Murkrow (NU Revamp)

Oglemi

Borf
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http://www.smogon.com/rs/pokemon/murkrow

[Overview]

Murkrow is one of the most simple, yet one of the most dangerous Pokemon in the ADV NU metagame. An extremely high Speed stat, STAB Drill Peck, and really high Attack when combined with a Choice Band give it an incredible offensive presence on the battlefield. While it's extremely similar to Pidgeot, which even boasts the same Speed stat, Murkrow has a slightly better typing, ability, and overall coverage than its brother-in-wings. Insomnia makes Murkrow a golden answer to a majority of the Grass-types in the tier (though it needs to be really wary of Stun Spore), and its Dark typing means it can get a free switch into Chimecho's STAB Psychic and threaten it back with Shadow Ball. While it is much, much frailer than Pidgeot, and its STAB Drill Peck is leagues weaker than Pidgeot's Double-Edge, there's still very little risk to using Murkrow. Quoth the raven: "your walls will be nevermore."

[SET]
name: Choice Band
move 1: Drill Peck
move 2: Hidden Power Ground / Hidden Power Fighting
move 3: Shadow Ball
move 4: Double-Edge
item: Choice Band
ability: Insomnia
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

Murkrow's STAB Drill Peck is, undeniably, one of the best moves in a tier where Hitmonchan, Grass-types, and Bug-types abound. What's more, it's powerful enough to 2HKO 252 HP Piloswine and OHKO Raticate when boosted by a Choice Band, indicating its pure unadulterated power. Hidden Power Ground takes out the Rock- and Steel-types bold enough to try stepping into the path of Murkrow's Drill Peck, easily 2HKOing Sudowoodo, Lairon, Metang, and Graveler after a layer of Spikes. Hidden Power Ground is preferred to Hidden Power Fighting for its super effective hit on Poison-types, particularly Swalot, but Hidden Power Fighting offers a super effective hit on Normal-types and doesn't let the multitude of Ground-immune Pokemon switch in for free. Shadow Ball and Double-Edge are largely filler but can be used as safety moves when you're unsure of which way your opponent is going to go. Shadow Ball is particularly nice for its super effective hit on Chimecho and neutral hit on Rock-types.

[ADDITIONAL COMMENTS]

A Jolly nature is absolutely needed to not only get the Speed tie with other Murkrow and Pidgeot but also outspeed the base 90 Speed tier, which notably includes Venomoth and Vigoroth. Dropping down to Adamant gives Murkrow more power, but losing those Speed ties and getting outsped by positive-natured base 80s like Glalie is a death wish. Sharp Beak can be used to bluff a Choice Band while keeping high power on Drill Peck and gaining the ability to switch moves, although the drop in power on its other moves is super noticeable. There are only two notable move changes to consider on this set. The first is replacing Hidden Power Ground or Hidden Power Fighting with Hidden Power Grass and using a Naughty nature, as doing so gives Murkrow an easy way to blow past its biggest nemesis in Relicanth along with Graveler and Whiscash. Hidden Power Ground will be better most times, however, particularly against the likes of Mawile and the other Steel-types. The second is Pursuit, which can be used effectively in the last moveslot over Double-Edge when you know your opponent is going to switch, in particular being a nice tool for Chimecho; just be sure to change Murkrow's nature to Naughty when doing so. Pursuit is a terrible move to be locked into, though, so it's recommended to only use it with Sharp Beak.

Spikes support is incredible with this set, as it pushes a ton of Pokemon into 2HKO range, particularly the Rock- and Steel-types weak to Hidden Power Ground, and the only Pokemon that can really tank attacks from Murkrow are grounded (Pelipper being about the only exception). Due to this, Glalie and Cacturne make exceptional offensive Spikes partners to use with Murkrow, and both have an easy time OHKOing the Rock-types that can withstand Murkrow's attacks.

Murkrow is a great counter to the defensive Grass-types in the tier and a great check to the offensive ones, meaning Rock- and Water-types such as Sudowoodo and Seadra appreciate having Murkrow as an offensive teammate to eliminate them. Murkrow also generally has an easy time with Chimecho, if it avoids Hidden Power Electric anyway, meaning Hitmonchan likes having Murkrow as a teammate too. Loading on Choice Band users on your team is a good strategy when using Murkrow, as very little in the tier can take on that kind of onslaught, particularly if Murkrow is used with its partner in crime Pidgeot.

