ZU Shedinja [Done]

Tuthur

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[SET]
name: Wonder Guard Pivot
move 1: Protect
move 2: Toxic
move 3: Will-O-Wisp / Swords Dance / Shadow Sneak
move 4: Poltergeist / Shadow Sneak
item: Heavy-Duty Boots
ability: Wonder Guard
nature: Lonely / Naughty
evs: 252 Atk / 252 Spe
ivs: 0 Def / 0 SpD

[SET COMMENTS]
Thanks to Wonder Guard, Shedinja is able to wall specific threats like Jynx, Nasty Plot Uxie, and Klinklang lacking Toxic. With Protect, Shedinja is able to scout for specific coverage moves like Silvally-Poison's Flamethrower and Alcremie's Mystical Fire, as well as scout Choice-locked attackers like Sawk, Rotom, and Thwackey. Toxic allows Shedinja to cripple switch-ins like Miltank, Articuno, Rapidash, and Tangela and pairs well with Protect to rack up chip damages. Will-O-Wisp is less effective at weakening threats, but it lets Shedinja's partners take on physical attackers like Silvally-Dark and Lycanroc-N that would switch into Shedinja while also punishing Poison- and Steel-types like Qwilfish, Skuntank, and Klinklang. Alternatively, Shedinja can run Swords Dance to work as a late-game wincon with Shadow Sneak. Poltergeist is the preferred STAB move due to being its strongest attacking move. Shadow Sneak is a viable alternative that can pick off weakened foes like Rotom and Froslass and hit Electric Terrain sweepers after they have consumed their Electric Seed. However, it is much weaker and makes contact, which can be troublesome when facing Rocky Helmet users like Miltank and Qwilfish and Flame Body users like Coalossal and Rapidash. Heavy-Duty Boots is the preferred item since it allows Shedinja to switch into entry hazards.

Shedinja works best on stall teams that appreciate its ability to handle specific threats, notable Stored Power attackers. These teams carry walls such as Pyukumuku, Sableye, and Altaria that can take advantage of the threats that force Shedinja out like Silvally-Dark, Gurdurr, and Tangela. Entry hazard control such Altaria, Articuno, and Hattrem is appreciated in these teams due to hazards being one of the best way to force damage on Shedinja's teammates. Defensive sweepers like Alcremie and Spiritomb make also for great partners that can clean late-game hyphen once the opposing team has been crippled and weakened enough by Shedinja and its teammates.

[STRATEGY COMMENTS]
Other Options
=============

Spite can be used to win versus threats that can't touch Shedinja but that Shedinja can't also remove without resorting to PP stall, such as Electric Seed Galarian Rapidash and Uxie. Shedinja can run other offensive moves like Shadow Claw and Shadow Ball that have more PP than Poltergeist, but it is hard justifying running them since they are significantly weaker and the former even makes contact.

Checks and Counters
===================

**Passive Damage**: Most walls like Articuno, Miltank, and Appletun carry a status move like Toxic, Will-O-Wisp, or Leech Seed that can instantly remove Shedinja. Abomasnow's Snow Warning is also noteworthy for preventing Shedinja from staying on the field as long as hail is active.

**Super Effective Coverage**: Most Pokemon in the tier carry a super effective move that can remove Shedinja in one hit, like Rhydon with Stone Edge, Tangela with Knock Off, and Rapidash with Flare Blitz. Some Pokemon also run uncommon coverage moves that can also remove Shedinja like Galarian Rapidash with Mystical Fire and Piloswine with Stone Edge or Toxic.

[CREDITS]
- Written by: [[Tuthur, 369076]]
- Quality checked by: [[Corthius, 484079], [Jett, 226429]]
- Grammar checked by: [[UT, 523866]]
 
Last edited:

Corthius

diehard hockey fan
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Tiering Contributoris a Contributor to Smogonis a Top Social Media Contributor Alumnus
[SET]
name: Wonder Guard Pivot
move 1: Protect
move 2: Toxic
move 3: Will-O-Wisp / Swords Dance / Shadow Sneak
move 4: Poltergeist / Shadow Sneak
item: Heavy-Duty Boots
ability: Wonder Guard
nature: Lonely / Naughty
evs: 252 Atk / 252 Spe
ivs: 0 Def / 0 SpD

[SET COMMENTS]
Thanks to its ability Wonder Guard, Shedinja is able to wall specific threats like Jynx, Nasty Plot Uxie, and Klinklang lacking Toxic. With Protect, Shedinja is able to scout for specific coverage moves like Silvally-Poison's Flamethrower and Alcremie's Mystical Fire, as well as scout Choice locked attackers like Sawk, Rotom, and Thwackey. Toxic allows Shedinja to cripple switchins like Miltank, Articuno, Rapidash, and Tangela, and pairs well with Protect to rack up chip damages. Will-O-Wisp is less effective at weakening threats, however it lets Shedinja's partners take more easily on physical attackers like Silvally-Dark and Lycanroc-N that would switch into Shedinja, while also punishing Poison- and Steel-types like Qwilfish, Skuntank, and Klinklang which are immune to Toxic. Alternatively, Shedinja can run Swords Dance to work as a late game wincondition with Shadow Sneak. Poltergeist is the prefered STAB move due to being its strongest attacking move. Shadow Sneak is a viable alternative that can pick up weakened foes like Rotom and Froslass and hit Electric terrain sweepers once they consummed their Electric Seed. However, it is much weaker and makes contact, which can be troublesome when facing Rocky Helmet users like Miltank and Qwilfish or Flame Body users like Coalossal and Rapidash. Heavy-Duty Boots are the prefered item since it allows Shedinja to switch into entry hazards.

