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Community POTW #134

Discussion in 'POTW Collaboration' started by Serebii, Jul 21, 2013.

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  1. Serebii

    Serebii And, as if by magic, the webmaster appeared... Staff Member Admin

  2. _Calm|Mind_

    _Calm|Mind_ S.H.I.E.L.D

    Ability: Telepathy
    Item: Leftovers
    Moves: Hypnosis, Zen Headbutt, Thunder Wave, Gyro Ball
  3. Lucario Fan

    Lucario Fan Well-Known Member

    Ability: Forewarn
    Item: Leftovers
    Moves: Psychic, Shadow Ball, Charge Beam, Energy Ball
  4. Azulart

    Azulart Shiny Hunter

    ^^^ Stop spamming (lucario fan and calm mind) those kind of post's are abo****ly useless as it misses important information.


    Musharna @ Leftovers / Rocky Helmet
    Abillity: Syrchronise
    Nature: Bold
    IV's 31/x/31/31/31/x-31
    EV's: 252 HP 252 Def 4.spdef
    -Heal Bel/gravity/Trickroom
    -Calm mind/Energy ball

    Musharna has so MANY options..This is my personal favorite set,
    she is a beast in NU, even when you make NU teams, you should always be prepared for Musharna as it can wreak havoc.
    In my opinion, Musharna can be quite good in the higher tiers, but truely shinies in NU.
    Moonlight is to quickly heal with massive HP. Heal bell, trick room or gravity depends on what your team could use the best
    Pshycic to not be taunt bait, and either clam mind or Energy ball for coverage or stall.
  5. Spinner

    Spinner Pokemon Breeder

    Tell me something, I know what you're thinking...

    Quiet- Telepathy-252 special attack, 252 HP, 4 special defense-leftovers

    Shadow Ball
    Energy Ball
    Pain Split

    Musharna really shines in doubles- telepathy allows its partner to go to town hammering away with sweeping but otherwise dangerous moves.

    Psychic, Shadow Ball, and Energy Ball provide decent coverage, and while Musharna has good special attack, it is a great wall plus works in trick room very well. Pain Split is its best healing option, and a good one, and can devastate enemy walls. This set works well in singles, although telepathy should be replaced with synchronize there (get a burn, give a burn)

    Helping Hand is also good in doubles, replace shadow ball or energy ball depending on your needs. But I like (and use) the set I gave.

    I really only play the official tournaments and in-game, so forgive me if this doesn't fit other rules. But it works quite well!
  6. Monster Guy

    Monster Guy Fairy Tale Man

    YesyesyesyesyesYES! 8D Finally! Musharna is my favorite Pokemon. I have been waiting for this forever! It was about time.


    I don't want to hear any more fetus jokes. >_> They really should've had the eyes open in it's game sprite. It's adorable. <3

    Musharna @ Leftovers
    Trait: Synchronize
    EVs: 240 HP / 252 Def / 16 SpD
    Calm Mind
    Stored Power/Psychic
    Hidden Power Fighting/Baton Pass

    A set that has given me lots of success. After a few Calm Mind boosts, your STAB move of choice deals lots of damage. Moonlight is for recovery, Hidden Power is for coverage. You can also forego HP for Baton Pass to give your boosts to someone else if you want. EVs and nature boost your ability to take hits, and Leftovers adds gradual health restoration.
    Last edited: Jul 21, 2013
  7. Kraleck

    Kraleck Well-Known Member

    *inhales deeply* Hahh...Musharna...a slow, tank-y Psychic Type with a narrow Movepool and Abilities that don't suit it very well for Singles usage...let's see how we can salvage this...

    -HP - Near Godly - Base 116 is an impressive thing, even if Mush' isn't on appearance...plus, you do get Pain Split, Moonlight, and Rest for variety...
    -Attack - Bad - Base 55 is just...no...
    -Defense - Above Average - Base 85 helps you survive longer...
    -Sp.Atk - Great - Base 105 is a huge asset after that huge HP, though there's a big limit on Move Types you can access without Hidden Power...
    -Sp.Def - Good-bordering-Great - Base 95 helps you survive much longer than your Defense can...
    -Speed - Good-bordering-Great (Trick Room) - Base 29 is a colossal help in Trick Room play and you can definitely spare the Moveslot in most cases...

