BH Shedinja [QC 3/3] [GP 2/2][Uploaded]

Ren

fuck it if i cant have him
is a Top Tiering Contributor Alumnusis a Contributor Alumnus
"lol, shedinja in 2018."

QC: MAMP / Funbot28 / ScarfWynaut

GP: martha / Fireflame479

Shedinja


[OVERVIEW]

Shedinja's role in Balanced Hackmons is a unique one. Shedinja is hardcoded to always have its raw HP stat be 1. Because of this, Sturdy Shedinja can only be KOed by very few things, as it always has full HP, which allows Shedinja to survive almost any attack. Due to its low Speed stat in conjunction with the ability to survive almost any attack, Shedinja is able to provide momentum to the team against most Pokemon. This allows Shedinja's teammates to come onto the field for free. Shedinja's 1 HP also allows it to bring any non-Ghost-type Pokemon down to 1 HP with Endeavor, which is a fantastic asset for Shedinja, as it forces a lot of switches due to this. Most teams lack a reliable way to deal with a good team built around Shedinja as well, primarily relying on entry hazards or Mold Breaker without Pursuit to get around it. These ways to check Shedinja have multiple forms of counterplay on most teams built around it, allowing Shedinja to devastate opposing teams.

Despite these benefits of using Shedinja, it suffers from very exploitable weaknesses. Shedinja's 1 HP leaves it KOed by any form of passive damage such as hazards, status, and weather. Photon Geyser, Sunsteel Strike, and Moongeist Beam ignore abilities, meaning they bypass Sturdy and are able to KO Shedinja. These moves are common on many offensive Pokemon, including Mega Mewtwo X, Kartana, and Mega Gengar. Mold Breaker users can bypass Sturdy and KO Shedinja with any attack, and if the Mold Breaker Pokemon has Pursuit, it can ensure a KO on Shedinja due to it being KOed if it attempts to switch out. Due to these weaknesses, Shedinja requires a lot of support to use successfully, such as Magic Bounce support and hazard removal. In addition to the aforementioned team support, Shedinja requires a lot of scouting to avoid being surprised by the above checks and getting KOed.

[SET]
name: Pivot
move 1: Endeavor
move 2: Extreme Speed / Ice Shard
move 3: U-turn
move 4: Foresight / Pursuit
item: Protective Pads
ability: Sturdy
nature: Brave
evs: 252 Atk
ivs: 0 HP / 0 Def / 0 SpA / 0 SpD / 0 Spe

[SET COMMENTS]
Moves
========

Endeavor allows Shedinja to bring most Pokemon to 1 HP, automatically putting the opposing Pokemon in range of Shedinja's other offensive moves. Extreme Speed is used to finish the job, KOing every Pokemon after it has been hit by Endeavor, save for Poison Heal Zygarde-C. It also has a higher priority than Prankster, ensuring that Shedinja is able to KO Prankster Pokemon such as Registeel and Zygarde-C. Ice Shard can be used over Extreme Speed to KO Poison Heal Zygarde-C after Endeavor, but it fails to KO other defensive Pokemon such as Leftovers Registeel and Poison Heal Mega Audino. Ice Shard also has 48 PP, which can be useful in PP stalling scenarios. U-turn is used to allow Shedinja to gain momentum as well as chip the opposing Pokemon. It also has the use of avoiding Mold Breaker Pursuit if the Mold Breaker user switches in as Shedinja uses U-turn. Foresight allows Endeavor and Extreme Speed to hit non-Magic Bounce Ghost-types, making Shedinja more effective and enabling it to use Endeavor more freely. Pursuit is used to damage Pokemon that attempt to switch out on Shedinja. If the opponent attempts to switch their Pokemon out after an Endeavor, Pursuit is able to pick up a KO. In addition, Pursuit damages Imposter users fairly heavily if they ever decide to switch in.

Set Details
========

Sturdy grants Shedinja the ability to survive almost any attack as well as forcing a multitude of switches. Shedinja has its Speed minimized so it can avoid having its ability suppressed by as many Core Enforcer users as possible. In addition to this, minimum Speed investment allows Shedinja to have a slower U-turn, bringing in the Pokemon of choice safely most of the time. Protective Pads allows Shedinja to avoid Rocky Helmet and Spiky Shield damage, as well as preventing it from being poisoned by Baneful Bunker. 0 IVs in Defense and Special Defense allow it to make Imposter users as frail as possible, letting Shedinja deal more damage with Pursuit as well as letting teammates damage the Imposter user more heavily, wearing it down more quickly. A Brave nature allows Shedinja to be as strong as possible while being the slowest it can be.

