Shedinja

Shiba

Underground King
is a Top Tutor Alumnusis a Site Content Manager Alumnusis a Team Rater Alumnusis a Community Leader Alumnusis a Top Community Contributor Alumnusis a Metagame Resource Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Staff Alumnusis a Past WCoP Championis a Former Smogon Metagame Tournament Circuit Champion
QC: YABO / Omfuga / NV and dodmen
GP: Snobalt / Winry
shedinja.gif

[OVERVIEW]

With an amazing defensive ability in Wonder Guard, Shedinja is immune to any attack that isn't super effective against it. This ability allows Shedinja to take on numerous threats in the tier such as Suicune, Cobalion, and Snorlax. Even with the ability to take on these threats, though, Shedinja is weak to some of the other common types in the tier such as Dark, Fire, and Flying. At first glance, Shedinja's stats may also not seem that great, especially its lowly base 1 HP, which means that it is instantly KOed by passive damage from entry hazards and status moves such as Toxic, Will-O-Wisp, and Leech Seed. As such, Shedinja should be put on a team built around it with many entry hazard removers and possibly Magic Bounce users such as Espeon and Xatu.

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

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

Swords Dance allows Shedinja to boost its Attack, making it a bigger threat. Baton Pass lets Shedinja to gain the switch advantage with a slow Baton Pass when it forces a foe out that can't hit it, but it can be PP stalled late-game by the likes of Rest Suicune. X-Scissor and Shadow Sneak are Shedinja's best STAB moves. X-Scissor hits Reuniclus and Cresselia, and Shadow Sneak provides Shedinja with some priority to pick off or revenge kill weakened foes such as Chandelure and Azelf. Protect allows Shedinja to scout for super effective attacks or status moves that could potentially threaten it. This increases its longevity by allowing it to not be caught off guard by a surprise coverage move. Will-O-Wisp cripples incoming physical attackers looking to break Shedinja's Focus Sash or OHKO it. It could also offer some residual damage on bulky Pokemon that switch into Shedinja.

Set Details
========

Shedinja's EVs are all invested into Attack and Speed to make it hit as hard and as quickly as possible. Investing in any other stat is pointless because it will faint from one hit anyway. An Adamant nature further increases Shedinja's attacking power. Focus Sash allows Shedinja to take two super effective hits from foes, giving it a second opportunity to get a KO or wear down a wall.

Usage Tips
========

It's best to play conservatively when using Shedinja, especially against Pokemon that could possibly have a move to hit it with, so scout their movesets with Protect when necessary. This really helps against Pokemon that could potentially be running Toxic, such as Porygon2 and Vaporeon. Setting up early- or mid-game is not a good idea, as Shedinja is best used as a late-game sweeper. If your opponent doesn't have many ways to combat Shedinja, try to preserve it for the late-game so that it's almost impossible for the foes to hit Shedinja. If you're running Baton Pass or Will-O-Wisp, they should be used whenever Shedinja forces a foe out, gaining momentum with Baton Pass or potentially crippling an incoming physical attacker with Will-O-Wisp.

Team Options
========

Shedinja's best partners are the entry hazard removers in the tier such as Crobat, Salamence, Tentacruel, and Mega Blastoise. Entry hazards need to be off of the field for Shedinja to be effective, so it's essential to always have spinners or Defoggers on the team. Magic Bounce users such as Xatu and Espeon also make for good teammates, switching in on any status moves or entry hazards and bouncing them back to the opponent's side. Shedinja also likes bulky Water-types such as Suicune and Mega Blastoise to help deal with Fire- and Rock-types attacks aimed at it, and in return, Shedinja can take Grass- and Electric-type moves for them. Steel-types such as Mega Aggron can absorb any Flying-type attacks aimed at Shedinja, although it has to watch out for Fire-type attacks. Slow U-turn or Volt Switch users are great teammates as well, bringing in Shedinja safely and grabbing momentum.

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

Shadow Claw can be used over Shadow Sneak as a Ghost-type STAB move, but Shedinja loses out on a priority move, which is huge considering that it sits at a lackluster base 40 Speed. Toxic can be used over Will-O-Wisp to wear down walls a bit faster. A Hone Claws + Baton Pass set could be used (Swords Dance and Baton Pass are incompatible) to preserve momentum as well as provide team support, giving some useful Attack and accuracy boosts to teammates. Lum Berry can act as a one-time status absorber. Safety Goggles can be used to combat Mega Abomasnow and absorb powder moves such as Sleep Powder or Spore from Venomoth and Amoonguss, respectively.

