Shedinja

Twix

jicama
is a Contributor Alumnus
QC: Raiza. / Anty / scorpdestroyer
GP: P Squared / Snobalt


[OVERVIEW]

Shedinja's ability, Wonder Guard, is like no other, allowing Shedinja to dodge every move that isn't super effective against it; the ability can be amazing late-game. Wonder Guard also grants Shedinja the ability to take on threats in the metagame such as Simipour, Raichu, Regice, Fraxure, Rotom-F, Poliwrath, and Stoutland lacking Pursuit or Crunch. Though Shedinja has many immunities, it's also weak to some of the most common types in the tier. Also, its abysmal HP stat will always stay at 1, no matter how much you invest in it, meaning that Shedinja is instantly KOed by the likes of entry hazards, Toxic, burn, Leech Seed, and weather conditions such as hail and sand.

Shedinja's stats might may not look that great, but it can make opponents think twice about going for a move, making it a game changer even when it's not currently battling. It is an effective pivot, seeing as it can only be hit by super effective moves, causing a foe to switch out and give you momentum with Baton Pass

Shedinja needs to be put on a balanced team that is built around it to function to the best of its ability. Offensive entry hazard removers don't have the bulk required to switch in and use Defog, and because there aren't good Magic Bounce users in PU, barring Natu, using Shedinja can become difficult when done incorrectly, especially in an entry hazard-based metagame.

[SET]
name: Offensive Pivot
move 1: Baton Pass
move 2: Protect / X-Scissor
move 3: Shadow Sneak
move 4: Will-O-Wisp
item: Focus Sash
ability: Wonder Guard
nature: Adamant
evs: 252 Atk / 4 SpD / 252 Spe

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

Baton Pass allows Shedinja to get momentum as your opponent either tries to switch in a Pokemon that can take out Shedinja or reveals an attack that can break its Focus Sash or a status move. Baton Pass can also be used to switch out of weather-inducing entry hazard setters such as Aurorus or Hippopotas before their weather can KO Shedinja. Protect allows Shedinja to scout the foe's moves and make a play accordingly. Protect can be a life saver against Pokemon with unexpected moves and can give you knowledge for the late-game. X-Scissor and Shadow Sneak are STAB moves that can deal some solid damage to opposing Pokemon. X-Scissor is used for dealing more damage, while Shadow Sneak is used to pick off weakened foes. Shadow Sneak can also be used to revenge kill Pokemon such as weakened Kadabra and and Mr. Mime. Will-O-Wisp is a solid move for spreading burns onto physical attackers or offering some chip damage against other Pokemon.

Set Details
========

Full investment in Speed and Attack allow Shedinja to hit as quickly and as hard as possible. Because Shedinja's maximum HP stat never changes, adding extra bulk will do nothing to help it survive hits. An Adamant nature is preferred over Jolly, as the extra Speed from Jolly doesn't let Shedinja outspeed any important threats.

Focus Sash is the best item for Shedinja, letting it survive any attacking move barring multi-hit moves.

Usage Tips
========

Do not be scared to sacrifice Shedinja to burn a threat to your team or gain momentum. Trying to conserve Shedinja and sacrificing one of your other Pokemon instead can come back to hurt you. If an opponent is lacking in ways to combat Shedinja, save it for the late-game. Do not switch in Shedinja when entry hazards are on your side of the field. Be wary of Pursuit trappers such as Pawniard and Dusknoir. Shedinja needs to be cautious to avoid residual damage. Shedinja needs to be alert when facing a potential Rock Blast user.

Usually, Shedinja should only use Will-O-Wisp or Baton Pass when it forces the foe to switch out. Shedinja should be used as a pivot or to check attackers that can't touch it. When you aren't sure what the opponent is going to use against Shedinja or when they make a strange switch, scout with Protect instead of hard switching.

Shedinja can lure in Dark-types and trade for its Focus Sash for a KO or switch to a teammate take them on. If Shedinja loses its Focus Sash, it can still be a huge game changer in the long run.

Team Options
========

Always pair Shedinja with Defog or Rapid Spin users, such as Togetic, Pelipper, Vullaby, Torkoal, and Armaldo. This allows Shedinja to switch into the field without worrying about entry hazards, which will instantly knock it out. Shedinja only fits well on balanced teams; it does not work effectively on offensive teams because it needs entry hazard removal support from a Pokemon that won't get taken out easily. Shedinja also needs Pokemon that can take status inflictions and moves that it is weak to. Natu can be a solid Magic Bounce user that can switch in on an entry hazard setup or status move and bounce it back.

Pokemon that can take a status move for Shedinja include Poliwrath, Machoke, Stoutland, and Ursaring. Poliwrath and Machoke can take a Knock Off or other Dark-type moves for Shedinja, as can Carracosta and Pelipper. Pokemon such as Ursaring, Machoke, Stoutland, Pawniard, and Mightyena can take on Ghost-types effectively and can help take out some of the biggest threats to Shedinja.

Shedinja likes having Water-types on its side to take on Rock- and Fire-types; some of the best options are Poliwrath, Pelipper, Carracosta, and Golduck. Rock-type Pokemon such as Probopass, Relicanth, Carracosta, Aurorus, and Carbink can assist in taking out Fire- and Flying-types. Ground-type Pokemon such as Piloswine, Torterra, and Golem can help take on Rock-type Pokemon as well as set up Stealth Rock.

