"Always at the back of our minds, but never on the field" Shedinja HP: 1 Atk: 90 Def: 45 SpA: 30 SpD: 30 Spe: 40 Ability: Wonder Guard: The Pokémon is only harmed by Super Effective damage, weather effects and condition effects. Moves (Move your mouse to reveal the content) Moves (open) Moves (close) Code: [B]Level-Up Moves[/B] Lv1 Scratch Lv1 Harden Lv5 Leech Life Lv9 Sand-Attack Lv14 Fury Swipes Lv19 Mind Reader Lv25 Spite Lv31 Confuse Ray Lv38 Shadow Sneak Lv45 Grudge Lv52 Heal Block Lv59 Shadow Ball [B]TM/HMs Learned[/B] TM01 Hone Claws TM06 Toxic TM10 Hidden Power TM11 Sunny Day TM15 Hyper Beam TM17 Protect TM19 Telekinesis TM21 Frustration TM22 Solar Beam TM27 Return TM28 Dig TM30 Shadow Ball TM32 Double Team TM37 Sandstorm TM40 Aerial Ace TM42 Facade TM44 Rest TM46 Thief TM48 Round TM54 False Swipe TM61 Will-o-wisp TM65 Shadow Claw TM68 Giga Impact TM70 Flash TM76 Struggle Bug TM81 X-Scissor TM85 Dream Eater TM87 Swagger TM90 Substitute HM01 Cut [B]Egg Moves[/B] Endure Faint Attack Gust Silver Wind Bug Buzz Night Slash Bug Bite Final Gambit [B]Gen IV Move Tutor[/B] Giga Drain Secret Power Sleep Talk Natural Gift Fury Cutter Sucker Punch Trick Snore Mud-slap String Shot GBU Doubles Sets Shedinja @ Focus Sash 252 Atk / 252 Spe Adamant Nature Ability: Wonder Guard - Shadow Sneak / Shadow Claw - X-Scissor - Sunny Day - Protect Wonder Guard, an ability unique to Shedinja, allows immunity to all attacks that aren't of the Flying, Fire, Ghost, Dark, or Rock type. Shedinja works well with Earthquake, Discharge, and Surf abusers because of said ability. Shedinja can disrupt Rain teams with Sunny Day, as most are unprepared against it. Shadow Sneak or Shadow Claw works for Shedinja's Ghost STAB. Shadow Sneak having priority, while Shadow Claw has more power. It's Bug / Ghost typing gives Shedinja powerful STAB's, but also brings about quite a few weaknesses. Focus Sash allows Shedinja to live through two hits. Shedinja loses to Hail and Sandstorm if it does not use Sunny Day, as well as abilities that sap health, Mold Breaker, and moves such as Leech Seed. The absence of entry hazards in Doubles makes it easier to use Shedinja. So Shedinja seems gimmicky at a glance but in my own experience it's destroyed Rain teams. Discuss!