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

**Super Effective Attacks**: Dark-, Fire-, Flying-, Ghost-, and Rock-type all hit Shedinja super effectively, breaking its Focus Sash or OHKOing it. Common Pokemon that have these types for coverage include Hydreigon, Mega Aerodactyl, and Crobat, which can be whittled down with Will-O-Wisp, as well as Entei and Chandelure, which are not affected by Will-O-Wisp due to their Fire typing.

**Residual Damage**: Residual damage from the likes of entry hazards, poison, burn, Leech Seed, and hail will OHKO Shedinja. Phazers pose a threat when entry hazards are on the field, having a random chance to switch into Shedinja. Also, be aware that Mega Abomasnow can come in at any time against Shedinja and KO it with hail.

**Pursuit Trappers**: Pursuit trappers such as Krookodile and Mega Aerodactyl can trap Shedinja and either break its Focus Sash on the switch or OHKO it.

**Mold Breaker Users**: Mold Breaker users such as Haxorus and Mega Ampharos ignore Shedinja's Wonder Guard and can OHKO it with any of their attacking moves.

**Rocky Helmet Users**: Rocky Helmet users such as Forretress, Arcanine, and Mandibuzz can come in on any of Shedinja's attacks and instantly KO it.
 
Last edited:
Mention Lum Berry in OO, give Crobat a special mention as counter who can get whittled with Will O, mention Aggron as a teammate to handle crobat, aero, etc. Other than that, everything looked good although I think the ordering for the set should have tect and will o at the end instead of the beginning. After that, everything is good and you get my first ever qc check mark thingy :o
 
Mention Lum Berry in OO, give Crobat a special mention as counter who can get whittled with Will O, mention Aggron as a teammate to handle crobat, aero, etc. Other than that, everything looked good although I think the ordering for the set should have tect and will o at the end instead of the beginning. After that, everything is good and you get my first ever qc check mark thingy :o
implemented, added Crobat in the common mons under SE attacks in C&C instead of giving it its own section. Thanks!
 
Make sure to mention Safety Goggles in OO as a way to wall abomasnow and be immune to Venomoth's sleep powder. Basically prevents shedinja from dying to abomasnow or Hippopotas I guess
 
Not much to say due to my lack of experience with Shedinja but you should probably re-order Moves, as some of it looks jumbled up. Order that should go in the descriptions is Swords Dance > Baton Pass > X-Scissor > Shadow Sneak > Protect > Will-O-Wisp since that's how it's ordered in the set itself.
 
Not much to say due to my lack of experience with Shedinja but you should probably re-order Moves, as some of it looks jumbled up. Order that should go in the descriptions is Swords Dance > Baton Pass > X-Scissor > Shadow Sneak > Protect > Will-O-Wisp since that's how it's ordered in the set itself.
fixed! and also written. This is ready for the last QC check
 
Ok so here goes my "official" QC check (has to go through an actual QC member first, but w/e lol)...

In Overview, I would change "one-of-a-kind ability" to "an amazing offensive and defensive ability" (although this may be more of a GP change, but just pointing that out lol)

In Moves, I would mention a few threats that its STAB moves can hit / get the jump on. For exmaple, you can say Shadow Sneak allows Shedinja to KO Chandelure after Stealth Rock. (+2 252+ Atk Shedinja Shadow Sneak vs. 112 HP / 0 Def Chandelure: 246-290 (85.1 - 100.3%) -- guaranteed OHKO after Stealth Rock). This means that Shedinja can get around a lot of its checks as you mentioned in the C&C section.

In Team Options, I would stress that while Steel-type partners such as Mega Aggron are good, they have to watch out for Fire-type attacks. I would also mention slow Volt Switch / U-turn users such as Forretress and Defensive Whimsicott as they can bring Shedinja in safely. Hell, VoltTurn in general is really good for Shedinja as it can grab momentum and wear down the opponent, allowing Shedinja to set up with more ease.

In Checks & Counters, I would rearrange the order of the "Super Effective Attackers" so that mentioning the "former" can be crippled by Will-O-Wisp (such as Hydreigon, Aerodactyl, and Crobat) while Entei and Chandelure are "unaffected" (since Fire-type + Flash Fire in Chandelure's case).

Other than that, it looks really solid. Hope someone approves this for 3rd check. Good job Shiba!
 
