You do'nt need several breaker when you can just play Mega ray :pIm just going to errrr ignore the last few posts above and focus on addressing SL's response to my non ban argument because as far as I can tell, he was the only one that addressed the points I brought up.
I want to start by saying that I don't disagree with pretty much anything in this post, everything above is pretty valid and translates into real game situations. I would however like to bring up a few points. The first one is a point about momentum. It is true that shed acts as a very large momentum drain on opposing teams unable to deal with it, however, the way teams running shedinja are structured usually makes it harder to capitalise on this momentum than it would appear on paper.
Most Shed teams are structured as follows:
Shedinja (obviously) / a bouncer (for keeping shed alive) / imposter (for scouting mold moves)
beyond that it gets a little bit more complicated. A shed team requires other walls to switch in on things shed can't. Imposter is a good start to this but is insufficient paired with bounce. Usually, to really cover the bases well this requires two other walls: say a prankster (which also deals with setup) and a regenerator or PH.
When you add up all those mons you only have 1 slot left. Some shed teams skimp on the extra wall in order to have more offensive presence, but for almost all shed teams there are going to be either 0, 1, or 2 offensive mons. This makes momentum much harder to capitalise on. If you have 0 breakers, it makes it nearly irrelevant, and if the opposing team has a mon that walls your 1 to 2 breakers than it also makes momentum much less important than it would otherwise be. I feel like this fact is especially important because while shed teams do grant momentum, their basic structure makes that momentum less important than it would be on a non shedinja team.
The second point I would like to bring up is that while worse in some aspects, fur coat mons (or other fat mons intended to fufill a shedinja-like, momentum draining role, say regen zy) require 0 team support and are inherently much longer lived than shedinja. They do not have the same positive aspects (lack of HP mantainence required) but they also possess none of the negative aspects. They do not die to mold pursuit, nor weather nor whirlwind. At this point it is a tradeoff between these two aspects.
I would argue that because of these two things (shedinja teams not being able to capitalise on momentum quite as freely as other teams using alternative walls and shedinja teams being inherently more frail (but also requiring less HP maintenance)) Shedinja is indeed a solid option in the team builder, but not far and away a better one than some other alternative walls. If this is in fact true, then I would ask why we are looking into banning shedinja, while altogether ignoring other walls.