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

Shedinja could run Toxic to break down walls that it has issues with, such as Lickilicky, Tangela, Piloswine, Pelipper, and Gourgeist. Shedinja could run a set with Swords Dance, X-Scissor, Shadow Sneak, and Shadow Claw or Protect; however, it is easily revenge killed and doesn't give Shedinja the same mobility as Baton Pass, which is illegal with Swords Dance. A Hone Claws + Baton Pass set can be used, but Shedinja can't afford to give up a moveslot for Hone Claws.

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

**Entry Hazard Setters**: Any Pokemon with access to Stealth Rock, Spikes, or Toxic Spikes is dangerous, as they can prevent Shedinja from switching in if they have set up entry hazards. This includes Pokemon such as Golem, Venipede, and Dwebble. Moreover, Golem, Dwebble, and Armaldo, can OHKO Shedinja with Rock Blast.

**Super Effective Coverage**:Shedinja's ability doesn't block Dark-, Fire-, Flying-, Ghost-, and Rock-type moves. These moves can either take Shedinja down to its Focus Sash or KO Shedinja if it has used its Focus Sash. These moves can be used by Pawniard, Mightyena, Ninetales, Dodrio, Jumpluff, Pelipper, Misdreavus, and Golem. Shedinja is not completely terrible against some of these Pokemon, as it can burn them or lure them. Some Fire- and Ghost-type Pokemon also have access to Will-O-Wisp and can be very scary against Shedinja.

**Residual Damage**: Sources of residual damage include entry hazards, poison, burn, Leech Seed, and damaging weather. Most walls, such as Lickilicky and Substitute Poliwrath, have Toxic, which you need Shedinja needs to be wary of. Also, be prepared to face Leech Seed from Grass-types such as Gourgeist or Roselia. Avoid staying in against Aurorus and Hippopotas, as they can KO Shedinja with their weather conditions. Also, be wary of Ghost- and Fire-types such as Gourgeist-Small, Gourgeist-Super, Misdreavus, and Torkoal.
 
Last edited:

Anty

let's drop
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This is looking pretty solid, but there shouldnt be an SD set due to two reasons; it isnt effective given the amount of pokes that can revenge kill, and it is technically illegal in game (however not implemented on PS!)

In the overview i think you can expand on some points, for example you say,.:
'Shedinja's only weaknesses are to Dark, Fire, Flying, Ghost, and Rock Type Moves, and the rest are resistances.'
You can expand on this point by saying stuff by possibly commenting on how common they are (which they all are common), as the overview shouldnt be things you can find out by looking at a dex, but rather things about shedinja and its effectiveness in regards to the PU metagame

BenOhver
 
This is looking pretty solid, but there shouldnt be an SD set due to two reasons; it isnt effective given the amount of pokes that can revenge kill, and it is technically illegal in game (however not implemented on PS!)
In past Gens, Shedinja would inherit any move that Ninjask could be learning when the evolution was completed. I'm unsure of this gen's mechanics, but it's still a possibility with transfers regardless, making SD Shedinja legitimate.
 

Raiza

is a Forum Moderator Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnusis a Two-Time Past SPL Championis a Past WCoP Championis a Former Old Generation Tournament Circuit Champion
World Defender
Overview
########
Mention that its ability actually allows Shedinja to be a decent check of common Pokemon such as Simipour and Poliwrath.
Mention Leech Seed too in the 4th point.
Mention that Shadow Sneak can make up for its mediocre speed.
Natu is actually not THAT bad along with Shedinja, so you might remove the last point.

Offensive Pivot
########
Slash Protect with X-Scissor
Moves
========
Shadow Sneak can also be used as a revenge killing tool against weakened foes.

Usage Tips
========
Mention that Shedinja should be used as a pivot, checking attackers that can't touch it, then spread burns or pivot out and give free switches to teammates
Bolding phrases isn't needed dw.
Mention that Shedinja should be wary of status moves, as well as weather and moves such as Leech Seed.
Mention that Will-O-Wisp should be used on a forced opponent switch, to cripple the switch, otherwise Shedinja would have to take an hit.
Mention that Baton Pass should be used on a forced opponent switch, otherwise a teammate would be constricted to tank an hit.
Mention that you should try to keep Focus Sash not broken, of course when the team has tanks or walls that can take hits for Shedinja.
Mention that Shedinja can also work as a sort of revenge killer against weakened foes, thanks to Shadow Sneak and its immunities.

Team Options
========
When you talk about fitting on offensive teams, the reason you listed isn't the only one, another reason is that Shedinja also needs teammates that can tank hits for it, and offensive teams cant afford that, while balanced ones usually carry tanks or bulkier Pokemon.
Mention Natu.
Specify that you're talking about Defog and Rapid Spin users when you mention entry hazard control.
Give some examples of Pokemon that can take Knock Off and status for Shedinja
Mention Pokemon that have a good typing synergy with Shedinja, such as Water-, Rock- and Ground-types. Make sure of fitting Poliwrath and Golduck in Water-types instead of making their own paragraphs.


Other Options
########
Mention Air Balloon, as it makes Shedinja immune to Spikes and Toxic Spikes.