    -Forewarn - Unless you absolutely need to know what kind of set you may be against, skip it...
    -Synchronize - Decent for Singles, even in Mush' isn't, and Paralysis and Burns don't hinder it much...but getting Poisoned or Badly Poisoned is another story...
    -Telepathy (DW) - Useless in Singles, but allows you to Surf, Explosion, Earthquake, Lava Plume, and Discharge to your heart's content in Multi...
  8. Sparkbeat

    Sparkbeat FLASH! AAAHHHAAA!

    Musharna @ Choice Specs
    Trait: Synchronize
    EVs: 252 SAtk / 252 HP / 4 SDef
    Modest Nature
    - Psychic / Psyshock
    - Signal Beam / Hidden Power [Fighting]
    - Hidden Power [Ground] / Shadow Ball
    - Trick / Baton Pass / Sleep Talk

    This is a nice set to get away from the standard defensive sets Mush typically runs. A Specs Psychic actually does nice damage to anything that doesn't resist it. You can go for more coverage on everything with the first set of moves, or you can go with flawless neutral coverage with the second set. The last slot is really personal preference. You can use Trick to cripple a wall, Baton Pass for momentum if a Dark type that is faster and can tank a hit is alive (Or if you don't want to risk mispredicting), and Sleep Talk so it can take on Sleep Inducers. It's natural bulk gives it a ton of switch ins, and since its speed is so poor, you can run 252 HP for even more bulk. You can also go 0 IV's in Speed if you would like to use this set as a TR sweeper.
  9. You call their posts useless yet you just dump out the standard set. Congrats.
  10. SmeargleRocks

    SmeargleRocks Reputable Trader

    Defensive pig
    EV's 252 HP, 252 Def, 4 sp.def
    Telepathy / Synchronize
    Calm Mind
    HP Fighting

    Telepathy is for double battles like if you want to use lava plume, explosion, earthquake, surf, etc.... Basically any move that will hit all pokemon will not hit musharna if it has this ability
    Synchronize ie for singles like if someone were to use thunder wave or will o wisp on you then they get hit to and they will either be residually losing health each turn or slow enough to revenge kill at some point, or on the rare case of spore but I don't think breloom is in the sale tier as musharna so no worries XP

    This pigs got glasses 0_0
    Forewarn / Synchronize
    EV's 252 HP, 252 Sp.atk, 4 def
    Choice Specs
    Shadow Ball
    Charge Beam
    HP Fighting / Energy Ball / Signal Beam

    Psyshock is stabbed, shadow ball hits ghosts, hp fighting hits steels like steelix while charge beam can't hit it, or use energy ball so you can hit ground pokes hard and signal beam is pretty much just a bad filler, I don't really recommend it unless you just like the way the move works

    Doesn't really have a lot of potential other than those sets, a hypnosis user and or a trick room set, but those have flaws in them cause when setting it up your vulnerable for a turn so.... But hey only I don't use those.....
  11. Blasting Toise

    Blasting Toise Well-Known Member

    Few ideas here:

    EV:s 4 Hp,252 Def, 252 Sp.Def
    Nature: Bold, Relaxed, Calm, Sassy
    Item: Leftovers
    Calm Mind/Light Screen
    Signal Beam/Hidden power Fighting

    This set is based on defensive capabilities of Musharna.
    Boosted with Calm Mind it can also strike back with it's repectable Sp. Attack
    Psychic is better than Psyshock and Signal Beam is for Dark types but HP Fighting can also knock out problematic Steel types.

    Baton Passharna
    EV:s 4 Hp, 252 Def, 252 Sp.Def (can be spread differently)
    Nature: Bold/Relaxed/Calm/Sassy
    Items: Leftovers/Focus Sash
    Calm Mind
    Baton Pass
    Stored Power/Psychic/Future Sight

    Glaceon as father can produce cool baton passer with Reflect. Sets up special sweeper very nicely. Substitute can replace Barrier as well.
    Stored Power before passing makes awfully lot of damage.
    It can also attack with Psychic or leave Future Sight waiting to help in sweeping.

