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The Next Best Thing - Sawk [Voting]

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Because it allows you to dodge an attack while building up poison damage and using Black Sludge for recovery. The same reason some sets for other 'mons use Sky Drop, Fly, or rarely Dive. It's not unheard of, and this is hardly the worst set one can run for Muk. As for running Brick Break over Dig, that depends on how long something has been poisoned. Let's take a an example:

252+ Atk Muk Dig vs. 252 HP / 252+ Def Alomomola: 69-82 (12.92 - 15.35%) -- 9HKO at best
252+ Atk Muk Brick Break vs. 252 HP / 252+ Def Alomomola: 65-77 (12.17 - 14.41%) -- 9HKO at best

Similar damage - but! - using Dig gives you 18 turns of recovery, and if you're using Toxic, the Alomomola will die quite a bit before then, and your Muk will regenerate far more than its health maximum over again via black sludge, healing any damage taken. I don't see how this set is as silly as Lemonade Armaldo anyhow. I'll admit I haven't tried the strategy with Muk before, but the concept is one I've used on several other occasions. It's possible to try to stall with just Brick Break, but there's almost no reason either it or Dig offensively over a STAB move anyway on this set; Dig is about the free turn, not the power. Poison is only resisted by steel, ground, ghost, rock, and other poison types anyway. Ghosts are immune to brick break, steel and rock types are hit just as hard by Dig, and opposing poison types (who you can't poison to death!) are hit much harder by Dig. What advantage does Brick Break have over Dig on this set? Mean Look turns the extra turn into an advantage, rather than a crippling flaw.

Besides, I'm a more a fan of Raseri's set than Ice96's at the moment. (Not that Ice's set looks bad; I just really like Curse on 'mons with priority.)
 
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Because it allows you to dodge an attack while building up poison damage and using Black Sludge for recovery. The same reason some sets for other 'mons use Sky Drop, Fly, or rarely Dive. It's not unheard of, and this is hardly the worst set one can run for Muk. As for running Brick Break over Dig, that depends on how long something has been poisoned. Let's take a an example:

252+ Atk Muk Dig vs. 252 HP / 252+ Def Alomomola: 69-82 (12.92 - 15.35%) -- 9HKO at best
252+ Atk Muk Brick Break vs. 252 HP / 252+ Def Alomomola: 65-77 (12.17 - 14.41%) -- 9HKO at best

Similar damage - but! - using Dig gives you 18 turns of recovery, and if you're using Toxic, the Alomomola will die quite a bit before then, and your Muk will regenerate far more than its health maximum over again via black sludge, healing any damage taken. I don't see how this set is as silly as Lemonade Armaldo anyhow. I'll admit I haven't tried the strategy with Muk before, but the concept is one I've used on several other occasions. It's possible to try to stall with just Brick Break, but there's almost no reason either it or Dig offensively over a STAB move anyway on this set; Dig is about the free turn, not the power. Poison is only resisted by steel, ground, ghost, rock, and other poison types anyway. Ghosts are immune to brick break, steel and rock types are hit just as hard by Dig, and opposing poison types (who you can't poison to death!) are hit much harder by Dig. What advantage does Brick Break have over Dig on this set? Mean Look turns the extra turn into an advantage, rather than a crippling flaw.

Besides, I'm a more a fan of Raseri's set than Ice96's at the moment. (Not that Ice's set looks bad; I just really like Curse on 'mons with priority.)

The reason you don't use multi-turn attacks like that is because the opponent can just switch into, praticularly with dig since it is not great offensively, a flying type or an air balloon or resist or something. The only time I have ever heard of one of the moves you listed besides this is sky drop on Aerodactyl in RU, and sky drop is the only move on the list that is even barely viable because it prevents the target from switching.
 
name: Torment
move 1: Torment
move 2: Substitute
move 3: Protect
move 4: Poison Jab
item: Black Sludge
ability: Poison Touch
nature: Careful
EVs: 252 HP / 4 Def / 252 SpD

Inspired by the hair-ripping TormenTran in OU, Muk brings the Torment set to NU in a different style. With excellent special bulk and workable typing, Muk can find opportunities to switch in and begin executing its poisonous tactic. Muk only has two weaknesses to Ground and Psychic, two types that are pretty much never seen on one set on any Pokemon. Muk may finally see the day where it stalls out Golurk, maims Jynx, and laughs at Seismitoad.

Toxic Spikes support is strongly recommended to aid in Muk's poison stalling, as it doesn't necessarily have the space to run Toxic itself. Steel- and Poion-types will obviously be a clear nuisance, so using Pokemon such as Golem or Golurk are recommended.

Once you get the Pokemon that deter Muk's performance out of the picture, sit back and relax as your opponent succumbs to the life-threatening toxins.
 
The reason you don't use multi-turn attacks like that is because the opponent can just switch into, praticularly with dig since it is not great offensively, a flying type or an air balloon or resist or something. The only time I have ever heard of one of the moves you listed besides this is sky drop on Aerodactyl in RU, and sky drop is the only move on the list that is even barely viable because it prevents the target from switching.
Mean Look also prevents the target from switching, if you noticed it on that set list. The point of the set is as a trapper. How is the opponent going to switch into a flying type if they cannot switch out their active Pokemon? You would have to be incredibly silly to use Dig before trapping them.
 
Mean Look also prevents the target from switching, if you noticed it on that set list. The point of the set is as a trapper. How is the opponent going to switch into a flying type if they cannot switch out their active Pokemon? You would have to be incredibly silly to use Dig before trapping them.

Instead of running mean look + dig to get a little more lefties recovery, why not run brick break or ice punch with chestorest( or pain split, if you want to be creative and it gives you the possibility to rack up even more damages, I guess.)
 
My set:

089.gif


Muk (M) @ Heat Rock
Trait: Poison Touch
EVs: 252 HP/252 Atk/4 Spe
Nature: Careful
IVs: 0 SpA
-Sunny Day
-Poison Jab
-Fire Punch
-Shadow Sneak

Muk has access to Sunny Day and Rain Dance, and I chose to make a Sunny Day set because A.) It can abuse the sun with Fire Punch, and B.) Its typing and bulk make it a good Ludicolo check, and Ludicolo is often found on rain teams. Thus Sunny Day and Heat Rock came to be on this set. Poison Jab was chosen as the STAB over Gunk Shot for reliability and the 51% poison chance upon contact. Fire Punch hits Steel-types and lets Muk abuse the sun itself. Shadow Sneak is priority, and picks off weak Pokemon, particularly Psychic-types with low defense stats. This set pairs very well with

1. Entry hazards- poison and spikes let residual damage add up quickly
2. Rapid Spinner- Muk dislikes SR and Spikes since it can't recover off damage with Leftovers

Partners I had success with:
Mandibuzz- immune to Psychic-type moves and Ground-type moves, great bulk, pivot
Bastiodon- bounces back hazards
Cacturne- provides Spikes and handles bulky Waters for Muk, particularly Seismitoad.
 
089.gif

Muk @ Leftovers
Trait: Poison Touch
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Poison Jab / Gunk Shot
- Taunt
- Fire Punch
- Pain Split / Ice Punch / Shadow Sneak

FAST MUK it's just quick enough to beat misdreavus and can taunt it which fucks it up pretty badly. this set actually ruins a lot of stall teams as long as it doesn't get burned by alomomola scald. walls that it can't get past will be tounched.
 
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