NU Shedinja [QC 3/3] [GP 2/2]

Quite Quiet

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Kiyo

I added everything except Sawk on the motivation that mold breaker barely matters, since Knock Off and Stone Edge hit already, Close Combat is immune either way so the only thing it really does is Earthquake and Poison Jab. Personally I don't think that's enough to deserve a specific mention but if you still want it in, just let me know.

I still dislike the notion of Safety Goggles being a relevant item unless it's on your own Sand/Hail team, since Spikes are far more common than either of the damaging weathers. It's added, but I wonder if it's ever relevant unless you want to make a sand team with Shedinja on it.
 

Kiyo

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cutting mold breaker makes sense, considering hippo and snover combined are on less than 1% of teams i think its reasonable to cut that after all. small nitpick that HP and Atk need to be formatted as such in the set (right now they're Hp and Att). everything else looks good.

QC 3/3
 

Weebl

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Hey, amcheck here. :)
Overview
########

Shedinja haves an amazing ability in Wonder Guard that leaves it immune to anything it isn't weak to, giving it loads of switch-in (add hyphen) opportunities in NU against some very threatening Pokemon, (AC) such as Feraligatr, Kangaskhan, Klinklang, (AC) and Ludicolo. It also haves a decent Attack stat backed by STAB priority in Shadow Sneak to somewhat make up for its lack of Speed. Thanks to Wonder Guard it forces a lot of switches, (AC) as many foes don't doesn't carry coverage to hit it with, rendering them helpless. All is not well however, as coupled with Unfortunately, not only does Shedinja have a number of common weaknesses and a pathetic 1 HP that can't even be invested, but it is also in Shedinja is weak to all the entry hazards, meaning. So weak that it cannot even get in if they're on the field. So Therefore, in order for Shedinja to be to use Shedinja effectively, (AC) it needs support in the form of Pokemon that resist its weaknesses, status absorbers, (AC) and hazards control in some from, that being whether that be Magic Bounce, (AC) and/or Rapid Spin/, (AC) Defog, or any combination of the three.

Pivot
########
name: Pivot
move 1: Baton Pass
move 2: Will-O-Wisp
move 3: X-Scissor
move 4: Shadow Sneak
ability: Wonder Guard
item: Focus Sash
evs: 4 HP / 252 Atk (remove extra space here) / 252 Spe
nature: Adamant

Moves
========

Baton Pass is used as a pivoting move, letting you Shedinja grab a lot of momentum when used on something that doesn't carry coverage moves to hit Shedinja with, (AC) as they'll likely switch out from of it. Will-O-Wisp is used to cripple physical attackers on the switch to soften their attacks for the rest of the team. The STAB move of choice is X-Scissor, (AC) which is reliable and hits decently hard on anything when Shedinja can spare turns attacking. Coupled with Shadow Sneak, (AC) it can help out by revenge killing some weaker enemies foes for the team. If it's used, Protect allows for further scouting of the opposing team for moves that might hit Shedinja, increasing its longevity allowing it to last longer and help out even more.

Set Details
========

As Shedinja's defenses aren't possible to increase, all the EVs are they're all put into Attack and Speed, making the most of it. Focus Sash allows for Shedinja to take a second hit if needed, (AC) while Lum Berry helps lets Shedinja get hit by any one status move without fainting be a one-time status absorber..

Usage Tips
========

It's important to play conservatively with against Pokemon that might have a move that takes out hits Shedinja, such as like Sceptile or and Vileplume. If possible, (AC) scout which coverage moves they the foe is running if you need it for them. However, neither of them like switching in on Shedinja, (AC) however so that can be to your used to its advantage. While Baton Pass should be mainly used to grab momentum mostly, it's good idea to use Will-O-Wisp on a the predicted switch in if it's the foe switching in is hindered by a burn. Always look out for Pokemon that might carry Toxic or Knock Off as a filler move. (<-- such as?) Strive to keep the sash on Shedinja Shedinja's Focus Sash intact for as long as possible, but if you it can grab an important KO or burn a dangerous threat, (AC) it can be worth to waste the sash its Focus Sash to get it do so. Using X-Scissor on a predicted switch instead of over Baton Pass is a decent option if Shedinja can OHKO or 2HKO key threats to your team when combined with Shadow Sneak. However, misjudging this means Shedinja need its team your team will to take more damage, (AC) however so it's not always the best option.


Team Options
========

Thanks to its ability Magic Bounce Xatu makes for a perfect partner, (AC) as it easily keeps the entry hazards, which are deadly for Shedinja, off the field that are so deadly to Shedinja. A different way to keep entry hazards off the field is through Rapid Spin/ or Defog support from Pokemon such as like Sandslash, Cryogonal, Pelipper, and or Swanna, (AC) as they remove the entry hazards, which that Shedinja fears. Other good partners are Rock- and Ground-types, such as like Rhydon and Golem, (AC) as their typing gives them many resistances to the attacks Shedinja fears while setting up Stealth Rock as well. In return, (AC) Shedinja can take on the Grass- (add hyphen) and Water-type moves aimed at them. Water-types also pair up nicely with Shedinja, resisting Fire-type moves for it while Shedinja can take on both their weaknesses. Seismitoad or Prinplup are two Pokemon whoich can also set up Stealth Rock for the team, while Pelipper can remove the entry hazards that Shedinja can't live with. Dark-types, such as like Liepard or and Pawniard, (AC) also makes for decent partners, (AC) as they can Pursuit trap and deal with Ghost-types as well as take some Dark-type moves aimed at Shedinja. Status absorbers, (AC) such as Gurdurr, (AC) are also helpful to take status moves like Toxic or Will-O-Wisp for Shedinja.

