



Weak to: Rock, Water, Dark, Ghost, Ground
Resists: Bug (4x), Fire (sans Flash Fire), Grass, Ice, Steel, Poison
Immune: Fighting, Normal, Fire (with Flash Fire)
60 HP / 55 Atk / 90 Def / 145 SpA / 90 SpD / 80 Spe
Bold things are cool!
Abilities:
Flash Fire
Flame Body
Dream World Ability:
Shadow Tag
Note: Shanderaa evolves via Dusk Stone, so these are its prevo's moves.
Lv1: Ember
Lv1: Astonish
Lv1: Minimize
Lv1: Smog
Lv3: Minimize
Lv5: Smog
Lv7: Fire Spin
Lv10: Confuse Ray
Lv13: Night Shade
Lv16: Will-o-Wisp
Lv20: [M481]
Lv24: Imprison
Lv28: [M506]
Lv33: Memento
Lv38: Purgatory
Lv45: Curse
Lv53: Shadow Ball
Lv61: Pain Split
Lv69: Overheat
[M481]: Special Fire PP: 15 Power: 70 / Accuracy: 100 Effect: Also damages allies slightly
[M506]: Special Ghost PP: 10 Power: 50 / Accuracy: 100 Effect: Power 100 if target has status condition
Purgatory: Special Fire PP: 5 Power: 100 / Accuracy: 50 Effect: May burn opponent. (100%)
Lv1: Ember
Lv1: Astonish
Lv1: Minimize
Lv1: Smog
Lv3: Minimize
Lv5: Smog
Lv7: Fire Spin
Lv10: Confuse Ray
Lv13: Night Shade
Lv16: Will-o-Wisp
Lv20: [M481]
Lv24: Imprison
Lv28: [M506]
Lv33: Memento
Lv38: Purgatory
Lv45: Curse
Lv53: Shadow Ball
Lv61: Pain Split
Lv69: Overheat
[M481]: Special Fire PP: 15 Power: 70 / Accuracy: 100 Effect: Also damages allies slightly
[M506]: Special Ghost PP: 10 Power: 50 / Accuracy: 100 Effect: Power 100 if target has status condition
Purgatory: Special Fire PP: 5 Power: 100 / Accuracy: 50 Effect: May burn opponent. (100%)
TM04 - Calm Mind
TM06 - Toxic
TM10 - Hidden Power
TM11 - Sunny Day
TM12 - Taunt
TM15 - Hyper Beam
TM17 - Protect
TM19 - Telekinesis
TM20 - Safeguard
TM21 - Frustration
TM22 - Solar Beam
TM27 - Return
TM29 - Psychic
TM30 - Shadow Ball
TM32 - Double Team
TM35 - Flamethower
TM38 - Fire Blast
TM42 - Facade
TM43 - Nitro Charge
TM44 - Rest
TM45 - Attract
TM46 - Thief
TM48 - Troll
TM50 - Overheat
TM53 - Energy Ball
TM59 - Complete Burn
TM61 - Will-O-Wisp
TM63 - Embargo
TM66 - Payback
TM68 - Giga Impact
TM70 - Flash
TM77 - Psych Up
TM85 - Dream Eater
TM87 - Swagger
TM90 - Substitute
TM92 - Trick Room
Nitro Charge: Special Fire, 50 BP, 100% Acc, chance to raise speed
TM06 - Toxic
TM10 - Hidden Power
TM11 - Sunny Day
TM12 - Taunt
TM15 - Hyper Beam
TM17 - Protect
TM19 - Telekinesis
TM20 - Safeguard
TM21 - Frustration
TM22 - Solar Beam
TM27 - Return
TM29 - Psychic
TM30 - Shadow Ball
TM32 - Double Team
TM35 - Flamethower
TM38 - Fire Blast
TM42 - Facade
TM43 - Nitro Charge
TM44 - Rest
TM45 - Attract
TM46 - Thief
TM48 - Troll
TM50 - Overheat
TM53 - Energy Ball
TM59 - Complete Burn
TM61 - Will-O-Wisp
TM63 - Embargo
TM66 - Payback
TM68 - Giga Impact
TM70 - Flash
TM77 - Psych Up
TM85 - Dream Eater
TM87 - Swagger
TM90 - Substitute
TM92 - Trick Room
Nitro Charge: Special Fire, 50 BP, 100% Acc, chance to raise speed
Oh Gamefreak. Your power creep from the third generation on has been exponentially increasing. Shanderaa is a perfect example of what Power Creep has done. It's stats are somewhat comparable to Rotom-A's stats last generation, at least in distribution. It has good defenses with Low HP, poor attack, and mid-level speed that allows it to outspeed a majority of the slower tanks. However, the one stat that immediately jumps out at you is the 145 Special Attack. People gawked at Rhyperior's 140 Attack last generation and threw out claims of BROKEN (which was eventually proven very wrong, but that's neither here nor there). Shanderaa now smashed both Alakazam and Porygon-Z for the title of the highest non-legendary Special Attack stat by 10 points. Lets put this into perspective: Under the old EV/IV system (supposedly it changed), A Specs Shanderaa with a Flash Fire boost can clean 2hko standard Blissey, doing a minimum of 51%. There are extremely few Special Attacks that can feasibly do that with that little set up. If Flash Fire wasn't a good enough ability, it also gets Shadow Tag from the Dream World. This allows it to trap walls/choice locked Fighting/Normal attacks, set up, and kill them at its leisure. Unlike Wobbuffet, Shanderaa packs a serious punch.