Ok so here goes my "official" QC check (has to go through an actual QC member first, but w/e lol)...

In Overview, I would change "one-of-a-kind ability" to "an amazing offensive and defensive ability" (although this may be more of a GP change, but just pointing that out lol)

In Moves, I would mention a few threats that its STAB moves can hit / get the jump on. For exmaple, you can say Shadow Sneak allows Shedinja to KO Chandelure after Stealth Rock. (+2 252+ Atk Shedinja Shadow Sneak vs. 112 HP / 0 Def Chandelure: 246-290 (85.1 - 100.3%) -- guaranteed OHKO after Stealth Rock). This means that Shedinja can get around a lot of its checks as you mentioned in the C&C section.

In Team Options, I would stress that while Steel-type partners such as Mega Aggron are good, they have to watch out for Fire-type attacks. I would also mention slow Volt Switch / U-turn users such as Forretress and Defensive Whimsicott as they can bring Shedinja in safely. Hell, VoltTurn in general is really good for Shedinja as it can grab momentum and wear down the opponent, allowing Shedinja to set up with more ease.

In Checks & Counters, I would rearrange the order of the "Super Effective Attackers" so that mentioning the "former" can be crippled by Will-O-Wisp (such as Hydreigon, Aerodactyl, and Crobat) while Entei and Chandelure are "unaffected" (since Fire-type + Flash Fire in Chandelure's case).

Other than that, it looks really solid. Hope someone approves this for 3rd check. Good job Shiba!
I implemented this, but I'll wait for the stamp from a QC member to put it into GP. Thanks!
 
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Stamping the above, also:

Rocky Helmet in Checks & Counters. Also phasing is extremely dangerous if hazards are up.

I think Baton Pass > Swords Dance has a chance to be PP stalled by Rest Suicune so that should be mentioned.

Nice job, implement this ad QC 3/3!
 
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[OVERVIEW]

With an amazing offensive and (are you sure?) defensive ability in Wonder Guard, Shedinja makes a name for itself as by being a Pokemon that's immune to any attack that isn't super effective against it. This ability allows Shedinja to take on numerous threats in the tier such as Suicune, Cobalion, (AC) and Snorlax. Even with the ability to take on these threats, though, Shedinja is weak to some of the other common types in the tier like such as Dark-(RH), Fire-(RH), and Flying-Types. At first glance, Shedinja's stats may also not look seem that great, especially a its lowly base 1 HP, which stat; this means that it is instantly KOed by passive damage from entry hazards and status moves like such as Toxic, Will-O-Wisp, (AC) and Leech Seed. As such, Shedinja, with its ability and all, should be put on a team built around it with many entry hazard removers and possibly Magic Bounce users like such as Espeon and Xatu.

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

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

Swords Dance allows Shedinja to boost its already solid base 90 Attack Stat, making it a bigger threat coupled with its ability (not sure how Wonder Guard fits here). Baton Pass could can be used for momentum purposes, allowing the user Shedinja to gain the switch advantage with a slow Baton Pass when it forces a foe out that can't hit it, but it could can be PP stalled late game by the likes of Rest Suicune. X-Scissor and Shadow Sneak are Shedinja's best STAB moves. X-Scissor is its strongest Bug-Type STAB move hitting hits the likes of Reuniclus or Cresselia, while Shadow Sneak provides Shedinja with some priority to pick off or revenge kill weakened opponents like foes such as Chandelure or and Azelf without having its Focus Sash broken or OHKO'd (again, how exactly is this relevant here?). Protect is an important move for Shedinja, allowing it allows Shedinja to scout out any for super effective attacks or status moves that could potentially threaten Shedinja it. This really helps increases its longevity by allowing it to not being caught off guard by a random surprise coverage move. Will-O-Wisp is another solid option, being able to cripples incoming physical attackers looking to break Shedinja's Focus Sash or OHKO it. It could also offer some nice residual damage on some bulky Pokemon that switch-(RH) into Shedinja.

Set Details
========

Shedinja's EV'(remove apostrophe)s are all invested into Attack and Speed to make it hit as hard and as quickly as possible. Investing in any other stat is pointless since because it will die in faint from one hit anyway. An Adamant nature further increases Shedinja's physical attacking prowess. A Focus Sash allows Shedinja to take 2 two super-(RH) effective hits from a foes, giving it a nice second opportunity to get a KO or wear down a wall.