Other Options
########

It's possible to use Sucker Punch can be used over Shadow Sneak to hit a little bit harder but it's far less reliable and doesn't give that much extra power. A Swords Dance set without Baton Pass is usable but as Shedinja can't boost its Speed it's often not recommended. The option for Air Balloon can be used over Focus Sash exists since because it Air Balloon makes Shedinja immune to all entry hazards except Stealth Rock and puts less pressure on the hazard control, but is not often recommended as the extra hit Shedinja can take thanks to Focus Sash from sash is much more useful in most cases.

Checks & Counters
########

**Entry Hazards**: Shedinja is hit by all the entry hazards in the game and can't switch in if any of them are upis present. Setting them up is a very easy way to prevent Shedinja from doing anything at all. Rhydon is one such hazards setter who which also like to carryies Rock Blast, (AC) which bypasses Shedinja's Focus Sash.

**Status Moves**: Due to Shedinja's unique Hitpoint HP stat, Toxic and Will-O-Wisp are both effective ways to take it out if it doesn't carry a Lum Berry.

**Ferroseed**: (add space) Ferroseed can switch in and set up Spikes without fearing anything but a burn, (RC) while also threathening Shedinja with Iron Barbs if it attacks as well as and Leech Seed to take it out. Ferroseed can also set up Stealth Rock and/or or Spikes to stop Shedinja from switching in.. (remove period)

**Pyroar**: With an immuneity to Will-O-Wisp, and Shadow Sneak and a resistance to X-Scissor, (AC) makes Pyroar is almost always able to switch in on Shedinja with very little fear and then proceed to use a super effective STAB Fire-type move, either KOing Shedinja or hitting the switch in a teammate for damage. However, Pyroar will take quite a bit of damage if both Stealth Rock and Spikes does take quite a bit from it however up.

**Coverage Moves**: Anything with a super effective move, (AC) such as Knock Off, Hidden Power Rock, and Hidden Power /Fire, (AC) is a decent check to Shedinja. Pokemon such as Hariyama, Lilligant and Audino that Shedinja could otherwise deal with, such as Hariyama, Lilligant, and Audino, get have a way past it with these moves their coverage moves. (I really don't know what to call this)

**Passive Damage**: Sandstorm, hail, and Leech Seed all bypass anything Shedinja can use to protect itself from damage and prevent it from even being able to switch in. Rocky Helmet does this too, but it only stops Shedinja from attacking; it Shedinja can still spread burns. Garbodor, Granbull, and Xatu are some examples Pokemon that commonly run this Rocky Helmet. (<-- I'm assuming Rocky Helmet is what you were talking about..)
 

Quite Quiet

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I changed most of that but two things:

Should it be investment or investment in? Concerning
a pathetic 1 HP that can't even be invested, but it is also
And the point about about being able to ohko/2hko things on the switch didn't mean just key threats to the team, so wording it like that feels off..
 

Weebl

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Alright then, I assumed that's what you were talking about (key threats). In that case, say "if Shedinja can OHKO or 2HKO the switch-in." It should also be "invested in;" that was an oversight on my part.
 

antemortem

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amcheck

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Overview
########

Shedinja has an amazing ability in Wonder Guard that leaves it immune to anything it isn't weak to all but its weaknesses, giving it loads of switch-in opportunities in NU against some very threatening Pokemon on various threats in NU, such as Feraligatr, Kangaskhan, Klinklang, and Ludicolo. It also has a decent Attack stat,(AC) backed by STAB priority in Shadow Sneak to somewhat make up for its lack of Speed. Thanks to Wonder Guard,(AC) it forces a lot of switches, as many foes don't carry coverage to hit it with Shedinja, rendering them helpless. Unfortunately, not only does Shedinja have a number of common weaknesses and a pathetic 1 HP that can't even be invested in, but it is also weak to all entry hazards, meaning that it cannot even get in survive if they're on the field. Therefore, in order for Shedinja to be effective, it needs support in the form of Pokemon that resist its weaknesses, status absorbers, and entry hazard control in some form, whether that be through Magic Bounce, Rapid Spin, Defog, or any combination of the three.

Pivot
########
name: Pivot
move 1: Baton Pass
move 2: Will-o-Wisp
move 3: X-Scissor
move 4: Shadow Sneak
ability: Wonder Guard
item: Focus Sash
evs: 4 HP / 252 Atk / 252 Spe
nature: Adamant

Moves
========

Baton Pass is used as a pivoting move, letting Shedinja grab a lot of momentum when used on something that doesn't carry coverage moves to hit Shedinja with, as they'll likely switch out of it on the same turn. Will-O-Wisp is used to cripple physical attackers on the switch to soften their attacks for the rest of the team. The STAB move of choice is X-Scissor, which is reliable and hits decently hard on anything when Shedinja can spare turns attacking. Coupled with Shadow Sneak, it Shedinja can help out by revenge killing some weaker foes for the team. If it's used, Protect allows for further scouting for moves that might hit Shedinja, increasing its longevity.

Set Details
========

As Shedinja's defenses aren't impossible to increase, all the EVs are put into Attack and Speed, making the most of it. Focus Sash allows Shedinja to take a second hit if needed, while Lum Berry lets Shedinja be act as a one-time status absorber.

Usage Tips
========

It's important to play conservatively against Pokemon that might have a move that hits Shedinja, such as Sceptile or Vileplume. If possible, scout which coverage moves the foe is running.(add space)However, neither of them like switching in on Shedinja, so that can be used to its advantage. While Baton Pass should mainly be used to grab momentum, it's a good idea to use Will-O-Wisp on a predicted switch if the foe switching in is could be hindered by a burn. Always look out for Pokemon that might carry Toxic or Knock Off as a filler move such as like Sandslash. Strive to keep Shedinja's Focus Sash intact for as long as possible, but if it can grab an important KO or burn a dangerous threat, it can be worth it to waste its Focus Sash to do so. Using X-Scissor instead of Baton Pass on a predicted switch instead of Baton Pass is a decent option if Shedinja can OHKO or 2HKO when combined with Shadow Sneak. However, misjudging this means you're more likely to lose Shedinja team will take more damage, so it's not always the best option.


