Doubles Shaymin-S

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there's no shaymin bad puns!

[OVERVIEW]

Shaymin-S makes its mark in the DOU metagame as a huge source of high-speed offensive pressure, outpacing most viable unboosted Pokemon in the format with its base 127 Speed. It's perhaps most well known for the flinches it threatens through its use of Serene Grace Air Slash; the fear of these flinches alone can heavily limit opposing teams' options, and when Air Slash actually does cause flinches, the opponent's plans can be disrupted and subverted in an instant. Seed Flare is the icing on the cake, with a chance to drop foes' Special Defense stats and thus boost teammates' damage output to snowball a lead; Shaymin-S can even use these stat drops to get around Pokemon that resist its attacks by lowering their Special Defense to a point where type advantage no longer matters.

Despite Shaymin-S's decent defensive stats, its poor defensive typing heavily hurts its ability to remain on the field for extended periods of time, and most strong attacks can OHKO it if it's without a Focus Sash; that in combination with its poor STAB coverage, which leaves it walled by many common threats, means Shaymin-S's presence on the field is unfortunately rather easily curtailed by a large variety of threats.

[SET]
name: Offensive
move 1: Seed Flare
move 2: Air Slash
move 3: Earth Power / Tailwind
move 4: Protect
item: Focus Sash
ability: Serene Grace
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Seed Flare is Shaymin-S's most powerful attack, providing heavy damage output with an 80% chance to lower a target's Special Defense by two stages if it connects; however, it is resisted by many viable Pokemon in DOU. Air Slash makes up for this inherent type disadvantage somewhat, allowing for wider coverage and playing a mildly supportive role, as Shaymin-S's teammates are granted more free turns by virtue of Air Slash's high chance to cause opponents to flinch. Earth Power rounds out Shaymin-S's coverage and allows it to hit many of the Steel-types that would otherwise wall it completely, such as Aegislash, Heatran, and Mega Metagross. Protect is essential on a Pokemon as frail as Shaymin-S, especially since its threatening presence on the field can draw a lot of double targets from frustrated opponents aiming to remove Shaymin-S before it wreaks further havoc upon their teams. Finally, while the use of Tailwind is often left to more dedicated support Pokemon, Shaymin-S's ability to force switches by merit of its fearsome offensive prowess affords it turns to set up Tailwind, which more passive options like Zapdos may not have access to.

Set Details
========

This set sports a simple EV spread aiming to optimize the degree of offensive pressure Shaymin-S can exert by maximizing both its Special Attack and its Speed stats, letting it hard and fast. A Timid nature is used here, as it is necessary to outspeed Mega Salamence, which is a prominent threat in the DOU metagame and especially to Shaymin-S. Focus Sash is the item of choice as it allows Shaymin-S to survive a hit, making up for its poor defensive typing and lack of bulk investment.

Usage Tips
========

In a format as fast-paced as DOU, it is almost never safe to switch Shaymin-S in in the middle of a turn. Rather, it should be played cautiously, being brought into the field after a teammate has been KOed or on the back of a slow U-turn. Even simple annoyances like sand and hail may have to be avoided, as their side effect of breaking Shaymin-S's Focus Sash is extremely detrimental to the time Shaymin-S can spend on the field, and hence the amount of work Shaymin-S can carry out in a game.

Once Shaymin-S is safely on the field, it should ideally be played like the offensive Pokemon it is, as its mere presence can force switches and allow it to get damage off on opposing teams easily. Furthermore, the more attacks Shaymin-S lands, the more chances these attacks have to activate their secondary effects to disrupt the opposing team. For example, though obviously not completely reliable, Air Slash has a 57% chance of connecting with and causing a given foe to flinch, and it can be extremely helpful in allowing allies to switch in and out or set up Substitutes and boosting moves safely. Seed Flare is Shaymin-S's other STAB move, carrying with it a 68% chance of a Special Defense drop; since Shaymin-S is likely to be faster the rest of its own teammates, Seed Flare can be used to attempt to set up a KO by a partner, though the chance of a Special Defense drop should not be taken for granted.

Team Options
========

Shaymin-S's STAB combination leaves it easily walled by common presences in DOU, most notably bulky Steel-types such as Celesteela and Ferrothorn. It's thus unsurprising that Fire-types and Ground-types make extremely good teammates for Shaymin-S, as they are able to easily threaten KOs on the Steel-types that neuter Shaymin-S's offensive presence; good examples include Heatran, Mega Charizard Y, Landorus-T, and Zygarde. The most common threat to Shaymin-S's offensive prowess comes in the form of Zapdos, which is capable of resisting Shaymin-S's STAB combination as well as setting a Tailwind in retaliation. A good way to combat this threat involves the use of strong Ice- or Rock-type attacks, preferably boosted by STAB; Kyurem-B, Tyranitar, and Terrakion all perform this role admirably, while a strong Z-Move user such as Psychium Z Tapu Lele or Electrium Z Tapu Koko can also be used to quickly OHKO most unboosted Zapdos.

On the other hand, Shaymin-S can lend support to its teammates through the secondary effects on both of its main STAB moves. Threats with moderate Speed, such as Heatran and non-Choice Scarf Tapu Lele, appreciate flinches caused by Air Slash and the speed control provided by Tailwind, while special attackers can take advantage of the Special Defense drops caused by Seed Flare. Setup sweepers, especially slower-paced ones such as Zygarde and Tapu Fini, can leverage on switches caused by Shaymin-S's offensive presence as well as free turns afforded by Air Slash flinches in order to use their respective setup moves a few times.

