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The Next Best Thing - Sawk [Voting]

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Musharna @ Life Orb
Trait: Synchronize
EVs: 200 HP / 56 Def / 252 SAtk
IVs: 0 Atk / 0 Spd
Quiet Nature
- Trick Room / Moonlight
- Baton Pass
- Psychic / Psyshock
- Signal Beam

In the faster and more offensive metagame we have now, Musharna struggles being considered as a prominent offensive threat. This set changes that. Thanks to its good bulk and considerably potent Base 107 Special Attack, offensive Musharna can do some serious work. The idea of the set is to set up a Trick Room on the opponent as they switch into the likes of Jynx or Skuntank, which are counters to your typical Musharna set, and go for Signal Beam / Psyshock on Jynx or Baton Pass to the likes of Golem or Piloswine if they switch Skuntank in (which Beeheyem cannot do), effectively losing the momentum on the opponent's team. The spread is to survive Scolipede's Megahorn almost all the time while still maintains phenomenal offensive presence, which you may not expect on your typical Mushy set.

While this set is recommended to be abused under Trick Room, this set still does perform well if you opt to choose Moonlight > Trick Room, acting as a great pivot on offensive teams due to its ability to heal off damage while still maintaining offensive presence.​
 
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Musharna @ Leftovers
Trait: Synchronize
EVs: 248 HP / 252 Def / 8 Spd
Bold Nature (+Def, -Atk)
- Yawn
- Psychic
- Calm Mind / Baton Pass
- Moonlight

Yawn on Musharna is amazingly resourceful because few things have the capability to break through it with unboosted attacks, making it so effective with Hazards from something like Scolipede since it forces switches and gives it a turn to calm mind up - Setting up a potential sweep.
Baton Pass may be used over Calm Mind making it a bulky pivot, then you can add some SAtk EVs and subtract some Speed IVs so it is slower than opposing musharnas and can tank the hit before baton passing out.
However, Calm Mind is overall more useful since it turns into the useful sweeper that Musharna always has been, but with Yawn Support to threaten out foes.
I'll update later with some logs / specific examples, maybe.
 
Musharna@ life orb
Trait:synchronize
Evs: 252 hp/ 4 sp atk/ 252 def
Nature: + def - atk
-psychic
-moonlight
-toxic / thunder wave
-torment

Although musharna doesn't have enough speed, it can still pull torment off well. Because of musharnas bulk, people tend to bring in heavy, choiced hitters in which get tormented on the switch and it can force a lot of switches. Also it can easily take hits and retaliate back with the torment against attackers like jynx which can only hit it with ice beam. It also helps against skunktank which you torment it during the unboosted pursuit then switch out for free. Psychic is for breaking subs and for taunt and to hurt sawk, moonlight is for recovery (shame you only get 8), toxic is if you want constant damage or t wave to cripple something's speed.
 
Top three for me are zeb, NUT, and Ras.

I would vote for NUT's for being, in my opinion, the all around best set, but I don't see how it beats its checks and counters, considering that Taunt or Roar Skuntank still stop it from doing its job, and Musharna can't do anything back to it.

Ras's set is really cool because Tricking Specs on to its usual switch-ins is great. And if the opponent's best check to Musharna is Scolipede, which for many teams, it often is, I can see the set really causing some problems for the opponent. It can get worn down pretty easily though.

Zeb's set is great at supporting its team as well. With the metagame becoming as offensive as it has, Musharna has the ability to come in on a lot of different Pokemon, set up Reflect and possibly paralyze the opponent, and then switch out to a teammate to wreak havoc on the opponent. Outside of the obvious idea that you can set up while Reflect is up, you can also very easily just use Reflect to beat out anything that outspeeds your offensive Pokemon. It's really cool because it functions kind of like Tailwind does. You take advantage of a few turns where you have a distinct advantage to attack the foe. The different between Tailwind and Reflect is that the latter stays up longer, and you're still probably going to be outsped by the same things you would otherwise. But with 2x Defense, you can still beat on the opponent while taking neutral hits with a lot more ease.

While zeb's set doesn't necessarily beat its usual checks and counters, it sort of does at the same time by supporting the teammates who can handle its checks and counters for it. I think this set did the best job at handling foes most reliably.

tl;dr my vote is for zeb
 
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