. Imprison+TR is a great combination to have, but mostly because it prevents fast sweepers like Manaphy and Excadrill from having TR set up on them. Musharna pretty much makes a perfect partner for these Pokemon - they can spam their powerful spread moves boosted by Helping Hand with no danger of having the opponent screw things up with Trick Room. If you're just using Musharna to prevent Trick Room, Chandelure does the same thing while being quite threatening and matching up very well against a lot of common TR Pokemon.

The second set seems pretty cool though.
 
nah I don't think he's telling you to scrap the first set - he's just telling you that you're emphasizing the wrong things for set #1. Correct me if i'm wrong @Arcticblast
 
Where is the additional comments on set 1?
Where is the rest of set 2?
Why is Telepathy not in the overview considering it's one of mushys selling points?
Mental Herb should be the first slash while sitrus should be last.
Please Fix this thread before i even consider stamping this.
 
ok some things here:
  • Scrap the Anti-TR set. Not worthy of an analysis and serves no real purpose imo (you can just use TR to reverse an opponent's TR or use Imprison to prevent them from using TR to begin with.)
  • That spread isn't too good so change it to 252 HP / 20 SpA / 236 SpD w/ 3 Spe IVs. Lets you outspeed min speed Amoonguss (w/ speed reducing nature), 2HKO w/ Psyshock (using Pwnemon's spread from his skeleton) w/ rest put into Special Defense
  • Main set needs a bit of work too imo. something like this would be better. Since it's meant to be giving support to the team, protect shouldn't be a first slash imo, and helping hand is too good to not have. while protect is cool w/ imprison, like i said helping hand is more useful in most cases. also lum should probably go to ac as opposed to being main slash
set name: Trick Room
move 1: Trick Room
move 2: Psyshock
move 3: Helping Hand / Imprison
move 4: Imprison / Protect
item: Mental Herb / Sitrus Berry
ability: Telepathy
nature: Sassy
evs: 252 HP / 20 SpA / 236 SpD
ivs: 0 Atk / 3 Spe
  • Speaking of AC, the AC of this spread is pretty sparse. You really need to mention things such as reasons for given spreads, reasons items are used, and explanation of moves.
  • In AC of the set, mention that slowmons make good teammates since they enjoy TR. Give specific mention to things such as Rhyperior who are now happy they dont have to worry about hitting musharna w/ earthquake and who appreciate helping hand to nab kos
  • Mention how Amoonguss makes for a good partner since RP support to set up TR + it's slow and enjoys TR of its own
  • Also say how Fake Out support can make it easier to set up Trick Room, Hariyama + Scrafty make for good pokes here since they appreciate TR and can take out Dark-types that bug Musharna.
  • Also be sure to play up Telepathy since that's really the only reason you're using Musharna > Cresselia, so say how Pokemon w/ Earthquake/Surf enjoy not having to worry about dealing damage to Musharna.
  • Add Thunder Wave + Rain Dance + Magic Coat + ChestoRest + Heal Bell + Moonlight (in sun) to OO. After You can be mentioned in OO too.
  • Use Thundurus + Tornadus as examples of Taunt users in C&C
  • When mentioning the point on Wide Guard in C&C, be sure to say how Musharna can 2HKO the more common Wide Guarders tho (Hitmontop + Conkeldurr)
 
Right, I think I'm going for a complete re-write, really emphasisng the benefits of Telepathy. This has turned into a bit of a car crash of an analysis IMO. I will get the new skeleton out within the next few days.
 
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