[STRATEGY COMMENTS]
Other Options
=============

Shaymin-S has a rather limited movepool, and its poor defensive typing prevents it from exploring too many options lest it be KOed too easily. Life Orb, for example, grants Shaymin-S a 30% boost to its damage output, shifting some of its 2HKOs to OHKOs on Pokemon such as Tapu Fini and Tapu Koko, while its natural bulk still allows it to avoid being KOed by most neutral and resisted hits. Another item choice is Groundium Z, which allows Shaymin-S to catch Shuca Berry Heatran, Aegislash, and Mega Metagross off guard and OHKO them should they attempt to stay in to survive one Earth Power and hit back.

In terms of its moves, Hidden Power Ice can be used over Earth Power to OHKO common threats such as Mega Salamence and Landorus-T, but it leaves Shaymin-S completely walled by every relevant Steel-type. Endeavor makes use of Shaymin-S's Focus Sash, allowing it to bring a foe down to 1 HP once it has taken a would-be OHKO. This isn't a very reliable strategy, since it is heavily contingent on Shaymin-S being brought close to being KOed without actually being KOed. Furthermore, Shaymin-S's last turn on the field would likely be better spent using Seed Flare to drop a foe's Special Defense or Air Slash to fish for a flinch; the latter may even net Shaymin-S an extra turn on the field. Finally, to put a more supportive twist on Shaymin-S's moveset, Healing Wish could be used to restore one of its teammates to full health once its own time on the field is almost up, but in general, that last turn on the field is better spent offensively.

Checks and Counters
===================

**Opposing Speed Control**: Setting up Trick Room or Tailwind against Shaymin-S causes it to lose its most important advantage, which is its ability to usually move first. Given its mediocre bulk, it has difficulty outlasting Trick Room or Tailwind turns, while Trick Room setters such as Bronzong and Hoopa-U and Tailwind setters like Zapdos have a fairly easy time setting up against Shaymin-S as long as they're not caused to flinch by Air Slash.

**Electric-types**: Bulkier Electric-types discourage the use of Shaymin-S's most common STAB move in Air Slash by merit of resisting it. The best example of this is Zapdos, which can completely wall any Shaymin-S variant and even retaliate by setting up a Tailwind to remove Shaymin-S's Speed advantage. Tapu Koko is another good check to Shaymin-S, as it has the ability to take an Air Slash, outspeed Shaymin-S, and hit it with a potential Hidden Power Ice or simply a Thunderbolt.

**Steel-types**: Most Steel-types can take Shaymin-S on fairly comfortably, as they resist both of its main STAB moves; Celesteela, Levitate Bronzong, and Ferrothorn are also either immune to Earth Power or take little damage from it, while Aegislash, Shuca Berry Heatran, and Mega Metagross can typically take one Earth Power fairly comfortably but should be wary of the much more powerful Tectonic Rage. Either way, each of these Pokemon can retaliate offensively, breaking Shaymin-S's Focus Sash so a more offensively oriented teammate can get the KO later in the game.

**Faster Pokemon**: If Pokemon faster than Shaymin-S are on the field, it's hard to effectively use Shaymin-S, as its lack of bulk leaves it vulnerable to a simple attack from these threats. Most notably, Mega Gengar can trap Shaymin-S and KO it with a Sludge Bomb, while Tapu Koko, by merit of its Electric typing, can switch in on an Air Slash and similarly KO Shaymin-S with a Hidden Power Ice.

**Mega Charizard Y**: Mega Charizard Y poses a huge offensive threat to Shaymin-S in the form of its sun-boosted Fire-type STAB moves, and unlike most Fire-types, it is immune to Shaymin-S's Ground-type coverage and has a sizeable Special Defense stat, which allows it to take Air Slashes relatively well. In rare cases, Mega Charizard Y can also set up a Tailwind for its own team, which would leave Shaymin-S vulnerable to an even wider array of attacks.

**Opposing Weather**: Opposing sand and rain setters can activate Sand Rush and Swift Swim respectively, allowing Shaymin-S to be outrun by a number of foes such as Excadrill, Kingdra, and Ludicolo, causing it to lose out on one of its most valuable advantages in battle—its capacity to move before foes. Hail and sand can also break Shaymin-S's Focus Sash, thereby curtailing its ability to stay on the field.

**Priority Attacks**: Unlike many other glass cannons like Deoxys-A and Pheromosa, Shaymin-S is part Flying-type and is therefore unable to draw upon Psychic Terrain in order to protect itself from priority. Thus, it must be wary of potential priority moves from the opposing team such as Extreme Speed from Zygarde, particularly if it has few HP remaining.
 
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talkingtree

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  • [Set Details] Timid is necessary to get the jump on Mega Salamence, and is thus used over Modest
  • [Team Options] Mid-speed teammates also appreciate Tailwind Skymin specifically; Tailwind sets also definitely need Heatran checks as teammates
  • [Other Options] Life Orb is decent, especially if using it on a team with Tyranitar or Alolan Ninetales
  • [Checks and Counters] **Opposing Weather** is a fitting tag to add, as the damaging effects of hail and sand break Sash and Sand Rush / Swift Swim sweepers outspeed Skymin, removing one of its most valuable advantages
QC 1/2, good work on this!
 