Usage Tips
========

Endeavor should be used with caution, as it only has 8 PP and using it too liberally can drastically lower how much of a threat Shedinja is to the opposing team. Scout for Sunsteel Strike, Moongeist Beam, and Photon Geyser when facing offensive Pokemon before sending Shedinja in on them. Take care to scout for status-inducing moves such as Poison Fang and Will-O-Wisp, as they KO Shedinja the turn it gets statused. Be wary of sand and hail; make sure to scout for Pokemon with Sand Stream and Snow Warning before using anything other than U-turn on Shedinja. Make sure entry hazards are off the field at all times. U-turn has 32 PP, so it can be used liberally while also granting momentum.

Team Options
========

Shedinja necessitates Magic Bounce support due to it warding off status and entry hazards. Pokemon such as Mega Audino, Giratina, and Zygarde-C can all provide this support. Shedinja also requires hazard removal support, as 1 HP means it will automatically be KOed by any damaging hazard. Almost any defensive Pokemon can run Defog to help Shedinja. Shedinja appreciates Imposter Pokemon such as Chansey to scout moves that can harm Shedinja, such as Sunsteel Strike and Will-O-Wisp. Misty Surge Pokemon such as Zygarde-C and Giratina can prevent Shedinja from being statused under Misty Terrain. Strong Pursuit users that can KO Imposter Pokemon, hit Ghost-types, and hit Mega Mewtwo Y and Mega Gengar hard are all amazing options for Shedinja's teammates. Dark-types with Pursuit are useful in particular, as they resist or are immune to Photon Geyser and Moongeist Beam. Mega Gyarados resists Sunsteel Strike as well, making it an excellent partner to Shedinja. Pokemon that can beat Giratina such as Xerneas, Mega Tyranitar, and Mega Gengar all enjoy the switches Shedinja forces, as when Shedinja uses U-turn, it can bring in one of these Pokemon for free. Wallbreakers such as Mega Mewtwo Y, Mega Diancie, and Mega Rayquaza all appreciate Shedinja's ability to force switches, as they are all able to capitalize on the vast majority of Ghost-types in the metagame. Defensive Pokemon such as Registeel, Giratina, and Zygarde-C are useful due to Shedinja breaking opposing walls for them, limiting the number of opposing defensive Pokemon that may be able to PP stall them. Toxic Spikes are useful, as it allows Shedinja to KO many Pokemon with just Endeavor, as poison finishes the job.

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

Spectral Thief can be run over Foresight to hit Ghost-types, steal boosts, and function as a move that deals overall good chip damage. However, Shedinja is weak, so Foresight is preferred, as it allows Shedinja to 2HKO Ghost-types with Endeavor into Extreme Speed. Shedinja also needs its other three moveslots, so Spectral Thief is generally difficult to fit onto the set. Shedinja can opt to run Pain Split over Endeavor, which allows it to halve the HP of every Pokemon as well as hitting Ghost-types without the use of Foresight. Pain Split also avoids contact and has more PP, so it can be used more freely. However, this is a lot slower for KOing Pokemon, and Shedinja is often running Protective Pads anyway, so Endeavor is the preferred move. Shedinja can run Safety Goggles to be immune to weather damage and Spore, but it appreciates Protective Pads more. Shedinja can run Lum Berry to have a safeguard against status, but this only works once and you can run Misty Surge on your teammates for a more reliable status immunity. Shedinja should use Recycle to recover its Lum Berry, but Shedinja doesn't enjoy losing any of its four moves for Recycle. Make sure to use Ice Shard while holding Lum Berry, as it avoids making contact, so Shedinja does not make contact with Rocky Helmet, Baneful Bunker, and Spiky Shield users. In addition, run Baton Pass over U-turn if Shedinja holds a Lum Berry for another way to prevent contact.

