Shedinja [QC 0/3]

Disaster Area

formerly Piexplode
Overview
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X and Y have given this bug many ups and downs - defog now clearing hazards has been a massive buff for it, yet at the same time has given rise to the power of ho-oh, something shedinja cannot face. However, shedinja is still valid for walling kyogre, as ever, as well as causing trouble for many other threats. Furthermore, Xerneas is usually walled by Shedinja too, unless it has HP Fire or HP Rock, forcing it to switch.

SET NAME
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name: Sword Dance
move 1: Sword Dance
move 2: Sucker Punch
move 3: Shadow Sneak
move 4: X-Scissor
ability: Wonder Guard
item: Focus Sash/Lum Berry
nature: Adamant
evs: 252 Atk / 252 Spe

Moves
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  • Sword Dance is used in any free turn to set itself up.
  • Sucker Punch is priority, as is Shadow Sneak, and Shadow Sneak and X-Scissor are dual STABs.

Set Details
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  • An Adamant nature because without a boosting item it needs all the attack it can have.
  • The Speed EVs are there because there's nowhere else to put them.
  • IVs can be adjusted in Def and Sp. Def in accordance with how they'll affect Download from Genesect.
Usage Tips
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  • The idea is to switch it in on something like kyogre and set up over it, then deal damage with priority against the switch-in. Other than that the set is fairly limited.
Team Options
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  • Defog or rapid spin support is absolutely vital.
SET NAME
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name: Baton Pass
move 1: Baton Pass
move 2: Will-o-Wisp
move 3: Shadow Sneak
move 4: Hone Claws
ability: Wonder Guard
item: Focus Sash/Lum Berry
nature: Adamant
evs: 252 Atk / 252 Spe

Moves
========
  • Baton Pass gives you momentum to play around with.
  • Will-o-Wisp gives shedinja more utility against almost any team, since it is incredibly useful to neuter physical attackers, to which shedinja can otherwise hardly touch.
  • Hone Claws is the only useful boosting move compatible with baton pass, and is useful to support the team with.
  • Shadow Sneak is a useful priority move, and ghost has better neutral coverage this generation anyway, thanks to it no longer being resisted by steel.
Set Details
========

  • An Adamant nature because without a boosting item it needs all the attack it can have.
  • The Speed EVs are there because there's nowhere else to put them.
  • IVs can be adjusted in Def and Sp. Def in accordance with how they'll affect Download from Genesect.
Usage Tips
========
  • This set takes greater advantage from its immunities to so many types to switch in more and nerf physical attackers, and carry the team greater momentum and support. Whilst it isn't so fantastic at walling or setting up all over kyogre it's still a useful set. Lots of other moves could be changed to the set to suit your needs, for example running Toxic in tandem or over Will-o-Wisp if using it in a more stall-based scenario, or Safeguard to prevent status ruining your day. However most of these options are more niche and the above set will be the best in most cases.

Team Options
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  • So long as you have competent defog or rapid spin support, then shedinja has the potential to fit into your team.

Checks & Counters
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  • It's got quite a lot of weaknesses, for example Sand and Hail both OHKO it without it being able to do anything but switch out and stall the weather out. Status can destroy it unless it runs safeguard or lum berry. It's weak to flying, rock, fire, ghost, and dark, all of which are currently very common and viable attacking types this generation. Leech Seed defeats it as well. And don't forget pokemon with Mold Breaker and Teravolt ignore Wonder Guard completely. Your team should be prepared to have a few different ways to deal with shedinja.
Other Options
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  • The main moves listed are the one you want to run, but it could potentially run some other moves, though ill-advised, such as Swagger and Confuse Ray, Grudge, Sunny Day and Rain Dance, and equally you could run alternative items, but that is equally not advised.
 
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Okay... if you are actually going to write an analysis for Sheddy, as opposed to, say, anything else that's semi-viable in Ubers and isn't getting a writeup yet, then be sure to mention its only significant new niche; walling Geomancy Xerneas hard (given that it doesn't have HP Fire).
 
Shedinja is a Pokemon that relies way too heavily on Defog support and is very vulnerable to the Toxic that is everywhere on teams. I also didn't want you to pick up a second analysis until you completed one but I'm going to let it slide since they are both probably going to be QC Rejected.

so QC Rejected 1/3
Defog only solves half its problems and it's way too dependent on it.
 
Why not mention Safety Goggles? Not only does it let you not use a weather maker, but it also lets you use Tyranitar if you wish, who resists 4 of Shedinja's weaknesses.
 
Shows how long it's been since I've been palying with sheddy I forgot all about protect

If QCs don't 3/3 reject then I'll edit protect in.
 
Defog is too much of a double-edge sword for this motherfucker. And it gets wrecked by Toxic. Too much of a niche.

QC Rejected 3/3
Moving
 
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