Hey all,
Arised here, but most of you have probably seen me as SO GIMMICK on pokemon showdown. For awhile I tried to try hard with mediocre success. Then I gave up and tried using pokemon that I thought would be incredibly niche like shedinja and lo' and behold I realized there is something called a metagame and I should probably learn what that was. This team has been around for almost a year now and it yielded some decent success.
Unfortunately some changes in the metagame (re: Everything from OU be droppin) has decreased the viability of this set, and a ladder reset (rq?) made me realize that I should probably play less, so I'll be sharing my much beloved shedinja set in the hopes of actually getting good (L>someone else's team I can steal and win).
Anyways, without further ado I present to you my team, (if it had a name it would probably be not DMT)
I need 6 pokemon...Here they are
Gamefreak's answer to Blissey. Justified turns it into a great lure for knock off and dark pulse users who want to use it on sheddy. It's def stats aren't great enough for it to take multiple hits but most poke also really don't want to deal with a +1 sucker. Mega Absol can also sometimes work as a lead as well against Empoleon leads, discouraging it from rocks and 2hkos with no scald burn. +2 Play rough takes out most dark and fighting types. Otherwise a standard mega absol set. Yay magic bounce.
I CAN STILL SWEEP
Cloyster @ Focus Sash
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Rock Blast
- Icicle Spear
- Ice Shard
Man, this thing never gets any love. Yes, there are probably better sweepers out there. I mostly use this because under the assumption that hazards out of the way sash really gives it the potential for either a late game sweep, but also it can sacrifice it's hit as a means of taking on fire and flying threats to shedinja. (Unboosted rock blast doesn't ohko entei or arcanine, but hey, gotta wear them down somehow right?). Also, it's always really satisfying to predict through a taunt lead and icicle spear them to death or ice shard the unsuspecting boosted salamence. If you hate the world give it Kings Rock.
Captain Obvious
Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Shadow Sneak
- X-Scissor
- Will-O-Wisp
This is a pretty standard set except I traded out protect to scout moves for will-o-wisp. My reasoning is that any pokemon that switches into shedinja probably is going to set up hazards, roar, or has a way of dealing with shedinja. Shedinja is not really here to sweep. It's here to force switches. Will-o-wisp cripples a wide variety of switch-ins aka anything with knock off and a means of wearing down the rest. Swords dance/sneak can be a means of a late game sweep. X-scissor can also be used to occasionally predict the dark switch-in, or you can sacrifice a sash hit. DMT does a great description of all the ways Sheddy dies so honestly just don't hit things until you are 101% sure you can.
This team dies so quickOkay first of all the list of threats to this team is so expansive one wrong play is a quick loss. However, I don't want to be too hard on myself. Shedinja's effectiveness is that it stops key threats and other dominant sets (Suicune and Snorlax come to mind, volturn, choice items, bulky waters and clerics) and forces predictable switches - with will-o-wisp to cripple key switch-ins.
Honestly it's a lot of prediction, flinch/win conditions and keeping gligar alive. But nothing is more gratifying than resisting entire sets.
(vs. another shedinja team)
http://replay.pokemonshowdown.com/uu-268429827
(this whole team is a shedinja counter)
http://replay.pokemonshowdown.com/uu-270464794
(i hate zapdos)
http://replay.pokemonshowdown.com/uu-296635138
Arised here, but most of you have probably seen me as SO GIMMICK on pokemon showdown. For awhile I tried to try hard with mediocre success. Then I gave up and tried using pokemon that I thought would be incredibly niche like shedinja and lo' and behold I realized there is something called a metagame and I should probably learn what that was. This team has been around for almost a year now and it yielded some decent success.
Unfortunately some changes in the metagame (re: Everything from OU be droppin) has decreased the viability of this set, and a ladder reset (rq?) made me realize that I should probably play less, so I'll be sharing my much beloved shedinja set in the hopes of actually getting good (L>someone else's team I can steal and win).