Team Options
========

Thanks to its ability,(AC) Magic Bounce,(AC) Xatu makes for a perfect partner, as it easily keeps entry hazards, which are deadly for Shedinja, off the field. A different way to keep entry hazards off the field is through Rapid Spin,(RC) or Defog support from Pokemon such as Sandslash, Cryogonal, Pelipper, and Swanna, as they remove entry hazards, which Shedinja fears. (You already specify this) Other good partners are Rock- and Ground-types, such as Rhydon and Golem, as their typing gives them many resistances to the attacks Shedinja fears while also setting up Stealth Rock as well. In return, Shedinja can take on their Grass- and Water-type moves weaknesses aimed at them. Water-types also pair up nicely with Shedinja, resisting Fire-type moves for it while Shedinja can take on both their weaknesses. Seismitoad or Prinplup are two Pokemon which can also set up Stealth Rock for the team, while Pelipper can remove entry hazards that Shedinja can't live with. Dark-types, such as Liepard and Pawniard, also make for decent partners, as they can Pursuit trap and deal with Ghost-types as well as take some Dark-type moves aimed at Shedinja. Status absorbers, such as Gurdurr, are also helpful to take Toxic or Will-O-Wisp for Shedinja.

Other Options
########

Sucker Punch can be used over Shadow Sneak to hit a little bit harder,(AC) but is far less reliable and doesn't give have that much extra power provided to Shadow Sneak by STAB. A Swords Dance set without Baton Pass is usable but,(AC) as Shedinja can't boost its Speed,(AC) it's often not recommended. Air Balloon can be used over Focus Sash because it makes Shedinja immune to all entry hazards except Stealth Rock and puts less pressure on the hazard control, but is not often recommended,(AC) as the extra hit Shedinja can take thanks to Focus Sash is much more useful in most cases.

Checks & Counters
########

**Entry Hazards**: Shedinja is hit by all entry hazards and can't switch in if any of them are up. Setting them up is a very easy way to prevent Shedinja from doing anything at all. Rhydon is one such hazard setter which that also carries Rock Blast, which bypasses Shedinja's Focus Sash.

**Status Moves**: Due to Shedinja's unique HP stat, Toxic and Will-O-Wisp are both effective ways to take it out if it doesn't carry a Lum Berry.

**Ferroseed**: Ferroseed can switch in and set up Spikes without fearing anything but a burn while also threatening Shedinja with Iron Barbs if it attacks and Leech Seed to take it out. Ferroseed can also set up Stealth Rock or Spikes to stop Shedinja from switching in.

**Pyroar**: With an immunity to Will-O-Wisp and Shadow Sneak and a resistance to X-Scissor, Pyroar is almost always able to switch in on Shedinja with very little fear and proceed to use a super effective STAB Fire-type move, either KOing Shedinja or hitting a teammate for substantial damage (if it wasn't substantial you wouldn't be mentioning it and just saying "damage" lacks description). However, Pyroar will take quite a bit of damage if both Stealth Rock and Spikes are up. (I don't think this is relevant)

**Coverage Moves**: Anything with a super effective move, such as Knock Off, Hidden Power Rock, and Hidden Power Fire,(AC) is a decent check to Shedinja. Pokemon that Shedinja could otherwise deal with, such as Hariyama, Lilligant, and Audino, have a way past it with their coverage moves.

**Passive Damage**: Sandstorm, hail, and Leech Seed all bypass anything Shedinja can use to protect itself from damage and prevent it from even being able to switch in. Rocky Helmet does this,(AC) too, but it only stops Shedinja from attacking; Shedinja can still spread burns. Garbodor, Granbull, and Xatu are some Pokemon that commonly run Rocky Helmet.
 

Quite Quiet

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I added most of that. The things I'm questioning is

A different way to keep entry hazards off the field is through Rapid Spin, or Defog support from Pokemon such as Sandslash, Cryogonal, Pelipper, and Swanna, as they remove entry hazards, which Shedinja fears. (You already specify this)
I never said how any of them helped Shedinja, unless name dropping Rapid Spin is enough. I'm fine with the point about Shedinja disliking hazards though.

In return, Shedinja can take on their Grass- and Water-type weaknesses vs In return, Shedinja can take on the Grass- and Water-type moves aimed at them
It doesn't take on Pokemon, just individual moves so I'm wondering how exactly people should know that reading just "weaknesses".

Sucker Punch can be used over Shadow Sneak to hit a little bit harder,but is far less reliable and doesn't have that extra power provided to Shadow Sneak by STAB
This what you wanted me to change it to, but this is factually incorrect since STAB Shadow Sneak is still weaker than Sucker Punch. The sentence also say Sucker Punch is harder then right after tells them Shadow Sneak has more power. I added the comma but not the rest.

However, Pyroar will take quite a bit of damage if both Stealth Rock and Spikes are up. (I don't think this is relevant)
It's relevant because it can't do it forever when it can at most do it four times, less with rocks. If that's not enough to be relevant...
 

tehy

Banned deucer.
Edit: here's just some suggestions and calcs to support them.

Note that ditto has 299 max hp.

252+ Atk Shedinja Shadow Sneak vs. 0 HP / 0 Def Shedinja: 210-248 (21000 - 24800%) -- guaranteed OHKO
(210, 212, 216, 218, 218, 222, 224, 228, 230, 234, 234, 236, 240, 242, 246, 248)

Against 0 Defense IV, -defense nature.

252+ Atk Shedinja Shadow Sneak vs. 0 HP / 0- Def Shedinja: 308-366 (30800 - 36600%) -- guaranteed OHKO
(308, 312, 318, 320, 324, 326, 332, 336, 338, 342, 344, 350, 354, 356, 360, 366)

So yeah, this is basically a fucked situation and very unlikely. That said, may as well come prepared.

With that said you could also use a 0 SpD IV in case of transformation, but that's really unlikely to matter, so w/e on that.

Also: vileplume doesn't mind switching in.

