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Muk

In-battle formes

HP:105
Attack:105
Defense:75
Sp. Atk:65
Sp. Def:100
Speed:50
Min (-ve nature, 0 IVs)94
Default136
Max Neutral199
Max Positive218
Max Neutral (+1)298
Max Positive (+1)327
Max Neutral (+2)398
Max Positive (+2)436
PU
Rest + Sleep Talk136
Choice Band149

Evolutions

Formes

Strategies

  • en
Formats:
Written by asa

Overview

Muk carves a niche in the metagame as a capable bulky setup sweeper thanks to its access to Curse, managing to separate itself from other bulky setup sweepers like Spiritomb and Type: Null because of its inability to be crippled by Trick, Switcheroo, and Knock Off, courtesy of its ability Sticky Hold. Muk can also serve as a decent check to certain threatening special attackers such as Oricorio-E and Floatzel due to its high special bulk, with its typing also allowing it to absorb Toxic Spikes. Because of its high Attack, powerful STAB Gunk Shot, access to Shadow Sneak to slightly mitigate its low Speed, and expansive coverage in moves such as Fire Punch, Ice Punch, and Explosion allowing it to threaten Pokemon like Mawile, Claydol, and Qwilfish, Muk is also capable of pulling off a Choice Band set, standing apart from Skuntank due to its higher Attack and Special Defense as well as its ability to more reliably switch into bulkier Pokemon such as Ferroseed and Clefairy. However, Muk still faces a decent amount of competition as both a setup sweeper and an offensive Poison-type. Curse Muk requires a lot more support to work than other bulky setup sweepers like Spiritomb, Type: Null, and Lurantis, while Skuntank tends to outperform Choice Band Muk due to its higher Speed, secondary Dark typing that allows it to threaten Ghost- and Psychic-types, and greater utility. Muk's typing isn't very good offensively, and it struggles to break through certain Steel-, Ground-, and Ghost-types like Aggron, Mudsdale, and Spiritomb because of this. Choice Band Muk is also relatively easy to exploit because of how common bulkier Pokemon like Qwilfish are. Despite Shadow Sneak slightly mitigating Muk's low Speed, it will still often have to take a hit before dishing one out in response. Finally, Muk is vulnerable to strong physical attackers like Zangoose because of its low Defense.

Rest + Sleep Talk

Move 1
  • Curse
    Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
    TypeGhost
Move 2
  • Poison Jab
    30% chance to poison the target.
    TypePoison
    CategoryPhysical
    Power80 BP
    Accuracy100%
Move 3
  • Rest
    User sleeps 2 turns and restores HP and status.
    TypePsychic
Move 4

Moves

Curse increases Muk's lackluster Defense and already decent Attack, which allows it to outlast threatening physical attackers that it would otherwise have issues with like Kabutops. Poison Jab is Muk's only attacking move, becoming fairly powerful after Muk accrues enough boosts. Poison Jab is chosen over Gunk Shot due to the former's higher accuracy and higher PP making it more reliable. Poison Jab also boasts a decent chance to poison the opposing Pokemon, which is useful for a set of this nature due to it lessening the need to attack in some instances and potentially providing Muk with more opportunities to focus on setting up. Rest gives Muk a means of recovery that also allows it to heal status conditions, at the cost of incapacitating it for a few turns. Sleep Talk allows Muk to use one of its attacks while it is asleep, preventing it from being helpless after using Rest. It also allows Muk to freely absorb sleep-inducing moves from Pokemon like Tangela.

Set Details

The investment in HP and Special Defense in combination with a Careful nature maximizes Muk's special bulk, allowing it to more reliably take on threatening special attackers like Swanna. Leftovers gives Muk a form of passive recovery, which lessens the need to use Rest. Sticky Hold allows Muk to easily take Knock Off from Pokemon like Audino and Gurdurr and prevents Muk from being crippled by Trick from Pokemon such as Rotom-F and Jellicent.

Usage Tips

Early-game, Muk should primarily be used to sponge special attacks from Pokemon like Floatzel and Swanna due to its high special bulk as well as pivot into Knock Off and Toxic from Pokemon such as Eelektross and Audino. Do not attempt to set up until all Steel-types have been removed, as they are immune to Muk's only attacking move. Muk should also wait until bulky Ghost- and Ground-types like Sableye and Mudsdale as well as Taunt users like Qwilfish have been removed. After Muk's checks and counters have been removed, it should attempt to use Curse against passive foes like Audino and Clefairy that cannot do much to it in return, as well as weaker special attackers like Manectric. Avoid Encore and Taunt from Pokemon such as Audino and Skuntank, since both moves render Muk completely useless. Take advantage of Sleep Talk and Muk's enhanced special bulk by switching it into special attackers with sleep-inducing moves like Bellossom.

