Psysurge MMX MMY, Shed isn’t good, Illusion, etc.I haven't played BH since The end of Sun and moon, and I don't know what to expect anymore. Whats Good Nowadays?
Edit- shed has gone down in usage
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Psysurge MMX MMY, Shed isn’t good, Illusion, etc.I haven't played BH since The end of Sun and moon, and I don't know what to expect anymore. Whats Good Nowadays?
The FUCK you mean shed isn't goodPsysurge MMX MMY, Shed isn’t good, Illusion, etc.
speaking as a "shedinja advocate" myself...:The FUCK you mean shed isn't good
I only post this to salvage what Shedinja can do, as you seem to be a fan. After Normalium-Z and Shell Smash it has +3 Attack and +3 Speed, which gives it enough Speed to Electrify and enough offense to leave a notable dent.The FUCK you mean shed isn't good
This set is very problematic. First of all, it's unlikely to get a Conversion up when you have a nice 196 maximum Speed. Even when you get a +1 (which is unlikely given the pervasiveness of SunGeist Geyser) you don't even outspeed base 100s with a paltry 294.I only post this to salvage what Shedinja can do, as you seem to be a fan. After Normalium-Z and Shell Smash it has +3 Attack and +3 Speed, which gives it enough Speed to Electrify and enough offense to leave a notable dent.
Shedinja @ Nornalium-Z / Focus Sash
Ability: Sturdy
EVs: 252 Atk / 252 Spe
Jolly Nature
- Thousand Arrows
- Electrify
- Shell Smash
- Conversion
Z-Conversion turns it into a Ground Type at +1 all stats, otherwise use Focus Sash for the eventual Photon Geyser/Mold Breaker.
Next turn Shell Smash to boost Speed and Attack. Now you will Outspeed anything without Priority, allowing you to Electrify any move, including Sacred Fire, Infestation, Poison Fang, Photon Geyser, Moongeist Beam, Sun Steel Strike, and Mold Breaker Attacks. Leech Seed, Toxic, Will-o-Wisp, and friends are also stopped just like Thunder Wave on a Ground Type. Rough Skin, Iron Barbs, Rocky Helmet, won’t work since Thousand Arrows doesn’t make contact. It
Shedinja gets STAB on Thousand Arrows, and it is able to hit even Flying-Types with it. Each time you predict a switch, use Shell Smash.
Electrify also means score Enforcer won’t work, and even if hit, you can Electrify Moves that hit once Sturdy is gone
It’s not a perfect set, but what it lacks in Endeavor, it makes up with being immune to all of its normal checks. The only exceptions would be Hazards, Weather, and Priority Prankster Status moves, or Mold Breaker Priority such as Extreme Speed.
+3 252 Atk Protean Shedinja Thousand Arrows vs. 252 HP / 252 Def Dialga: 398-470 (98.5 - 116.3%) -- 93.8% chance to OHKO
+3 252 Atk Protean Shedinja Thousand Arrows vs. 248 HP / 252 Def Groudon-Primal: 320-380 (79.4 - 94.2%) -- 50% chance to OHKO after Stealth Rock
+3 252 Atk Protean Shedinja Thousand Arrows vs. 252 HP / 252 Def Registeel: 338-402 (92.8 - 110.4%) -- 93.8% chance to OHKO after Stealth Rock and Leftovers recovery
+3 252 Atk Protean Shedinja Thousand Arrows vs. 252 HP / 252 Def Zekrom: 398-470 (98.5 - 116.3%) -- guaranteed OHKO after Stealth Rock
Registeel does sometimes carry Toxic and occasionally Will-o-Wisp, so nailing it on the switch in is important.This set is very problematic. First of all, it's unlikely to get a Conversion up when you have a nice 196 maximum Speed. Even when you get a +1 (which is unlikely given the pervasiveness of SunGeist Geyser) you don't even outspeed base 100s with a paltry 294.
The power from Shell Smash is also deceiving, for Shedinja doesn't get much with only base 90 Attack. The damage calcs seem to prove my point, for all of them are super effective hits. None of them run Sunsteel Strike, Moongeist Beam, or Photon Geyser regularly (Dialga runs Core Enforcer which is a bit unreliable, Registeel may have Will-o-Wisp, and Groudon-Primal may have Sacred Fire) so there is almost no incentive to switch, especially into a suspicious-looking Ground-type Shedinja.