Usage Tips
========

It's best to play conservatively when using Shedinja, especially against Pokemon that could possibly have a move to hit it with, so scout their movesets with Protect whenever necessary. This really helps against Pokemon like that could potentially be running Toxic, such as Porygon2 or and Vaporeon that could potentially be running Toxic. Setting up early- to or mid-game is not a good idea, as Shedinja is best used as a late-(AH)game sweeper. If your opponent doesn't have many ways to combat Shedinja, try to preserve it for the late-(AH)game so that it's almost impossible for the foe to hit Shedinja. If you're running a Baton Pass or Will-O-Wisp set, they should be used whenever Shedinja forces a foe out, gaining momentum with Baton Pass or potentially crippling an incoming Physical physical attacker with Will-O-Wisp.

Team Options
========

Shedinja's best friends partners are the entry hazard removers in the tier such as Crobat, Salamence, Tentacruel, (AC) and Mega Blastoise. Entry hazards definitely need to be off of the field for Shedinja to be effective, so it'(apostrophe)s essential to always have Rapid Spinners spinners or Defoggers on the team. Magic Bounce users like such as Xatu and Espeon also make for good teammates with Shedinja, switching in on any status moves or entry hazards and effectively bouncing them back to the foe. Shedinja also likes bulky Water-Types like Water-types such as Suicune and Mega Blastoise as teammates to help deal with Fire-(AH) and Rock-Type Rock-types attacks aimed at it, (AC) and in return, Shedinja can take Grass- and Electric-Types Electric-type moves for them. Steel-Types Steel-types such as Mega Aggron are good with Shedinja as well, can absorbing any Flying-Type Flying-type attacks aimed at it Shedinja, although you do have it has to watch out for any Fire-Type Fire-type attacks aimed at these. Slow U-turners or Volt Switchers users are great teammates as well, bringing in Shedinja safely and a great way to grabbing momentum.

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

Shadow Claw could can be used over Shadow Sneak as a Ghost-Type Ghost-type STAB move, but you Shedinja loses out on a priority move, (AC) which is huge, (RC) considering Shedinja that it sits at a lackluster base 40 Speed tier at base 40. Toxic could can be used over Will-O-Wisp to wear down walls a bit faster. A Hone Claws + Baton Pass set could be used (Swords Dance + and Baton Pass are incompatible) to preserve momentum as well as provide nice team support, giving some nice useful Attack and Accuracy accuracy boosts to teammates. A Lum Berry could be used can act as a one-(AH)time status absorber. Safety goggles could Goggles can be used to combat Mega Abomasnow or the occasional Hippopotas (I highly doubt this is viable enough for a mention) as well as and absorb powder moves like such as Sleep Powder or Spore from Venomoth and Amoonguss, respectively.

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

**Super Effective Attacks**: Dark-, Fire-, Flying-, Ghost-, (AC) and Rock-Types Rock-type all threaten hit Shedinja super effectively, breaking its Focus Sash or OHKOing it. These moves can either break the Focus Sash or KO Shedinja if the Sash has already been broken. Common Pokemon that have this these types for coverage include Hydreigon, Mega Aerodactyl, (AC) and Crobat, which can that could be whittled by down with Will-O-Wisp, as well as while Entei and Chandelure, which are the common Fire-Types in the tier not effected affected by Will-O-Wisp due to their Fire typing.

**Residual Damage**: Residual Damage that can hit Shedinja include damage from the likes of entry hazards, poison, burn, Leech Seed, and Hail hail will OHKO Shedinja. Phazers pose a threat when entry hazards are on the field, having a random chance to switch into Shedinja. Also, be aware that Mega Abomasnow (Main Snow Warning user) could can come in at any time against Shedinja and effectively KO it with its own Hail hail.

**Pursuit Trappers**: Pursuit trappers like such as Krookodile and Mega Aerodactyl can trap Shedinja and either break its Focus Sash on the switch or OHKO it, if its Sash has already been broken.

**Mold Breaker Users**: Mold Breaker users like such as Haxorus and Mega Ampharos ignore Shedinja's Wonder Guard and can OHKO it with any of their attacking moves.