Level 51

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  • [Set Details] Timid is necessary to get the jump on Mega Salamence, and is thus used over Modest
  • [Team Options] Mid-speed teammates also appreciate Tailwind Skymin specifically; Tailwind sets also definitely need Heatran checks as teammates
  • [Other Options] Life Orb is decent, especially if using it on a team with Tyranitar or Alolan Ninetales
  • [Checks and Counters] **Opposing Weather** is a fitting tag to add, as the damaging effects of hail and sand break Sash and Sand Rush / Swift Swim sweepers outspeed Skymin, removing one of its most valuable advantages
QC 1/2, good work on this!
Done all of these, ready for QC 2/2. Thanks!

edit @ below: WOOPS
 
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Idyll

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one of the greatest analyses ive ever seen

Only stuff to change are:
  • the section where you talk about Tailwind in moves. Don't reference changes over time in the analysis. Include only 3/4 of the first sentence that talks about Tailwind being an option and the last sentence.
  • "Defensive EVs aren't recommended on this set as they generally don't add much to Shaymin-S' bulk on top of the pseudo-bulk that the Focus Sash already provides." - nix this. This isn't as helpful to the reader and also isn't the entire reason to run defensive EVs anyway. Just talk about how Focus Sash helps it take stuff.
  • The third paragraph for Team Options is 10/10, but the first two aren't as much. Try to be deductive, mention the general thing first before delving into more specific Pokemon. As much as possible, the aim is to give readers as much as freedom as they can have when they're building their own team; only mentioning specific stuff doesn't help them with that. Saying stuff Tran, YZard, Lando-T, and Fini in a mishmashed para doesn't really fly. Say stuff like "checks to Lando-T" or "checks to Fire-types" first before going in.
  • On the first paragraph of OO, you don't have to keep saying that "Focus Sash" is better thing. This is pretty much understood. You don't have to say anything about it, but if you feel like it you can include a mention in the first sentence.
  • Mention Tailwind too. It should be lumped together with TR. For the sake of not making it too long, you don't have to mention every specific threat; just saying that x y z and can set these stuff will suffice.
  • Take out "Bulky" on "Bulky Electric-types". Also, Rotom-H bad in this tier lol so don't mention it. You can just mention Koko here, and say it can take a Slash and outrun.
  • "Priority" -> "Priority Attacks"
2/2
 

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Done this check Memoric, sorry that it's a little late. The only thing I wasn't sure about was this:
  • The third paragraph for Team Options is 10/10, but the first two aren't as much. Try to be deductive, mention the general thing first before delving into more specific Pokemon. As much as possible, the aim is to give readers as much as freedom as they can have when they're building their own team; only mentioning specific stuff doesn't help them with that. Saying stuff Tran, YZard, Lando-T, and Fini in a mishmashed para doesn't really fly. Say stuff like "checks to Lando-T" or "checks to Fire-types" first before going in.
I know what you mean, but I suspect I didn't execute it very well. Advice / feedback would be appreciated!
 
Seems like no one's taken another look at the TO section so I'll chip in my two cents.

Like Memoric said, the last paragraph is great, no problem there, but the first one is still lacking/inadequate. It doesn't make much sense to talk about defensive partners for Skymin cause it's just so frail and relies on Focus Sash for any longevity. Instead, I'd focus the first paragraph on Pokemon that have good offensive synergy with it. Mention that it appreciates allies that can threaten Steel-types, since they still give it some trouble even if it's running EP. Fire-types such as Heatran and Charizard, or Ground-types such as Landorus-T and Zygarde would be good examples. Also mention checks to Zapdos are appreciated, since it completely walls it. Some examples would be Ice-types such as Kyurem-B or super strong attackers(Z move users, etc). Feel free to add anything else you can think of.

Wait a bit to see if the rest of QC has anything else to add, but then you can go ahead and send this off to GP :)
 

Level 51

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Seems like no one's taken another look at the TO section so I'll chip in my two cents.

Like Memoric said, the last paragraph is great, no problem there, but the first one is still lacking/inadequate. It doesn't make much sense to talk about defensive partners for Skymin cause it's just so frail and relies on Focus Sash for any longevity. Instead, I'd focus the first paragraph on Pokemon that have good offensive synergy with it. Mention that it appreciates allies that can threaten Steel-types, since they still give it some trouble even if it's running EP. Fire-types such as Heatran and Charizard, or Ground-types such as Landorus-T and Zygarde would be good examples. Also mention checks to Zapdos are appreciated, since it completely walls it. Some examples would be Ice-types such as Kyurem-B or super strong attackers(Z move users, etc). Feel free to add anything else you can think of.