Checks & Counters
########
Change Hazard setters into Entry Hazards, then you can mention setters too.
Make a category named other residual damage, there you will talk about status moves, weather, and other residual damage moves such as Leech seed, along with their common users.
Merge all super effective types into a category named Super Effective Coverage.

BenOhver
 

Raiza

is a Forum Moderator Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnusis a Two-Time Past SPL Championis a Past WCoP Championis a Former Old Generation Tournament Circuit Champion
World Defender
In TO Mention why it needs support from Defog and Rapid spin users, and merge the last 4 points together.
You have to add more detail and content in C&C as it is too generalized, for example start with mentioning some examples.

This still has to go through some changes, but it's alright for a QC 1/3 if you do these things I listed.

BenOhver
 
Overview
########

  • Shedinja is a peculiar Pokemon with one of the most interesting premises in the game. It's original ability is unlike no other, and can be amazing late game.
  • Wonder Guard allows Shedinja to dodge every move that isn't Super-Effective against it. This also offers opportunity to take on powerhouse threats in the meta such as Simipour or Poliwrath.
  • Shedinja's only weaknesses are to Dark, Fire, Flying, Ghost, and Rock Type Moves, and the rest are resistances. This can be interpreted as either a good or bad thing seeing by how many resistances Shedinja gets, but it's also weak to some of the most common Types in the tier.
  • Its abysmal HP stat will always stay at 1, no matter how much you invest into it. This means that Shedinja is instantly killed by the likes of Hazards, Toxic, Burn, Leech Seed, and Weather such as Hail or Sand.
  • Shedinja may not look that great from its stats but it can make opponents think twice about going for a move making it a game changer even when it's not currently battling, which no Pokemon can do as well.
  • It is an effective Pivot seeing as it can only be hit by Super-Effective Moves, causing opponents to switch into those Pokemon.
  • Shedinja needs to be put on a Balanced team to function to its best ability. Offensive Removers don't have the necessary bulk required to switch in and get off a Defog.
  • Since there aren't really good Magic Bounce users in PU, barring Natu, using Shedinja can become difficult when done incorrectly; especially in a hazard based meta.
you can see what shedinja's ability is in the data, points 1 and 2 are fluff. I'd say that its typing allows it to wall common threats such as Simipour, Poli, raichu etc. it's an effective pivot as it can take advantage of these mons and hit a switch with will-o-wisp/baton pass out. You don't need to go in depth about its stats, just that it's OHKOed by all forms of residual damage as well as sand and hail. The moves that it is weak to are common tho so that hinder its effectiveness. The last two points are good but I would condense all the points before that.

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

Moves
========
  • Baton Pass is probably the most important move on this set as it allows you to get momentum as your opponent either tries to switch out into something that can take out Shedinja, or reveal a move that can break its sash or a status move. if shedinja is slower (which is what you'd need to scout status), BP is irrelevant as u die anyway on switching back in w/o heal bell. this is also really really needed versus sand/hail, as otherwise you'd have to double out of hippo/aurorus every time they switch in to have a shot at surviving.
  • Protect is another important move on this set as it allows Shedinja to scout what the opponent's moves are, and make a play accordingly. Protect can be a life saver against Pokemon with unexpected moves as well as giving you knowledge for late game. THIS scouts status moves
  • X-Scissor and Shadow Sneak are STAB moves which can put out some solid damage against the opposing Pokemon. X-Scissor is more for damage, and Shadow Sneak is Chip Damage with Priority. Shadow Sneak can also be used to revenge kill. haunter in particular jumps out as a mon, weakened kadabra maybe? idk
  • Will-O-Wisp is a solid move for spreading a burn onto Physical Pokemon or just offering some Chip Damage against others. It can come in handy against Pokemon like Pawniard and Mightyena.

Set Details
========

  • The EV spread of 252 Atk / 4 SpD / 252 Spe is basically the best you are going to get out of this Pokemon. Since Shedinja's HP stat never changes, adding extra bulk will in reality do nothing to help it sustain.
  • Adamant Nature is preferred over Jolly because extra Speed won't really give you as many benefits as adding extra Attack. Adding more speed doesn't really achieve any special out-speeding, so it isn't needed. these two lines are fluff and need to be condensed, 'adamant is preferred as the extra speed from jolly doesn't let it outspeed any important threats' works fine.
  • Focus Sash is the universal best item for Shedinja so it can live any attacking move that affects it, barring dual hit moves. Any other item isn't as effective as a Sash is. you can also mention that it allows you to play more carefree versus threats that might carry SE coverage against shedinja. u can even use up your sash to revenge kill/burn mightyena and the like