Defensive Relicanth and Mawile are probably the best switch-ins to Murkrow, with the former only really fearing Hidden Power Grass and the latter weakening Murkrow with Intimidate. Due to this, Murkrow absolutely needs teammates that can reliably switch into these Pokemon and try to eliminate them. If your prediction is good, Diglett is an almost surefire way of trapping and getting rid of Mawile. Otherwise, a Grass-type like Tangela has a very easy time with Relicanth and other Rock-types, while Fire-types like Torkoal can switch into Mawile with impunity and force it out with Fire Blast. Plusle and Haunter have an easy time revenge killing Murkrow, so bringing something to absorb Electric attacks is a good idea; Grass- and Ground-types being good general partners to do so.

[Other Options]

There's a lot Murkrow "can" do but not a lot it "should" do. Losing the power of Choice Band is almost sickening, but forgoing it and replacing Double-Edge with Substitute and Choice Band with Liechi Berry is an option, and doing so can help when you're unsure of what your opponent will do next while protecting Murkrow from status from defensive teams. Thunder Wave can cripple a switch-in, but most Pokemon that will be switching into Murkrow are super slow already. Perish trapping the opposing Pokemon is an option, but Murkrow hardly lacks the bulk to effectively pull this off in any capacity. Finally, Calm Mind is there, but Murkrow's strongest STAB move, Faint Attack, is horribly weak even at +1, and Murkrow has no coverage other than Hidden Power.

[Checks and Counters]

The number one counter to Murkrow is defensive Mawile. Intimidate removes Hidden Power Ground as an effective answer to it, and in return, Mawile can slap Murkrow around with Hidden Power Steel or use Murkrow as setup bait. Defensive Relicanth is a close second, though it fears Hidden Power Grass more than it would like. That said, nothing else from Murkrow is going to leave a lasting scratch on it. Other Steel- and Rock-types, such as Metang, Lairon, Graveler, and Sudowoodo, are great answers to Murkrow, though they all have to be more wary about Hidden Power Ground, especially if Spikes are on their side of the field.

Apart from those that resist Drill Peck, generally physically bulky Pokemon like Piloswine can tank an attack and easily KO Murkrow back; other examples of which include Whiscash, Wailord, Dewgong, and Swalot. Plusle and Haunter cannot switch into Murkrow safely, but they outspeed Murkrow and easily OHKO it with Thunderbolt, and Raticate does the same with Double-Edge.
 
Last edited:
name: "SwagPlay"
move 1: Thunder Wave
move 2: Swagger/Confuse Ray
move 3: Substitute
move 4: Drill Peck/Night Shade
item: Leftovers
nature: Jolly
evs: 252 HP / 4 Atk / 252 Spe


name: Support
move 1: Taunt
move 2: Thunder Wave
move 3: Night Shade/Drill Peck
move 4: Haze/Whirlwind
item: Leftovers
nature: Jolly
evs: 252 HP / 4 Atk / 252 Spe



(I know CM set is listed, but I wanted to make a moveset for it so bad)
name: Special Attacker/Calm Mind
move 1: Calm Mind
move 2: Substitute/Hidden Power Grass
move 3: Faint Attack/Hidden Power Dark/Pursuit
move 4: Hidden Power Electric/Hidden Power Fire/Icy Wind
item: Leftovers
nature: Timid
evs: 4 HP / 252 SpA / 252 Spe
 
Last edited:

Lumari

empty spaces
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TFP Leader


remove
add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[Overview] (also update to current format obv)

Murkrow is one of the most simple, yet one of the most dangerous (RC; optional) Pokemon in the ADV NU metagame. An extremely high Speed stat, STAB Drill Peck, and really high Attack when combined with a Choice Band give it an incredible offensive presence on the battlefield. While it's extremely similar to Pidgeot, who which even boasts the same Speed stat, Murkrow has a slightly better typing, ability, and overall coverage than its brother-in-wings. Insomnia makes Murkrow a golden answer to a majority of the Grass-types in the tier (though it needs to be really wary of Stun Spore), and its Dark typing means it can get a free switch into Chimecho's STAB Psychic and threaten it back with Shadow Ball. While it is much, much frailer than Pidgeot, and its STAB Drill Peck is leagues weaker than Pidgeot's Double-Edge, there's still very little risk to using Murkrow, (AC) as it has the power to 2HKO even 252 HP Piloswine. Quoth the raven: "your walls will be nevermore."