Wait a bit to see if the rest of QC has anything else to add, but then you can go ahead and send this off to GP :)
Thanks so much for the advice! Done this, and I'm sending this off to GP now :D
 

Eyan

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GP 1/2
add/corrections remove comments

there's no shaymin bad puns! (yes there is)

[OVERVIEW]
(add line of space)
Shaymin-S makes its mark in the DOU metagame as a huge source of high-speed offensive pressure, outpacing most viable unboosted Pokemon in the format with its base 127 Speed. It's perhaps most well known for the flinches it threatens through its use of Serene Grace Air Slash; the fear of these flinches alone can heavily limit opposing teams' options, and when Air Slash actually does cause flinches, opposing gameplans can be disrupted and subverted in an instant. Seed Flare is the icing on the cake, with a chance to drop foes' Special Defense stats and thus boost teammates' effective damage output to snowball a lead; Shaymin-S can even use these stat drops to get around Pokemon which that otherwise (they technicially still resist the moves regardless of stat drops) resist its attacks by lowering their Special Defense stats to a point where type advantage no longer matters.

Despite Shaymin-S's decent defensive stats, however, its poor defensive typing heavily hurts its ability to remain on the field for extended periods of time, and most strong attacks can OHKO it if it's without a Focus Sash; in combination with its poor STAB coverage, (ac) which leaves it walled by many common threats, Shaymin-S's presence on the field is unfortunately rather easily curtailed by a range of different threats.

[SET]
name: Offensive
move 1: Seed Flare
move 2: Air Slash
move 3: Earth Power / Tailwind
move 4: Protect
item: Focus Sash
ability: Serene Grace
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========
(add line of space)
Seed Flare is Shaymin-S's most powerful attack, providing heavy damage output with an additional 80% chance to lower a target's Special Defense by two stages if it connects; however, being a Grass-type attack, (ac) it is resisted by many of the more viable Pokemon in DOU. Air Slash makes up for this inherent type disadvantage somewhat, allowing for wider coverage and also playing a mildly supportive role, (ac) as Shaymin-S's teammates are granted more free turns by virtue of Air Slash's high chance to flinch opponents cause foes to flinch (flinch is intransitive, just like "faint"; you can't faint someone, but you cause them to faint). Earth Power rounds out Shaymin-S's coverage and allows it to hit many of the Steel-types which that would otherwise wall it completely, such as Aegislash, Heatran, and Mega Metagross. Protect is essential on a Pokemon as frail as Shaymin-S, especially since its threatening presence on the field can draw a lot of double targets from frustrated opponents aiming to remove Shaymin-S before it wreaks further havoc upon their team (lmao). Finally, while the use of Tailwind is often left to more dedicated support Pokemon, Shaymin-S's ability to force switches by merit of its fearsome offensive prowess also affords it turns to set up Tailwind, which more passive options like Zapdos may not have access to.

Set Details
========
(add line of space)
This set sports a simple EV spread, aiming to optimize the degree of offensive pressure Shaymin-S can exert by maximizing both its Special Attack and its Speed stats, letting it hard and fast. A Timid nature is used here, (ac) as it is necessary to outspeed Mega Salamence, which is a key threat in the DOU metagame and especially to Shaymin-S.

Usage Tips
========
(add line of space)
In a format as fast-paced as DOU, it is almost never safe to switch Shaymin-S in in the middle of a turn. Rather, it should be played cautiously, being brought into the field after a teammate has been KOed or on the back of a slow U-turn. Even simple annoyances like sand or and hail may have to be avoided, as their side effect of breaking Shaymin-S's Focus Sash is extremely detrimental to the time Shaymin-S can spend on the field, and hence the amount of work Shaymin-S can put in in a game.

Once Shaymin-S is safely on the field, however, it should ideally be played like the offensive Pokemon it is, as its mere presence on the field can force switches and allow Shaymin-S to get damage off onto opposing teams easily. Furthermore, the more attacks Shaymin-S lands, the more chances these attacks have to activate their secondary effects to disrupt an opposing team. While obviously not completely reliable, for example, Air Slash has a 57% chance of connecting with and flinching causing a given opponent foe to flinch, and it can be extremely helpful in allowing allies to switch in and out safely, (rc) or to get set up Substitutes or other and boosting moves in safely. Seed Flare is the other member of Shaymin-S's dynamic duo of STAB moves, carrying with it a 68% chance of a Special Defense drop; since Shaymin-S is likely to be faster the rest of its own teammates, Seed Flare can be used to attempt to set up for a knock-out KO (for consistency) by a partner, though the Special Defense drop should not be taken for granted.

Team Options
========
(add line of space)
Shaymin-S's combination of STABs combination leaves it unfortunately easily walled by common presences in DOU, most notably bulky Steel-types such as Celesteela and Ferrothorn. It's thus unsurprising that Fire-types and Ground-types make extremely good teammates for Shaymin-S, able to easily threaten KOs on the Steel-types that neuter Shaymin-S's offensive presence.; (period->semicolon) good examples include Heatran, Charizard (if you're talking about a specific forme, make it clear), Landorus-T, and Zygarde. Most notably, (rc) The most common threat to Shaymin-S's offensive prowess comes in the form of Zapdos, which is capable of both resisting Shaymin-S's STAB combination as well as setting a Tailwind in retaliation. A good way to combat this threat involves the use of strong Ice- or Rock-type attacks, preferably boosted by STAB; Kyurem-B, Tyranitar, and Terrakion all perform this role admirably, while strong Z-Move users such as Psychium Z Tapu Lele or Electrium Z Tapu Koko can also be used to quickly OHKO most unboosted Zapdos.