Anyways, without further ado I present to you my team, (if it had a name it would probably be not DMT)
I need 6 pokemon...Here they are
The Lead
Yanmega @ Life Orb
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Air Slash
- Bug Buzz
- Giga Drain
- Protect
Yanmega is a staple in terms of dishing damage to a lot of stealth rock hazard setters such as Cobalion, Mamoswine, and Krookodile. There are a couple problems with this however in that Yanmega needs one turn to outspeed all these pokemon, meaning that all of these pokemon will probably get stealth rocks up. However, as long as you have a good hazard remover I wouldn't consider this a huge problem, your priority is to eliminate hazard setters as fast as possible and Yanmega does a great job with this. In terms of moveset, Giga Drain to take care of ground types, Bug Buzz handles the plethora of dark types out there and breaks through sub, Air Slash to 2hko forry and cobalion plus flinch con = win con. Despite this being my only way of deterring hazard setters I find it to be an outstanding special sweeper in the metagame as well. You might want to take advantage of the fact that your opponent probably thinks you're gonna protect on the first turn to dish some damage, but that's kind of a big risk/reward.
I SUPPORT YOUR ENTIRE TEAM
Gligar @ Eviolite
Ability: Hyper Cutter
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stealth Rock
- U-turn
- Taunt
- Defog
The burden of having a Shedinja on your team is that it literally needs so much support. Hazard setters are everywhere and the moment they see shedinja they will literally clamor for rocks to be up to keep that thing out. The nice part is that most hazard setters are physical (krok, forretress, coba) and thus gligar acts as a hard check. Even scald from swampert needs a 3hko, BUT KEEP THIS THING ALIVE. If hazards are up your entire team goes down. I've really debated putting roost on this for extended life, but this moveset is pretty crucial for the momentum of the team. Defog is obvious. Stealth rock wears down flying types and fire types that threaten sheddy, taunt shuts down slower hazard setters like swampert and forretress as well as prevents faster ones from setting up again. U-turn keeps the momentum after a taunt and works as an incredible pivot to scout out switches.
Pivot to the Left!
Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Trick
This poke has lost a little love lately. Scarf Rotom-H and U-Turn gligar kind of allowed for a volt-turn pairing that's not quite effective as say heliolisk and mega bee but the slowness of gligar can let it take a hit from say, mega aero and then safely switch to rotom-h. This is basically my unfinished answer to fire types. You switch this in and wear down the opposing fire type. You could trade this out for Rotom-C if you really hate bulky waters but the addition of zapdos and mamo kinda make me prefer Rotom-H, plus non-toxic waters can't hit shedinja. However, although Rotom-H does act as a check against zapdos and mamo rotom-H also lose its pivot luster and forces it to make predictable moves against these pokemon like thunderbolt and overheat (zapdos doesn't really have a reason to switch out against rotom-H cause of roost) . Trick can be a game changer against walls and mixed special attackers.
Offensive Bouncer
Absol @ Absolite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Play Rough
- Sucker Punch
Yanmega @ Life Orb
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Air Slash
- Bug Buzz
- Giga Drain
- Protect
Yanmega is a staple in terms of dishing damage to a lot of stealth rock hazard setters such as Cobalion, Mamoswine, and Krookodile. There are a couple problems with this however in that Yanmega needs one turn to outspeed all these pokemon, meaning that all of these pokemon will probably get stealth rocks up. However, as long as you have a good hazard remover I wouldn't consider this a huge problem, your priority is to eliminate hazard setters as fast as possible and Yanmega does a great job with this. In terms of moveset, Giga Drain to take care of ground types, Bug Buzz handles the plethora of dark types out there and breaks through sub, Air Slash to 2hko forry and cobalion plus flinch con = win con. Despite this being my only way of deterring hazard setters I find it to be an outstanding special sweeper in the metagame as well. You might want to take advantage of the fact that your opponent probably thinks you're gonna protect on the first turn to dish some damage, but that's kind of a big risk/reward.
I SUPPORT YOUR ENTIRE TEAM
Gligar @ Eviolite
Ability: Hyper Cutter
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stealth Rock
- U-turn
- Taunt
- Defog
The burden of having a Shedinja on your team is that it literally needs so much support. Hazard setters are everywhere and the moment they see shedinja they will literally clamor for rocks to be up to keep that thing out. The nice part is that most hazard setters are physical (krok, forretress, coba) and thus gligar acts as a hard check. Even scald from swampert needs a 3hko, BUT KEEP THIS THING ALIVE. If hazards are up your entire team goes down. I've really debated putting roost on this for extended life, but this moveset is pretty crucial for the momentum of the team. Defog is obvious. Stealth rock wears down flying types and fire types that threaten sheddy, taunt shuts down slower hazard setters like swampert and forretress as well as prevents faster ones from setting up again. U-turn keeps the momentum after a taunt and works as an incredible pivot to scout out switches.
Pivot to the Left!
Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Trick
This poke has lost a little love lately. Scarf Rotom-H and U-Turn gligar kind of allowed for a volt-turn pairing that's not quite effective as say heliolisk and mega bee but the slowness of gligar can let it take a hit from say, mega aero and then safely switch to rotom-h. This is basically my unfinished answer to fire types. You switch this in and wear down the opposing fire type. You could trade this out for Rotom-C if you really hate bulky waters but the addition of zapdos and mamo kinda make me prefer Rotom-H, plus non-toxic waters can't hit shedinja. However, although Rotom-H does act as a check against zapdos and mamo rotom-H also lose its pivot luster and forces it to make predictable moves against these pokemon like thunderbolt and overheat (zapdos doesn't really have a reason to switch out against rotom-H cause of roost) . Trick can be a game changer against walls and mixed special attackers.
Offensive Bouncer
Absol @ Absolite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Play Rough
- Sucker Punch
Gamefreak's answer to Blissey. Justified turns it into a great lure for knock off and dark pulse users who want to use it on sheddy. It's def stats aren't great enough for it to take multiple hits but most poke also really don't want to deal with a +1 sucker. Mega Absol can also sometimes work as a lead as well against Empoleon leads, discouraging it from rocks and 2hkos with no scald burn. +2 Play rough takes out most dark and fighting types. Otherwise a standard mega absol set. Yay magic bounce.
I CAN STILL SWEEP
Cloyster @ Focus Sash
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Rock Blast
- Icicle Spear
- Ice Shard
Man, this thing never gets any love. Yes, there are probably better sweepers out there. I mostly use this because under the assumption that hazards out of the way sash really gives it the potential for either a late game sweep, but also it can sacrifice it's hit as a means of taking on fire and flying threats to shedinja. (Unboosted rock blast doesn't ohko entei or arcanine, but hey, gotta wear them down somehow right?). Also, it's always really satisfying to predict through a taunt lead and icicle spear them to death or ice shard the unsuspecting boosted salamence. If you hate the world give it Kings Rock.
Captain Obvious
Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Shadow Sneak
- X-Scissor
- Will-O-Wisp
This is a pretty standard set except I traded out protect to scout moves for will-o-wisp. My reasoning is that any pokemon that switches into shedinja probably is going to set up hazards, roar, or has a way of dealing with shedinja. Shedinja is not really here to sweep. It's here to force switches. Will-o-wisp cripples a wide variety of switch-ins aka anything with knock off and a means of wearing down the rest. Swords dance/sneak can be a means of a late game sweep. X-scissor can also be used to occasionally predict the dark switch-in, or you can sacrifice a sash hit. DMT does a great description of all the ways Sheddy dies so honestly just don't hit things until you are 101% sure you can.
This team dies so quick
- Fire Types: Okay the threat of Entei (and a little bit of Arcanine) is so high it just makes me cry. When you play against an Entei the reality is that you probably will have to sack one of your pokemon. You could switch out taunt or u-turn for earthquake on gligar but you either lose out on stopping slower hazard setters (swampert, empoleon, and forretress) or the momentum of having a pivot. I recommend relying on Gligar as a defensive counter and using combind special hits from rotom-h and yanmega to wear it down (one of those poke will have to get sacked).
- Zapdos: The addition of this pokemon to the metagame has caused huge problems. Heat wave means another way to take care of shedinja. It's bulk makes it able to take a wide array of hits from my team. Man, I can't even sack my sash cloyster cause it just volt switches out. Rotom-H can serve as a check but it's thunderbolt doesn't hit hard enough to outroost it, so this may be one of the pokemon where passing it's choice scarf can prove to be advantageous. Mega Absol can take a hit from bulkier variants and use the opportunity to setup SD.
- Mold Breaker: (Ampharos and Haxorus) - Earthquake on gligar seems like a realllllyy attractive option. Cloyster works as a revenge killer although it can't ohko amphy without a boost, Mega Absol can also hit with play rough.
- Weather: (Mega Abomasnow) - Another pokemon that just makes me cry. Rotom-H is a counter but the overheat is easily predictable. Yanmega also works well if it has higher hp.
Honestly it's a lot of prediction, flinch/win conditions and keeping gligar alive. But nothing is more gratifying than resisting entire sets.
(vs. another shedinja team)
http://replay.pokemonshowdown.com/uu-268429827
(this whole team is a shedinja counter)
http://replay.pokemonshowdown.com/uu-270464794
(i hate zapdos)
http://replay.pokemonshowdown.com/uu-296635138