Here are some real switchins Shedinja would have:
+3 252 Atk Shedinja Thousand Arrows vs. 252 HP / 252+ Def Giratina: 181-214 (35.9 - 42.4%) -- guaranteed 3HKO
+3 252 Atk Shedinja Thousand Arrows vs. 252 HP / 252+ Def Audino-Mega: 175-207 (42.6 - 50.4%) -- guaranteed 3HKO after Poison Heal
+3 252 Atk Shedinja Thousand Arrows vs. 252 HP / 252+ Def Unaware Zygarde-Complete: 73-87 (11.4 - 13.6%) -- possible 8HKO
+3 252 Atk Shedinja Thousand Arrows vs. 252 HP / 252 Def Unaware Kyogre-Primal: 97-115 (24 - 28.4%) -- 96.9% chance to 4HKO
+3 252 Atk Shedinja Thousand Arrows vs. 252 HP / 252+ Def Unaware Yveltal: 85-102 (18.6 - 22.3%) -- possible 5HKO
+3 252 Atk Shedinja Thousand Arrows vs. 248 HP / 252+ Def Eviolite Fur Coat Chansey: 189-223 (26.8 - 31.7%) -- guaranteed 4HKO
As you can see, even if Shedinja had the opportunity to set-up, it can be walled very easily by just sending it a fatmon. Said fatmon can simply PP stall either TArrows or Electrify, and then go for a Will-o-Wisp or pivot into a mon with SunGeist Geyser.
Basically, Shedinja doesn't need a gimmicky set (that doesn't really pan out well in the first place) to be successful. It just needs a bit of scouting and team support.
One example of a pretty good core is:
Shedinja @ Protective Pads / Lum Berry / Focus Sash
Ability: Sturdy
EVs: 252 Atk / 252 SpA
Brave Nature
IVs: 0 Def / 0 SpD / 21 Spe (to outspeed minimum speed 50s)
- Endeavor
- Extreme Speed / Shadow Sneak
- Spiky Shield
- Baton Pass / U-Turn (if using Protective Pads)
and
(choose one)
Gyarados-Mega @ Choice Band
Ability: Regenerator
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Brave Nature
IVs: 0 Spe
- Pursuit
- Knock Off
- Liquidation
- U-turn
Gyarados-Mega @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Brave Nature
IVs: 0 Spe
- Liquidation / Spectral Thief / Pursuit
- Knock Off
- Nuzzle / Spectral Thief / Poison Fang
- U-turn
Gyarados-Mega @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Spiky Shield / King's Shield / Shore Up
- Pursuit / Spectral Thief / Liquidation
- Knock Off
- U-turn
Gyarados-Mega @ Safety Goggles
Ability: Unaware
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Brave Nature
IVs: 0 Spe
- Knock Off
- Spectral Thief
- Shore Up
- U-turn
Gyarados-Mega is a really good teammate for Shedinja because it is immune to Photon Geyser and resists Moongeist Beam and Sunsteel Strike. It can, in particular, counter a good amount of Mewtwo-Mega-Ys since most run Choice Specs. Regenerator sets are to better secure a KO on Psychics, Poison Heal can be used to block status, while Unaware beats boosted SunGeist Geyser users.
This core has to watch out for Mewtwo-Mega-Xs and Kartana, however, so you can add something like Flash Fire Solgaleo to check them.
not my post but I did redo the calcs and yes, they are made using STAB.Did your calculations bother to include STAB?
this is true of the listed set but that can be worked around using Soak.Giratina walls the set you mentioned even better than the 1 I mentioned...
all of these are problems with your set and things Shedinja needs to work around. Also are you sure Protective Pads doesn't stop Baneful Bunker?Most Poison Heal users (Like Your Gyarados-Mega) carry a variation of Protect to stall for healing, and if Audino-Mega carries Spiky Shield, or Baneful Bunker then your Shedinja dies when it tries to use Endeavor or Extreme Speed (Water Shuriken is better because it doesn’t make contact, in spite of it dealing less damage), as you aren’t sure whether to carry Protective Pads, Focus Sash, or Lum Berry. And if you carry Focus Sash or Protective Pads then you are susceptible to Baneful Bunker.
