Okay so if you've been on irc at all you'll know that the only cool thing I've come up with for this round is Shedinja. With Gorebyss running rampant (and tennisace very plausibly running Huntail / Gorebyss / Carracosta / Clamperl) and the ubiquitous Mesprit giving us all the blues, Shedinja is, to me, a very powerful niche Pokemon in today's metagame.
Shedinja @ Focus Sash
Wonder Guard
252 Atk / 252 Spe
Lonely Nature
31 / 31 / 0 / 31 / 31 / 31
-Swords Dance
-Shadow Sneak / X-Scissor
-Protect / Will-o-wisp / Toxic / Sunny Day
-Protect / Will-o-wisp / Toxic / Sunny Day
Shedinja really has a lot of options. Shadow Sneak is good for priority and can make Shedinja a good cleaner, but X Scissor is much more powerful and has arguably better offensive typing. Protect is a handy move to scout for random means of dispatching Shedinja that you might not immediately suspect, like Toxic from a bulky wall or a random HP Fire from a special sweeper. Will o wisp or Toxic serve as means of dispatching or weakening physical sweepers and walls, respectively, and ensure that Shedinja isn't set up fodder. Sunny day may seem gimmicky, but turns him into an invaluable weapon against Rain teams and in particular the ubiquitous shell smashers.
Team Options
1. Rapid Spinners: Obviously a requirement to deal with hazards, all of which invariably spell the end of Shedinja. Armaldo, Torkoal, and Cryogonal are all good options
2. Hazards: Not at all necessary, but fun since you have an excellent spin blocker on your hands. Cacturne can work, but Garbodor deserves a special mention for its ability to immediately remove Toxic Spikes and switch into the random toxics that will inevitably threaten Shedinja.
3. Heal Bell / Status Absorber: Some way of dealing with the annoying toxics is crucial to Shedinja success. If no member of your team enjoys toxic status, Shedinja may not work well for you against more defensive teams. Lickilicky or Audino can successfully rid your team of status, or poison types like the aforementioned Garbodor can switch in with no penalty.
Shedinja @ Focus Sash
Wonder Guard
252 Atk / 252 Spe
Lonely Nature
31 / 31 / 0 / 31 / 31 / 31
-Swords Dance
-Shadow Sneak / X-Scissor
-Protect / Will-o-wisp / Toxic / Sunny Day
-Protect / Will-o-wisp / Toxic / Sunny Day
Shedinja really has a lot of options. Shadow Sneak is good for priority and can make Shedinja a good cleaner, but X Scissor is much more powerful and has arguably better offensive typing. Protect is a handy move to scout for random means of dispatching Shedinja that you might not immediately suspect, like Toxic from a bulky wall or a random HP Fire from a special sweeper. Will o wisp or Toxic serve as means of dispatching or weakening physical sweepers and walls, respectively, and ensure that Shedinja isn't set up fodder. Sunny day may seem gimmicky, but turns him into an invaluable weapon against Rain teams and in particular the ubiquitous shell smashers.
Team Options
1. Rapid Spinners: Obviously a requirement to deal with hazards, all of which invariably spell the end of Shedinja. Armaldo, Torkoal, and Cryogonal are all good options
2. Hazards: Not at all necessary, but fun since you have an excellent spin blocker on your hands. Cacturne can work, but Garbodor deserves a special mention for its ability to immediately remove Toxic Spikes and switch into the random toxics that will inevitably threaten Shedinja.
3. Heal Bell / Status Absorber: Some way of dealing with the annoying toxics is crucial to Shedinja success. If no member of your team enjoys toxic status, Shedinja may not work well for you against more defensive teams. Lickilicky or Audino can successfully rid your team of status, or poison types like the aforementioned Garbodor can switch in with no penalty.