[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.
- 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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