Shedinja can use a Magic Guard set to be immune to weather and status, but it is forced to use Focus Sash and cannot function as effectively due to having to continually use Recycle or surviving only two hits if it does not. Shedinja can run a Pixilate set to hit Ghost-types with Endeavor without prediction, but most Pokemon do not hesitate to use U-turn against Shedinja so its Focus Sash will be consumed very quickly, and it cannot do anything aside from claim one surprise KO in specific matchups. Shedinja can function as a quite effective Stealth Rock setter due to it forcing out every Magic Bounce user aside from Giratina, but as previously mentioned, it already has four-moveslot syndrome. Shedinja can run Baneful Bunker over Foresight to scout for Sunsteel Strike, Moongeist Beam, and Photon Geyser, as well as poisoning Pokemon that use U-turn. However, it's difficult to drop any of the four other moves in the set to make room for Baneful Bunker. Shedinja can run Safeguard to make itself and its teammates immune to status for a short duration, but it generally isn't worth a moveslot.

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

**Moves That Ignore Abilities**: Sunsteel Strike, Moongeist Beam, and Photon Geyser all KO Shedinja and can surprise it from any offensive Pokemon. For this reason, it's crucial to scout for these moves and potentially stall them out if necessary using Shedinja's teammates.

**Mold Breaker**: Mold Breaker attacks bypass Sturdy, so they OHKO Shedinja. Fortunately, Mold Breaker announces itself,(AC) so unless the Mold Breaker user has Pursuit, Shedinja can simply switch out. However, if Mold Breaker Pokemon have Pursuit, Shedinja has no viable way to beat them and inevitably will get KOed.

**Status**: If Shedinja is burned or poisoned, it will get KOed unless Shedinja holds a Lum Berry. It is recommended to scout for status. However, Shedinja can avoid being statused with Misty Surge support.

**Ghost-types**: Ghost-types can switch in on an Endeavor if necessary, and if Shedinja lacks Foresight, they can cause Shedinja trouble. Giratina in particular deserves a special mention, as even if Shedinja has Spectral Thief, Giratina is bulky enough to not get 2HKOed by it.

**Sand and Hail**: Sand and hail KO non-Safety Goggles Shedinja. There is no way for Shedinja to beat these two weathers other than Safety Goggles, so it is recommended that you KO their setter as early as possible using other teammates. Fortunately, these two weathers are relatively uncommon in the metagame.
 
Last edited:

MAMP

MAMP!
| overview
the overview is meant to be in dot points, but now that youve done it like this might as well keep it as is.

don't talk about what's changed from last gen. it doesn't help people learn about what shedinja actually does and its likely only to confuse new players.

i also wouldnt use the term 'mold breaker moves'. i dont think we have a standard for this yet, but for now i would write it out as 'sunsteel strike, moongeist beam, and photon geyser' or 'moves that ignore abilities'.

the overview should start with an explanation of what sturdy does and how this makes shedinja immune to attacks.

"giving Shedinja the ability Sturdy allows it to consistently survive almost anything" change to 'survive almost any attack' perhaps, current wording is ambiguous and makes shed sound better than it is

explain why the slow uturn matters (use the word momentum in there somewhere)

"In addition to this, It is these qualities that let Shedinja function as an excellent pivot and wallbreaker in the Balanced Hackmons." this sentence is very oddly worded, and im assuming it was a mistake

this overview should mention endeavor somewhere, as that move is a crucial part of what makes shedinja good

a point to mention here is that shedinja completely 100% walls anything that doesn't have a move to hit it

this second paragraph reads kinda weird to me. say something like 'shedinja's 1 HP means it dies instantly to any form of passive damage' and then go into specifics on that. "some Mold Breaker Pokemon still use Pursuit" is again a reference to things changing from last gen, try to avoid that. mention mold breaker moves here (but dont use that term). the key point of this paragraph should be that shedinja requires a lot of team support and scouting to be effective and its value is kinda matchup dependant, try to emphasise that

| set
i'd rename this to just 'pivot'

i think slashing pursuit with u-turn is wrong, especially after the overview made a point of discussing how important uturn is. slash pursuit on the last slot, i dont think shedinja without uturn is a good set

mention that extreme speed beats prankster recover, this is the main reason it's used. also that ice shard has lots of pp

pursuit also lets shedinja get chip on the various pokemon that it forces out

go more in depth on uturn: it's good because shedinja is very slow and forces lots of switches, which allows shedinja to create a huge amount of momentum

dont just say what foresight does, explain why its useful: makes shedinja a better wallbreaker etc

honestly im really not a fan of spectral thief on shed, i'd move it to oo

you still have to explain sturdy in the set details

try to expand on the usage tips a bit, atm all of them are 'scout for things that kill shed'. talk about not being too gung-ho with endeavor in the early game bc pp, about using uturn to get momentum

in team options, mention that shedinja likes partners that can take advantage of the free switches it provides. in particular, wallbreakers that beat common ghost types make good partners, like Pixilate Mega Diancie or CB TTar.