Shedinja works best on stall teams that appreciate its ability to handle specific threats, notable Stored Power attackers. These teams carry walls such as Pyukumuku, Sableye, and Altaria that can take advantage of the threats that force Shedinja out like Silvally-Dark, Gurdurr, and Tangela. Hazard control such Altaria, Articuno, and Hattrem is appreciated in these teams due to hazards being one of the best way to force damage on Shedinja's teammates. Isn't this part usually for what pairs well with Sheddy and not with its partners? Defensive sweepers like Alcremie and Spiritomb make also for great partners that can clean late game once the opposing team has been crippled and weakened enough by Shedinja and its teammates.

[STRATEGY COMMENTS]
Other Options
=============

Spite can be used to win versus threats that can't touch Shedinja but that Shedinja can't also remove without resorting to PP stall, such as Electric Seed Galarian Rapidash and Uxie.

Checks and Counters
===================

**Passive Damage**: Most walls like Articuno, Miltank, and Appletun carry a status move like Toxic, Will-O-Wisp, or Leech Seed that can instantly remove Shedinja. Abomasnow's Snow Warning is also noteworthy for preventing Shedinja to stay in the field as long as hail is active.

**Super Effective Coverage**: Most Pokemon in the tier carry a super effective move that can remove Shedinja in one hit; for instance Rhydon with Stone Edge, Tangela with Knock Off, and Rapidash with Flare Blitz. Some Pokemon also run uncommon coverage moves that can also remove Shedinja like Galarian Rapidash with Mystical Fire and Piloswine with Stone Edge or Toxic.

[CREDITS]
- Written by: [[Tuthur, 369076]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]
Great job, i like it
 

Jett

gn gobodachis
is a Community Contributoris a Tiering Contributoris a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnusis a Forum Moderator Alumnus
[SET]
name: Wonder Guard Pivot
move 1: Protect
move 2: Toxic
move 3: Will-O-Wisp / Swords Dance / Shadow Sneak
move 4: Poltergeist / Shadow Sneak
item: Heavy-Duty Boots
ability: Wonder Guard
nature: Lonely / Naughty
evs: 252 Atk / 252 Spe
ivs: 0 Def / 0 SpD

[SET COMMENTS]
Thanks to its ability Wonder Guard, Shedinja is able to wall specific threats like Jynx, Nasty Plot Uxie, and Klinklang lacking Toxic. With Protect, Shedinja is able to scout for specific coverage moves like Silvally-Poison's Flamethrower and Alcremie's Mystical Fire, as well as scout Choice locked attackers like Sawk, Rotom, and Thwackey. Toxic allows Shedinja to cripple switchins like Miltank, Articuno, Rapidash, and Tangela, and pairs well with Protect to rack up chip damages. Will-O-Wisp is less effective at weakening threats, however it lets Shedinja's partners take more easily on physical attackers like Silvally-Dark and Lycanroc-N that would switch into Shedinja, while also punishing Poison- and Steel-types like Qwilfish, Skuntank, and Klinklang which are immune to Toxic. Alternatively, Shedinja can run Swords Dance to work as a late game wincondition with Shadow Sneak. Poltergeist is the prefered STAB move due to being its strongest attacking move. Shadow Sneak is a viable alternative that can pick up weakened foes like Rotom and Froslass and hit Electric terrain sweepers once they consummed their Electric Seed. However, it is much weaker and makes contact, which can be troublesome when facing Rocky Helmet users like Miltank and Qwilfish or Flame Body users like Coalossal and Rapidash. Heavy-Duty Boots are the prefered item since it allows Shedinja to switch into entry hazards.

Shedinja works best on stall teams that appreciate its ability to handle specific threats, notable Stored Power attackers. These teams carry walls such as Pyukumuku, Sableye, and Altaria that can take advantage of the threats that force Shedinja out like Silvally-Dark, Gurdurr, and Tangela. Hazard control such Altaria, Articuno, and Hattrem is appreciated in these teams due to hazards being one of the best way to force damage on Shedinja's teammates. Defensive sweepers like Alcremie and Spiritomb make also for great partners that can clean late game once the opposing team has been crippled and weakened enough by Shedinja and its teammates.