On the other hand, Shaymin-S can lend support to its teammates through the secondary effects on both of its main STABs moves. Mid-speed threats, such as Heatran or and non-Choice Scarf Tapu Lele, appreciate flinches caused by Air Slash, while special attackers can take advantage of the Special Defense drops caused by Seed Flare, effectively doubling their own damage output. If Tailwind is used, Shaymin-S can also provide speed control for these mid-speed threats. Setup sweepers, especially slower-paced ones such as Zygarde or and Tapu Fini, can leverage on switches caused by Shaymin-S's offensive presence as well as free turns afforded by Air Slash flinches in order to use their respective setup moves a few times and become threats in their own right.

[STRATEGY COMMENTS]
Other Options
=============
(add line of space)
Shaymin-S has a rather limited movepool, and its poor defensive typing prevents it from exploring too many options lest it is KOed too easily. Life Orb, for example, grants Shaymin-Sky a 30% boost to its damage output, shifting some of its 2HKOs to OHKOs on Pokemon such as Tapu Fini or and Tapu Koko, while its natural bulk still allows it to avoid being KOed by most neutral and resisted hits. Another potential item choice is Groundium Z, which allowins allows Shaymin-Sky to catch Shuca Berry Heatran, Aegislash, (ac) and or Mega Metagross off-guard (remove hyphen) and OHKO them should they attempt to stay in to survive one Earth Power and hit back.

In terms of its moveslots, Hidden Power Ice can be used over Earth Power to OHKO common threats such as Mega Salamence or and Landorus-Therian, but it leaves Shaymin-S truly and completely walled by every relevant Steel-type. Endeavor makes use of Shaymin-S's Focus Sash, allowing it to bring an opponent foe down to 1 HP once Shaymin-S activates its Focus Sash. This isn't a very reliable strategy, since it is heavily contingent on Shaymin-S being brought close to being knocked out KOed without actually being knocked out KOed. Furthermore, Shaymin-S's last turn on the field would likely be spent more fruitfully using Seed Flare to drop an opponent's foe's Special Defense or Air Slash to fish for a flinch; the latter may even net Shaymin-S an extra turn on the field. Finally, to put a more supportive twist on Shaymin-S's moveset, Healing Wish could be used to restore one of Shaymin-S's its teammates to full health once its own time on the field is almost up, but in general, (ac) that last turn on the field is better spent offensively.

Checks and Counters
===================

**Opposing Speed Control**: Setting up Trick Room or Tailwind against Shaymin-S causes it to lose its most important advantage, which is its ability to usually move first. Given its mediocre bulk, it has difficulty lasting out Trick Room or Tailwind turns, while Trick Room setters such as Bronzong and Hoopa-Unbound and Tailwind setters like Zapdos have a fairly easy time setting up against Shaymin-S as long as they're not flinched caused by Air Slash to flinch.

**Electric-types**: Bulkier Electric-types discourage the use of Shaymin-S's most common STAB move in Air Slash by merit of resisting it and thus taking little damage from it. The best examples of this is Zapdos, which can completely wall any variation of the Shaymin-S variant set provided above, (rc) and can even retaliate by setting up a Tailwind to remove Shaymin-S's speed advantage. Tapu Koko is another good check to Shaymin-S, with the ability to take an Air Slash, outspeed Shaymin-S, and hit it with a potential Hidden Power Ice or simply a Thunderbolt.

**Steel-types**: Most Steel-types can take on Shaymin-S fairly comfortably, as they resist both of its main STAB moves; Celesteela, Levitate Bronzong, (ac) and Ferrothorn either are either immune to or resist Earth Power as well, while Aegislash, Shuca Berry Heatran, and Mega Metagross can typically take one Earth Power fairly comfortably but should be wary of the much harder-hitting (remove hyphen) (you don't need a hyphen if it's a comparative/superlative + participle) Tectonic Rage. Either way, each of these Pokemon can retaliate offensively, breaking Shaymin-S's Focus Sash so a more offensively-oriented (remove hyphen) teammate can get the knock-out KO later in the game.

**Faster Pokemon**: If Pokemon faster than Shaymin-S are on the field, it's hard to play Shaymin-S, (ac) as its lack of bulk leaves it vulnerable to a simple attack from these threats. Most notably, Mega Gengar can trap Shaymin-S and knock KO it out with a Sludge Bomb, while Tapu Koko, by merit of its Electric-typing (remove hyphen) (Electric-type but Electric typing), can switch in on an Air Slash and similarly knock out KO Shaymin-S with a Hidden Power Ice.

**Mega Charizard Y**: Mega Charizard Y poses a huge offensive threat to Shaymin-S in the form of its sun-boosted Fire-type STAB moves, and unlike most Fire-types, it is immune to Shaymin-S's Earth Power or Tectonic Rage, (rc) and has a sizeable Special Defense stat, (ac) which allows it to take Air Slashes relatively well. In rare cases, Mega Charizard Y can also set up a Tailwind for its own team, which would leave Shaymin-S vulnerable to an even wider array of attacks from the opposing side.

**Opposing Weather**: Opposing sand and rain setters can activate Sand Rush and Swift Swim respectively, allowing Shaymin-S to be outrun by a number of foes such as Excadrill, Kingdra, and Ludicolo, causing Shaymin-S it to lose out on one of its most valuable advantages in battle—its capacity to move before foes. Hail and sand can also break Shaymin-S's Focus Sash if it is left in at the end of a turn under the weather (not sure how necessary it is to explicitly say "if it is left in at the end of the turn"), thereby curtailing its ability to stay on the field.

