Wonderful Ninjary, good sir. Bug. Ghost. Thing.

This is a pretty old team of mine, and in fact I think I might have posted it pre-Garchomp and yet... it still works. Whilst not obviously stally, this team has some major defensive assets to work with, as well as some offensive prowess.

Onto the team.

Team Building Process
It may be a long time, but I still remember the basic premise on how this team came together. The first, pokemon of course, being the star of the show:

Shedinja.jpg


Shedinja normally buzzes around in the depths of NU. Gaining nor losing any real usability as it passes through the tiers. It's a useful, and more importantly viable pokemon to have on your team - though certainly not without it's flaws.

Now, Shedinja is a pokemon that's going to be switching in and out. A lot. It's important to have strong defensive pokemon to switch to. Ferrothorn and Jellicent are of course, the perfect combination, though leave me slightly weak to physical fire moves such as Flare Blitz.

Entry hazards are a giant pain for Shedinja, so I have to include a spinner. I chose Starmie, because Donphan, Cloyster, Claydol and Hitmontop are all slow, and that kind of hinders their ability to spin.

The Team
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Landorus-T - The Lead
Intimidate
196 Health, 98 Attack, 216 Defense
Adamant
Leftovers

Moveset
Stealth Rock
U-Turn
Stone Edge
Earthquake

Landorus Therian replaces Terrakion for a couple of reason. The first is the increased bulk, which is accented by the Intimdate ability. This gives me an additional check to many physical threats, such as Conkeldurr (even if it's just through switching in on a drain punch, then u-turning back out to avoid the incoming ice punch) or Haxorus. Landorus-T also makes dealing with sun teams slightly easier, as Ninetales leads are quickly taken down, and as they see I have no weather setter, they often don't bother with trying to save it, or risk a Will-o-Wisp, after which I can easily bring in Starmie to get the rain up.

Shedinja_and_Hitmonchan_by_jbigz.png

Shedinja - The um, sweeping, defensive, awesome, frail, wall, spin blocking bug
Wonder Guard
252 Attack, 252 Speed
Adamant
Focus Sash/Lum Berry

Moveset
Shadow Sneak
Sucker Punch
X-Scissor
Swords Dance

Shedinja is both a defensive pivot and a set-up sweeper, bringing a ton of immunities to the table, it switches in, then switches out on the predicted switch - showing me exactly who on my opponent's team can counter it and who cannot. Sadly, with it's inability to leave past hazards, it can be shut down with relative ease, though only until I can bring Starmie in for a spin, and with prediction and a little luck, hopefully the hazards wont go up in the first place.

The EVs are pretty self-explanitory - it's a Shedinja - where else are you going to put them? 252 HP 252 SpD Calm Sheddy? I think not. The movepool is making the most of Shedinja's fairly restricted movepool, but ample access to priority. I toyed with adding protect on their to scout out enemy attacks slightly more reliably than predicting and switching, but I think Shedinja needs what coverage it can get to make up for it's pool movepool. X-Scissor is for powerful STAB against slower foes, or foes who cannot hit Sheddy. Shadow Sneak is for primary priority, and Sucker Punch for hitting Normals with priority. I have problems with Steel types, but they also tend to have problems with me...

I've been torn about whether to use Focus Sash or Lum Berry for quite some time. It'd be nice to tank a status once in a while, but Sash has saved me time and time again...

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Ferrothorn - Wall 2
Iron Spikes
252 Health, 252 Defense, 4 Speed
Bold
IVs: 0 Attack, 0 Speed

Moveset
Spikes
Power Whip
Protect
Leech Seed

Ah, how good it is to idle away time setting up stealth rocks and spikes, with the occasional protect thrown in. How nice it is to completely screw up Blisseys and Chanseys in the process of leech seed spam. It may confuse you as to why I carry Stealth Rocks though when I already have them on Terrakion, but truth be told, it's quite often Ferrothorn who ends up setting them up. Due to Terrakion's frailty and it's usefulness elsewhere, I often switch Terrakion out before it gets the chance to set up Stealth Rocks, or my opponent leaves an obvious offensive opportunity for me to snap up and knock out the pokemon on it's way in, which I take then am forced to switch. This means that having Stealth Rocks on both of them is actually really effective, especially mean as it can screw up spin-reliant teams.

Ferrothorn is my primary guy for taking attacks aimed at Shedinja, such as Stone Edge, or Brave Bird, whereas Shedinja and Jellicent take Focus Blasts, Mach Punches, and Scalds/Hydro Pumps aimed at Terrakion. I run bold, as well as 0 attack IVs to deal with confusion easier.

35mmap.jpg

Jellicent - Wall 3
Cursed Body
252 HP, 252 Special Defence, 4 SpA
Calm
IVs: 0 Attack

Moveset
Scald
Taunt (Previously Giga Drain)
Recover
Will-o-Wisp

Cursed Body vs. Water Absorb. With Shedinja and Ferrothorn able to take water attacks like bosses, I figured another Water immunity wouldn't be too valuable. With an innate resistance, and high Special Defence, against this primarily special type (exception of Gyarados), I just decided that the Cursed Body ability might be more useful.

