Shedinja

Wonder Guard
Only super effective attacks harm the wielder.
Wonder Guard
Only super effective attacks harm the wielder.
Type Tier
Bug / Ghost NU
Level 100 Statistics (see level 5, 50, 100)
Min- Min Max Max+
HP
1
- 1 1 -
Atk
90
194 216 279 306
Def
45
113 126 189 207
SpA
30
86 96 159 174
SpD
30
86 96 159 174
Spe
40
104 116 179 196

Overview

Shedinja is at once the most blessed and the most cursed Pokemon to ever exist, thanks to its access to the best ability in the game, Wonder Guard. Despite being blessed with immunities to any type that cannot hit Shedinja super effectively, it is cursed with wielding only a single hit point, and it is around this hit point that any strategy regarding Shedinja revolves. For Shedinja to even hit the playing field, extreme team support is needed, as any form of passive damage will immediately KO it. Furthermore, Shedinja's stats are exceptionally mediocre, its meager Attack stat is the only stat that crosses base 50. Fortunately, it does have Shadow Sneak to alleviate its speed. That said, Shedinja carries weaknesses to only Dark-, Ghost-, Rock-, Fire-, and Flying-type attacks, and is thus able to wall many of the metagame's deadly attackers, including dangerous threats such as Gorebyss. Additionally, Shedinja carries a nice immunity to every priority attack bar Shadow Sneak and the predictable Sucker Punch, which ensures that it can't be picked off at will. Although Shedinja is devilishly difficult to use successfully, and nigh impossible to bring in safely, when played to its strengths it can be an unstoppable force, slicing through helpless opposition.

Name Item Nature

Swords Dance

Focus Sash / Lum Berry Lonely
Moveset IVs
~ Swords Dance
~ X-Scissor
~ Shadow Sneak / Sucker Punch
~ Protect / Will-O-Wisp
0 Def
EVs
252 Atk / 4 SpD / 252 Spe

With great immunities comes...one set you can viably use. Shedinja makes the most out of the little it has available to it, with Swords Dance giving Shedinja a way of actually threatening the opponent. X-Scissor is the requisite STAB option, and hits a large number of Pokemon for neutral damage. Shadow Sneak is one of the key factors that make Shedinja viable, the STAB priority being crucial in outspeeding opposing Pokemon that can hit Shedinja super effectively. Sucker Punch is also a viable option due to its higher base power, but it also suffers from failing against any non-damaging attack—quite costly given that many status moves OHKO Shedinja. Protect is another crucial move, allowing Shedinja to scout an opponent's moveset for surprise Toxics that would kill it, as well as random Hidden Powers from the opponent. Will-O-Wisp is also usable to support the team, but Shedinja will rarely find an occasion to use it to great effect.

Team Options & Additional Comments >>>

Other Options

Shedinja has many devastating options it can use to demolish an opponent outside of those listed above. Final Gambit is an unholy wave of destruction, turning Sheindja's terrifying health into pure anathema for the opposition. When equipped with a Life Orb, Shedinja puts all its force into one annihilating blow, smiting any fool that gets in its way. Sandstorm blinds Shedinja's foes, allowing it to behead them with extreme prejudice. As everyone knows, to use Shedinja you need confidence, and so Swagger should always be considered on Shedinja. Finally, despite not carrying any sleep-inducing moves, Nightmare is a fine choice on Shedinja, as a Nightmare is the embodiment of what an opponent is feeling when they realize they have no means of damaging Shedinja.

In addition to the above options, Shedinja can also utilize a Choice Band set to some effectiveness, although without Focus Sash it really is a one chance Pokemon. Confuse Ray has the chance to grant Shedinja an extra turn to set up, while Grudge will leave whichever Pokemon defeated Shedinja crippled with the loss of all the PP of a move. Hone Claws can be used to boost Shedinja's Attack but has almost no merit over Swords Dance. Finally, Trick can be useful with a Choice item equipped, potentially locking a dangerous opponent into an advantageous move.

Checks and Counters

Although Shedinja does sport 12 immunities, its single hit point is easily taken advantage of. Any entry hazard will immediately kill Shedinja, as will Leech Seed, stripping it of its lone HP. For the same reason, Toxic and Will-O-Wisp are efficient methods of removing it. Pursuit is possibly the most efficient way to defeat Shedinja, catching it even if it tries to switch. However, most Pursuit users are weak to Shedinja's STAB, which can cause problems should Shedinja stay in. However, Skuntank's Poison typing allows it to switch in relatively well to Shedninja and quickly get rid of it (or at least its Focus Sash) with Pursuit. Basically, anything that carries a Fire-, Flying-, Rock-, Dark-, or Ghost-type move and can outspeed Shedinja (not hard when it has only a base 40 Speed stat) is able to check it.