Let's talk about
Shedinja. He deserves a
D-rank at minimum, and here's why:
ORAS is very match-up based. Defensive teams in particular struggle immensely because there are so many threats that it's impossible to account for everything. Some of my most successful teams are when I use threats that are only minimally prepared for and they end up wreaking havoc on standard cores. Everything just hits really fucking hard in this game, and there are times when you lose at the team preview section because the opponent has something that you just can not stop.
That's where Shedinja comes in. Shedinja can single-handedly bring back defensive play styles. It doesn't matter how hard things hit in this metagame, because Shedinja can't die to those hard hits unless they are super effective. Shedinja is also the only mon in the game who is
immune to u-turn, meaning you can take advantage of volt-turn teams that put endless pressure on slower, bulkier teams.
That said, he needs a ton of support. Physically defensive M-Sableye is an almost mandatory partner to absorb knock offs and bounce back hazards. You also need a hazard remover, because there are hazard setters with good match-ups against M-Sableye (such as Clefable) who will inevitably set rocks. This means half of your team is dedicated to Shedinja, so there is not a ton of flexibility in the type of team that he will fit on. But when he DOES fit on a team, he is an absolute monster.
This is the set I've been using:
Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Shadow Sneak
- X-Scissor / Hone Claws
- Will-O-Wisp
- Baton Pass
For the most part, you pivot in on things that can't touch you, then spam WoW and baton pass until the mons that
can touch you are dead. Then you clean up. Baton pass is key because it lets you pivot out without taking damage that occurs at the end of a turn, such as sandstorm and toxic. Baton pass also lets you escape slower pursuit users (choice band Tyranitar is the main one), and it also acts as a non-damaging u-turn, allowing you to maintain momentum. Shadow sneak is priority, which is very useful considering Shedinja's slow speed. X-Scissor is your hit and run move, although it's by far the least used move on this set; I almost always prefer burning the target before resorting to X-Scissor. Hone Claws is used for two reasons: 1) swords dance is illegal with baton pass, and 2) it's used for those sticky situations where you get down to a 1 on 1 with something that can't hurt you but also has recovery (like a magic guard CM Clefable) and you want to be able to kill it without resorting to a PP war.
Here are a few replays at 1700+ rating showcasing his effectiveness:
http://replay.pokemonshowdown.com/ou-240398959 -- This guy relied on Starmie, who is absolutely cock blocked by Shedinja, to remove rocks for bulk up Talonflame. To be fair, he had an absolutely awful match-up against Shedinja + Sableye so it would have been hard for me to lose, but that's why I use Shedinja. Many standard teams have bad match-ups against him.
http://replay.pokemonshowdown.com/oususpecttest-236794017 -- This is a game where I had a bad match-up, yet still won. Tyranitar + Garchomp on the other team means Shedinja can never stay in for more than a turn or use an actual attack for fear of rocky helmet damage, yet Shedinja was still able to do major work, spin blocking Starmie and offering a clutch immunity to outrage which allowed me to burn Dragonite and effectively win the game. Aside from that, Shedinja's very existence dictated how my opponent had to play. I knew he had to put up rocks in order to beat me, which is what he spent most of his time doing, so I was able to exploit that. Even though he got up rocks at the very end and effectively eliminated Shedinja from the game, by that point I had already won.
http://replay.pokemonshowdown.com/ou-240393850 -- This team had a ridiculous match-up against me. Had I been using a regular semi-stall/bulky team without Shedinja, his Lum + SD Garchomp and Metagross could have rolled through my entire team with minimal support. But thanks to Shed and a couple smart switches I was able to break those two while keeping rocks off the field, leaving my 3 core mons intact who could beat the rest of his team. Had this guy not been using pursuit on Metagross, Shed would have done even more work, with 4 of his 6 team members unable to touch Shed at all.
I have used Shedinja pretty extensively in gen 5 + XY because I'm a huge fan of the guy, however I never felt that he deserved a rank. This is the first time where I have felt that Shedinja actually offers something tangible and is a huge benefit to a certain play style. I strongly suggest that everyone put the effort into trying this mon because he has exceeded my expectations and could change the offensive nature of this metagame.
TLDR:
Shedinja for D-rank and yes, I'm serious