[SET]
name: Choice Band
move 1: Drill Peck
move 2: Hidden Power Ground
move 3: Shadow Ball
move 4: Double-Edge
item: Choice Band
nature: Jolly / Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

Murkrow's STAB Drill Peck is, undeniably, one of the best moves in the a (optional) tier where Hitmonchan, Grass-types, and Bug-types abound. What's more, it's powerful enough to 2HKO 252 HP Piloswine and OHKO Raticate with when boosted by a Choice Band equipped, (Murkrow has the band equipped, technically this says the move does) indicating its pure unadulterated power. Hidden Power Ground takes out the Rock- and Steel-types bold enough to try and stepping into the path of Murkrow's Drill Peck, easily 2HKOing Sudowoodo, Lairon, Metang, and Graveler after a layer of Spikes. Shadow Ball and Double-Edge are largely filler but can be used as safety moves when you're unsure of which way your opponent is going to go. Shadow Ball is particularly nice for its super effective hit on Chimecho and neutral hit on Rock-types.

[ADDITIONAL COMMENTS]

A Jolly nature is absolutely needed to not only get the tie with other Murkrow and Pidgeot (RC) but also outspeed the base 90s Speed tier, (AC) (or do just the comma and change includes -> include) which notably includes Venomoth. Dropping down to Adamant gives Murkrow more power, but losing those Speed ties and getting outsped by positive-natured (AH) base 80s like Glalie is a death wish. The only notable move change on this set (i don't see a secondary set "this" set could be referring to, or do you mean move change = alternate move option?) is replacing Hidden Power Ground with Hidden Power Grass and using a Naughty nature, as doing so gives Murkrow an easy way to blow past its biggest nemesis in Relicanth along with Graveler and Whiscash. Hidden Power Ground will be better most times, (AC) however, particularly against the likes of Mawile and the other Steel-types.

Spikes support is incredible with this set, as it pushes a ton of Pokemon into 2HKO range, particularly the Rock- and Steel-types weak to Hidden Power Ground, and the only Pokemon that can really tank attacks from Murkrow are grounded (Pelipper being about the only exception). Due to this, Glalie and Cacturne make exceptional offensive Spikes partners to use with Murkrow, and both have an easy time OHKOing the Rock-types that can withstand Murkrow's attacks.

Murkrow is a great counter to the defensive Grass-types in the tier (RC) and a great check to the offensive ones, meaning Rock- and Water-types such as Sudowoodo and Seadra appreciate having Murkrow as an offensive teammate to eliminate them. Murkrow also generally has an easy time with Chimecho, if it avoids Hidden Power Electric anyway, meaning Hitmonchan likes having Murkrow as a teammate too. Loading on the Choice Band users on your team is a good strategy when using Murkrow, as very little in the tier can take on that kind of onslaught, particularly if Murkrow is used with its partner in crime Pidgeot.

Defensive Relicanth and Mawile are probably the best switch-ins to Murkrow, the former only really fearing Hidden Power Grass and the latter weakening Murkrow with Intimidate. Due to this, Murkrow absolutely needs teammates that can reliably switch into these Pokemon and try to eliminate them. If your prediction is good, Diglett is an almost surefire way of trapping and getting rid of Mawile. Otherwise, (AC) a Grass-type like Tangela has a very easy time with Relicanth and other Rock-types, while Fire-types like Torkoal can switch into Mawile with impunity and force it out with Fire Blast. Plusle and Haunter have an easy time revenge killing Murkrow, so bringing something to absorb Electric attacks is a good idea; (SC) Grass- and Ground-types being are (optional) good general partners to do so.