Usage Tips
========
  • Do not be scared to sacrifice Shedinja to burn a threat to your team or for a switch into a move for momentum. Trying to conserve Shedinja and sacrificing one of your other Pokemon can come back to hurt you.
  • If an opponent is lacking in ways to combat Shedinja, save it towards the end and don't let it die early in the game.
  • Do not switch in Shedinja when hazards are on your side of the field.
  • When you aren't sure what an opponent is going to use against you or makes a strange switch, you can scout what they want to do with Protect instead of straight hard switching.
  • Be wary of Pursuit trappers such as Pawniard and Dusknoir.
  • Shedinja should be used as a pivot or checking attackers that can't touch it first and can burn opponents on the side.
  • Shedinja needs to be cautious to avoid residual damage.
  • Attempt to save Focus Sash for late game. this contradicts your first and second statements. also, i feel like it's more what shedinja offers to your team. say if simipour has significantly been weakened due to constant pivoting, you can be a bit cheeky with shedinja and go for the burn on a potentially dangerous pawniard.
  • Usually only use Will-O-Wisp or Baton Pass on forced switches from you opponent to prevent Shedinja or its teammates from taking damage.
  • Shedinja could be a Revenge Killer due to Shadow Sneak and its amazing resistances. see my shadow sneak comment, it's a weak attack so what it can SPECIFICALLY revenge kill in real case scenarios would be useful. i don't use shedinja much but you've probably used it enough to see when it comes in handy.
mention using baton pass in order to avoid hail/sand damage from aurorus/hippo. you can wall stuff like pig on hail teams and pivot out so there's little prediction involved.
Team Options
========
  • Always pair Shedinja with Defog or Rapid Spin. This includes Pokemon such as Togetic, Pelipper, and Avalugg among others.
  • Pairing Shedinja with Pokemon that can take on Status and/or Knock Off will help extremely in the long run.
  • Shedinja only fits well on balanced teams; it does not work effectively on offensive based seems seeing as it needs Hazard Removal from a Pokemon that won't get taken out easily. This is also due to the fact it needs Pokemon on its team to take Status and hits for it.
  • Pokemon which can take a Knock Off for Shedinja can be done by a few Pokemon; mainly Poliwrath, Carracosta, Machoke, Probopass, and Pelipper.
  • Pokemon that can take a Status move for Shedinja can go from Poliwrath to Machoke to even Pokemon like Stoutland or Ursaring.
  • Natu can be a pretty solid Magic Bounce user, which can switch in on a Status Move and bounce it back towards the user.
  • Water Types: Shedinja likes having Water Types on its side to take on Rock and Fire Types; some of the best are Poliwrath, Pelipper, Carracosta, and Golduck.
  • Rock Types: Pokemon such as Probopass, Relicanth, Carracosta, Aurorus, and Carbink can assist in taking out Fire and Flying Types.
  • Ground Types: Pokemon such as Piloswine, Torterra, and Stunfisk can help take on Fire and Ground Type Pokemon.
  • Fighting Types: Poliwrath and Machoke are very solid partners which can take Status and a Potential Knock Off, while being able to take on Dark and Rock Types.
what about hazards? shedinja is the kind of mon that absolutely loves having hazards on the oppo's siide of the field. it walls specific threats and pivots out of them, being able to rack up hazard damage for your wincon. sr is used on every team i guess but spikes can also be used and i'd defs stress having hazards up.
Other Options
########

  • Shedinja could possibly run Toxic to break down walls which it has issues with. which walls
  • Shedinja could potentially use Safety Goggles to block Hail and Sand, Lum Berry to absorb a status, or Air Balloon to dodge Spikes and Toxic Spikes. mention the downsides imo, focus sash is reliable and the others are rather matchup/situation reliant. sr is like everywhere so air balloon isn't doing much for you.
  • Shedinja could run a set with Swords Dance, X-Scissor, Shadow Sneak, Shadow Claw / Protect; but it is easily revenge killed and doesn't give you the same mobility as Baton Pass which is illegal with Swords Dance.
  • You could possibly run a Hone Claws Baton Pass Shedinja, but it loses out on one of its much needed moves.


Checks & Counters
########

**Entry Setters**: Any Pokemon with Access to Stealth Rock, Spikes, or Toxic Spikes are dangerous seeing as they can OHKO Shedinja (this isnt true as they just prevent shedinja from coming into play before hazards have been removed. HOWEVER, golem can easily ohko it thru sash w/ rock blast so defs a mention somewhere.). This includes Pokemon like Golem, Venipede, Dwebble etc.

**Super Effective Coverage**: This Category revolves around Dark, Fire, Flying, Ghost, and Rock Type Moves, which Shedinja's ability doesn't block. These moves can either take Shedinja down to its Focus Sash, or take it out from there. stuff like pawniard is vulnerable to a burn and mightyena is weak to x-scissor while shedinja can effectively live any two hits so it isn't as simple as it's outlined here)

**Residual Damage**: Residual Damage was noted above in the Overview (don't reference other parts of the analysis) and includes outside effects such as Hazards, Toxic, Burn, Leech Seed, and Weather such as Hail or Sand. This can be done by many Pokemon in the Meta so you need to think carefully when making a team around Shedinja.



might decide to skim through it again and offer a little advice here and there but ye, gud analyses but i feel it lacks a bit of specificity/in-depthness. a lot of stuff is just the way analyses are written. don't rewrite the same points again in the same overview/c&c/w/e, keeping it short and to the point is generally good enough.
 