Team Options

Due to its general lack of offensive presence prior to using Curse, Muk fits best on bulkier, defensive teams as a bulky late-game sweeper that can also absorb Toxic Spikes as well as Knock Off and Trick, all of which can hinder these teams. Probopass pairs well with Muk due to its ability to easily trap and dispose of Steel-types like Mawile courtesy of Magnet Pull and set Stealth Rock. Muk appreciates being paired with Pursuit trappers like Spiritomb, since they can remove Ghost-types like Golurk and Oricorio-G. Spiritomb can also cripple physical wallbreakers with Will-O-Wisp and potentially lure Gurdurr before beating it with Psychic. Physically bulky Pokemon such as Tangela and Torterra pair well with Muk, as they are capable of sponging strong physical attacks from the likes of Kabutops for it. These two are also capable of checking Ground-types like Golurk. In return, Muk can take on special attackers like Victreebel for these Pokemon. Cleric support from Pokemon like Audino and Lanturn is useful, since this can wake Muk up and prevent it from having to burn sleep turns itself, which allows it to use Rest again when necessary. Audino is especially notable, since it can also provide Wish support to keep Muk healthy and act as a check to stronger special attackers like Drampa. Muk's ability to check threats to defensive teams like Lurantis and Calm Mind Clefairy is appreciated by teammates such as Pyukumuku, Spiritomb, and Regirock. Muk appreciates being paired with checks to Pokemon like Sableye and Calm Mind Spiritomb due to their ability to pose a threat to the archetypes that Curse Muk fits on, with Clefairy standing out as a premier example. Clefairy can also set Stealth Rock to pressure switch-ins and set up with Calm Mind to wear down bulkier Pokemon, with Muk sponging Knock Off from Sableye in return.

Choice Band

Move 1
  • Gunk Shot
    30% chance to poison the target.
    TypePoison
    CategoryPhysical
    Power120 BP
    Accuracy80%
Move 2
  • Shadow Sneak
    Usually goes first.
    TypeGhost
    CategoryPhysical
    Power40 BP
    Accuracy100%
    Priority1
Move 3
  • Thunder Punch
    10% chance to paralyze the target.
    TypeElectric
    CategoryPhysical
    Power75 BP
    Accuracy100%
  • Fire Punch
    10% chance to burn the target.
    TypeFire
    CategoryPhysical
    Power75 BP
    Accuracy100%
Move 4
  • Ice Punch
    10% chance to freeze the target.
    TypeIce
    CategoryPhysical
    Power75 BP
    Accuracy100%
  • Explosion
    Hits adjacent Pokemon. The user faints.
    TypeNormal
    CategoryPhysical
    Power250 BP
    Accuracy100%

Moves

Gunk Shot is Muk's strongest Poison-type STAB move, threatening to 2HKO physically bulky foes such as Gurdurr as well as certain Poison-resistant Pokemon like Skuntank. Its low accuracy and PP hinder its reliability, however. Shadow Sneak provides Muk with a form of priority that allows it to revenge kill Pokemon such as Haunter and Oricorio-G as well as weakened frailer Pokemon like Alolan Dugtrio. Thunder Punch enables Muk to threaten Qwilfish and Omastar, while Fire Punch gives Muk coverage for Steel-types such as Metang, Ferroseed, and Mawile. Ice Punch allows Muk to threaten certain Ground-types such as Claydol, Mudsdale, and Golurk, though it must be used on the switch to be effective. Explosion can be used over Ice Punch to give Muk a 250-Base Power attack that threatens to deal heavy damage to Pokemon like Qwilfish at the cost of Muk itself. It is important to note that Muk must catch Qwilfish on the switch with it in order for the lure to work, since Qwilfish outspeeds Muk. Poison Jab can be used instead of Gunk Shot as a more reliable STAB move, though it isn't as strong as Gunk Shot and doesn't achieve the previously mentioned 2HKOs that Gunk Shot does.

Set Details

The investment in Attack in combination with an Adamant nature and a Choice Band maximizes Muk's offensive presence, with 52 Speed EVs being used so that Muk outspeeds defensive Torterra. The remainder of the EVs are poured into HP to increase Muk's mixed bulk. Sticky Hold allows Muk to freely switch into Trick and Switcheroo as well as take Knock Off from Pokemon such as Audino and Gurdurr with fewer issues. Alternatively, Poison Touch can be used to give Muk's contact moves a chance to poison non-Steel- and non-Poison-type Pokemon, which gives Muk an easier time wearing them down.