252+ Atk Shedinja X-Scissor vs. 112 HP / 0 Def Vileplume: 127-151 (39.8 - 47.3%) -- guaranteed 3HKO
(127, 129, 130, 132, 133, 135, 136, 138, 139, 141, 142, 144, 145, 147, 148, 151)

That's offensive plume, which always carries synthesis. Plus, effect spore, so even if you burn it have fun x scissoring it.
 
Last edited:
ok doing shortly

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comments

Overview
########

Shedinja has an amazing ability in Wonder Guard that leaves it immune to anything it isn't weak to, giving it loads of switch-in opportunities in NU against some very threatening Pokemon, such as Feraligatr, Kangaskhan, Klinklang, and Ludicolo. It also has a decent Attack stat backed by STAB priority in Shadow Sneak to somewhat make up for its lack of Speed. Thanks to Wonder Guard it forces a lot of switches, as many foes don't carry coverage to hit it with, rendering them helpless. Unfortunately, not only does Shedinja have a number of common weaknesses and a pathetic 1 HP that can't even be invested in, but it is also weak to all entry hazards, meaning that it cannot even get in if they're on the field. Therefore, in order for Shedinja to be effective, it needs support in the form of Pokemon that resist its weaknesses, status absorbers, and hazard control in some from, whether that be Magic Bounce, Rapid Spin, Defog, or any combination of the three.

Pivot
########
name: Pivot
move 1: Baton Pass
move 2: Will-O-Wisp
move 3: X-Scissor
move 4: Shadow Sneak
ability: Wonder Guard
item: Focus Sash
evs: 4 HP / 252 Atk / 252 Spe
nature: Adamant

Moves
========

Baton Pass is used as a pivoting move, letting Shedinja grab a lot of momentum when used against something that doesn't carry coverage moves to hit Shedinja with, as they'll likely switch out of it. Will-O-Wisp is used to cripple physical attackers on the switch to soften their attacks for the rest of the team. The Bug-type STAB move of choice is X-Scissor, which is reliable and hits decently hard on anything when Shedinja can spare turns attacking. Coupled with Shadow Sneak, it can help out by revenge killing some weaker foes for the team. If it's used, Protect allows for further scouting for moves that might hit Shedinja, increasing its longevity.

Set Details
========

As Shedinja's defenses aren't possible to increase, all of the EVs are put into Attack and Speed, making the most of it (of what?). Focus Sash allows Shedinja to take a second hit if needed, while Lum Berry lets Shedinja be a one-time status absorber.

Usage Tips
========

It's important to play conservatively against Pokemon that might have a move that hits Shedinja, such as Sceptile or Vileplume. If possible, scout which coverage moves the foe is running. (add space) However, neither of them like switching in on Shedinja, so that can be used to its advantage. While Baton Pass should mainly be used to grab momentum, it's a good idea to use Will-O-Wisp on a predicted switch if the foe could be hindered by a burn. Always look out for Pokemon that might carry Toxic or Knock Off as a filler move like Sandslash and Seismitoad. Strive to keep Shedinja's Focus Sash intact for as long as possible, but if it can grab an important KO or burn a dangerous threat, it can be worth it to waste its Focus Sash to do so. Using X-Scissor instead of Baton Pass on a predicted switch is a decent option if Shedinja can OHKO or 2HKO the switch-in when combined with Shadow Sneak. However, misjudging this means your team will have to take more damage, so it's not always the best option.


Team Options
========

Thanks to its ability, Magic Bounce, Xatu makes for a perfect partner, as it easily keeps entry hazards, which are deadly for Shedinja, off the field. A different way to keep entry hazards off the field is to remove them through Rapid Spin or Defog support from Pokemon such as Sandslash, Cryogonal, Pelipper, and Swanna, as they remove entry hazards. Other good partners are Rock- and Ground-types, such as Rhydon and Golem, as their typing gives them many resistances to the attacks Shedinja fears, and they can also set up Stealth Rock. In return, Shedinja can take on the Grass- and Water-type moves aimed at them. Water-types also pair up nicely with Shedinja, resisting Fire-type moves for it while Shedinja can cover both of their weaknesses. Seismitoad and Prinplup can also set up Stealth Rock for the team, while Pelipper can remove entry hazards that Shedinja can't live with. Dark-types, such as Liepard and Pawniard, also make for decent partners, as they can Pursuit trap and deal with Ghost-types as well as take some Dark-type moves aimed at Shedinja. Status absorbers, such as Gurdurr, are also helpful to take Toxic or Will-O-Wisp for Shedinja.

Other Options
########

Sucker Punch can be used over Shadow Sneak to hit a little bit harder, but it is far less reliable and doesn't have that much extra power. A Swords Dance set without Baton Pass is usable but, (you might want to move this comma so that it's after "usable", up to you though) as Shedinja can't boost its Speed, it's often not recommended. Air Balloon can be used over Focus Sash because it makes Shedinja immune to all entry hazards except Stealth Rock and puts less pressure on the hazard control, but it is not as reliable, as the extra hit Shedinja can take thanks to Focus Sash is much more useful in most cases.

Checks & Counters
########

**Entry Hazards**: Shedinja is hit by all entry hazards and can't switch in if any of them other than Sticky Web are up. Setting them up is a very easy way to prevent Shedinja from doing anything at all. Rhydon is one such hazard setter that also carries Rock Blast, which bypasses Shedinja's Focus Sash.

**Status Moves**: Due to Shedinja's unique HP stat, Toxic and Will-O-Wisp are both effective ways to take it out if it doesn't carry a Lum Berry.

**Ferroseed**: Ferroseed can switch in and set up Spikes without fearing anything but a burn while also threatening Shedinja with Iron Barbs if it attacks and Leech Seed to take it out. Ferroseed can also set up Stealth Rock or Spikes to stop Shedinja from switching in.