All your set has done is taken this existing set and given it more problems. Your set can't deal with any of these checks you've mentioned while also struggling further because you can't wallbreak or deter switchins as well as the main set can.Both carry Sturdy, and I don’t see the Advantage besides Endeavor which is countered by any Ghost type like Gengar-Mega which can use Entrainment + Normalize or Moongeist Beam, Giratina which can use Moongeist Beam, Core Enforcer, or Baneful Bunker, and even Aegislash.
if your opponent outspeeds you and attacks you're going to lose power, and there's nothing stopping the opponent switching into a ghost or something which they don't need at that stageBlissey
1: Oder sleuth
2: Final Gambit
3: (Optional)
4: (Optional)
Thats actually incorrect. Remember, my Thousand Arrows doesn’t make contact so Baneful Bunker and Spikey Shield cannot hurt it, nor can Iron Barbs, Rocky Helmet, or Rough Skin. Here: https://m.bulbapedia.bulbagarden.net/wiki/Thousand_Arrows_(move)not my post but I did redo the calcs and yes, they are made using STAB.
this is true of the listed set but that can be worked around using Soak.
all of these are problems with your set and things Shedinja needs to work around. Also are you sure Protective Pads doesn't stop Baneful Bunker?
All your set has done is taken this existing set and given it more problems. Your set can't deal with any of these checks you've mentioned while also struggling further because you can't wallbreak or deter switchins as well as the main set can.
Yes. Everyone who has ever played this meta has.But have you ever thought of a Normalize Gengar?
My friend came up with this Shedinja. Wrecked my whole team
Blissey is usually used as a bulky impostor user. But one thing you can do with this Pokemon is turn it into a nuke that can almost instantly kill any Pokemon.
I agree Illusion is a great ally, also Imposter helps scout the movesets and reveal what has an anti-Shedinja move (Judgement Plate Ghost Or Moongeist Beam Gengar-Mega).honestly, the best partner i find for shedinja is a illusion mon. ive been running kanga+sheddy as a "2hko core" and its amazing how much it can accomplish. kanga is capable of scouting for anti-shed moves, while also heavily punishing them. and not only can it do that, it also laughs at shedinja's main switchin: giratina. it can REALLY mess up your opponents momentum if they accidentally sacrifice their giratina as kanga can easily drag your entire team to under 25% hp if you dont take immidiate countermeasures.
typically my kanga runs
kangaskhan@ kangaskhanite
Ability: Illusion
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Careful Nature
- Natures Madness
- Extreme Speed
- Strength sap(mostly to fully recover HP vs non-bouncers...typically bouncers fear this combo too much to switch in, except arceus)
- Night Shade
its a interesting concept because kanga is more designed to take down defensive mons, while shedinja is more focused on removing offensive pokemon. and as kanga disguised as shedinja lures in defensive pokemon like regenners and giratina, its a very scary duo even if your aware of their shenanigans.
According to defunct user motherlove; 2 extra slakings will pair well with slaking.I'm trying to find something that'll work with Slaking. Anyone got any suggestions???View attachment 101866
k thx for the adviceYeah don't use Slaking. Use Regigigas.
k my bad I'm new thx for letting me knowFallingPeasant99
You should consider not posting so many very questionable sets like that. Magikarp and Blissey with Final Gambit may be very funny but you're harming the quality of this thread big time. Not sure if you think this is a joke or are just genuinely new, but just in case this is serious you ought to check out this thread (particularly the viability rankings and Set-Pedia
it isnt 100% flinch chance because of how probabilities work, but yes with something like Beat Up king's rock serene grace you can get about 70% flinches.I have a question
If you give a Pokemon the ability Serene Grace, a King's Rock, and a move like Bullet Seed, can it potentially lead to a deadly combo??? Cause If the move hit 5 times it would be a 100% flinch chance. Would this be a useful combo?