[STRATEGY COMMENTS]
Other Options
=============

Spite can be used to win versus threats that can't touch Shedinja but that Shedinja can't also remove without resorting to PP stall, such as Electric Seed Galarian Rapidash and Uxie. (Is there any benefit to using SBall/Claw as your choice of attack since it has a lot more PP than Poltergeist)

Checks and Counters
===================

**Passive Damage**: Most walls like Articuno, Miltank, and Appletun carry a status move like Toxic, Will-O-Wisp, or Leech Seed that can instantly remove Shedinja. Abomasnow's Snow Warning is also noteworthy for preventing Shedinja to stay in the field as long as hail is active.

**Super Effective Coverage**: Most Pokemon in the tier carry a super effective move that can remove Shedinja in one hit; for instance Rhydon with Stone Edge, Tangela with Knock Off, and Rapidash with Flare Blitz. Some Pokemon also run uncommon coverage moves that can also remove Shedinja like Galarian Rapidash with Mystical Fire and Piloswine with Stone Edge or Toxic.

[CREDITS]
- Written by: [[Tuthur, 369076]]
- Quality checked by: [[Corthius, 484079], [Jett, 226429]]
- Grammar checked by: [[username1, userid1]]

This mon sucks, but your analysis of it doesn't :)
 

UT

The sand hurts my feelings
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Appeals + C&C Lead
add remove conjecture
[SET]
name: Wonder Guard Pivot
move 1: Protect
move 2: Toxic
move 3: Will-O-Wisp / Swords Dance / Shadow Sneak
move 4: Poltergeist / Shadow Sneak
item: Heavy-Duty Boots
ability: Wonder Guard
nature: Lonely / Naughty
evs: 252 Atk / 252 Spe
ivs: 0 Def / 0 SpD

[SET COMMENTS]
Thanks to its ability Wonder Guard, Shedinja is able to wall specific threats like Jynx, Nasty Plot Uxie, and Klinklang lacking Toxic. With Protect, Shedinja is able to scout for specific coverage moves like Silvally-Poison's Flamethrower and Alcremie's Mystical Fire, as well as scout Choice-locked hyphen attackers like Sawk, Rotom, and Thwackey. Toxic allows Shedinja to cripple switch-ins hyphen like Miltank, Articuno, Rapidash, and Tangela, (comma) and pairs well with Protect to rack up chip damages. Will-O-Wisp is less effective at weakening threats, however but it lets Shedinja's partners take more easily on physical attackers like Silvally-Dark and Lycanroc-N that would switch into Shedinja, (comma) while also punishing Poison- and Steel-types like Qwilfish, Skuntank, and Klinklang which are immune to Toxic. Alternatively, Shedinja can run Swords Dance to work as a late game wincondition late-game wincon with Shadow Sneak. Poltergeist is the preferred STAB move due to being its strongest attacking move. Shadow Sneak is a viable alternative that can pick up off weakened foes like Rotom and Froslass and hit Electric Terrain sweepers once after they consummed have consumed their Electric Seed. However, it is much weaker and makes contact, which can be troublesome when facing Rocky Helmet users like Miltank and Qwilfish or and Flame Body users like Coalossal and Rapidash. Heavy-Duty Boots are is the preferred item since it allows Shedinja to switch into entry hazards.

Shedinja works best on stall teams that appreciate its ability to handle specific threats, notable Stored Power attackers. These teams carry walls such as Pyukumuku, Sableye, and Altaria that can take advantage of the threats that force Shedinja out like Silvally-Dark, Gurdurr, and Tangela. Hazard Entry hazard control such Altaria, Articuno, and Hattrem is appreciated in these teams due to hazards being one of the best way to force damage on Shedinja's teammates. Defensive sweepers like Alcremie and Spiritomb make also for great partners that can clean late-game hyphen once the opposing team has been crippled and weakened enough by Shedinja and its teammates.

[STRATEGY COMMENTS]
Other Options
=============

Spite can be used to win versus threats that can't touch Shedinja but that Shedinja can't also remove without resorting to PP stall, such as Electric Seed Galarian Rapidash and Uxie. Shedinja can run other offensive moves like Shadow Claw and Shadow Ball, (comma) that have more PP than Poltergeist, however but it is hard justifying running them since they are significantly weaker and the former even makes contact.

Checks and Counters
===================

**Passive Damage**: Most walls like Articuno, Miltank, and Appletun carry a status move like Toxic, Will-O-Wisp, or Leech Seed that can instantly remove Shedinja. Abomasnow's Snow Warning is also noteworthy for preventing Shedinja to stay in the field from staying on the field as long as hail is active.

**Super Effective Coverage**: Most Pokemon in the tier carry a super effective move that can remove Shedinja in one hit; for instance hit, like Rhydon with Stone Edge, Tangela with Knock Off, and Rapidash with Flare Blitz. Some Pokemon also run uncommon coverage moves that can also remove Shedinja like Galarian Rapidash with Mystical Fire and Piloswine with Stone Edge or Toxic.

[CREDITS]
- Written by: [[Tuthur, 369076]]
- Quality checked by: [[Corthius, 484079], [Jett, 226429]]
- Grammar checked by: [[UT, 523866]]

GP 1/1!



GP Team done
 

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