**Pyroar**: With an immunity to Will-O-Wisp and Shadow Sneak and a resistance to X-Scissor, Pyroar is almost always able to switch in on Shedinja with very little fear and proceed to use a super effective STAB Fire-type move, either KOing Shedinja or hitting a teammate for substantial damage. However, Pyroar will take quite a bit of damage switching in if both Stealth Rock and Spikes are up.

**Coverage Moves**: Anything with a super effective move, such as Knock Off, Hidden Power Rock, or Hidden Power Fire, is a decent check to Shedinja. Pokemon that Shedinja could otherwise deal with, such as Hariyama, Lilligant, and Audino, have a way past it with their coverage moves.

**Passive Damage**: Sandstorm, hail, and Leech Seed all bypass anything Shedinja can use to protect itself from damage and prevent it from even being able to switch in. Rocky Helmet does this, too, but it only stops Shedinja from attacking; Shedinja can still spread burns. Garbodor, Granbull, and Xatu are some Pokemon that commonly run Rocky Helmet.


GP 1/2 Quite Quiet
 
Last edited:

Quite Quiet

why fall in love when you can fall asleep
is a Site Content Manageris a Member of Senior Staffis a Community Contributoris a Tiering Contributoris a Contributor to Smogonis a Top Smogon Media Contributoris a Top Dedicated Tournament Hostis a Tournament Director Alumnusis a Battle Simulator Moderator Alumnus
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Implemented

I can't believe I forgot Sticky Web when writing this, I think I've been staring myself blind on the other normal hazards >.>
 

tehy

Banned deucer.
And now for my amcheck

Read comments and above post @quitequiet

Rocky helmet xatu sounds like sheddy's nightmare; can only bp or it dies, but often no hazards to abuse with bp while xatu can 'lay' hazards.

Edit: Sorry to bother you (and in you, the qc team), Raseri, but please help me out here (vis a vis comments and above post).
Comments:

In the overview, kind of a handful to edit so sorry. That said, your explanation does kind of a bad job explaining the whole '1 hp residual death' thing.

Protect is a moves mention, so it needs to be introduced as such.

Shedinja's defenses can be increased, it just wont do jack shit.

The bit about neither liking to switch in on you...wut? You mean like, if they come in, they have hp fire? Or just that you can smack them with xscissor? Regardless, vileplume doesn't mind as above and the sentence is really stupid.

Toxic or knock off are staple moves on those mons.

Team options:some more relevant info, yw

Overview
########

Shedinja has an amazing ability in Wonder Guard that leaves it immune to anything it isn't weak to, giving it loads of switch-in opportunities in NU against some very threatening Pokemon, such as Feraligatr, Kangaskhan, Klinklang, and Ludicolo. It also has a decent Attack stat backed by STAB priority in Shadow Sneak to somewhat make up for its lack of Speed. Thanks to Wonder Guard it forces a lot of switches, as many foes don't carry coverage to hit it with, rendering them helpless. Unfortunately, not only does Shedinja have a number of common weaknesses, andbut aits pathetic 1 HP that can'not bev increnased bey investmed int, but meanitng isany alsform weak tof residuall damagentry, such azs stardtus, mSteaning lthat itRock, cannotd Spikevens, get iknocks if they're on uthe fienstantldy. Therefore, in order for Shedinja to be effective, it needs support in the form of Pokemon that resist its weaknesses, status absorbers, and hazard control in some forom, whether that be Magic Bounce, Rapid Spin, Defog, or any combination of the three.

Pivot
########
name: Pivot
move 1: Baton Pass
move 2: Will-O-Wisp
move 3: X-Scissor
move 4: Shadow Sneak
ability: Wonder Guard
item: Focus Sash
evs: 4 HP / 252 Atk / 252 Spe
nature: Adamant

Moves
========

Baton Pass is used as a pivoting move, letting Shedinja grab a lot of momentum when used against something that doescan't carry coverage moves to hit Shedinja with, as they'll likely switch out of it. Will-O-Wisp is used to cripple physical attackers on the switch to soften their attacks for the rest of the team. The Bug-type STAB move of choice is X-Scissor, which is a reliable STAB and hits decently hard when Shedinja can spare turns attacking. Coupled with Shadow Sneak, it can help out by revenge killing some weaker foes for the team. If iProt'sect can be used, Prtotect allows for further scouting for moves that might hit Shedinja, increasing its longevity.

Set Details
========

As Shedinja's defenses are irrelevan't possibldue to increatse 1 HP, so all of the EVs are put into Attack and Speed to be of the most use. Focus Sash allows Shedinja to take a second hit if needed, while Lum Berry lets Shedinja be a one-time status absorber.

Usage Tips
========

It's important to play conservatively against Pokemon that might have a move that hits Shedinja, such as Sceptile or Vileplume.; Iif possible, scout which coverage moves the foe is running. However, neither of them like switching in on Shedinja, so that can be used to its advantage. While Baton Pass should mainly be used to grab momentum, it's a good idea to use Will-O-Wisp on a predicted switch if the foe could be hindered by a burn. Always look out for Pokemon that might carry Toxic or Knock Off as a filler move like Sandslash and Seismitoad. Strive to keep Shedinja's Focus Sash intact for as long as possible, but if it can grab an important KO or burn a dangerous threat, it can be worth it to waste its Focus Sash to do so. Using X-Scissor instead of Baton Pass on a predicted switch is a decent option if Shedinja can score an OHKO or 2HKO the switch-in when combined with Shadow Sneak. However, misjudging this means your team will have to take more damage, so it's not always the best option.