**Rocky Helmet Users**: Rocky Helmet users such as Forretress, Arcanine, (AC) and Mandibuzz can come in on any of Shedinja's attacks and instantly KO it as well.
GP 1/2
XMjBx4g.gif
 
Last edited:
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Comment

[OVERVIEW]

With an amazing offensive and (are you sure?) defensive ability in Wonder Guard, Shedinja makes a name for itself as by being a Pokemon that's immune to any attack that isn't super effective against it. This ability allows Shedinja to take on numerous threats in the tier such as Suicune, Cobalion, (AC) and Snorlax. Even with the ability to take on these threats, though, Shedinja is weak to some of the other common types in the tier like such as Dark-(RH), Fire-(RH), and Flying-Types. At first glance, Shedinja's stats may also not look seem that great, especially a its lowly base 1 HP, which stat; this means that it is instantly KOed by passive damage from entry hazards and status moves like such as Toxic, Will-O-Wisp, (AC) and Leech Seed. As such, Shedinja, with its ability and all, should be put on a team built around it with many entry hazard removers and possibly Magic Bounce users like such as Espeon and Xatu.

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

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

Swords Dance allows Shedinja to boost its already solid base 90 Attack Stat, making it a bigger threat coupled with its ability (not sure how Wonder Guard fits here). Baton Pass could can be used for momentum purposes, allowing the user Shedinja to gain the switch advantage with a slow Baton Pass when it forces a foe out that can't hit it, but it could can be PP stalled late game by the likes of Rest Suicune. X-Scissor and Shadow Sneak are Shedinja's best STAB moves. X-Scissor is its strongest Bug-Type STAB move hitting hits the likes of Reuniclus or Cresselia, while Shadow Sneak provides Shedinja with some priority to pick off or revenge kill weakened opponents like foes such as Chandelure or and Azelf without having its Focus Sash broken or OHKO'd (again, how exactly is this relevant here?). Protect is an important move for Shedinja, allowing it allows Shedinja to scout out any for super effective attacks or status moves that could potentially threaten Shedinja it. This really helps increases its longevity by allowing it to not being caught off guard by a random surprise coverage move. Will-O-Wisp is another solid option, being able to cripples incoming physical attackers looking to break Shedinja's Focus Sash or OHKO it. It could also offer some nice residual damage on some bulky Pokemon that switch-(RH) into Shedinja.

Set Details
========

Shedinja's EV'(remove apostrophe)s are all invested into Attack and Speed to make it hit as hard and as quickly as possible. Investing in any other stat is pointless since because it will die in faint from one hit anyway. An Adamant nature further increases Shedinja's physical attacking prowess. A Focus Sash allows Shedinja to take 2 two super-(RH) effective hits from a foes, giving it a nice second opportunity to get a KO or wear down a wall.

Usage Tips
========

It's best to play conservatively when using Shedinja, especially against Pokemon that could possibly have a move to hit it with, so scout their movesets with Protect whenever necessary. This really helps against Pokemon like that could potentially be running Toxic, such as Porygon2 or and Vaporeon that could potentially be running Toxic. Setting up early- to or mid-game is not a good idea, as Shedinja is best used as a late-(AH)game sweeper. If your opponent doesn't have many ways to combat Shedinja, try to preserve it for the late-(AH)game so that it's almost impossible for the foe to hit Shedinja. If you're running a Baton Pass or Will-O-Wisp set, they should be used whenever Shedinja forces a foe out, gaining momentum with Baton Pass or potentially crippling an incoming Physical physical attacker with Will-O-Wisp.

Team Options
========

Shedinja's best friends partners are the entry hazard removers in the tier such as Crobat, Salamence, Tentacruel, (AC) and Mega Blastoise. Entry hazards definitely need to be off of the field for Shedinja to be effective, so it'(apostrophe)s essential to always have Rapid Spinners spinners or Defoggers on the team. Magic Bounce users like such as Xatu and Espeon also make for good teammates with Shedinja, switching in on any status moves or entry hazards and effectively bouncing them back to the foe. Shedinja also likes bulky Water-Types like Water-types such as Suicune and Mega Blastoise as teammates to help deal with Fire-(AH) and Rock-Type Rock-types attacks aimed at it, (AC) and in return, Shedinja can take Grass- and Electric-Types Electric-type moves for them. Steel-Types Steel-types such as Mega Aggron are good with Shedinja as well, can absorbing any Flying-Type Flying-type attacks aimed at it Shedinja, although you do have it has to watch out for any Fire-Type Fire-type attacks aimed at these. Slow U-turners or Volt Switchers users are great teammates as well, bringing in Shedinja safely and a great way to grabbing momentum.