**Priority Attacks**: Unlike many other glass cannons like Deoxys-Attack or and Pheromosa, Shaymin-S is part Flying-type, (rc) and is therefore unable to draw upon Psychic Terrain in order to protect itself from priority. Thus, it must be wary of potential priority moves from the opposing team, such as Fake Outs from Mega Kangaskhan or and Extreme Speeds from Zygarde, particularly if it has few HP remaining.
 
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Sorry to interrupt, but:
**Priority Attacks**: Unlike many other glass cannons like Deoxys-Attack or Pheromosa, Shaymin-S is part Flying-type, and is therefore unable to draw upon Psychic Terrain in order to protect itself from priority. Thus, it must be wary of potential priority moves from the opposing team, such as Fake Outs from Mega Kangaskhan or Extreme Speeds from Zygarde, particularly if it has few HP remaining.
You should probably remove this. Kangaskhanite is banned.
 

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Did just about everything, except in the case of
they're not flinched caused by Air Slash to flinch.
I changed this to "they're not caused to flinch by Air Slash" because I didn't like the split infinitive there (I know it's technically correct and all but it doesn't flow well to me)
You should probably remove this. Kangaskhanite is banned.
Done this!

Thanks!
 

GP 2/2
remove add comments

[OVERVIEW]

Shaymin-S makes its mark in the DOU metagame as a huge source of high-speed offensive pressure, outpacing most viable unboosted Pokemon in the format with its base 127 Speed. It's perhaps most well known for the flinches it threatens through its use of Serene Grace Air Slash; the fear of these flinches alone can heavily limit opposing teams' options, and when Air Slash actually does cause flinches, opposing the opponent's gameplans can be disrupted and subverted in an instant. Seed Flare is the icing on the cake, with a chance to drop foes' Special Defense stats and thus boost teammates' effective damage output to snowball a lead; Shaymin-S can even use these stat drops to get around Pokemon that resist its attacks by lowering their Special Defense stats to a point where type advantage no longer matters.

Despite Shaymin-S's decent defensive stats, however, its poor defensive typing heavily hurts its ability to remain on the field for extended periods of time, and most strong attacks can OHKO it if it's without a Focus Sash; that in combination with its poor STAB coverage, which leaves it walled by many common threats, means Shaymin-S's presence on the field is unfortunately rather easily curtailed by a range of different large variety of threats.

[SET]
name: Offensive
move 1: Seed Flare
move 2: Air Slash
move 3: Earth Power / Tailwind
move 4: Protect
item: Focus Sash
ability: Serene Grace
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Seed Flare is Shaymin-S's most powerful attack, providing heavy damage output with an additional 80% chance to lower a target's Special Defense by two stages if it connects; however, being a Grass-type attack, it is resisted by many of the more viable Pokemon in DOU. Air Slash makes up for this inherent type disadvantage somewhat, allowing for wider coverage and also playing a mildly supportive role, as Shaymin-S's teammates are granted more free turns by virtue of Air Slash's high chance to cause opponents to flinch. Earth Power rounds out Shaymin-S's coverage and allows it to hit many of the Steel-types that would otherwise wall it completely, such as Aegislash, Heatran, and Mega Metagross. Protect is essential on a Pokemon as frail as Shaymin-S, especially since its threatening presence on the field can draw a lot of double targets from frustrated opponents aiming to remove Shaymin-S before it wreaks further havoc upon their teams. Finally, while the use of Tailwind is often left to more dedicated support Pokemon, Shaymin-S's ability to force switches by merit of its fearsome offensive prowess also affords it turns to set up Tailwind, which more passive options like Zapdos may not have access to.

Set Details
========

This set sports a simple EV spread, (comma) aiming to optimize the degree of offensive pressure Shaymin-S can exert by maximizing both its Special Attack and its Speed stats, letting it hard and fast. A Timid nature is used here, as it is necessary to outspeed Mega Salamence, which is a key prominent threat in the DOU metagame and especially to Shaymin-S. (what about Focus Sash?)

Usage Tips
========

In a format as fast-paced as DOU, it is almost never safe to switch Shaymin-S in in the middle of a turn. Rather, it should be played cautiously, being brought into the field after a teammate has been KOed or on the back of a slow U-turn. Even simple annoyances like sand and hail may have to be avoided, as their side effect of breaking Shaymin-S's Focus Sash is extremely detrimental to the time Shaymin-S can spend on the field, and hence the amount of work Shaymin-S can put in carry out in a game.

Once Shaymin-S is safely on the field, however, it should ideally be played like the offensive Pokemon it is, as its mere presence on the field can force switches and allow Shaymin-S it to get damage off onto on opposing teams easily. Furthermore, the more attacks Shaymin-S lands, the more chances these attacks have to activate their secondary effects to disrupt an the opposing team. For example, though obviously not completely reliable, for example, Air Slash has a 57% chance of connecting with and causing a given foe to flinch, and it can be extremely helpful in allowing allies to switch in and out or to set up Substitutes and boosting moves safely. Seed Flare is the other member of Shaymin-S's dynamic duo of STAB moves, carrying with it a 68% chance of a Special Defense drop; since Shaymin-S is likely to be faster the rest of its own teammates, Seed Flare can be used to attempt to set up for a KO by a partner, though the chance of a Special Defense drop should not be taken for granted.