also mention pursuit mons which can trap ghost types, shedinja's imposter, and common photon geyser user m2y

| other options
say that lumcycle shed should run bpass and ice shard to dodge helmet

there are lots of other viable moves shed can run. stealth rock, soak, pain split, baneful bunker, safeguard could all be mentioned here

| checks n counters
mention that sand and hail are fairly rare

put 'ghost types' in general down here rather than giratina

qc 1/3 gj volkner
 

Ren

fuck it if i cant have him
is a Top Tiering Contributor Alumnusis a Contributor Alumnus
| overview
the overview is meant to be in dot points, but now that youve done it like this might as well keep it as is.

don't talk about what's changed from last gen. it doesn't help people learn about what shedinja actually does and its likely only to confuse new players.

i also wouldnt use the term 'mold breaker moves'. i dont think we have a standard for this yet, but for now i would write it out as 'sunsteel strike, moongeist beam, and photon geyser' or 'moves that ignore abilities'.

the overview should start with an explanation of what sturdy does and how this makes shedinja immune to attacks.

"giving Shedinja the ability Sturdy allows it to consistently survive almost anything" change to 'survive almost any attack' perhaps, current wording is ambiguous and makes shed sound better than it is

explain why the slow uturn matters (use the word momentum in there somewhere)

"In addition to this, It is these qualities that let Shedinja function as an excellent pivot and wallbreaker in the Balanced Hackmons." this sentence is very oddly worded, and im assuming it was a mistake

this overview should mention endeavor somewhere, as that move is a crucial part of what makes shedinja good

a point to mention here is that shedinja completely 100% walls anything that doesn't have a move to hit it

this second paragraph reads kinda weird to me. say something like 'shedinja's 1 HP means it dies instantly to any form of passive damage' and then go into specifics on that. "some Mold Breaker Pokemon still use Pursuit" is again a reference to things changing from last gen, try to avoid that. mention mold breaker moves here (but dont use that term). the key point of this paragraph should be that shedinja requires a lot of team support and scouting to be effective and its value is kinda matchup dependant, try to emphasise that

| set
i'd rename this to just 'pivot'

i think slashing pursuit with u-turn is wrong, especially after the overview made a point of discussing how important uturn is. slash pursuit on the last slot, i dont think shedinja without uturn is a good set

mention that extreme speed beats prankster recover, this is the main reason it's used. also that ice shard has lots of pp

pursuit also lets shedinja get chip on the various pokemon that it forces out

go more in depth on uturn: it's good because shedinja is very slow and forces lots of switches, which allows shedinja to create a huge amount of momentum

dont just say what foresight does, explain why its useful: makes shedinja a better wallbreaker etc

honestly im really not a fan of spectral thief on shed, i'd move it to oo

you still have to explain sturdy in the set details

try to expand on the usage tips a bit, atm all of them are 'scout for things that kill shed'. talk about not being too gung-ho with endeavor in the early game bc pp, about using uturn to get momentum

in team options, mention that shedinja likes partners that can take advantage of the free switches it provides. in particular, wallbreakers that beat common ghost types make good partners, like Pixilate Mega Diancie or CB TTar.

also mention pursuit mons which can trap ghost types, shedinja's imposter, and common photon geyser user m2y

| other options
say that lumcycle shed should run bpass and ice shard to dodge helmet

there are lots of other viable moves shed can run. stealth rock, soak, pain split, baneful bunker, safeguard could all be mentioned here

| checks n counters
mention that sand and hail are fairly rare

put 'ghost types' in general down here rather than giratina

qc 1/3 gj volkner
implemented!

E4 Flint
ScarfWynaut
Funbot28
 

Funbot28

Banned deucer.
"lol, shedinja in 2018."