Natu is pretty much mandatory alongside this, Vullaby also has decent synergy with Shedinja and Prinplup is solid too

The fact that sometimes Shedinja can "lure" Dark types and trade killing then for the focus sash should be mentioned in team options since it can easily be taken advantage of :)
 

Anty

let's drop
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In UT say that shedinja should be careful of rock blast pokes

in TO give examples of pokes who can take on ghost types

In oo remove safety googles and air balloon as they are never worth it considering how niche they are

This looks solid QC 2/3

BenOhver

e: also do all the above
 

scorpdestroyer

it's a skorupi egg
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Overview:
- you should mention that the entire team needs to support Shedinja in order for it to work effectively
- Go ahead and give some examples of top tier Pokemon that Shedinja outright counters, since this is good info that I would like to know when building with it

Moves:
- I wouldn't say wisp comes in handy vs Pawniard and Mightyena because I'd just Crunch instead of Sucker, this part can be removed

Team Options:
- Armaldo and Torkoal > Avalugg since they don't outright lose to ghosts
- Natu's main purpose isn't to bounce back status (although it's really nice) -- its main use is to bounce back hazards so that the spinners and defoggers don't have to work their asses off
- For the last paragraph, you list Ground-types as being able to beat Fire- and Ground-types but neither of the ones you listed actually do that reliably

Checks and Counters:
- It's called Entry Hazard Setters btw. Also, "Golem and other Rock-types" sounds weird, you could list 2 Rock-types (Armaldo, Dwebble) so it sounds better
- Roselia doesn't usually carry Toxic
- when you mention Fire and Ghost-types in the last section mention that they get Will-O-Wisp since the link isn't v clear now

BenOhver this looks good, go ahead and implement this
 

scorpdestroyer

it's a skorupi egg
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overview:
- mention explicitly in the 3rd part that the entire team needs to be based around shed
- could probably do with more variety of mons that shed walls eg simipour, raichu, regice, fraxure. simipour + poliwrath alone seems a bit small and they're both water-types so i feel it should be expanded.

Team Options:
- probably shift the natu section to the first paragraph to reflect that natu prevents hazards

Checks and Counters:
- under residual damage, you list Carracosta as a Toxic user but Shedinja would never switch into Carracosta anyway. Maybe mention like SubToxic Poliwrath

i trust that you'll implement that above BenOhver

QC 3/3 nice job
 

P Squared

a great unrecorded history
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1/2

[OVERVIEW]

actually the order of sentences in the overview doesn't flow too well. I moved stuff around; if you like it you can copy/paste it. if not, just implement the stuff.

Shedinja's ability Wonder Guard is like no other, allowing it to dodge every move that isn't super effective against it, and it can be amazing late-game. Wonder Guard also offers Shedinja the opportunity to take on powerhouse threats in the metagame such as Simipour, Raichu, Regice, Fraxure, Rotom-F, Poliwrath, and Stoutland lacking Pursuit or Crunch. Shedinja's stats might not look that great, but it can make opponents think twice about going for a move, making it a game changer even when it's not currently battling. It is an effective pivot, seeing as it can only be hit by super effective moves, causing opponents to switch into those Pokemon. Though Shedinja has many immunities, it's also weak to some of the most common types in the tier. Also, its abysmal HP stat will always stay at 1 no matter how much you invest into it, meaning that Shedinja is instantly KOed by the likes of entry hazards, Toxic, burn, Leech Seed, and weather conditions such as hail and sand. Shedinja needs to be put on a balanced teamthatis built around it to function to its best ability. Offensive entry hazardremovers don't have the bulk required to switch in and get off a Defog, and becausethere aren't really good Magic Bounce users in PU, barring Natu, using Shedinja can become difficult when done incorrectly, especially in an entryhazard-based metagame.


Shedinja is a peculiar Pokemon with one of the most interesting premises in the game. (this is grammatically fine but it doesn't offer any real information) It's original Shedinja's ability Wonder Guard is unlike no other, allowing it to dodge every move that isn't super effective against it, and it can be amazing late-game. Essentially, it allows Shedinja to dodge every move that isn't Super-Effective against it. This Wonder Guard also offers Shedinja the opportunity to take on powerhouse threats in the metagame such as Simipour, Raichu, Regice, Fraxure, Rotom-F Rotom Frost, Poliwrath(comma) and Stoutland if it isn't carrying lacking Pursuit or Crunch. This essentially means that Shedinja's only weaknesses and move that can hit it are to Dark, Fire, Flying, Ghost, and Rock Type Moves. (basically already stated by "Shedinja can dodge every move that isn't super effective against it") This can be interpreted as either a good or bad thing seeing by how many immunities Shedinja gets Though Shedinja has many immunities, but it's also weak to some of the most common types in the tier. Also, its abysmal HP stat will always stay at 1, no matter how much you invest into it. This means, meaning that Shedinja is instantly killed KOed by the likes of entry hazards, Toxic, burn, Leech Seed, and weather conditions such as hail and sand Weather such as Hail or Sand.

Shedinja's stats might may not look that great(comma) from its stats but it can make opponents think twice about going for a move, making it a game changer even when it's not currently battling. It is an effective pivot, seeing as it can only be hit by super effective moves, causing opponents to switch into those Pokemon.

Shedinja needs to be put on a balanced team which that is built around it to function to its best ability. Offensive entry hazard removers don't have the necessary (redundant with "required") bulk required to switch in and get off a Defog(comma) and since because there aren't really good Magic Bounce users in PU, barring Natu, using Shedinja can become difficult when done incorrectly;(comma) especially in an entry hazard(dash)based metagame.