Team Options
========

Thanks to its ability, Magic Bounce, Xatu makes for a perfect partner, as it easily keeps entry hazards, which are deadly for Shedinja, off the field, and can switch into status with ease. A different way to keep entry hazards off the field is to remove them through Rapid Spin or Defog support from Pokemon such as Sandslash, Cryogonal, Pelipper, and Swanna. Other good partners are Rock- and Ground-types, such as Rhydon and Golem, as their typing gives them many resistances to the attacks Shedinja fears, and they can also set up Stealth Rock. In return, Shedinja can take the Grass-, Ice-, and Water-type moves aimed at them. Water-types also pair up nicely with Shedinja, resisting Fire-type moves for it while Shedinja can cover both of their weaknesses. Seismitoad and Prinplup can also set up Stealth Rock for the team, while Pelipper can remove entry hazards that Shedinja can't live with. Dark-types, such as Liepard and Pawniard, also make for decent partners, as they can Pursuit trap and deal with Ghost-types, as well as take some Dark-type moves aimed at Shedinja. Status absorbers, such as Gurdurr, are also helpful to take Toxic or Will-O-Wisp for Shedinja.

Other Options
########

Sucker Punch can be used over Shadow Sneak to hit a little bit harder, but it is far less reliable and doesn't have that much extra power. A Swords Dance set without Baton Pass is usable, but as Shedinja can't boost its Speed, it's often not recommended. Air Balloon can be used over Focus Sash because it makes Shedinja immune to all entry hazards except Stealth Rock and puts less pressure on theyour hazard control, but it is not as reliable, as the extra hit Shedinja can take thanks to Focus Sash is much more useful in most cases.

Checks & Counters
########

**Entry Hazards**: Shedinja is hit by all entry hazards and can't switch in if any of them other than Sticky Web are up., so Ssetting them up is a very easy way to prevent Shedinja from doing anything at all. Rhydon is one such hazard setter that also carries Rock Blast, which bypasses Shedinja's Focus Sash.

**Status Moves**: Due to Shedinja's unique HP stat, Toxic and Will-O-Wisp are both effective ways to take it out if it doesn't carry a Lum Berry.

**Ferroseed**: Ferroseed can switch in and set up Spikes without fearing anything but a burn while also threatening Shedinja with Iron Barbs if it attacks and Leech Seed to take it out. Ferroseed can also set up Stealth Rock or Spikes to stop Shedinja from switching in.

**Pyroar**: With an immunity to Will-O-Wisp and Shadow Sneak and a resistance to X-Scissor, Pyroar is almost always able to switch in on Shedinja with very little fear and proceed to use a super effective STAB Fire-type move, either KOing Shedinja or hitting a teammate for substantial damage. However, Pyroar will take quite a bit of damage switching in if both Stealth Rock and Spikes are up.

**Coverage Moves**: Anything with a super effective move, such as Knock Off, Hidden Power Rock, and Hidden Power Fire, is a decent check to Shedinja. Pokemon that Shedinja could otherwise deal with, such as Hariyama, Lilligant, and Audino, have a way past it with their coverage moves.

**Passive Damage**: Sandstorm, hail, and Leech Seed all bypass anything Shedinja can use to protect itself from damage and prevent it from even being able to switch in. Rocky Helmet does this, too, but it only stops Shedinja from attacking;, Sthoughedinja can sotill from spreading burns.; Garbodor, Granbull, and Xatu are some Pokemon that commonly run Rocky Helmet.
 
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Quite Quiet

why fall in love when you can fall asleep
is a Site Content Manageris a Member of Senior Staffis a Community Contributoris a Tiering Contributoris a Contributor to Smogonis a Top Smogon Media Contributoris a Top Dedicated Tournament Hostis a Tournament Director Alumnusis a Battle Simulator Moderator Alumnus
TFP Leader
I made some of those changes, except those places that looked like
weaknesses, andbut aits pathetic 1 HP that can'not bev increnased bey investmed int, but meanitng isany alsform weak tof residuall damagentry, such azs stardtus, mSteaning lthat itRock, cannotd Spikevens, get iknocks if they're on uthe fienstantldy.
because frankly if I'm supposed to implement that at least go through the effort of making it readable...
 

tehy

Banned deucer.
If you want a c/p

Overview
########

Shedinja has an amazing ability in Wonder Guard that leaves it immune to anything it isn't weak to, giving it loads of switch-in opportunities against some very threatening Pokemon, such as Feraligatr, Kangaskhan, Klinklang, and Ludicolo. It also has a decent Attack stat backed by STAB priority in Shadow Sneak to somewhat make up for its lack of Speed. Thanks to Wonder Guard it forces a lot of switches, as many foes don't carry coverage to hit it with, rendering them helpless. Unfortunately, not only does Shedinja have a number of common weaknesses, but its pathetic 1 HP cannot be increased by investment, meaning any form of residual damage, such as status, Stealth Rock, and Spikes, knocks it out instantly. Therefore, in order for Shedinja to be effective, it needs support in the form of Pokemon that resist its weaknesses, status absorbers, and hazard control in some form, whether that be Magic Bounce, Rapid Spin, Defog, or any combination of the three.

Pivot
########
name: Pivot
move 1: Baton Pass
move 2: Will-O-Wisp
move 3: X-Scissor
move 4: Shadow Sneak
ability: Wonder Guard
item: Focus Sash
evs: 4 HP / 252 Atk / 252 Spe
nature: Adamant

Moves
========

Baton Pass is used as a pivoting move, letting Shedinja grab a lot of momentum when used against something that can't hit Shedinja, as they'll likely switch out of it. Will-O-Wisp is used to cripple physical attackers on the switch to soften their attacks for the rest of the team. X-Scissor is a reliable STAB and hits decently hard when Shedinja can spare turns attacking. Coupled with Shadow Sneak, it can help out by revenge killing some weaker foes for the team. Protect can be used to allow for further scouting for moves that might hit Shedinja, increasing its longevity.

Set Details
========

Shedinja's defenses are irrelevant due to its 1 HP, so all of the EVs are put into Attack and Speed to be of the most use. Focus Sash allows Shedinja to take a second hit if needed, while Lum Berry lets Shedinja be a one-time status absorber.