[Other Options]

There's a lot Murkrow "can" do, but not a lot it "should" do. Losing the power of Choice Band is almost sickening, but forgoing it and replacing Double-Edge with Substitute and Choice Band with Liechi Berry is an option, and doing so can help when you're unsure of what your opponent will do next while protecting Murkrow from status from defensive teams. Pursuit is neat in theory and can be used effectively when you know your opponent is going to switch, notably providing a nice tool for Chimecho, (or rephrased however but pretty run-on-ish with that bit) though using it forces Murkrow to switch out the next turn anyway, but it is a nice tool for Chimecho. Thunder Wave can cripple a switch-in, but most Pokemon that will be switching into Murkrow are super slow already. Perish trapping the opponent opposing Pokemon is an option, but Murkrow hardly lacks the bulk to effectively pull this off in any capacity. Finally, Calm Mind is there, but Murkrow's STAB is horribly weak even at +1, and Murkrow has no coverage other than Hidden Power.

[Checks and Counters]

The number 1 counter to Murkrow is defensive Mawile. Intimidate removes Hidden Power Ground from being as an effective answer to it, and in return Mawile slaps can slap Murkrow around with Hidden Power Steel or can use Murkrow as setup bait. Defensive Relicanth is a close second, though it fears Hidden Power Grass more than it'd like. That said, nothing else from Murkrow is going to leave a lasting scratch on it. Other Steel- and Rock-types, such as Metang, Lairon, Graveler, and Sudowoodo, are great answers to Murkrow, though they all have to be more wary about Hidden Power Ground, especially if Spikes are on their side of the field.

Apart from those that resist Drill Peck, generally physically bulky Pokemon like Piloswine can tank an attack and easily KO it Murkrow back, other examples of which include Whiscash, Wailord, Dewgong, and Swalot. Plusle and Haunter cannot switch into Murkrow safely, but they outspeed Murkrow and easily OHKO Murkrow it with Thunderbolt, and Raticate does the same with Double-Edge.
 
Last edited:

Fireflame

Silksong when
is a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus
Remove Add Comments (AC)= add comma (RC)= remove comma (AH)= add hyphen (RH)= remove hyphen
[Overview]

Murkrow is one of the most simple, yet one of the most dangerous Pokemon in the ADV NU metagame. An extremely high Speed stat, STAB Drill Peck, and really high Attack when combined with a Choice Band give it an incredible offensive presence on the battlefield. While it's extremely similar to Pidgeot, which even boasts the same Speed stat, Murkrow has a slightly better typing, ability, and overall coverage than its brother-in-wings. Insomnia makes Murkrow a golden answer to a majority of the Grass-types in the tier (though it needs to be really wary of Stun Spore), and its Dark typing means it can get a free switch into Chimecho's STAB Psychic and threaten it back with Shadow Ball. While it is much, much frailer than Pidgeot, and its STAB Drill Peck is leagues weaker than Pidgeot's Double-Edge, there's still very little risk to using Murkrow. Quoth the raven: "your walls will be nevermore."

[SET]
name: Choice Band
move 1: Drill Peck
move 2: Hidden Power Ground / Hidden Power Fighting
move 3: Shadow Ball
move 4: Double-Edge
item: Choice Band
ability: Insomnia
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

Murkrow's STAB Drill Peck is, undeniably, one of the best moves in a tier where Hitmonchan, Grass-types, and Bug-types abound. What's more, it's powerful enough to 2HKO 252 HP Piloswine and OHKO Raticate when boosted by a Choice Band, indicating its pure unadulterated power. Hidden Power Ground takes out the Rock- and Steel-types bold enough to try stepping into the path of Murkrow's Drill Peck, easily 2HKOing Sudowoodo, Lairon, Metang, and Graveler after a layer of Spikes. Hidden Power Ground is preferred to Hidden Power Fighting for its super effective hit on Poison-types, particularly Swalot, but Hidden Power Fighting offers a super effective hit on Normal-types and doesn't let the multitude of Ground-immune Pokemon to switch in for free. Shadow Ball and Double-Edge are largely filler but can be used as safety moves when you're unsure of which way your opponent is going to go. Shadow Ball is particularly nice for its super effective hit on Chimecho and neutral hit on Rock-types.