Team Options
========

Shaymin-S's STAB combination leaves it unfortunately easily walled by common presences in DOU, most notably bulky Steel-types such as Celesteela and Ferrothorn. It's thus unsurprising that Fire-types and Ground-types make extremely good teammates for Shaymin-S, as they're able to easily threaten KOs on the Steel-types that neuter Shaymin-S's offensive presence; good examples include Heatran, Mega Charizard Y, Landorus-T, and Zygarde. The most common threat to Shaymin-S's offensive prowess comes in the form of Zapdos, which is capable of both resisting Shaymin-S's STAB combination as well as setting a Tailwind in retaliation. A good way to combat this threat involves the use of strong Ice- or Rock-type attacks, preferably boosted by STAB; Kyurem-B, Tyranitar, and Terrakion all perform this role admirably, while a strong Z-Move users such as Psychium Z Tapu Lele or Electrium Z Tapu Koko can also be used to quickly OHKO most unboosted Zapdos.

On the other hand, Shaymin-S can lend support to its teammates through the secondary effects on both of its main STAB moves. Mid-speed threats Threats with moderate Speed, such as Heatran and non-Choice Scarf Tapu Lele, appreciate flinches caused by Air Slash and the speed control provided by Tailwind, while special attackers can take advantage of the Special Defense drops caused by Seed Flare, (comma) effectively doubling their own damage output. If Tailwind is used, Shaymin-S can also provide speed control for these mid-speed threats. Setup sweepers, especially slower-paced ones such as Zygarde and Tapu Fini, can gain leverage on switches caused by Shaymin-S's offensive presence as well as free turns afforded by Air Slash flinches in order to use their respective setup moves a few times.

[STRATEGY COMMENTS]
Other Options
=============

Shaymin-S has a rather limited movepool, and its poor defensive typing prevents it from exploring too many options lest it is be KOed too easily. Life Orb, for example, grants Shaymin-S a 30% boost to its damage output, shifting some of its 2HKOs to OHKOs on Pokemon such as Tapu Fini and Tapu Koko, while its natural bulk still allows it to avoid being KOed by most neutral and resisted hits. Another potential item choice is Groundium Z, which allows Shaymin-S to catch Shuca Berry Heatran, Aegislash, and Mega Metagross off guard and OHKO them should they attempt to stay in to survive one Earth Power and hit back.

In terms of its moveslots, Hidden Power Ice can be used over Earth Power to OHKO common threats such as Mega Salamence and Landorus-T, but it leaves Shaymin-S truly and completely walled by every relevant Steel-type. Endeavor makes use of Shaymin-S's Focus Sash, allowing it to bring a foe down to 1 HP once Shaymin-S activates its Focus Sash it has taken a would-be OHKO. This isn't a very reliable strategy, since it is heavily contingent on Shaymin-S being brought close to being KOed without actually being KOed. Furthermore, Shaymin-S's last turn on the field would likely be better spent more fruitfully using Seed Flare to drop a foe's Special Defense or Air Slash to fish for a flinch; the latter may even net Shaymin-S an extra turn on the field. Finally, to put a more supportive twist on Shaymin-S's moveset, Healing Wish could be used to restore one of its teammates to full health once its own time on the field is almost up, but in general, that last turn on the field is better spent offensively.

Checks and Counters
===================

**Opposing Speed Control**: Setting up Trick Room or Tailwind against Shaymin-S causes it to lose its most important advantage, which is its ability to usually move first. Given its mediocre bulk, it has difficulty outlasting out Trick Room or Tailwind turns, while Trick Room setters such as Bronzong and Hoopa-U and Tailwind setters like Zapdos have a fairly easy time setting up against Shaymin-S as long as they're not caused to flinch by Air Slash.

**Electric-types**: Bulkier Electric-types discourage the use of Shaymin-S's most common STAB move in Air Slash by merit of resisting it and thus taking little damage from it. The best example of this is Zapdos, which can completely wall any Shaymin-S variant and can even retaliate by setting up a Tailwind to remove Shaymin-S's Speed advantage. Tapu Koko is another good check to Shaymin-S, with as it has the ability to take an Air Slash, outspeed Shaymin-S, and hit it with a potential Hidden Power Ice or simply a Thunderbolt.

**Steel-types**: Most Steel-types can take on Shaymin-S on fairly comfortably, as they resist both of its main STAB moves; Celesteela, Levitate Bronzong, and Ferrothorn either are immune to or at least resist Earth Power as well, (Ferrothorn doesn't, though) while Aegislash, Shuca Berry Heatran, and Mega Metagross can typically take one Earth Power fairly comfortably but should be wary of the much harder hitting more powerful Tectonic Rage. Either way, each of these Pokemon can retaliate offensively, breaking Shaymin-S's Focus Sash so a more offensively oriented teammate can get the KO later in the game.

**Faster Pokemon**: If Pokemon faster than Shaymin-S are on the field, it's hard to play effectively use Shaymin-S, as its lack of bulk leaves it vulnerable to a simple attack from these threats. Most notably, Mega Gengar can trap Shaymin-S and KO it with a Sludge Bomb, while Tapu Koko, by merit of its Electric typing, can switch in on an Air Slash and similarly KO Shaymin-S with a Hidden Power Ice.