QC: MAMP / x / x

Shedinja


[OVERVIEW]

Shedinja's role in Balanced Hackmons is a unique one. Shedinja is hardcoded to always have its raw HP stat be 1. Because of this, it allows Shedinja to have almost infinite bulk in conjunction with Sturdy since it is always at 1 HP, which allows Shedinja to survive almost any attack. Due to this, Shedinja is able to wall any threat if they do not have a move to harm Shedinja. Due to its slow Speed stat in conjunction with this nigh infinite bulk, Shedinja is able to U-Turn on anything that isn't called Stakataka or Ferrothorn and almost certainly go last. Know this a GP thing but plz no, just say its slow speed lets it give pivoting vs most mons. This grants momentum to the team, allowing any of the other five Pokemon on the team to come onto the field for free. Shedinja's 1 HP also allows it to bring any non-Ghost type down to 1 HP with Endeavor, which is a fantastic asset for Shedinja as it forces a lot of switches due to this. Generally mention that teams that lack a reliable way of getting around Shed (ie Mold Breaker / MB Moves or hazards mainly can really just autolose to it, an important point to note especially since less teams are prepping for it nowadays).

Shedinja's 1 HP is a double edged sword as due to it, Shedinja will die to any form of passive damage such as hazards, status and weather. Photon Geyser, Sunsteel Strike and Moongeist Beam ignore abilities, meaning they bypass Sturdy and kill Shedinja. And mention specifically that its common coverage on the majority of offensive threats. Finally, Mold Breaker users can bypass Sturdy and kill Shedinja. Especially in conjunction with Pursuit. Due to these weaknesses, Shedinja requires a lot of support to use successfully and even then, its value can be dependent on how prepared the opponent is to deal with it. Shedinja requires a lot of scouting as well to avoid being surprised by the above checks and losing it. Shedinja is still a formidable threat in Balanced Hackmons, but it is one easily prepared for so it is necessary that it is played carefully.

[SET]
name: Pivot
move 1: Endeavor
move 2: Extreme Speed / Ice Shard
move 3: U-turn
move 4: Foresight / Pursuit
item: Protective Pads
ability: Sturdy
nature: Brave
evs: 252 Atk
ivs: 0 HP / 0 Def / 0 SpA / 0 SpD / 0 Spe

[SET COMMENTS]
Moves
========

  • Endeavor allows Shedinja to bring any non-Ghost-type Pokemon to 1 HP, automatically putting the opposing Pokemon in range of Shedinja's other offensive moves.
  • Extreme Speed is used to finish the job, killing every non-Ghost-type Pokemon after it has been Endeavored save for Poison Heal Zygarde-C. It also outprioritizes Prankster, ensuring that Shedinja is able to kill Prankster Pokemon.
  • Ice Shard can be used over Extreme Speed to kill Poison Heal Zygarde-C after Endeavor, but it fails to kill other defensive Pokemon that hold Leftovers in the metagame. Not worth mentioning imo since how many mons actually run Lefties. Ice Shard also grants 48 PP, which can be useful in PP stalling scenarios.
  • U-turn can be used over Pursuit to allow Shedinja to gain momentum as well as chip Pokemon weak to it such as Cresselia, Mega Mewtwo Y, and Mega Gyarados. It also has the use of dodging Mold Breaker Pursuit if the Mold Breaker user switches in as Shedinja uses U-turn.
  • Foresight allows Endeavor and Extreme Speed to hit non-Magic Bounce Ghost-types. This allows Shedinja to be more formidable to opposing teams, as it is now able to use Endeavor effectively on every Pokemon in the metagame save for Magic Bounce Ghost-types and opposing Shedinja.
  • Pursuit is used to trap Regenerator Assault Vest Pokemon after Endeavor to secure the kill In addition to trapping Regenerator Pokemon, it damages Imposter fairly heavily if it ever decides to switch in. Pursuit can also damage the many switches Shedinja forces. Just mention that it traps mons who wanna switch out in general, even if RegenVest is the main target.
  • Mention of Soak?

Set Details
========

  • Shedinja has its Speed minimized so it can avoid having its ability taken by as many Core Enforcers as possible. In addition to this, minimum speed allows Shedinja to go last with U-turn, bringing in the Pokemon of choice safely most of the time.
  • Protective Pads allows Shedinja to dodge Rocky Helmet and Spiky Shield recoil as well as preventing it from being Poisoned by Baneful Bunker.
  • 0 IVs in Defense and Special Defense allow it to make Imposter as frail as possible.
  • A Brave nature allows Shedinja to be as strong as possible while being the slowest it can be.
  • Sturdy grants Shedinja the nigh infinite bulk that makes it good, allowing Shedinja to survive almost any attack as well as forcing a multitude of switches.