Scald is turn burn stuff, WoW is to burn stuff too, in both cases trying to cover for Jelli's bad physical defense. Recover is to, uh, recover and Taunt replaces Giga Drain in order to shut down opposing defensive threats such as Skarmory.

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Latias - The Speedster, defensive, awesomeness
72 Health, 184 Special Attack, 252 Speed
Timid
Life Orb
IVs: 2 attack, 30 Special Attack, 30 Speed

Moveset
Dragon Pulse
Psyshock
Hidden Power [Fire]
Roost

When it was suggested to me to use Latias over Espeon, I didn't like the idea much. The loss of my magic bouncer would result in hazards going up a lot more easily, and that meant less Shedinja time. I decided to give it a try though, and damn has Latias been an asset to the team. Dragon Pulse and Psyshock provide powerful STAB attacks hitting on both physical and special spectrums, whilst hidden power fire hits the steels that would otherwise wall Latias. It's offensive presence is good, but so is it's defensive presence, able to take some of the more powerful fighting type attacks that're being bandied about in OU, as well as providing another fire type resistance to support Ferrothorn and Shedinja, meaning that Infernape (previously a major threat) is now dealt with fairly easily. Latias also checks many sun team pokemon, such as Venusaur which were previously a threat, as well as the sun providing a boost to it's hidden power [fire]. As now the only powerful special type attacker on the team, the steel type coverage is really appreciated when dealing with Skarmory and Forretress.

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Stamie - The Spinner
252 Speed, 252 Heath, 4 Special Attack
Timid Nature
Expert Belt
IVs: 0 Attack

Move Set
Scald
Recover
Rain Dance
Rapid Spin

Rain Dance Starmie, with Recover, as well as both Speed and Health EVs. Sure, the speed EVs may not help towards the bulk side of things, but this semi-bulky Starmie is designed to get rid of weather and spin - not necessarily to tank powerful hits. The speed EVs are to make it easier to switch into fire types and get off a rain dance before my opponent can fire a solar beam, as well as to allow Starmie a little bit of revenge killing capability.

Swapping the suggested Thunder for Recover, as well as combining the ideas of Rain Dance Starmie and Bulky Starmie to get this set has taken a lot of the pressure off of Starmie that was causing it to previously fail at one job or the other.

Previous Members
Terrakion (replaced by Landorus-T)
Justified
252 Attack, 252 Speed, 4 HP
Jolly
Leftovers[/B]
Moveset:
Taunt
Stealth Rock
Stone Edge
Close Combat

Espeon (replaced by Latias)
252 Health, 252 Defense, 4 Speed
Bold Nature
IVs: 0 Attack[/B]
Move Set
Stored Power/Psychic
Calm Mind
Substitute
Morning Sun
 
Hey.

I've always been fond of Shedinja, it's a cool looking poke. I'll try to help you out. First of all, you're really weak to opposing Physical Dragons. Physical Dragons often carry a Fire-type move which can easily OHKO your Ferrothorn and it hits Shedinja. A very common example of this is a simple Dragon Dance Dragonite @ Lum Berry. This Dragonite can simply Fire Punch Ferrothorn and Shedinja to death, click Outrage and win. Other common physical threats are problematic as well. Terrakion, for example, can bypass Shedinja's niche ability and typing with Stone Edge and OHKO both Starmie and Espeon on the switch or with SubSalac. Lucario with Crunch, albeit uncommon, will cause some problems as well. Basically, a myriad of Physical threats will take their toll on your team. To help fix this problem, I recommend a defensive Landorus-T instead of Terrakion. Landorus-T has Intimidate and good Physical bulk which can help weaken Physical threats that currently wreck your lineup. Additionally, it has a solid Fighting resistance which will let you take on Terrakion, Lucario, and co. along with Physical Dragons. The set I recommend is Stealth Rock / U-turn / Earthquake / Stone Edge @ Leftovers with EV's of 196 HP / 96 Atk / 216 Def and a Adamant Nature. The given EV's allow you to OHKO Dragonite after Stealth Rock damage and to have a Leftovers number coupled with good bulk.

Opposing sun teams are also very problematic for your team as well. Not only do you lack a good Venusaur counter, but Volcarona can do heavy damage as well. You lack a good Pokemon that can take Fire-type attacks that isn't hampered from the sun. Special Landorus, a Pokemon commonly partnered with Tyranitar, is very troublesome as well. If Shedinja is dead, you lose basically. Venusaur and Volcarona themselves can basically sweep you. Speaking of Tyranitar, it's quite a problem as well since Sand Damage can KO Shedinja immediately. For all of these weaknesses, I have a few suggestions. The first is putting Rain Dance on Starmie instead of Psychic and then using Thunder instead of Rapid Spin. Rain Dance Starmie allows you to do two things.