[SET]
name: Offensive Pivot
move 1: Baton Pass
move 2: Protect / X-Scissor
move 3: Shadow Sneak
move 4: Will-O-Wisp
item: Focus Sash
ability: Wonder Guard
nature: Adamant
evs: 252 Atk / 4 SpD / 252 Spe


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

Baton Pass is probably the most important move on this set as it allows Shedinja you to get momentum as your opponent either tries to switch out into something that can take out Shedinja, (remove comma) or reveals a move that can break its Focus Sash or a status move. Baton Pass can also be used to switch out of damaging entry hazard setters such as Aurorus or and Hippopotas before they can KO Shedinja kill you. Protect is another important move on this set as it allows Shedinja to scout what the foe's opponent's moves are, and make a play accordingly. Protect can be a life saver against Pokemon with unexpected moves as well as giving and can give you knowledge for late-game. X-Scissor and Shadow Sneak are STAB moves that which can put out deal some solid damage against to the opposing Pokemon. X-Scissor is used more for damage, and while Shadow Sneak provides priority and chip damage is Chip Damage with Priority. Shadow Sneak can also be used to revenge kill on Pokemon like such as weakened Kadabra or and Mr. Mime. Will-O-Wisp is a solid move for spreading a burns onto physical attackers Pokemon or just offering some chip damage against others.

Set Details
========

The EV spread of 252 Atk / 4 SpD / 252 Spe is basically the best you are going to get out of Shedinja this Pokemon. (not really an informative sentence; can you elaborate?) Since Because Shedinja's maximum HP stat never changes, adding extra bulk will in reality do nothing to help it survive hits sustain. Adamant is preferred over Jolly(comma) as the extra Speed from Jolly doesn't let it Shedinja outspeed any important threats.

Focus Sash is the universal best item for Shedinja, letting it survive so it can live any attacking move that affects it, barring dual(dash)hit moves, and as well as being able to be carefree around a singleular super effective move. Any other item isn't as effective as a Focus Sash is.


Usage Tips
========

Do not be scared to sacrifice Shedinja to burn a threat to your team or for a switch into a move for gain momentum (is that correct?). Trying to conserve Shedinja and sacrificing one of your other Pokemon instead can come back to hurt you. If an opponent is lacking in ways to combat Shedinja, save it for the late-game towards the end and don't let it die early in the game (the underlined things mean the same thing, so just keep one). Do not switch in Shedinja when entry hazards are on your side of the field. Be wary of Pursuit trappers such as Pawniard and Dusknoir. Shedinja needs to be cautious to avoid residual damage. Shedinja needs to be alert when faced with a potential Rock Blast.

Usually, Shedinja should only use Will-O-Wisp or Baton Pass on forced switches from you opponent (?) to prevent Shedinja or its teammates from taking damage. Shedinja should be used as a pivot or checking attackers that can't touch it first and can burn opponents foes on the side. When you aren't sure what an the opponent is going to use against you or when they make a strange switch, you can scout what they want to do with Protect instead of straight hard switching.

Shedinja can lure in Dark-types and trade killing then for its Focus Sash for a KO (is that what you meant? really unclear) or switch out into a better Pokemon to take them on. If Shedinja loses its Focus Sash it can still be a huge game changer in the long run. If an opponent is lacking in ways to combat Shedinja, save it for the late-game towards the end and don't let it die early in the game. (same thing as before)

Team Options
========

Always pair Shedinja with Defog or Rapid Spin users,. This includes Pokemon such as Togetic, Pelipper, Vullaby, Torkoal, and Armaldo among others. This allows Shedinja to switch into the field without worrying about entry hazards, survive and not be affected by Hazards which can immediately KO straight out kill it. Shedinja only fits well on balanced teams; it does not work effectively on offensive teams based seems seeing as it needs Hazard Removal entry hazard removal support from a Pokemon that won't get taken out easily. It also This is also due to the fact it needs Pokemon on its team to take status inflictions and hits for it. Natu can also be a pretty solid Magic Bounce user, which that can switch in on an entry hazard setup or status move Hazard or Status Move and bounce it back towards the user, which is almost always a necessity with Shedinja.

Pokemon that can take a status move for Shedinja can go from include Poliwrath, to Machoke, to even Pokemon like Stoutland, and or Ursaring. Poliwrath and Machoke can take a Knock Off or other dark Dark-type moves for Shedinja, as can as well which can also be done by the likes of Carracosta and Pelipper. Pokemon like such as Ursaring, Machoke, Stoutland, Pawniard, and Mightyena can take on Ghost-types effectively and can help take out some of the biggest threats to Shedinja.

Shedinja likes having Water-types on its side to take on Rock- and Fire-types Rock and Fire Types; some of the best are Poliwrath, Pelipper, Carracosta, and Golduck. Rock-type Pokemon with the Rock Typing such as Probopass, Relicanth, Carracosta, Aurorus, and Carbink can assist in taking out Fire- and Flying-types Fire and Flying Types. Ground-type Pokemon such as Piloswine, Torterra, and Golem can help take Rock-type Pokemon as well as set up getting Stealth Rock on your side of the field.

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

Shedinja could possibly run Toxic to break down walls which that it has issues with(comma) such as Lickilicky, Tangela, Piloswine, Pelipper, and Gourgeist. Shedinja could run a set with Swords Dance, X-Scissor, Shadow Sneak, and Shadow Claw / or Protect; but however, it is easily revenge killed and doesn't give you the same mobility as Baton Pass(comma) which is illegal with Swords Dance. You could also potentially run a Hone Claws + Baton Pass set Shedinja, but it loses one of its much(dash)needed moves.

