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.
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.
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.
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.
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.
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.
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.
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.

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.

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.

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.

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.

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.

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.