1.) Beat the best spinblocker in OU, Jellicent, with ease allowing Shedinja to do work.
2.) Get rid of pesky Sand damage which automatically kills Shedinja.

Thunder is the only move Starmie can use that will 2HKO 252 HP Jellicent, so its worth it instead of Thunderbolt. Plus, Rain is already common and even if you aren't against it, you have Rain Dance. For your Volcarona issue, it can be as simple as putting Toxic on Jellicent instead of Will-o-Wisp. Toxic allows you to slam Volcarona and then Recover spam as it tries to attack. This works especially well with a Specially Defensive spread like yours. Lastly, I would use a Latias instead of Espeon. With Starmie, a Magic Bouncer isn't needed to be successful. Latias covers your sun weakness by checking Venusaur, it still does well versus stall if you let the rest of your Pokemon die, it counters Special Landorus especially well, and it retains similar typing to have the same resistances. The set I would use is the Life Orb Tank to lure in Ferrothorn which troubles Shedinja and the rest of your team while still having the Psychic STAB to hit threats like Breloom. A set of Draco Meteor / Psyshock / Hidden Power Fire / Roost @ Life Orb with EV's of 72 HP / 184 SpA / 252 Spe and a Timid Nature should work for you.

I hope I helped some of your problems. Good luck.
 
using Thunder instead of Rapid Spin. -- With Starmie, a Magic Bouncer isn't needed to be successful.

Do you mean to replace recover with thunder? As it is these two statements are kind of contradictory, as without rapid spin, magic bouncer is needed to deal with hazards.
 
The reason I have a bouncer and Stamie, is because once the hazards go up, it isn't always easy to bring Starmie in to spin them away. As a result, I've found it better to try and keep them off in the first place.

Will definitely try some of the changes though - thanks!

EDIT: It feels that there is now too much pressure on Starmie, whilst it now lacks any form of reliable recovery. Removing weather and spinning aswell is a little too much for it.
 
Hey there,

First off fun shedinja team is fun.

Now that's out of the way time to get serious.

First off I would suggest a sunny day heatran in place of jellicent. I know that the team is fire weak so the best way to patch it is with a fire immunity. Sunny day heatran also grants you the key removal of weather without putting a lot of pressure of starmie.

In place of ferrothorn, try Skarmory to partner up spikes though golurk can be an interesting pick to have a back up rocks inducer. The reason I say this is that smart plays with espeon can provide you additional hazards or even a free status on the opponent.

Lastly consider a defensive starmie. The team would have a considerable fighting weakness though with starmie having a resist to fighting,and would be able to spin more reliably. Plus a burn from scald can help.
 
Okay, can you explain why to swap Ferrothorn to Skarmory? Since they both get up spikes (Ferrothorn probably more reliably) and Skarmory does little to heal the fire weakness...

Jellicent to Heatran would gouge a hole in my defensive core. Jellicent is already resistant to fire, but gives vital a vital immunity to fighting. Besides, given that the team is sun-weak, setting up sun doesn't seem like a good idea. :|
 
switching ferrothorn to skarmory was so that fighting types wouldn't have there way once heatran came in as well as something that has reliable recovery. plus you gain a phazer in exchange which can help if a sub setup sweeper comes into play and there is nothing shedinja can do to it.

The goal of sunny day heatran to remove the opponents weather and make use of the few turns it would have it. Heatran will also be able to wall large portions of sun teams, Yeah it's a risk, but I don't see another solution out side of this one. I see why jellicent is important for that immunity, but the problem is most fighting types I know can typically bypass it if they stay away from the beginning.
 
You might want to consider taking Protect off of Ferrothorn. I can see it working to help wall leech seed victims, but in a scenario in which you've set up all your entry hazards, and used leech seed, you should be able to do a might more than just spamming protect. Toxic or Thunder Wave might do him more justice. That way, you can cripple some enemy threats. If you don't want to invest a move in status, Power Whip is another option.

I would also like to say bravo for building a team around Shedinja. Usually the few who choose to use him depend on the luck that your opponent will not be able to hurt him, due to his awesome type immunity. However, you have built a team that can deal with even the Pokemon that can harm him.
 
Updated OP with the following changes:

Terrakion => Landorus-T (Better counter to physical threats all-round)
Espeon => Latias (Starmie can spin, don't need to bounce. Helps counter sun)
Ferrothorn's Stealth Rock => Power Whip (Stealth Rocks going up more reliably with Land-T)
Starmie's EV Spread 252 SpA/252 Spe/4 HP => 252 HP/252 Spe/4 SpA (Increased Bulk)
Starmie's Moveset Surf/Psychic/Recover/Rapid Spin => Scald/Rain Dance/Recover/Rapid Spin (More defensive, Rain Dance set)
 
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