Usage Tips
========

  • Scout for Sunsteel Strike, Moongeist Beam and Photon Geyser on offensive Pokemon before sending Shedinja in on them.
  • Take care to scout for Status moves such as Poison Fang and Will-O-Wisp, as they kill Shedinja the turn it gets statused.
  • Be wary of Sand and Hail; Make sure to scout for Pokemon with Sand Stream and Snow Warning before clicking anything other than U-turn on Shedinja.
  • Make sure hazards are off the field at all times.
  • Be careful with Endeavor, as it only has 8 PP and using it too liberally can drastically lower how much of a threat Shedinja is to the opposing team. This should be one of first points imo, as people usually just spam Endeavor when pivoting might be the better play and then are left with no more PP as result.
  • Don't be afraid to use U-turn, as it has 32 PP so it can be used liberally while also granting momentum. Expand on this, noting how Shed should mainly be used to give momentum to its team thanks to the switch ins it forces, wallbreaking only when it can safely.

Team Options
========

  • Shedinja appreciates much more like necessitates Magic Bounce support due to it warding off status and hazards.
  • Shedinja appreciates Imposter being on the same team to scout moves that can harm Shedinja, such as Sunsteel Strike and Will-O-Wisp.
  • Primal Groudon is a good partner to Shedinja due to getting rid of every harmful weather for it.
  • Shedinja requires hazard removal support, as 1 HP means it will automatically die to any damaging hazard. Move up or merge with Magic Bounce point
  • Strong Pursuit users that can kill Shedinja's Imposter, hit Ghost-types and hit Mega Mewtwo Y and Mega Gengar hard are all amazing options for Shedinja's teammates. These Pokemon include Mega Gyarados and Mega Tyranitar. Also note that Dark-types in general are useful in resisting Moongeist and Photon, while Mega Gyara also can resist Sunsteel too.
  • Pokemon that can beat common Ghost-types such as Mega Diancie, Mega Tyranitar and Kyurem-Black all enjoy the switches Shedinja forces, as when Shedinja U-turns it can bring on one of these Pokemon for free.
  • Make a general note of wallbreakers that appreciate Shed's ability to provide slow momentum
  • Defensive mons can also be useful partners given how Shed can break down opposing defensive threats for them, shortening the stall war.
  • Make a note of Tspike support, as it lets Shed KO mons without needing to rely on prio on the next turn

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

  • Spectral Thief can be run over Foresight to hit Ghost-types, steal boosts, and function as overall good chip. However, Shedinja is weak so Foresight is preferred, as it allows Shedinja to 2HKO Ghost-types with Endeavor and Extreme Speed. Shedinja also needs its other three moveslots, so Spectral Thief is generally difficult to fit onto the set.
  • Shedinja can run Lum Berry to be immune to status, but this only works once. Shedinja can should use Recycle to bring back Lum Berry, but Shedinja doesn't enjoy losing any of its four moves for Recycle. Make sure to use Ice Shard on Lum Berry, as it avoids making contact so Shedinja dodges Rocky Helmet, Baneful Bunker and Spiky Shield. In addition, run Baton Pass over U-turn if Shedinja holds Lum Berry for the same reasons as ?
  • Shedinja can run Safety Goggles to be immune to weather and sponge Spore, but it appreciates Protective Pads more.
  • Shedinja can run a Magic Guard set to be immune to weather and status, but it is locked into Focus Sash and cannot function as effectively due to having to constantly use Recycle or living only two hits if it does not.
  • Shedinja can run a Pixilate set to hit Ghost-types without prediction, but most Pokemon do not hesitate to click U-turn vs Shedinja and as such, its Sash will be consumed very quickly and it cannot do anything aside from claim one surprise kill.
  • Shedinja can function as a Stealth Rock setter, but as mentioned it generally already has four moveslot syndrome. Shedinja forces out every Magic Bouncer aside from Giratina, though, which makes it quite effective as a setter.
  • Shedinja can run Soak to hit Ghost-types with Endeavor and Extreme Speed, as well as making U-turn unresisted, but Foresight is generally preferred due to more PP as well as making U-turn unresisted not being too important. Move up
  • Shedinja can run Baneful Bunker over Foresight to scout for Sunsteel Strike, Moongeist Beam and Photon Geyser as well as poisoning Pokemon that click U-turn. However, it's difficult to drop any of the four other moves in the set to make room for Baneful Bunker.
  • Shedinja can run Safeguard to make itself and its teammates immune to status for a short duration, but it generally isn't worth a slot.
  • Shedinja can opt to run Pain Split over Endeavor, which allows it to halve the HP of every Pokemon as well as hitting Ghost-types without the use of Foresight. Pain Split also avoids contact. However, this is a lot slower in killing Pokemon and Shedinja is often running Protective Pads anyways. Pain Split also has more PP and can be spammed more freely though, move the option up in mentions.