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

**Entry Hazard Setters**: Any Pokemon with access to Stealth Rock, Spikes, or Toxic Spikes are is dangerous(comma) seeing as they can prevent Shedinja from switching in if they have set up entry hazards are on your Shedinja's side of the field. This includes Pokemon like such as Golem, Venipede, and Dwebble etc. Also, Pokemon like Golem, Dwebble, and Armaldo(comma) among others(comma) can OHKO Shedinja with Rock Blast.

**Super Effective Coverage**: This Category revolves around Dark, Fire, Flying, Ghost, and Rock Type Moves, which Shedinja's ability doesn't block. (remove period) Dark-, Fire-, Flying-, Ghost-, and Rock-type moves. These moves can either take Shedinja down to its Focus Sash, (remove comma) or take it out from there. This These moves can be seen from Pawniard, Mightyena, Ninetales, Dodrio, Jumpluff, Pelipper, Misdreavus, Ninetails, Dodrio, Jumpluff, and Golem to name a few. Shedinja is not completely terrible against some of these Pokemon, as it can burn them or lure them which it can burn or lure in. Some Fire- and Ghost-type Fire and Ghost Type Pokemon also have access to the possible added affect of Will-O-Wisp and can be very scary against Shedinja.

**Residual Damage**: Sources of residual damage includes outside effects such as entry hazards, Toxic, burn, Leech Seed, and damaging weather such as hail and sand Hail or Sand. This can be done by many Pokemon in the Meta so you need to think carefully when making a team around Shedinja. Most walls, such as Lickilicky and Substitute Poliwrath, have Toxic(comma) which you need to be wary of such as Lickilicky and Substitute Toxic Poliwrath. Also, be prepared to face Leech Seed from Grass-types such as Pokemon like Gourgeist or other Grass Types, avoid being in on Aurorus and Hippopotas, as they can KO Shedinja with their weather conditions who can kill you with Weather, and be wary of Fire and Ghost Types Ghost- and Fire-types such as Gourgeist, Misdreavus(comma) and Torkoal.
 
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Empress

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[OVERVIEW]

Shedinja's ability, (AC) Wonder Guard,(AC) is unlike no other, allowing it Shedinja to dodge every move that isn't super effective against it;(semicolon), and it the ability can be amazing late-game. Essentially, it allows Shedinja to dodge every move that isn't Super-Effective against it. Wonder Guard also offers grants Shedinja the opportunity ability to take on powerhouse threats in the metagame such as Simipour, Raichu, Regice, Fraxure, Rotom-F, Poliwrath, and Stoutland lacking Pursuit or Crunch. Though Shedinja has many immunities, it's also weak to some of the most common types in the tier. Also, its abysmal HP stat will always stay at 1, no matter how much you invest into it, (unbold this comma) meaning that Shedinja is instantly KOed by the likes of entry hazards, Toxic, burn, Leech Seed, and weather conditions such as hail and sand.

Shedinja's stats might may not look that great, but it can make opponents think twice about going for a move, making it a game changer even when it's not currently battling. It is an effective pivot, seeing as it can only be hit by super effective moves, causing opponents to switch into those Pokemon. (What do you mean? This doesn't make a lot of sense.)
(Add line)
Shedinja needs to be put on a balanced team that is built around it to function to its the best of its ability. Offensive entry hazard removers don't have the bulk required to switch in and get off a use Defog, and since because there aren't really good Magic Bounce users in PU, (RC) barring Natu, using Shedinja can become difficult when done incorrectly,(space)especially in an entry hazard-based metagame.

[SET]
name: Offensive Pivot
move 1: Baton Pass
move 2: Protect / X-Scissor
move 3: Shadow Sneak
move 4: Will-O-Wisp
item: Focus Sash
ability: Wonder Guard
nature: Adamant
evs: 252 Atk / 4 SpD / 252 Spe

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

Baton Pass allows Shedinja to get momentum as your opponent either tries to switch in something a Pokemon that can take out Shedinja or reveals an attack move that can break its Focus Sash or a status move. Baton Pass can also be used to switch out of damaging weather-inducing entry hazard setters such as Aurorus or and Hippopotas before they their weather can KO Shedinja. Protect allows Shedinja to scout the foe's moves, (RC) and make a play accordingly. Protect can be a life saver against Pokemon with unexpected moves and can give you knowledge for the late-game. X-Scissor and Shadow Sneak are STAB moves that can deal some solid damage to the opposing Pokemon. X-Scissor is used more for dealing more damage, while Shadow Sneak is Chip Damage with Priority used to pick off weakened foes. Shadow Sneak can also be used to revenge kill Pokemon such as weakened Kadabra and and Mr. Mime. Will-O-Wisp is a solid move for spreading burns onto physical attackers or just offering some chip damage against others other Pokemon.


Set Details
========

The EV spread of 252 Atk / 4 SpD / 252 Spe is basically the best you are going to get out of Shedinja which allows for the greatest damage output with as much speed as it can muster. Full investment in Speed and Attack allow Shedinja to hit as quickly and as hard as possible. Since Because Shedinja's maximum HP stat never changes, adding extra bulk will do nothing to help it survive hits. An Adamant Nautre nature is preferred over Jolly, as the extra Speed from Jolly doesn't let Shedinja outspeed any important threats.