Usage Tips
========

It's important to play conservatively against Pokemon that might have a move that hits Shedinja, such as Sceptile or Vileplume; if possible, scout which coverage moves the foe is running. While Baton Pass should mainly be used to grab momentum, it's a good idea to use Will-O-Wisp on a predicted switch if the foe could be hindered by a burn. Always look out for Pokemon that might carry Toxic or Knock Off as a filler move like Sandslash and Seismitoad. Strive to keep Shedinja's Focus Sash intact for as long as possible, but if it can grab an important KO or burn a dangerous threat, it can be worth it to waste its Focus Sash to do so. Using X-Scissor instead of Baton Pass on a predicted switch is a decent option if Shedinja can score an OHKO or 2HKO the switch-in when combined with Shadow Sneak. However, misjudging this means your team will have to take more damage, so it's not always the best option.


Team Options
========

Thanks to its ability, Magic Bounce, Xatu makes for a perfect partner, as it easily keeps entry hazards, which are deadly for Shedinja, off the field, and can switch into status with ease. A different way to keep entry hazards off the field is to remove them through Rapid Spin or Defog support from Pokemon such as Sandslash, Cryogonal, Pelipper, and Swanna. Other good partners are Rock- and Ground-types, such as Rhydon and Golem, as their typing gives them many resistances to the attacks Shedinja fears, and they can also set up Stealth Rock. In return, Shedinja can take the Grass-, Ice-, and Water-type moves aimed at them. Water-types also pair up nicely with Shedinja, resisting Fire-type moves for it while Shedinja can cover both of their weaknesses. Seismitoad and Prinplup can also set up Stealth Rock for the team, while Pelipper can remove entry hazards that Shedinja can't live with. Dark-types, such as Liepard and Pawniard, also make for decent partners, as they can Pursuit trap and deal with Ghost-types, as well as take some Dark-type moves aimed at Shedinja. Status absorbers, such as Gurdurr, are also helpful to take Toxic or Will-O-Wisp for Shedinja.

Other Options
########

Sucker Punch can be used over Shadow Sneak to hit a little bit harder, but it is far less reliable and doesn't have that much extra power. A Swords Dance set without Baton Pass is usable, but as Shedinja can't boost its Speed, it's often not recommended. Air Balloon can be used over Focus Sash because it makes Shedinja immune to all entry hazards except Stealth Rock and puts less pressure on your hazard control, but it is not as reliable, as the extra hit Shedinja can take thanks to Focus Sash is much more useful in most cases.

Checks & Counters
########

**Entry Hazards**: Shedinja is hit by all entry hazards and can't switch in if any of them other than Sticky Web are up, so setting them up is a very easy way to prevent Shedinja from doing anything at all. Rhydon is one such hazard setter that also carries Rock Blast, which bypasses Shedinja's Focus Sash.

**Status Moves**: Due to Shedinja's unique HP stat, Toxic and Will-O-Wisp are both effective ways to take it out if it doesn't carry a Lum Berry.

**Ferroseed**: Ferroseed can switch in and set up Spikes without fearing anything but a burn while also threatening Shedinja with Iron Barbs if it attacks and Leech Seed to take it out. Ferroseed can also set up Stealth Rock or Spikes to stop Shedinja from switching in.

**Pyroar**: With an immunity to Will-O-Wisp and Shadow Sneak and a resistance to X-Scissor, Pyroar is able to switch in on Shedinja with very little fear and proceed to use a super effective STAB Fire-type move, either KOing Shedinja or hitting a teammate for substantial damage. However, Pyroar will take quite a bit of damage switching in if both Stealth Rock and Spikes are up.

**Coverage Moves**: Anything with a super effective move, such as Knock Off, Hidden Power Rock, and Hidden Power Fire, is a decent check to Shedinja. Pokemon that Shedinja could otherwise deal with, such as Hariyama, Lilligant, and Audino, have a way past it with their coverage moves.

**Passive Damage**: Sandstorm, hail, and Leech Seed all bypass anything Shedinja can use to protect itself from damage and prevent it from even being able to switch in. Rocky Helmet stops Shedinja from attacking, though not from spreading burns; Garbodor, Granbull, and Xatu are some Pokemon that commonly run Rocky Helmet.


Edit:

That said, so far you seem to be outright ignoring my subjective stuff, especially my above post. (When does seismitoad not have knock off or toxic? Really only rain sweeper, which is easy to spot)
 
Last edited:

Winry

Super Graduate-Level Napper
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Overview
########

Shedinja has an amazing ability in Wonder Guard that leaves it immune to anything it isn't weak to, giving it loads of switch-in opportunities against some very threatening Pokemon, (RC) such as Feraligatr, Kangaskhan, Klinklang, and Ludicolo. It also has a decent Attack stat backed by STAB priority in Shadow Sneak to somewhat make up for its lack of Speed. Thanks to Wonder Guard it, (AC) Shedinja forces a lot of switches, (RC) as because many foes don't carry coverage moves to hit it with, rendering them helpless. Unfortunately, not only does Shedinja have a number of common weaknesses and a pathetic 1 HP that can't even be invested in, but it is also weak to all entry hazards, meaning that it cannot even get switch in if they're on the field. Therefore, in order for Shedinja to be effective, it needs support in the form of Pokemon that resist its weaknesses, status absorbers, and hazard control in some from, whether that be Magic Bounce, Rapid Spin, Defog, or any combination of the three.

Pivot
########
name: Pivot
move 1: Baton Pass
move 2: Will-O-Wisp
move 3: X-Scissor
move 4: Shadow Sneak
ability: Wonder Guard
item: Focus Sash
evs: 4 HP / 252 Atk / 252 Spe
nature: Adamant

Moves
========
Baton Pass is used as a pivoting move, letting Shedinja grab a lot of momentum when used against something that doesn't carry coverage moves to hit Shedinja with. (period), as they'll likely switch out of it. Will-O-Wisp is used to cripple physical attackers on the switch and to soften their attacks for the rest of the team. The X-Scissor is the reliable Bug-type STAB move of choice, (AC) as it is X-Scissor, which is reliable and hits decently hard when Shedinja can spare turns attacking. Coupled with Shedinja can use Shadow Sneak, (RC) it can help out by to revenge kill killing some weaker foes for the team. If it's used. (period) Alternatively, Protect allows for further scouting for moves that might hit Shedinja, increasing its longevity. (I just replaced the "if it's used" part because it didn't seem like Shadow Sneak directly connected with Protect)

Set Details
========

As Shedinja's defenses aren't possible to increase, all of the EVs are put into Attack and Speed to be of most use. Focus Sash allows Shedinja to take a second hit if needed, while Lum Berry lets Shedinja be a one-time status absorber.