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

**Mold Breaker Moves**: Sunsteel Strike, Moongeist Beam and Photon Geyser all kill Shedinja and can surprise it from any offensive Pokemon. For this reason, it's crucial to scout for these moves and potentially stall them out if necessary using Shedinja's teammates.

**Mold Breaker**: Mold Breaker attacks bypass Sturdy, so they one-shot Shedinja. Fortunately, Mold Breaker announces itself so unless they have Pursuit, Shedinja can simply switch out. Make a note of MB + Pursuit which really hampers Shed.

**Sand and Hail**: Sand and Hail kill non-Safety Goggles Shedinja. There is no way for Shedinja to beat these two weathers other than Safety Goggles, so it is recommended that you their KO setter is as early as possible using other teammates. Fortunately, these two weathers are relatively uncommon in the metagame. Make it last mention.

**Status**: If Shedinja is Burned or Poisoned, it will no longer put in work unless Shedinja holds Lum Berry. It is recommended to scout for status.

**Ghost Types**: Ghost-types can switch in on an Endeavor if necessary, and if Shedinja lacks Foresight they can cause Shedinja trouble. Giratina in particular deserves a special mention as even if Shedinja has Spectral Thief, Giratina is bulky enough to dodge the 2HKO from it.
Comments in bold, good job QC 2/3
QC Stamp.gif
 
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Fun fact about Shedinja — it had the second-highest Attack stat of all Ghost-types in Generation III, only losing to Banette in that regard. Since all Ghost-type moves were physical back then, this made Shedinja the second-best user of Ghost-type attacks. Of course, the physical-Special split and the introduction of more Ghost-types with equal or higher Attack stats (Dusknoir, Giratina, Golurk, Trevenant, Doublade, Aegislash, Mimikyu, and Marshadow, among others) has made Shedinja stand out far less among physical Ghosts or Ghosts in general, but 90 Base Attack still isn't bad. It's not amazing, but it's good enough to hurt some things — though I suppose the Ghost type's lack of high-powered moves in general and Shedinja not getting many moves with significantly above-average Base Power anyway doesn't help Shedinja's case. At least Shedinja can learn Swords Dance.
 
Last edited:
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[overview]
'Almost infinite bulk' i think this term is a bit of a misnomer. almost infinite = really high which more accurately describes chansey or big zygarde.

'people dont prepare for it' this shouldnt be something stated as a pro for shedinja. not only is it highly subjective, "if they dont prepare for it it'll destroy the opponent" applies to almost everything. i think youve misunderstood funbot's point. mention how shedinja can effortlessly destroy teams that lack a reliable method of dealing with it and not that "no one prepares for it so its good"

just a gp thing, whenever forms are mentioned eg. zygarde or mray you're required to be specific about which form ur referring to, if that makes sense. for instance in the overview it should be mega gengar and not just gengar

'especially in conjunction with pursuit' reword this to say its much more effective when paired with pursuit, at the moment it doesnt really make sense. when qc like funbot gives feedback like that you need to implement it in a manner that makes sense. just copy pasting in her response doesnt work.

'its value can be dependent on how prepared the opponent is to deal with it' shedinjas not special, this applies to everything. if you can reword this so that its a unique down side to shedinja then do so otherwise remove it

'Shedinja is still a formidable threat in Balanced Hackmons, but it is one easily prepared for so it is necessary that it is played carefully.' this is a very stilted and superficial final sentence. in fact the last few sentences read weirdly in general. its very obvious you just took the bullet points and put it straight into paragraph form. you'll see what i mean if you read over that section again. please flesh out the support point and tie that in with scouting because thats actually important but get rid of that last sentence.

[moves]
you dont have to bring up the fact that normal type moves dont affect ghost types all the time, our readers understand the type chart.

'but it fails to kill other defensive Pokemon' like what? all others? i'd hope not...