Usage Tips

This set is geared towards wallbreaking and should mainly be used to punch holes in teams early- or mid-game. It is important to note that Muk isn't very powerful when it isn't either using Gunk Shot or hitting a foe super effectively, which can hamper its ability to wallbreak. Due to Muk being Choice-locked, prediction plays a heavy part in its success; for example, should Muk predict a Ground-type like Mudsdale to switch in, it should use Ice Punch, and if it predicts Qwilfish to switch in, it should use Thunder Punch. Once all Poison-resistant and -immune Pokemon have been removed, Muk should prioritize using Gunk Shot, as there will be very little to prevent it from doing so by this point. Against teams relying solely on Pokemon like Skuntank to check Poison-types, it is safer to simply chip away at them with Gunk Shot. Recklessly switching Muk into attacks is ill-advised due to its lack of recovery and only middling bulk, though it can switch in on certain special attackers like Eelektross as well as certain passive Pokemon like Clefairy. Refrain from using Explosion until you are certain that Muk has served its purpose and wish to heavily damage Pokemon that aren't Ghost-type, since Muk can only use it once.

Team Options

Probopass makes for an amazing teammate due to its ability Magnet Pull, since it can trap and dispose of problematic Steel-types like Mawile that can prevent Muk from safely locking into Gunk Shot. Probopass can also set up Stealth Rock, while its slow Volt Switch is useful for preserving Muk's HP. Eelektross also pairs fairly well with Muk, as it can bring Muk in safely with a slow Volt Switch, pressure defensive cores with its coverage, and pivot into Ground-type attacks due to its ability in Levitate, while Muk can heavily damage Pokemon that Eelektross tends to bait in like Hitmonchan and Audino in return. Fighting-types like Gurdurr and Primeape can also threaten and remove Steel-types as well as bulky Rock-types like Regirock and Carracosta, and they appreciate Muk potentially luring in Musharna. Dark-types and Pursuit trappers such as Spiritomb and Absol pair well with Muk, as they can remove Ghost- and Psychic-types and give Muk an easier time with breaking. Absol can also provide Knock Off support and potentially lure in Steel-types and opposing Spiritomb and KO them with Superpower and Play Rough, respectively. Power-Up Punch Kangaskhan is a good partner, since it can break through checks it shares with Muk, such as Regirock, Carracosta, Sableye, and Omastar. In return, Muk can absorb Toxic Spikes for it, preventing its longevity from being shortened. Strong special wallbreakers like Aurorus and Floatzel pair well with Muk due to their ability to easily remove Pokemon like Qwilfish, with Floatzel additionally being able to offensively check Ground-types and other fast threats like Lycanroc for Muk. Entry hazards are useful for placing pressure on Muk's checks, making setters of them like Torterra and Ferroseed good partners. Late-game sweepers and cleaners like Carracosta, Lycanroc, and Victreebel appreciate Muk making their job easier by punching massive holes into the opposing team and potentially weakening checks. Muk can also switch into and pressure other checks to them like Tangela, Eelektross, and Articuno.

Other Options

Assault Vest can be used in order to give Muk an easier time taking special attacks from Oricorio-E while still maintaining offensive presence and not being locked into any of its moves, but this leaves Muk much weaker. Focus Punch is an option, possibly in tandem with Fightinium Z or Substitute, that can KO certain Rock- and Steel-types such as Regirock, Lycanroc, Aggron, and Probopass that Muk lures in, but it is very reliant on prediction in order to function properly. Special attacks like Fire Blast and Giga Drain can catch certain checks like Mawile and Omastar off guard, but Muk's mediocre Special Attack prevents these attacks from being very strong or useful. Though these moves hit the previously mentioned Pokemon harder, Choice Band Muk can potentially break through both of these Pokemon with Fire Punch and Explosion, both of which are more consistent moves overall. Memento is an interesting support option that can be used over Explosion, though Muk's low Speed and difficulty finding room for it prevent it from being an efficient user of the move.

Checks and Counters

Ground-types: While they don't appreciate switching in on Explosion or Ice Punch, bulkier Ground-types such as Mudsdale and Claydol are capable of taking at least one hit from Muk and retaliating with a super effective STAB attack. Mudsdale can also take advantage of any attack Muk uses besides Explosion or Ice Punch due to Stamina increasing its Defense. More offensive Ground-types such as Alolan Dugtrio and Golurk outspeed and OHKO Muk, though they can't switch in as reliably and can be KOed by Shadow Sneak after taking enough prior damage.

