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Musharna against the world


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There has been a while since I last made a RMT, so I decided to make a fresh new one in my favourite tier: NU. I wanted to build around two cores that I love using in this tier, which are torterra + lanturn and gurdurr + psychic type. It's an offensive based team though it actually has a lot of bulky stuff, it's bulky offense. Anyways, the psychic type that I mentioned in the core above is CM barrier musharna, it works so well with gurdurr because the clown gets rid of every dark type that will try to stop your mushy sweep, and while you aren't immediately strong with musharna, the strenght of a +2 stored power is really worth it.

musharna.gifgurdurr.giflanturn.giftorterra.gifarcheops.gifrotom.gif

musharna.gif
Musharna @ Leftovers
Ability: Synchronize
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Barrier
- Calm Mind
- Stored Power/Psyshock
- Moonlight/Rest
CM Barrier mushy is such a threat in the current metagame, and that's why I decided to build around it. After a barrier and two calm minds you start wrecking stuff with stored power. There's only one big problem: status, even sychronize cannot compensate a toxic since it means you won't be able to sweep, so if you want to use rest over moonlight that's up to you. There's really not much to explain on the set, I decided to run physically defensive to deal with archeops better, but we have scarf rotom to KO it, and if you want to check archeops better you need to run psyshock over stored power, and with this change you can't beat quagsire 1v1 so...
gurdurr.gif
Gurdurr @ Eviolite
Ability: Guts
EVs: 196 HP / 252 Atk / 60 Def
Adamant Nature
- Drain Punch
- Knock Off
- Mach Punch
- Bulk Up
Sneasel is a problem, it's even getting suspected due to its ability to spam powerful attacks with its great speed tier. There are some checks to it such as mawile, regirock, carracosta, granbull, and everything I mentioned is supposed to be defensive. Gurdurr is one of the few offensive sneasel checks since mach punch OHKO's. 60 Def EVs allows you to avoid the 2HKO from silk scarf adamant kangaskhan's double edge after stealth rock. It also gives me another win condition when mushy doesn't get an opportunity to set up.
torterra.gif
Torterra @ Leftovers
Ability: Shell Armor
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Earthquake
- Synthesis
- Wood Hammer
- Stealth Rock
Torterra is the definition of a tank, it can take hits and hit hard at the same time, useful isn't it? It has amazing synergy with lanturn and also gives me stealth rock support, which is needed in every good competitive team, two stabs and recovery to help me keep it alive for as much time as possible. It's also my number one switch-in to klinklang and double dance rhydon.
lanturn.gif
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Ice Beam
- Scald
- Volt Switch
- Thunder Wave
Lanturn is in the team as the switch-in to special samurott and non EQ magmortar (for some reason magmortar is everywhere in the ladder). It also beats rain by paralyzing ludicolo and gorebyss and keeps up momentum with volt switch. Ice beam is useful to lure those grass types (vileplume, cacturne, etc etc.) I decided to maximize its special bulk because I don't think a weird spread can give me a better way of beating all those threats mentioned above.
archeops.gif
Archeops
Ability: Defeatist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- U-turn
- Earthquake
- Roost
My team was slow, so I added archeops for speed control, it's also a huge threat tbh and its viability is probably going to be higher if sneasel gets banned. U-turn archeops is best archeops hands down. It can catch those doubles off guard and also does a lot of damage, because... well it's an ARCHEOPS with its insane 140 base attack lol. Earthquake is normally used for steel types, but since they're rare I use it for garbodor and lanturn.
rotom.gif
Rotom @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Shadow Ball
- Trick
Yes, yes, malamar is destroying my life, trick rotom cripples it and lets the rest of the team beat it. Pretty standard spread so I won't be talking about it ok? I posted about it in the NU showcase so if you still want detail about this set just go there lol.

Musharna @ Leftovers
Ability: Synchronize
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Barrier
- Calm Mind
- Stored Power
- Moonlight
Gurdurr @ Eviolite
Ability: Guts
EVs: 196 HP / 252 Atk / 60 Def
Adamant Nature
- Drain Punch
- Knock Off
- Mach Punch
- Bulk Up
Torterra @ Leftovers
Ability: Overgrow
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Earthquake
- Synthesis
- Wood Hammer
- Stealth Rock
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Ice Beam
- Scald
- Volt Switch
- Thunder Wave
Archeops
Ability: Defeatist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- U-turn
- Earthquake
- Roost
Rotom @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Shadow Ball
- Trick

Edited by Follow
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Torterra benefits from Shell Armor more IMO. I mean, when you are trying to stay alive with repeated uses of Synthesis, you don't like to be ruined by a random crit. Overgrow doesn't benefit you because well, when you are in Overgrow range you don't want to use Wood Hammer, unless you like suiciding with recoil...

Also I kinda fail to get how a Ghost-type tricker can be your go-to counter to a Dark-type sweeper that has Knock Off in all of its sets, but if you say so... O.o

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I didn't notice that I was running overgrow instead of shell armor xD, changing it right now.

Trick stops malamar from switching between moves, which means that at least one of my team members will be able to deal with it. Another option is scarf haunter with destiny bond, but that makes the team a bit weak to fletchinder if lanturn is low.

Edited by Follow
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