Focus Sash is the universal best item for Shedinja, letting it survive any attacking move, (RC) barring dualmulti-hit moves, and be carefree around a single super effective move. Any other item isn't as effective as a Focus Sash is. (fluff)

Usage Tips
========

Do not be scared to sacrifice Shedinja to burn a threat to your team or gain momentum. Trying to conserve Shedinja and sacrificing one of your other Pokemon instead can come back to hurt you. If an opponent is lacking in ways to combat Shedinja, save it for the late-game. Do not switch in Shedinja when entry hazards are on your side of the field. Be wary of Pursuit trappers such as Pawniard and Dusknoir. Shedinja needs to be cautious to avoid residual damage. Shedinja needs to be alert when faced with facing a potential Rock Blast user.

Usually, Shedinja should only use Will-O-Wisp or Baton Pass when it forces its opponents the foe to switch out to prevent Shedinja or its teammates from taking damage. Shedinja should be used as a pivot or to check attackers that can't touch it first and can burn foes on the side. When you aren't sure what the opponent is going to use against you Shedinja or when they make a strange switch, you can scout with Protect instead of hard switching.

Shedinja can lure in Dark-types and trade for its Focus Sash for a KO or switch out into a better Pokemon to teammate take them on. If Shedinja loses its Focus Sash, (AC) it can still be a huge game changer in the long run. If an opponent is lacking in ways to combat Shedinja, save it for the late-game. (you said this already)


Team Options
========

Always pair Shedinja with Defog or Rapid Spin users, such as Togetic, Pelipper, Vullaby, Torkoal, and Armaldo. This allows Shedinja to switch into the field without worrying about entry hazards, (AC) which can will (they always OHKO it) instantly knock it out. Shedinja only fits well on balanced teams; it does not work effectively on offensive teams seeing as because it needs entry hazard removal support from a Pokemon that won't get taken out easily. It Shedinja also needs Pokemon on its team to that can take status inflictions and hits for it moves that it is weak to. Natu can also be a pretty solid Magic Bounce user, (RC) that can switch in on an entry hazard setup or status move and bounce it back towards the user.

Pokemon that can take a status move for Shedinja include Poliwrath, Machoke, Stoutland, or and Ursaring. Poliwrath and Machoke can take a Knock Off or other Dark-type moves for Shedinja, as can Carracosta and Pelipper. Pokemon such as Ursaring, Machoke, Stoutland, Pawniard, and Mightyena can take on Ghost-types effectively and can help take out some of the biggest threats to Shedinja.

Shedinja likes having Water-types on its side to take on Rock- and Fire-types; some of the best options are Poliwrath, Pelipper, Carracosta, and Golduck. Rock-type Pokemon such as Probopass, Relicanth, Carracosta, Aurorus, and Carbink can assist in taking out Fire- and Flying-types. Ground-type Pokemon such as Piloswine, Torterra, and Golem can help take on Rock-type Pokemon as well as set up Stealth Rock.

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

Shedinja could run Toxic to break down walls that it has issues with, such as Lickilicky, Tangela, Piloswine, Pelipper, and Gourgeist. Shedinja could run a set with Swords Dance, X-Scissor, Shadow Sneak, and Shadow Claw or Protect; however, (AC) it is easily revenge killed and doesn't give you Shedinja the same mobility as Baton Pass, which is illegal with Swords Dance. You could also potentially run a A Hone Claws + Baton Pass set can be used, but it loses one of its much-needed moves Shedinja can't afford to give up a moveslot for Hone Claws.

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

**Entry Hazard Setters**: Any Pokemon with access to Stealth Rock, Spikes, or Toxic Spikes is dangerous, seeing as they can prevent Shedinja from switching in if they have set up entry hazards on Shedinja's side of the field. This includes Pokemon such as Golem, Venipede, and Dwebble. Also Moreover, Golem, Dwebble, and Armaldo, among others, can OHKO Shedinja with Rock Blast.

**Super Effective Coverage Moves**:(space)Shedinja's ability doesn't block Dark-, Fire-, Flying-, Ghost-, and Rock-type moves. These moves can either take Shedinja down to its Focus Sash or take it out from there KO Shedinja if it has used its Focus Sash. This These moves can be seen from used by Pawniard, Mightyena, Ninetales, Dodrio, Jumpluff, Pelipper, Misdreavus, and Golem. Shedinja is not completely terrible against some of these Pokemon, as it can burn them or lure them. Some Fire- and Ghost-type Pokemon also have access to Will-O-Wisp and can be very scary against Shedinja.

**Residual Damage**: Sources of residual damage include entry hazards, Toxic poison, burn, Leech Seed, and damaging weather such as hail and sand (well, they are the only damaging forms of weather). Most walls, such as Lickilicky and Substitute Poliwrath, have Toxic, which you need Shedinja needs to be wary of. Also, be prepared to face Leech Seed from Grass-types such as Gourgeist or Roselia,.(change to period) avoid being in on Avoid staying in against Aurorus and Hippopotas, as they can KO Shedinja with their weather conditions.(period), and Also, be wary of Ghost- and Fire-types such as Gourgeist (which one?), Misdreavus, and Torkoal.

GP 2/2
 
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