**Mega Charizard Y**: Mega Charizard Y poses a huge offensive threat to Shaymin-S in the form of its sun-boosted Fire-type STAB moves, and unlike most Fire-types, it is immune to Shaymin-S's Earth Power or Tectonic Rage Ground-type coverage and has a sizeable Special Defense stat, which allows it to take Air Slashes relatively well. In rare cases, Mega Charizard Y can also set up a Tailwind for its own team, which would leave Shaymin-S vulnerable to an even wider array of attacks from the opposing side.

**Opposing Weather**: Opposing sand and rain setters can activate Sand Rush and Swift Swim respectively, allowing Shaymin-S to be outrun by a number of foes such as Excadrill, Kingdra, and Ludicolo, causing it to lose out on one of its most valuable advantages in battle—its capacity to move before foes. Hail and sand can also break Shaymin-S's Focus Sash, thereby curtailing its ability to stay on the field.

**Priority Attacks**: Unlike many other glass cannons like Deoxys-A and Pheromosa, Shaymin-S is part Flying-type and is therefore unable to draw upon Psychic Terrain in order to protect itself from priority. Thus, it must be wary of potential priority moves from the opposing team, (comma) such as Extreme Speed from Zygarde, particularly if it has few HP remaining.
 
Last edited:

Level 51

the orchestra plays the prettiest themes
is a Site Content Manageris a Community Contributoris a Top Tiering Contributoris a Contributor to Smogonis a Top Smogon Media Contributoris a Team Rater Alumnusis a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnusis a Past SCL Champion
Did most of this stuff, would like some clarification on some of these:

A Timid nature is used here, as it is necessary to outspeed Mega Salamence, which is a key prominent threat in the DOU metagame and especially to Shaymin-S. (what about Focus Sash?)
I don't know, what about Focus Sash?

and hence the amount of work Shaymin-S can put in carry out in a game.
Work is put in, not carried out. If 'to put in work' is too informal I'd be glad to change it to a more formal, but grammatically sound, alternative.

Seed Flare is the other member of Shaymin-S's dynamic duo of STAB moves,
Since you removed 'dynamic' I went ahead and just changed it to the boring 'Seed Flare is Shaymin-S's other STAB move'.

Mid-speed threats Threats with moderate Speed,
This sounds pretty janky, do you have any alternatives?

slower-paced ones
Slower and slower-paced are different concepts, and I definitely mean the latter here

such as Zygarde and Tapu Fini, can gain leverage on switches caused by Shaymin-S's offensive presence
Leverage is a verb meaning 'to use (something) to maximum advantage'.

allowing it to bring a foe down to 1 HP once Shaymin-S activates its Focus Sash it has taken a would-be OHKO.
I actually don't get the point of this change, the new version seems harder to understand to me but idk

Shaymin-S's Speed advantage.
Just to double-check: I'm talking about speed as the concept, not Speed as the stat. Is it still capitalised?

Celesteela, Levitate Bronzong, and Ferrothorn either are immune to or at least resist Earth Power as well, (Ferrothorn doesn't, though) while
Admittedly my previous sentence was pretty janky. I changed this to "Celesteela, Levitate Bronzong and Ferrothorn are also either immune to Earth Power or take little damage from it, while" - is that alright?

Thanks for the check!
 
I don't know, what about Focus Sash?
There should be an explanation of what it does for Shaymin somewhere in the Set Details section.
Work is put in, not carried out. If 'to put in work' is too informal I'd be glad to change it to a more formal, but grammatically sound, alternative.
Eh, I guess there's not really anything wrong with it.
This sounds pretty janky, do you have any alternatives?
I disagree with it sounding particularly janky, and I can't think of anything more concise. Changing 'moderate' to 'average' is an option, though.
Slower and slower-paced are different concepts, and I definitely mean the latter here
Fair enough.
Leverage is a verb meaning 'to use (something) to maximum advantage'.
I'm aware. Considering that I had to look the word up to check, I thought it would be better to use leverage as a noun, which I assume most readers are more familiar with.
I actually don't get the point of this change, the new version seems harder to understand to me but idk
It's because the preceding statement, "Endeavor makes use of Shaymin-S's Focus Sash." It makes "once Shaymin-S activates its Focus Sash" sound fairly redundant to me.
Just to double-check: I'm talking about speed as the concept, not Speed as the stat. Is it still capitalised?
Either works, I just chose to capitalize it because Tailwind is directly adjusts Speed stats.
Admittedly my previous sentence was pretty janky. I changed this to "Celesteela, Levitate Bronzong and Ferrothorn are also either immune to Earth Power or take little damage from it, while" - is that alright?
Put a comma after Bronzong and it's good.
 

Level 51

the orchestra plays the prettiest themes
is a Site Content Manageris a Community Contributoris a Top Tiering Contributoris a Contributor to Smogonis a Top Smogon Media Contributoris a Team Rater Alumnusis a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnusis a Past SCL Champion
made the rest of the changes, and added a line about the focus sash at the end of the set details. this is good to go, i guess, unless CryoGyro wants to take a look at that one line?
 

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