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

Shadow Claw could can be used over Shadow Sneak as a Ghost-Type Ghost-type STAB move, but you Shedinja loses out on a priority move, (AC) which is huge, (RC) considering Shedinja that it sits at a lackluster base 40 Speed tier at base 40. Toxic could can be used over Will-O-Wisp to wear down walls a bit faster. A Hone Claws + Baton Pass set could be used (Swords Dance + and Baton Pass are incompatible) to preserve momentum as well as provide nice team support, giving some nice useful Attack and Accuracy accuracy boosts to teammates. A Lum Berry could be used can act as a one-(AH)time status absorber. Safety goggles could Goggles can be used to combat Mega Abomasnow or the occasional Hippopotas (I highly doubt this is viable enough for a mention) as well as and absorb powder moves like such as Sleep Powder or Spore from Venomoth and Amoonguss, respectively.

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

**Super Effective Attacks**: Dark-, Fire-, Flying-, Ghost-, (AC) and Rock-Types Rock-type all threaten hit Shedinja super effectively, breaking its Focus Sash or OHKOing it. These moves can either break the Focus Sash or KO Shedinja if the Sash has already been broken. Common Pokemon that have this these types for coverage include Hydreigon, Mega Aerodactyl, (AC) and Crobat, which can that could be whittled by down with Will-O-Wisp, as well as while Entei and Chandelure, which are the common Fire-Types in the tier not effected affected by Will-O-Wisp due to their Fire typing.

**Residual Damage**: Residual Damage that can hit Shedinja include damage from the likes of entry hazards, poison, burn, Leech Seed, and Hail hail will OHKO Shedinja. Phazers pose a threat when entry hazards are on the field, having a random chance to switch into Shedinja. Also, be aware that Mega Abomasnow (Main Snow Warning user) could can come in at any time against Shedinja and effectively KO it with its own Hail hail.

**Pursuit Trappers**: Pursuit trappers like such as Krookodile and Mega Aerodactyl can trap Shedinja and either break its Focus Sash on the switch or OHKO it, if its Sash has already been broken.

**Mold Breaker Users**: Mold Breaker users like such as Haxorus and Mega Ampharos ignore Shedinja's Wonder Guard and can OHKO it with any of their attacking moves.

**Rocky Helmet Users**: Rocky Helmet users such as Forretress, Arcanine, (AC) and Mandibuzz can come in on any of Shedinja's attacks and instantly KO it as well.
GP 1/2
XMjBx4g.gif
Implemented this, thanks! Appreciate it n_n. Ready for next check
 
add/correct remove comments
[OVERVIEW]

With an amazing defensive ability in Wonder Guard, Shedinja makes a name for itself by being is immune to any attack that isn't super effective against it. This ability allows Shedinja to take on numerous threats in the tier such as Suicune, Cobalion, and Snorlax. Even with the ability to take on these threats, though, Shedinja is weak to some of the other common types in the tier such as Dark, Fire, and Flying. At first glance, Shedinja's stats may also not seem that great, especially its lowly base 1 HP, which means that it is instantly KOed by passive damage from entry hazards and status moves such as Toxic, Will-O-Wisp, and Leech Seed. As such, Shedinja should be put on a team built around it with many entry hazard removers and possibly Magic Bounce users such as Espeon and Xatu.

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

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

Swords Dance allows Shedinja to boost its Attack, making it a bigger threat. Baton Pass can be used for momentum, allowing lets Shedinja to gain the switch advantage with a slow Baton Pass when it forces a foe out that can't hit it, but it can be PP stalled late-game by the likes of Rest Suicune. X-Scissor and Shadow Sneak are Shedinja's best STAB moves. X-Scissor hits the likes of Reuniclus or and Cresselia, while and Shadow Sneak provides Shedinja with some priority to pick off or revenge kill weakened foes such as Chandelure and Azelf. Protect allows Shedinja to scout for super effective attacks or status moves that could potentially threaten it. This increases its longevity by allowing it to not be caught off guard by a surprise coverage move. Will-O-Wisp cripples incoming physical attackers looking to break Shedinja's Focus Sash or OHKO it. It could also offer some residual damage on bulky Pokemon that switch into Shedinja.

Set Details
========

Shedinja's EVs are all invested into Attack and Speed to make it hit as hard and as quickly as possible. Investing in any other stat is pointless because it will faint from one hit anyway. An Adamant nature further increases Shedinja's attacking prowess power. Focus Sash allows Shedinja to take two super effective hits from foes, giving it a second opportunity to get a KO or wear down a wall.