[ADDITIONAL COMMENTS]

A Jolly nature is absolutely needed to not only get the Speed tie with other Murkrow and Pidgeot but also outspeed the base 90s 90 Speed tier, which notably includes Venomoth. Dropping down to Adamant gives Murkrow more power, but losing those Speed ties and getting outsped by positive-natured base 80s like Glalie is a death wish. Sharp Beak can be used to bluff a Choice Band while keeping high power on Drill Peck and gaining the ability to switch moves, although the drop in power on its other moves is super noticeable. There are only two notable move changes to consider on this set. The first is replacing Hidden Power Ground or Hidden Power Fighting with Hidden Power Grass and using a Naughty nature, as doing so gives Murkrow an easy way to blow past its biggest nemesis in Relicanth along with Graveler and Whiscash. Hidden Power Ground will be better most times, however, particularly against the likes of Mawile and the other Steel-types. The second is Pursuit, which can be used effectively in the last moveslot over Double-Edge when you know your opponent is going to switch, in particular being a nice tool for Chimecho; just be sure to change Murkrow's nature to Naughty when doing so. Pursuit is a terrible move to be locked into, though, so it's recommended to only use it with Sharp Beak.

Spikes support is incredible with this set, as it pushes a ton of Pokemon into 2HKO range, particularly the Rock- and Steel-types weak to Hidden Power Ground, and the only Pokemon that can really tank attacks from Murkrow are grounded (Pelipper being about the only exception). Due to this, Glalie and Cacturne make exceptional offensive Spikes partners to use with Murkrow, and both have an easy time OHKOing the Rock-types that can withstand Murkrow's attacks.

Murkrow is a great counter to the defensive Grass-types in the tier and a great check to the offensive ones, meaning Rock- and Water-types such as Sudowoodo and Seadra appreciate having Murkrow as an offensive teammate to eliminate them. Murkrow also generally has an easy time with Chimecho, if it avoids Hidden Power Electric anyway, meaning Hitmonchan likes having Murkrow as a teammate too. Loading on the Choice Band users on your team is a good strategy when using Murkrow, as very little in the tier can take on that kind of onslaught, particularly if Murkrow is used with its partner in crime Pidgeot.

Defensive Relicanth and Mawile are probably the best switch-ins to Murkrow, with the former only really fearing Hidden Power Grass and the latter weakening Murkrow with Intimidate. Due to this, Murkrow absolutely needs teammates that can reliably switch into these Pokemon and try to eliminate them. If your prediction is good, Diglett is an almost surefire way of trapping and getting rid of Mawile. Otherwise, a Grass-type like Tangela has a very easy time with Relicanth and other Rock-types, while Fire-types like Torkoal can switch into Mawile with impunity and force it out with Fire Blast. Plusle and Haunter have an easy time revenge killing Murkrow, so bringing something to absorb Electric attacks is a good idea; Grass- and Ground-types being good general partners to do so.

[Other Options]

There's a lot Murkrow "can" do,(RC) but not a lot it "should" do. Losing the power of Choice Band is almost sickening, but forgoing it and replacing Double-Edge with Substitute and Choice Band with Liechi Berry is an option, and doing so can help when you're unsure of what your opponent will do next while protecting Murkrow from status from defensive teams. Thunder Wave can cripple a switch-in, but most Pokemon that will be switching into Murkrow are super slow already. Perish trapping the opposing Pokemon is an option, but Murkrow hardly lacks the bulk to effectively pull this off in any capacity. Finally, Calm Mind is there, but Murkrow's strongest STAB move, Faint Attack, is horribly weak even at +1, and Murkrow has no coverage other than Hidden Power.

[Checks and Counters]

The number 1 one counter to Murkrow is defensive Mawile. Intimidate removes Hidden Power Ground as an effective answer to it, and in return,(AC) Mawile can slap Murkrow around with Hidden Power Steel or use Murkrow as setup bait. Defensive Relicanth is a close second, though it fears Hidden Power Grass more than it'd it should (it'd = "it had") like. That said, nothing else from Murkrow is going to leave a lasting scratch on it. Other Steel- and Rock-types, such as Metang, Lairon, Graveler, and Sudowoodo, are great answers to Murkrow, though they all have to be more wary about Hidden Power Ground, especially if Spikes are on their side of the field.

Apart from those that resist Drill Peck, generally physically bulky Pokemon like Piloswine can tank an attack and easily KO Murkrow back,(RC);(SC) other examples of which include Whiscash, Wailord, Dewgong, and Swalot. Plusle and Haunter cannot switch into Murkrow safely, but they outspeed Murkrow and easily OHKO it with Thunderbolt, and Raticate does the same with Double-Edge.
GP 2/2
 

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