Usage Tips
========

It's important to play conservatively against Pokemon such as Sceptile or Vileplume that might have a move that hits Shedinja, (RC) such as Sceptile or Vileplume. If possible, scout which coverage moves the foe is running. However, neither of themboth Sceptile and Vileplume don't like switching in on Shedinja, so that which can be used to its your advantage. While Baton Pass should mainly be used to grab momentum, it's a good idea to use Will-O-Wisp on a predicted switch if the foe could be hindered by a burn. Always look out for Pokemon such as Sandslash and Seismitoad that might carry Toxic or Knock Off as a filler move like Sandslash and Seismitoad. Strive to keep Shedinja's Focus Sash intact for as long as possible, but if it can grab an important KO or burn a dangerous threat, it can be worth it to waste its Focus Sash to do so. Using X-Scissor instead of Baton Pass on a predicted switch is a decent option if Shedinja can OHKO or 2HKO the switch-in when combined with a combination of it and Shadow Sneak. However, misjudging this means that your team will have to take more damage, so it's not always the best option.


Team Options
========

Thanks to its ability, Magic Bounce, Xatu makes for a perfect partner, as it easily keeps entry hazards, (RC) which are deadly for Shedinja, (RC)(this was already stated) off the field and can switch into status with ease. A different way to keep Entry hazards can also be kept off the field with is to remove them through Rapid Spin or Defog support from Pokemon such as Sandslash, Cryogonal, Pelipper, and Swanna. Other good partners are Rock- and Ground-types, such as Rhydon and Golem, respectively, (AC) as their typing gives them many resistances to the attacks Shedinja fears, (RC) and they can also set up Stealth Rock. In return, Shedinja can take the Grass- and Water-type moves aimed at them. Water-types also pair up nicely with Shedinja, as they resist resisting Fire-type moves for it while Shedinja can cover both of their weaknesses. Seismitoad and Prinplup can also set up Stealth Rock for the team, while Pelipper can remove entry hazards that which Shedinja can't live with. Dark-types, such as Liepard and Pawniard, also make for decent partners, as they can Pursuit trap and deal with Ghost-types, (AC) as well as take some Dark-type moves aimed at Shedinja. Status absorbers, (RC) such as Gurdurr, (RC) are also helpful to take Toxic or Will-O-Wisp for Shedinja.

Other Options
########

Sucker Punch can be used over Shadow Sneak to hit a little bit harder, but it is far less reliable and doesn't have that much extra power. A Swords Dance set without Baton Pass is usable, but as Shedinja can't boost its Speed, it's often not recommended. Air Balloon can be used over Focus Sash because it makes Shedinja immune to all entry hazards except Stealth Rock and puts less pressure on your hazard control, but it is not as reliable, (RC) as and the extra hit Shedinja can take thanks to Focus Sash is much more useful in most cases.

Checks &amp; Counters
########

**Entry Hazards**: Shedinja is hit by all entry hazards and can't switch in if any of them other than Sticky Web are up.; setting them up is a very easy way to prevent Shedinja from doing anything at all. In particular, (AC) Rhydon is one such entry hazard setter that also carries Rock Blast, which bypasses Shedinja's Focus Sash.

**Status Moves**: Due to Shedinja's unique HP stat, Toxic and Will-O-Wisp are both effective ways to take it out if it doesn't carry a Lum Berry.

**Ferroseed**: Ferroseed can switch in and set up Spikes without fearing anything but a burn while also threatening Shedinja with Iron Barbs if it attacks and Leech Seed to take it out. Ferroseed can also set up Stealth Rock or Spikes to stop Shedinja from switching in.

**Pyroar**: With an immunity to Will-O-Wisp and Shadow Sneak and a resistance to X-Scissor, Pyroar is able to switch in on Shedinja with very little fear and proceed to use a super effective STAB Fire-type move, either KOing Shedinja or hitting a teammate for substantial damage. However, Pyroar will take quite a bit of damage switching in if both Stealth Rock and Spikes are up.

**Coverage Moves**: Anything with a super effective move, (RC) such as Knock Off, Hidden Power Rock, and Hidden Power Fire, (RC) is a decent check to Shedinja. Pokemon that Shedinja could otherwise deal with, such as Hariyama, Lilligant, and Audino, have a way past it with their coverage moves.

**Passive Damage**: Sandstorm, hail, and Leech Seed all bypass anything Shedinja can use deal damage to protect itself from damage Shedinja and prevent it from even being able to switch in. Pokemon that carry Rocky Helmet such as Garbodor, Granbull, and Xatu all stop stops Shedinja from attacking, however, (AC) Shedinja can still spread burns. Garbodor, Granbull, and Xatu are some Pokemon that commonly run Rocky Helmet.


GP 2/2
 
Last edited:

Quite Quiet

why fall in love when you can fall asleep
is a Site Content Manageris a Member of Senior Staffis a Community Contributoris a Tiering Contributoris a Contributor to Smogonis a Top Smogon Media Contributoris a Top Dedicated Tournament Hostis a Tournament Director Alumnusis a Battle Simulator Moderator Alumnus
TFP Leader
Implemented Nicaea , although with one question.

What exactly do you mean with the respectively here? They are both Rock/Ground types but maybe that doesn't matter here?
Other good partners are Rock- and Ground-types, such as Rhydon and Golem, respectively, (AC) as their typing gives them many resistances
 

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