Can't Touch This. (Shedinja RMT)

This team is designed around setting up a Shedinja sweep, by saving it for the end of the match and trying to eliminate as many of its counters as possible.
I'm considering adding a pokemon with Roar or Whirlwind to better scout, and possibly also something with a sleep move, to completely cripple a Shedinja counter.
Posted under each pokemon will be its role in assisting Sheddy with its sweep.

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Clefable (F) @ Toxic Orb
Ability: Magic Guard
EVs: 252 HP/252 Atk/6 Spd
Adamant nature (+Atk, -SAtk)
- Protect
- Facade
- Meteor Mash
- Wish

Protects on turn one, then fires off 140 BP Stab Facades. A decent lead, but is walled by steel types (Probopass tries to remedy this).
Role in assisting Sheddy: Since it's immune to status, it can scout to see what is carrying a surprise Toxic or Will-o-wisp. Also, between Wish and Protect it stays around a while, and causes switches to scout.

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Probopass (M) @ Choice Specs
Ability: Magnet Pull
EVs: 168 HP/90 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Earth Power
- Thunderbolt
- Hidden Power [Grass]
- Explosion

No one expects the HP [Grass] Choice Specs Probopass inquisition! Seriously, though, this guy traps steels, while dealing a respectable amount of damage with the help of Choice Specs. Explosion is used late game when his purpose has run out.

Role in assisting Sheddy: Traps Steel types like Aggron that wall Shedinja and can KO it. Tries to blow up on other threats.

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Claydol @ Leftovers
Ability: Levitate
EVs: 252 HP/144 Def/114 SAtk
Bold nature (+Def, -Atk)
- Rapid Spin
- Stealth Rock
- Earth Power
- Shadow Ball

One of my two Rapid Spinners, and general tank. Lays down Stealth Rock to break sashes, weaken opponents, etc.

Role in assisting Sheddy: Lays down SR, which damages Fire and Flying types 25% upon switching in. Since they can KO Shedinja, this weakens them, and in the case of something like Rapidash, allows for Shedinja to pick it off with Shadow Sneak. Claydol is also invaluable as a Rapid Spinner.

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Pelipper (F) @ Leftovers
Ability: Keen Eye
EVs: 236 HP/160 Def/114 SAtk
Bold nature (+Def, -Atk)
- Surf
- Air Slash
- Roost
- Toxic

Pelipper is so underrated. Good defenses, typing, Roost, and Toxic help it outlast any physical attackers without Stone Edge or ThunderPunch.

Role in assisting Sheddy: Not too much directly, but generally just spreads poison and wears down Fire-types.

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Hitmontop (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP/80 Def/178 Spd
Impish nature (+Def, -SAtk)
- Rapid Spin
- Close Combat
- Toxic
- Stone Edge

Backup Rapid Spinner in case Claydol goes down. Toxic is a great move on him that cripples incoming tanks without Rest. For now, he's my best option against Miltank (besides Shedinja), who Heal Bells away the poison inflicted by my teammates.
Role in assisting Sheddy: Spins away SR, and deals with the Rock and Dark types that threaten Shedinja. Toxic, as previously mentioned, wears down wall thinking it's a sweeper.

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Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk/6 Def/252 Spd
Adamant nature (+Atk, -SAtk)
- Swords Dance
- X-Scissor
- Shadow Sneak
- Will-o-wisp

The star of the show, who can sweep entire teams that are unprepared. I try to save it until late game when I have fully scouted out any of its counters. Will-o-wisp is filler for now, but I might replace it with Aerial Ace or something.

Might edit in a threat list later.
 
Ok this team looks really nice. I am also a fellow Shedinja Lover. I see you have taken the well needed precaution of 2 spinners. The only thing i dont see that could hinder you Ninja from doing his job is weather support. Hail and Sand are gonna kill him on entry. Might want to work a Rain Dance in there somewhere. But other than that large weakness looks good.
 
I think this team is for UU unless I'm mistaken

No it's Ubers 8-)

lol just playin. tbh I don't see too much sweeping potential, and you could use a backup sweeper if you fail to eliminate every obstacle Shedinja needs to go through. May I suggest DD Altaria over Pelipper? You said it yourself, in a way, that Pelipper doesnt serve much purpose in aiding Sheddy. Well Altaria holds the same resistancs to Fire and Fighting, well more importantly a more reliable switch-in against Rotom, who in my opinion is a VERY huge obstacle Shedinja must go through.

Now for a fun suggestion, maybe try Kasib Berry on Claydoll. It's actually a good lure for Rotom to come in and try to block Rapid Spin, but meh you can predict that anyway, it's not recommended.
 
Rain Dance could replace air slash on Pelipper or something on Claydol if you are really worried about Weather teams, which aren't as common in UU. Overall good team.
 
Gorebyss: http://www.smogon.com/dp/pokemon/gorebyss
The first set. With Rain Dance. And if you fear special walls, feel free to throw Waterfall and a ton of atk evs on it. I used this as a lead in OU and it worked out. I'm sure it will do fine here. It also adds a much needed backup sweeper to your team, thanks to Gorebyss's ever-useful Swift Swim ability. I would personally put this over Pelipper. You don't have to of course, but I would try it out at least.
 
Even if weather teams are less common in UU, this team puts alot of weight on Shedinja's shoulders, and Hail or Sandstorm kills him on entry. So it might be best just to have the precaution. Especially if you fall victim to whirlwind and you havent cleared the air yet, you "sweeper" could be eliminated.
 
Maybe you can try lum berry on Shedinja? Since you are taking out most of its counters anyways, there is probably little fear of a SE move. However, Toxic and WoW can kill Shedinja instantly, especially on common walls that do not have super effective moves. Then you can switch in Clefable or Probopass (for toxic) to take the status, then find a way to eliminate that threat.

Just a suggestion haha
 
I definitely agree that you should get a rain dancer somewhere on this team.
I like the Clefable lead. Seems like a good status scout to me. You could pop rain dance on pelipper, get rid of sandstorm, and boost his surf at the same time.
 
Why would you need a Rain Dancer? Auto-hail and Sandstorm aren't allowed in UU, barely anyone will use a Sandstorm or hail team as not enough benefits from it to be worth having to set up every five turns. Rain is the only really common weather in UU and Shedinja doesn't care about it.

I don't know very much about UU at all, so I can't really attempt a full rate. Sorry :(
 
its really just a precaution. you dont "need" rain. But in the oft event that someone does use hail or sand. You would be screewed. Mainly because this team counts on shedinja.
 
its really just a precaution. you dont "need" rain. But in the oft event that someone does use hail or sand. You would be screewed. Mainly because this team counts on shedinja.

They don't. Even if they do, seeing as it isn't auto then you can just wait five turns for it to go away anyway.

I can assure you that until Snover or Hippopotas are allowed in UU, rogue weather teams will remain pretty much nonexistent. There just aren't enough benefits to manually set it up.
 
You can't just "wait five turns" (which would probably be eight anyway becuase anyone bothering to use it would probably use it with the apporpriate extension item) when the center of your team relies on it.
 
agreed. For some teams 8 turns could be over half the game! I know once my shedinja comes in its a Max of 7-8 turns till game over.
 
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