    Special Attacker
    EV:s 4 Hp/Def, 252 Def/Sp. Def, 252 Sp.Att
    Nature: Modest/ Quiet
    Item: Wise Glasses
    Calm Mind
    Hidden Power Ice/Fighting/Energy Ball
    Shadow Ball/Signal Beam

    Boosted with Calm Mind Psychic works very nicely and Signal Beam/HP Fighting takes care of the Dark types.
    Shadow Ball is another option to take care of other Psychics along with forementioned Signal Beam
    Energy Ball is viable option along with HP Ice that knocks out Dragons.

    Musharna in it's element
    EV:s 252 Hp, 4 Def/Sp.Def/252 Sp.Att
    Nature: Modest/ Quiet
    Item: Leftovers
    Dream Eater/Nightmare
    Signal Beam/HP Fighting

    I had to add some set with sleep-moves. Yawn takes more time but hits always or forces to switch.
    Nightmare and Dream Eater of course require those sleeping moves and will miss if foe switches.... but this is Musharna after all :D .
    Psychic is more reliable damage along with something for dark types and other problems such as Steel-types and other Psychics

    Musharna sweeping(?)
    EV:s 4Hp, 252 Sp.Att,252 Spd
    Nature: Modest, Naive, Timid, Hasty
    Item: Choice Scarf
    Signal Beam
    Hidden Power Ice/Fighting
    Shadow Ball

    Surprising more than actually working set for Musharna I fear.
    It probably still lacks the necessary speed for sweeping, but fast Musharna may surprise your foe.

    EV:s 252Hp, 252 Sp.Att,4Sp. Def/Def.
    Nature: Modest/ Quiet
    Item: Choice Specs
    Psychic/Psy Shock
    Shadow Ball/Energy Ball
    Hidden Power Ice/Fighting
    Signal Beam

    Pretty much same as the sweeping attempt only without sweeping attempt and with more punch for Sp. Att. :D

    Other viable options: Moonlight (for defensive walls to keep them up), Protect(same purpose), Toxic, Thunder Wave, Swagger, Trick Room, Heal Bell, Gravity
  12. Eliteknight

    Eliteknight S.L.Y.

    Calm mind
    Hidden power fighting

    This set is very usefull in lower tiers for mushuarna when not on a trick room team it functions just like reuniclus but with the ability to be hit by status and hail etc. Moves are fairly straight forward. Evs for maximum bulk.
  13. xXLugia^MasterXx

    xXLugia^MasterXx New Member

    Well musharna... Pretty good pokemon.
    Anyways, I use musharna in a really gimmicky triple battle setup. 3 musharna all with Telekinesis, Hypnosis, Dream Eater and HP Fighting. Really self explanatory. If no dark pokes, telekinesis, then hypnosis then dream eater. This is my first post so don't expect a lot from this.
  14. Swoobat

    Swoobat Well-Known Member

    Pain Split with that gargantuan HP stat? It's a terrible option outclassed by Moonlight.
  15. No Overview, I'll go straight to the set.

    Calmusharna...??? (My puns won't work, but I'll keep on it until I make a good one)
    -Calm Mind
    -Stored Power/Psyshock
    -Shadow Ball/Energy Ball/Hidden Power Fire???
    Bold Nature
    252 Def and: 236 HP/20 SDef OR 252 HP/4 SDef OR 240 HP/16 SDef
    Musharna is... odd. Well, I'll get straight into it. It sure gets a good niche about the sleep status, but try this set out. It works better in Sun, DON'T USE THIS ON SANDSTORM, HAIL OR RAIN. Stored Power gets stronger by boosting and even stronger if we consider that we boost Sp. Atk. However, Psyshock is a smash on special walls and strong if you have trouble trying to set up. Shoukld you use this in Sun, you may want to use Hidden Power Fire. But I'm not sure. Energy Ball hits the huge amount of Water-types in NU, but Shadow Ball hits Misdreavus (who would otherwise counter you) and incoming Psychic-types. I'd rather use Energy Ball, but... Moonlight is recovery. It works great in Sun, too.

