Hollow: Shedinja Core Offense

THE HOLLOW
Team at a Glance
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Welcome to my fourth RMT on these forums, and my first XY team I've decided to share. After reading a joke thread on Weakness Policy Shedinja (which turned out to be hilariously gimmicky with Endure), I was inspired to make a team built around Shedinja's unique luring and forced switching capabilities to form a strong offensive core on both sides of the special and physical spectrum. While this team is definitely suboptimal, I still do find it very fun to use and it's very satisfying when Shedinja can be used as a win condition or pulls off enough to actually sweep. Without further ado, I present: The Hollow.

Teambuilding Process
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As I said in the beginning, the team revolves around utilizing Shedinja's unique presence, so it was the naturally the first member of the team.

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After this, I added in Terrakion and Heatran. Since Shedinja naturally lures in Dark-type moves such as Knock Off (and since Pursuit isn't as prevalent anymore), I use that to lure Dark-type attacks to Terrakion, giving him an attack boost. Heatran works in the same principle with Flash Fire.

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After this, I noticed I have a strong weakness to Fighting (aside from Shedinja, which seemed too risky). I added in Talonflame as a strong revenger and natural Fighting resist.

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I then added Rotom as I lacked a way to get past Heatran, Charizard and other Fire-types as an insurance check and counter. It also forms a strong VoltTurn core with Talonflame.


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I needed a physical wall and since my two main threats in Terrakion and Heatran were weak to Ground, I desperately needed a Defog and a counter to Excadrill in case Talonflame falls as he threatens both of my Ground immunities in Shedinja and Rotom via Mold Breaker, so I added Skarmory.

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Talonflame was later removed and replaced with Genesect, as Talonflame provided only redundant coverage and the threats it checked were no threat to my team in the first place. I also needed Ice-type coverage desperately, and Genesect retains the VoltTurn core with Rotom.

Meet the Team
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Shedinja @ Focus Sash
Ability: Wonder Guard
Shiny: Yes
EVs: 252 Spd / 252 Atk / 4 Def
Adamant Nature
- Swords Dance
- Protect
- Shadow Sneak
- X-Scissor


While the team was built and relies on Shedinja, it certainly isn't the star of the team. However, that isn't to say that it's one of the most crucial in supporting the team's success. Its niche on the team is to lure in the ever common Dark-type and Fire-type moves to switch out to Terrakion and Heatran respectively, which in turn boosts their offensive prowess and sets them up for a sweep. It also serves as a strong pivot with its ability to force switches on those who cannot threaten it, and can also be a decent revenger with Shadow Sneak, however its targets are limited to those that are considerably weakened. But, once confirmed that all of its threats are wiped from the field, it can safely come in and set up at least two Swords Dances thanks to Focus Sash and attempt a late-game sweep with STAB Shadow Sneak.

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Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Close Combat
- Stone Edge
- Iron Head
- Earthquake


Terrakion serves a rather standard purpose on the team. The set it runs is nothing special, nor is it specialized to fulfill a specific purpose. It sponges the predicted Dark-type moves lured in by Shedinja quite easily thanks to its Fighting type, and gains an attack boost via Justified. From there, it attempts a sweep, which while unlikely, can set the stage for the other teammates to clean up what Terrakion couldn't. Close Combat and Stone Edge are standard STAB, Iron Head hits Fairies and Earthquake hits Aegislash.

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Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Hidden Power [Rock]
- Fire Blast
- Protect
- Stealth Rock


Heatran functions in a way very similar to Terrakion, in that it absorbs the Fire-type moves lured in by Shedinja to give a boost to its own Fire Blast. With the Flash Fire boost and its strong 130 special attack, I decided to invest in a bulkier set. I opted for specially defensive as I planned to have other Defensive walls. Fire Blast is standard STAB with Flash Fire, Protect is to scout for unexpected Earthquakes or Focus Blasts, and Stealth Rock is used when a switch is forced from the likes of Talonflame or other Fire-types. Hidden Power Rock is on the team specifically to hit Mega Charizard Y which enjoys switching in on Heatran and boosting in case Stealth Rock isn't up or Terrakion is dead, also serving as an unexpected surprise factor.

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Genesect @ Expert Belt
Ability: Download
EVs: 252 Spd / 252 Atk / 4 SAtk
Hasty Nature
- Ice Beam
- U-turn
- Iron Head
- ExtremeSpeed


Genesect is part one of my VoltTurn core. However, the first thing you probably noticed about it is that it isn't running a Choice Scarf set. Instead, it's running a Physical Expert Belt set which is fantastic for bluffing the ever-ubiquitous Choice Scarf variant. I opted for physical over special as it would be U-turning a lot to bluff a Scarf set, and Iron Head works great in luring in common switch-ins like Landorus or Dragonite who believe that Genesect is Choice-locked, to be promptly taken out by an Ice Beam. ExtremeSpeed serves as a strong priority move to finish off weakened threats or revenge.

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Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Rest


Rotom is part two of my VoltTurn core alongside Genesect. I needed a strong Water-type STAB and a Will-O-Wisp as well. It serves as a great physical wall thanks to its blessed Electric / Water typing with Levitate as the only type it's weak to (Grass) is not a common physical move type. It also serves as a solid check to Fire-types in case Heatran's fainted. Its ability to force out Water-types works very well with Heatran and Terrakion. A physically defensive set with ChestoRest ensures it will have a long longevity on the playing field.