Steel-types: Steel-types such as Aggron and Probopass are immune to Poison-type moves and can switch in on everything else rather well.

Psychic-types: Psychic-types such as Jynx threaten to KO Muk with Psyshock, though it can't switch in safely and can be revenge killed by Shadow Sneak after acquiring enough damage beforehand.

Bulky Ghost-types: Bulky Ghost-types like Spiritomb, Sableye, and bulky Oricorio-G don't take very much from Choice Band Muk's Gunk Shot and can put Curse Muk to a complete stop with Taunt. Spiritomb and Sableye can also burn Muk with Will-O-Wisp, while Calm Mind Spiritomb and bulky Oricorio-G can even set up alongside Curse Muk. However, Oricorio-G needs to watch out for Ice Punch and Shadow Sneak from Choice Band variants.

Strong Attackers: Muk's merely decent Defense and low Speed leave it vulnerable to faster, powerful physical attackers such as Lycanroc, which can easily use Swords Dance against Curse Muk, as well as Kangaskhan. They may face issues with KOing Curse Muk after it obtains enough Defense boosts, however. In addition, even though Muk's special bulk is high, strong special attackers like Aurorus are still capable of 2HKOing it.

Rock-types: Bulky Rock-types like Regirock, Omastar, and Carracosta take very little damage from any of Muk's attacks and can easily set Stealth Rock against it, with Omastar being able use both variants of Muk as setup fodder if it isn't locked into Thunder Punch. Lycanroc can easily switch into Fire Punch from Choice Band variants as well as an unboosted Poison Jab from Curse Muk and set up with Swords Dance. Choice Specs Aurorus is capable of 2HKOing even Curse Muk and can handle any attack Muk throws at it.

Credits

Moves

 
Power
Accuracy
PP
20
Raises the user's Defense by 2.
 
Power
40
Accuracy
100%
PP
20
100% chance to lower the target's Sp. Def by 2.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
120
Accuracy
90%
PP
10
Cannot be selected until the user eats a Berry.
 
Power
Accuracy
PP
10
Waits 2 turns; deals double the damage taken.
 
Power
Accuracy
PP
5
Prevents the target from switching out.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
Accuracy
100%
PP
20
For 4 turns, disables the target's last move used.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
250
Accuracy
100%
PP
5
Hits adjacent Pokemon. The user faints.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
110
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
90
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
120
Accuracy
80%
PP
5
30% chance to poison the target.
 
Power
Accuracy
PP
30
Raises the user's Defense by 1.
 
Power
Accuracy
PP
30
Eliminates all stat changes.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
Accuracy
PP
10
No foe can use any move known by the user.
 
Power
60
Accuracy
100%
PP
15
Destroys the foe(s) Berry/Gem.
 
Power
20
Accuracy
100%
PP
20
Traps and damages the target for 4-5 turns.
 
Power
30
Accuracy
100%
PP
30
30% chance to paralyze the target.
 
Power
Accuracy
PP
5
Prevents the target from switching out.
 
Power
40
Accuracy
100%
PP
15
User recovers 50% of the damage dealt.
 
Power
Accuracy
100%
PP
10
Lowers target's Attack, Sp. Atk by 2. User faints.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
Accuracy
PP
10
Raises the user's evasiveness by 2.
 
Power
65
Accuracy
85%
PP
10
30% chance to lower the target's accuracy by 1.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
Accuracy
PP
20
Shares HP of user and target equally.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
Accuracy
90%
PP
40
Poisons the foe(s).
 
Power
80
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
40
Accuracy
100%
PP
20
100% chance to raise the user's Attack by 1.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
20
Accuracy
100%
PP
20
Raises the user's Attack by 1 if hit during use.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
Accuracy
85%
PP
40
Lowers the target's Defense by 2.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
200
Accuracy
100%
PP
5
Hits adjacent Pokemon. The user faints.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
65
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
90
Accuracy
100%
PP
10
30% chance to poison the target.
 
Power
95
Accuracy
100%
PP
10
10% chance to poison adjacent Pokemon.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
100%
PP
10
More power with more uses of Stockpile.
 
Power
Accuracy
PP
20
Raises user's Defense, Sp. Def by 1. Max 3 uses.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
PP
10
Heals the user based on uses of Stockpile.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
110
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
90
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
100%
PP
15
Target can't select the same move twice in a row.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
100%
PP
20
Lowers Atk/Sp. Atk/Speed of poisoned foes by 1.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target is poisoned.
 
Power
120
Accuracy
50%
PP
5
100% chance to paralyze the target.
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