    Forewarn VS Synchronize VS Telepathy
    Forewarn is the preferred choice due to things like Pokémon that are either physical or special attackers or walls. But Synchronize can be a painful switch in for the opponent should he or she poison you using a tank. Telepathy for Doubles and Triples only, and only Telepathy in these.
  16. Kraleck

    Kraleck Well-Known Member

    Pain Split in Singles or against an opponent is a bad idea for Musharna, and usually a bad idea with full HP. However, getting HP from an ally in Doubles/Triples who can spare the HP and recover it, like Chans-Eviolite or Regen-bro, allows you to stay alive. Likewise, you can give some HP to a Pokemon on your side and keep them in the fight longer.

    Plus, Moonlight is affected by the Weather, so Politoed, Hippopotas, Hippowdon, Tyranitar, Snover, and Abomasnow will screw your recovery over, but Vulpix and Ninetales will really help it...
  17. Suhnerd

    Suhnerd Tai

    As much as the complaining of you two on this thread is annoying me, they do have some point. We can't just choose any set that is put down. There needs to be analysis that displays this set will do the trick. Without it, the set just looks like something hastily thrown together. The point of this is to make people better at competitive Pokemon, and we can't just know how your set works. If you truly want to help POTW, then try giving reasons and strategies along with your sets. :)
  18. sbktdreed

    sbktdreed Veteran Trainer

    Synchronize w/ Leftovers
    Modest w/ 252 HP, 252 Sp Attack, 6 Sp Defense
    Shadow Ball
    Energy Ball/Signal Beam
    Charge Beam

    High Sp Defense with Bug/Dark/Ghost-type like Bite & Will-o-wisp Flareon or Shadow Ball Glaceon.
    Last edited: Jul 23, 2013
  19. pokefan2631

    pokefan2631 Creatorcraft Admin

    my first potw collaboration

    this is my first post so i dunno if im doing something wrong

    musharna is a not so good pokemon in OU as it can be OHKO by any pokemon but in UU if you let it go easy it can OHKO any pokemon with a boosted psychic or stored power so don't take it lightly
    foreworn:not that good.It only tells you the foes strongest move and the opponent could predict if your switching or not

    synchronize:a great ability.Getting burned means they get burned.Same thing with paralysis and poison.Great as you have rest and moonlight

    telepathy(dw):eek:nly good in doubles you can use explosion with a pokemon with out hurting musharna.In singles useless

    death by pig

    calm mind
    stored power
    HP bug

    nature:modest(+sp.atk -atk)
    ev:252 sp.atk,252HP,4def

    a set designed to hurt all pokemon in UU (except spiritomb)simple,use calm mind till your satisfied and then use stored power to OHKO almost all pokemon.And if you use calm mind 6 times you can OHKO BLISSEY.Blissey is the best special wall in the game and you just OHKO'ed it in 1 turn!moonlight grants you a recovery method,leftovers also and HP bug gets rid of dark types and psychics

    other options:
    toxic,trick room,substitute,thunder wave,rest,yawn,hypnosis
    toxic poisons your opponent and chips away their life
    trick room can be used on a sweeper set as it has a base 27 speed,just run 0 IV's in speed
    thunder wave is horrible on musharna as it sometimes prevent the foe from moving(only good thing)and lowers speed,their still faster than you
    rest is a altered moonlight heals you compleatly and keeps you safe from status problems
    yawn just forces a switch out,either that or they go to sleep,giving you a chance to set up a calm mind
    hypnosis does the same thing as yawn but with less accuracy

    partners any thing that can set up trick room is a friend of musharna,reuniclus does the job
    Last edited: Jul 25, 2013
  20. philzone

    philzone Ready for trumpets

    Well, musharna is actually very decent in VGC. Under trick room, it out speeds amoonguss ans can KO with psychic or psyshock. Also it has the ability to counter trick room with imprison, and it has helping hand to aid allies. Telepathy is brilliant to VGC, since you can use spread moves
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