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Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spd
Impish Nature
- Defog
- Roost
- Spikes
- Taunt

I needed a Defog on the team, as Shedinja is nullified when any sort of entry hazard is on my side of the field. I chose Skarmory as a strong Defogger, who also has the ability to set up its own entry hazards with relative ease. It sponges the vast majority of physical attacks bar boosted Flare Blitzes and also helps to lure in Fire-type moves to Heatran in a similar manner to Shedinja. The set used here is fairly standard; Taunt to prevent others from setting up on it, Defog in order to remove hazards, Roost to increase longevity and Spikes once their hazard setter/Defogger is gone. I opted for 4 speed EVs over something such as SpDef to outspeed and Taunt any Skarmory that do not invest in speed at all.

Threat List
Any help on this section is greatly appreciated.

Conclusion
As I stated in the introduction, this team is not terribly optimized for top-tier success nor did I intend it to be. I created it off the principle of trying to make an uncommon strategy successful utilizing one of the most unique - if not the most unique Pokemon in the game. I sure had a fun time building it and using it, and while it's not the best, I hope you guys can have some fun with it and make it even better. Thanks for reading.

Importable
Shedinja @ Focus Sash
Ability: Wonder Guard
Shiny: Yes
EVs: 252 Spd / 252 Atk / 4 Def
Adamant Nature
- Swords Dance
- Protect
- Shadow Sneak
- X-Scissor

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Close Combat
- Stone Edge
- Iron Head
- Earthquake

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Hidden Power [Rock]
- Fire Blast
- Protect
- Stealth Rock

Genesect @ Expert Belt
Ability: Download
EVs: 252 Spd / 252 Atk / 4 SAtk
Hasty Nature
- Ice Beam
- U-turn
- Iron Head
- ExtremeSpeed

Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Rest

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spd
Impish Nature
- Defog
- Roost
- Spikes
- Taunt
 
What's going on Ascend? I really like the idea of this team using Shedinja as a lure to boost other Pokemon you have. Been play testing a team a bit and have noticed that you have no solid switch ins to Rotom-Wash. Defog and Spikes on the same team was a bit weird and counter productive, and you had no way of beating Mega Venusaur either. For all of these reasons I suggest changing Skarmory to Offensive Latias. Using the set that i will post later on you can counter Rotom-Wash, Defog away hazards, and depending on what move you choose, check Mega Pinsir, AV Conkeldurr, and Mega Venusaur. As far as minor changes are concerned Heatran appreciates Lava Plume more than Fire Blast seeing as his job is not to net kills, but wall special attackers. By using Lava Plume you lose some power but gain a crucial burn chance to cripple physical attackers or get some residual damage off on some special attackers. The second thing you might consider changing on Heatran is his Hidden Power Rock to Stone Edge. Stone Edge does more damage to Pokemon such as Talonflame and Mega Charizard-Y with 0 Atk EV's than HP Rock does with 4 SAtk EV's. If you are not a fan of missing or having a chance to miss then even Ancient Power is better than HP Rock. They are the same Base Power and Ancient Power has a chance to boost all of your stats after usage. Belly Jet Azumarill is a pretty large threat to the team and can be a problem is Rotom-Wash is gone. A lot of Belly Jet sets are starting to run max speed and jolly Azumarill to outspeed Rotom-Washes and KO them. I suggest changing your EV spread to 216 HP / 152 Def / 96 SAtk / 44 Spd. 216 HP investment means that you have an odd number of HP, meaning that you can swap in on Stealth Rocks and take one less percent damage. While this may not seem like a lot it is especially useful on volt turn core teams because they swap in a out more often than others. 152 Def and a Bold Nature is all that is needed to survive 2 Brave Birds from banded Talonflame after rocks damage. 44 Speed allows you to always out speed max speed Jolly Azumarill and the 96 SAtk EV's are there simply as a filler. You can invest more in your defense if you'd like, that is just the EV spread I use on my Rotoms. That's really all I saw that would be problematic. Good luck with the team in the future.
Latias (F) @ Life Orb
Ability: Levitate
EVs: 32 HP / 4 Def / 220 SAtk / 252 Spd
Timid Nature
- Recover
- Defog
- Psyshock / Thunderbolt
- Draco Meteor
252+ Atk Choice Band Talonflame Brave Bird vs. 216 HP / 152+ Def Rotom-W: 88-104 (29.8 - 35.2%) -- guaranteed 3HKO after Stealth Rock


252+ Atk Choice Band Talonflame Flare Blitz vs. 216 HP / 152+ Def Rotom-W: 88-104 (29.8 - 35.2%) -- guaranteed 3HKO after Stealth Rock


96 SpA Rotom-W Hydro Pump vs. 0 HP / 0 SpD Talonflame: 368-434 (123.9 - 146.1%) -- guaranteed OHKO


96 SpA Rotom-W Volt Switch vs. 0 HP / 0 SpD Talonflame: 236-278 (79.4 - 93.6%) -- guaranteed 2HKO


0 Atk Heatran Stone Edge vs. 0 HP / 0 Def Talonflame: 348-412 (117.1 - 138.7%) -- guaranteed OHKO


4 SpA Heatran Ancient Power vs. 0 HP / 0 SpD Talonflame: 296-352 (99.6 - 118.5%) -- 93.8% chance to OHKO


0 Atk Heatran Stone Edge vs. 0 HP / 0 Def Mega Charizard Y: 324-384 (109 - 129.2%) -- guaranteed OHKO


4 SpA Heatran Ancient Power vs. 0 HP / 0 SpD Mega Charizard Y: 196-232 (65.9 - 78.1%) -- guaranteed 2HKO
 
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