Usage Tips
========

It's best to play conservatively when using Shedinja, especially against Pokemon that could possibly have a move to hit it with, so scout their movesets with Protect when necessary. This really helps against Pokemon that could potentially be running Toxic, such as Porygon2 and Vaporeon. Setting up early- or mid-game is not a good idea, as Shedinja is best used as a late-game sweeper. If your opponent doesn't have many ways to combat Shedinja, try to preserve it for the late-game so that it's almost impossible for the foes to hit Shedinja. If you're running Baton Pass or Will-O-Wisp, they should be used whenever Shedinja forces a foe out, gaining momentum with Baton Pass or potentially crippling an incoming physical attacker with Will-O-Wisp.

Team Options
========

Shedinja's best partners are the entry hazard removers in the tier such as Crobat, Salamence, Tentacruel, and Mega Blastoise. Entry hazards need to be off of the field for Shedinja to be effective, so it's essential to always have spinners or Defoggers on the team. Magic Bounce users such as Xatu and Espeon also make for good teammates, switching in on any status moves or entry hazards and bouncing them back to the foe opponent's side. Shedinja also likes bulky Water-types such as Suicune and Mega Blastoise to help deal with Fire- and Rock-types attacks aimed at it, and in return, Shedinja can take Grass- and Electric-type moves for them. Steel-types such as Mega Aggron can absorb any Flying-type attacks aimed at Shedinja, although it has to watch out for Fire-type attacks. Slow U-turn or Volt Switch users are great teammates as well, bringing in Shedinja safely and grabbing momentum.

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

Shadow Claw can be used over Shadow Sneak as a Ghost-type STAB move, but Shedinja loses out on a priority move, which is huge considering that it sits at a lackluster base 40 Speed. Toxic can be used over Will-O-Wisp to wear down walls a bit faster. A Hone Claws + Baton Pass set could be used (Swords Dance and Baton Pass are incompatible) to preserve momentum as well as provide team support, giving some useful Attack and accuracy boosts to teammates. Lum Berry can act as a one-time status absorber. Safety Goggles can be used to combat Mega Abomasnow and absorb powder moves such as Sleep Powder or Spore from Venomoth and Amoonguss, respectively.

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

**Super Effective Attacks**: Dark-, Fire-, Flying-, Ghost-, and Rock-type all hit Shedinja super effectively, breaking its Focus Sash or OHKOing it. Common Pokemon that have these types for coverage include Hydreigon, Mega Aerodactyl, and Crobat, which can be whittled down with Will-O-Wisp, as well as Entei and Chandelure, which are not affected by Will-O-Wisp due to their Fire typing.

**Residual Damage**: Residual damage from the likes of entry hazards, poison, burn, Leech Seed, and hail will OHKO Shedinja. Phazers pose a threat when entry hazards are on the field, having a random chance to switch into Shedinja. Also, be aware that Mega Abomasnow can come in at any time against Shedinja and KO it with hail.

**Pursuit Trappers**: Pursuit trappers such as Krookodile and Mega Aerodactyl can trap Shedinja and either break its Focus Sash on the switch or OHKO it.

**Mold Breaker Users**: Mold Breaker users such as Haxorus and Mega Ampharos ignore Shedinja's Wonder Guard and can OHKO it with any of their attacking moves.

**Rocky Helmet Users**: Rocky Helmet users such as Forretress, Arcanine, and Mandibuzz can come in on any of Shedinja's attacks and instantly KO it.
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[OVERVIEW]

With an amazing defensive ability in Wonder Guard, Shedinja makes a name for itself by being is immune to any attack that isn't super effective against it. This ability allows Shedinja to take on numerous threats in the tier such as Suicune, Cobalion, and Snorlax. Even with the ability to take on these threats, though, Shedinja is weak to some of the other common types in the tier such as Dark, Fire, and Flying. At first glance, Shedinja's stats may also not seem that great, especially its lowly base 1 HP, which means that it is instantly KOed by passive damage from entry hazards and status moves such as Toxic, Will-O-Wisp, and Leech Seed. As such, Shedinja should be put on a team built around it with many entry hazard removers and possibly Magic Bounce users such as Espeon and Xatu.