However, the downside is that Shanderaa has 5 common weaknesses: Dark, Ghost, Rock, Ground, and Water. This leaves Shanderaa not only Stealth Rock weak, but Pursuit weak. In addition, Shanderaa doesn't have Levitate, unlike Rotom-A, which means it is susceptible to Spikes and Toxic Spikes. In addition, it is outsped by a myriad of new and old threats, starting from Gyarados and including both new Dragons (Ononokuso and Sazando). This is slightly crippling, although I expect Shanderaa to be used as a weapon against stall mainly (as if we needed more), instead of against faster offensive teams.
Here are some sample movesets I thought up for Shanderaa to fit the role of Stall-Breaker:
Shanderaa @ Leftovers
Ability: Shadow Tag
Nature: Bold / Timid
EVs: 252 HP, 252 Def, 4 Spe (or 252 HP, 4 Def, 252 Spe for Timid)
~Substitute/Pain Split
~Calm Mind
~Flamethrower
~Shadow Ball
Say hello to my little friend. This set can trap things like Blissey, Sub to block status, CM up to +6, and just rape. Faster Physical attackers do put a severe damper on your fun though... which is why after you kill something, you switch out, and come back in later! In addition, you could also put Will-o-Wisp in this set somewhere to cripple Physical attackers after you get a kill, OR Memento so that your target cannot escape.
I can envision Shanderaa working with a faster special attacker to lure out special walls and crush them. Alternately it could work with Tyranitar and other Fighting weak Pokemon, luring them out and killing them. This set could do away with choiced Fighting-type Pokemon for a long time.
Shanderaa @ Choice Specs/Choice Scarf
Ability: Flash Fire
Nature: Timid
EVs: 4 Def, 252 SpA, 252 Spe
~Fire Blast
~Shadow Ball
~Energy Ball/HP Ground
~Overheat
With Shanderaa appearing to be Trick-less (no tutor moves/egg move data yet), choice sets don't really have a means to cripple walls. However, I'm not sure you'd want to get rid of the sheer power of choice sets. Overheat smashes anything and everything not 4x resistant or immune to fire moves, and Fire Blast, as I already said, can 2hko Blissey. If you want to use Shanderaa as a revenge killer, Scarf is available, and it outspeeds Scarftran. Shanderaa doesn't get much in the way of coverage, however, it does get Energy Ball to put the hurt on Water-types not named Gyarados/Empoleon. Keep in mind though that Neutral Fire Blast does more than 2x Energy Ball, and neutral Shadow Ball is more powerful than neutral Energy Ball. Also, Shanderaa has access to Hidden Power Ground to smash Heatran into little volcano bits. Again though, neutral Fire Blast is more powerful than 2x HP Ground, so the coverage move isn't all that important.
Offensive Shanderaa could easily be partnered with Pokemon who are weak to fire, mainly Aiinto, Birijon, Kobaruon, and Scizor. Birijon and Kobaruon especially are good partners, since they take no damage from Dark-type attacks and it raises their attack.
So there you have it. Shanderaa certainly has its drawbacks, however, it still has the ability to smash large holes into teams if played right.