Obviously a shedinja team is designed to remove all shedinja counterrs before sending out shedinja and performing a shedinja sweep. So thats what this team does. Common KOers are pretty common in todays metagame like stealth rock, sandstream, and now fire is becoming a popular attack.
Smeargle (M) @ Choice Scarf
Ability: Own Tempo
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Spore
- Destiny Bond
- Explosion
- Trick
Great lead. Stops stealth rocks from being set up really well and is only really stoped by ninjask and other faster choice scarf leads who dont trick.
I like to revenge "kill" other threats to shedinja by tricking a scarf on them so they get locked in a non threating move. Destiny bond is for anti lead tyranitar. Explosion is when destiny bond isnt against a rock type or steel type.
Azelf @ Choice Scarf
Ability: Levitate
EVs: 34 HP/224 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Trick
- Psychic
- Fire Blast
- Hidden Power [Ground]
This thing is ridiclously fast, and can trick to stop another threat to shedinja. HP Ground is for heatran who my team has a massive weakness to. Psychic is there for stab and hits alot for nuetral. May turn this into a physical variant for a good explosion though, although i lose my ground attack.
Electrode @ Focus Sash
Ability: Static
EVs: 52 Atk/228 Spd/28 SAtk
Hasty nature (+Spd, -Def)
- Rain Dance
- Thunder
- Explosion
- Taunt
Removes SandStorm and explodes, i really dont get any benefit from rain dance but its my only way of getting rid of harmful weather. probably the most expendable member of my team.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 160 HP/220 Spd/128 SAtk
Timid nature (+Spd, -Atk)
- Ice Beam
- Rapid Spin
- Surf
- Hidden Power [Fire]
All shedinja teams need a spinner. Now here is my delima, should i run sunny day or rain dance on my Electrode. Sunny day allows me to OHKO scizor with HP fire, rain dance makes it a 3HKO or a 2HKO with life orb damage from scizor accounted for, of course this is only if scizor comes out during weather. Man i wish there was an attack that simply got rid of weather.
Dugtrio (M) @ Choice Band
Ability: Arena Trap
EVs: 40 HP/252 Atk/216 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Aerial Ace
- Stone Edge
- Sucker Punch
Traps and kills tyranitar whos constant switching in and out would destroy my team goal. also has the added bonus of 2HKOing blissey even factoring leftover recovery.
Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk/4 Def/252 Spd
Adamant nature (+Atk, -SAtk)
- X-Scissor
- Swords Dance
- Shadow Sneak
- Dig
Star of the show, i think shedinja was improved in a sense that the better moves such as salamence outrage and scizors bullet punch are so common that allows him to switch in. This thing stops from a scizor sweep but i really dont like to do that and want shedinja for end game but i will if i must. I also like to come in on a outraging salamence who allows me for 1-2 sword dances and also maybe 3 if he switch / hits himself in confusion. Dig has saved me alot because for some reason alot of my matches have ended with my last poek being shedinja and my opponent last poke being heatran.
Smeargle (M) @ Choice Scarf
Ability: Own Tempo
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Spore
- Destiny Bond
- Explosion
- Trick
Great lead. Stops stealth rocks from being set up really well and is only really stoped by ninjask and other faster choice scarf leads who dont trick.
I like to revenge "kill" other threats to shedinja by tricking a scarf on them so they get locked in a non threating move. Destiny bond is for anti lead tyranitar. Explosion is when destiny bond isnt against a rock type or steel type.
Azelf @ Choice Scarf
Ability: Levitate
EVs: 34 HP/224 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Trick
- Psychic
- Fire Blast
- Hidden Power [Ground]
This thing is ridiclously fast, and can trick to stop another threat to shedinja. HP Ground is for heatran who my team has a massive weakness to. Psychic is there for stab and hits alot for nuetral. May turn this into a physical variant for a good explosion though, although i lose my ground attack.
Electrode @ Focus Sash
Ability: Static
EVs: 52 Atk/228 Spd/28 SAtk
Hasty nature (+Spd, -Def)
- Rain Dance
- Thunder
- Explosion
- Taunt
Removes SandStorm and explodes, i really dont get any benefit from rain dance but its my only way of getting rid of harmful weather. probably the most expendable member of my team.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 160 HP/220 Spd/128 SAtk
Timid nature (+Spd, -Atk)
- Ice Beam
- Rapid Spin
- Surf
- Hidden Power [Fire]
All shedinja teams need a spinner. Now here is my delima, should i run sunny day or rain dance on my Electrode. Sunny day allows me to OHKO scizor with HP fire, rain dance makes it a 3HKO or a 2HKO with life orb damage from scizor accounted for, of course this is only if scizor comes out during weather. Man i wish there was an attack that simply got rid of weather.
Dugtrio (M) @ Choice Band
Ability: Arena Trap
EVs: 40 HP/252 Atk/216 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Aerial Ace
- Stone Edge
- Sucker Punch
Traps and kills tyranitar whos constant switching in and out would destroy my team goal. also has the added bonus of 2HKOing blissey even factoring leftover recovery.
Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk/4 Def/252 Spd
Adamant nature (+Atk, -SAtk)
- X-Scissor
- Swords Dance
- Shadow Sneak
- Dig
Star of the show, i think shedinja was improved in a sense that the better moves such as salamence outrage and scizors bullet punch are so common that allows him to switch in. This thing stops from a scizor sweep but i really dont like to do that and want shedinja for end game but i will if i must. I also like to come in on a outraging salamence who allows me for 1-2 sword dances and also maybe 3 if he switch / hits himself in confusion. Dig has saved me alot because for some reason alot of my matches have ended with my last poek being shedinja and my opponent last poke being heatran.