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

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

Swords Dance allows Shedinja to boost its Attack, making it a bigger threat. Baton Pass can be used for momentum, allowing lets Shedinja to gain the switch advantage with a slow Baton Pass when it forces a foe out that can't hit it, but it can be PP stalled late-game by the likes of Rest Suicune. X-Scissor and Shadow Sneak are Shedinja's best STAB moves. X-Scissor hits the likes of Reuniclus or and Cresselia, while and Shadow Sneak provides Shedinja with some priority to pick off or revenge kill weakened foes such as Chandelure and Azelf. Protect allows Shedinja to scout for super effective attacks or status moves that could potentially threaten it. This increases its longevity by allowing it to not be caught off guard by a surprise coverage move. Will-O-Wisp cripples incoming physical attackers looking to break Shedinja's Focus Sash or OHKO it. It could also offer some residual damage on bulky Pokemon that switch into Shedinja.

Set Details
========

Shedinja's EVs are all invested into Attack and Speed to make it hit as hard and as quickly as possible. Investing in any other stat is pointless because it will faint from one hit anyway. An Adamant nature further increases Shedinja's attacking prowess power. Focus Sash allows Shedinja to take two super effective hits from foes, giving it a second opportunity to get a KO or wear down a wall.

Usage Tips
========

It's best to play conservatively when using Shedinja, especially against Pokemon that could possibly have a move to hit it with, so scout their movesets with Protect when necessary. This really helps against Pokemon that could potentially be running Toxic, such as Porygon2 and Vaporeon. Setting up early- or mid-game is not a good idea, as Shedinja is best used as a late-game sweeper. If your opponent doesn't have many ways to combat Shedinja, try to preserve it for the late-game so that it's almost impossible for the foes to hit Shedinja. If you're running Baton Pass or Will-O-Wisp, they should be used whenever Shedinja forces a foe out, gaining momentum with Baton Pass or potentially crippling an incoming physical attacker with Will-O-Wisp.

Team Options
========

Shedinja's best partners are the entry hazard removers in the tier such as Crobat, Salamence, Tentacruel, and Mega Blastoise. Entry hazards need to be off of the field for Shedinja to be effective, so it's essential to always have spinners or Defoggers on the team. Magic Bounce users such as Xatu and Espeon also make for good teammates, switching in on any status moves or entry hazards and bouncing them back to the foe opponent's side. Shedinja also likes bulky Water-types such as Suicune and Mega Blastoise to help deal with Fire- and Rock-types attacks aimed at it, and in return, Shedinja can take Grass- and Electric-type moves for them. Steel-types such as Mega Aggron can absorb any Flying-type attacks aimed at Shedinja, although it has to watch out for Fire-type attacks. Slow U-turn or Volt Switch users are great teammates as well, bringing in Shedinja safely and grabbing momentum.

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

Shadow Claw can be used over Shadow Sneak as a Ghost-type STAB move, but Shedinja loses out on a priority move, which is huge considering that it sits at a lackluster base 40 Speed. Toxic can be used over Will-O-Wisp to wear down walls a bit faster. A Hone Claws + Baton Pass set could be used (Swords Dance and Baton Pass are incompatible) to preserve momentum as well as provide team support, giving some useful Attack and accuracy boosts to teammates. Lum Berry can act as a one-time status absorber. Safety Goggles can be used to combat Mega Abomasnow and absorb powder moves such as Sleep Powder or Spore from Venomoth and Amoonguss, respectively.

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

**Super Effective Attacks**: Dark-, Fire-, Flying-, Ghost-, and Rock-type all hit Shedinja super effectively, breaking its Focus Sash or OHKOing it. Common Pokemon that have these types for coverage include Hydreigon, Mega Aerodactyl, and Crobat, which can be whittled down with Will-O-Wisp, as well as Entei and Chandelure, which are not affected by Will-O-Wisp due to their Fire typing.

**Residual Damage**: Residual damage from the likes of entry hazards, poison, burn, Leech Seed, and hail will OHKO Shedinja. Phazers pose a threat when entry hazards are on the field, having a random chance to switch into Shedinja. Also, be aware that Mega Abomasnow can come in at any time against Shedinja and KO it with hail.

**Pursuit Trappers**: Pursuit trappers such as Krookodile and Mega Aerodactyl can trap Shedinja and either break its Focus Sash on the switch or OHKO it.

**Mold Breaker Users**: Mold Breaker users such as Haxorus and Mega Ampharos ignore Shedinja's Wonder Guard and can OHKO it with any of their attacking moves.

**Rocky Helmet Users**: Rocky Helmet users such as Forretress, Arcanine, and Mandibuzz can come in on any of Shedinja's attacks and instantly KO it.
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implemented thanks! n_n this should be ready for upload now
 
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