'Ice Shard also grants 48 PP' grants < has

'U-turn can be used over Pursuit' no it cant

'as well as chip Pokemon weak to it such as Cresselia, Mega Mewtwo Y, and Mega Gyarados. It also has the use of dodging Mold Breaker Pursuit if the Mold Breaker user switches in as Shedinja uses U-turn' the first part implies one needs to be weak to uturn to be chipped by it which is not true. also i dont understand listing bug weaks, it adds nothing. next, dodging is not the right word.

'This allows Shedinja to be more formidable to opposing teams, as it is now able to use Endeavor effectively on every Pokemon in the metagame save for Magic Bounce Ghost-types and opposing Shedinja.' you can word this part better. id forgo listing examples since theres many things one can potentially do in response (like having multiple ghost types). that formidable part is meaningless, remove it. u should at least mention once how its now able to hit and ko ghost types.

'Pursuit is used to trap Pokemon that wish to switch out on Shedinja. If the opponent opts to switch out after an Endeavor, Pursuit picks up a kill.' pursuit trapping is different to actual trapping (mean look). say damage over trap.

pls dont mention soak

[set details]

'0 IVs in Defense and Special Defense allow it to make Imposter as frail as possible' why is this important?

'nigh infinite' see above

[usage tips]

'Shedinja should only be wallbreaking when it is safe to do so.' remove this sentence

[team options]

'Shedinja necessitates Magic Bounce support due to it warding off status and hazards. It also requires hazard removal support, as 1 HP means it will automatically die to any damaging hazard. Shedinja appreciates Imposter being on the same team to scout moves that can harm Shedinja, such as Sunsteel Strike and Will-O-Wisp' these sentences, other than being very basic and dont flow well at all, need fleshing out. what can i use magic bounce on? whats best for removing hazards? whys magic bounce support necessary? you are not sharing very much information here. also, 'appreciates imposter being on the same team' is rly weirdly worded. no one actually says it like that

mention misty surge, its potential setters, what it does and why thats good, etc.

'Primal Groudon is a good partner to Shedinja due to getting rid of every harmful weather for it' so long as the weather user is alive, shedinja is at threat so pdon doesnt help. also its the primal weather here thats key not specifically pdon so here you'd mention that instead. not that it matters since i want you to remove this anyway

the rest of this reads surprisingly well other than 'Pokemon that can beat common Ghost-types such as Mega Diancie, Mega Tyranitar and Kyurem-Black' do you mean ghost types or just giratina? pick better examples than kyurem and diancie. also right at the end say what one can use to lay up tspikes

[other options]

mention misty surge in the status part. also 'If Shedinja is Burned or Poisoned, it will no longer put in work unless Shedinja holds Lum Berry.' put in work? why dont you just say gets KO'd because thats what actually happens instead of being vague about it.

'**Ghost Types**: Ghost-types can switch in on an Endeavor if necessary, and if Shedinja lacks Foresight they can cause Shedinja trouble. Giratina in particular deserves a special mention as even if Shedinja has Spectral Thief, Giratina is bulky enough to dodge the 2HKO from it.' pokemon dont 'dodge 2hkos'

3/3 mobile qc'ing sucks woo
 
Last edited:
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Ren

fuck it if i cant have him
is a Top Tiering Contributor Alumnusis a Contributor Alumnus
[overview]
'Almost infinite bulk' i think this term is a bit of a misnomer. almost infinite = really high which more accurately describes chansey or big zygarde.

'people dont prepare for it' this shouldnt be something stated as a pro for shedinja. not only is it highly subjective, "if they dont prepare for it it'll destroy the opponent" applies to almost everything. i think youve misunderstood funbot's point. mention how shedinja can effortlessly destroy teams that lack a reliable method of dealing with it and not that "no one prepares for it so its good"

just a gp thing, whenever forms are mentioned eg. zygarde or mray you're required to be specific about which form ur referring to, if that makes sense. for instance in the overview it should be mega gengar and not just gengar

'especially in conjunction with pursuit' reword this to say its much more effective when paired with pursuit, at the moment it doesnt really make sense. when qc like funbot gives feedback like that you need to implement it in a manner that makes sense. just copy pasting in her response doesnt work.

'its value can be dependent on how prepared the opponent is to deal with it' shedinjas not special, this applies to everything. if you can reword this so that its a unique down side to shedinja then do so otherwise remove it

'Shedinja is still a formidable threat in Balanced Hackmons, but it is one easily prepared for so it is necessary that it is played carefully.' this is a very stilted and superficial final sentence. in fact the last few sentences read weirdly in general. its very obvious you just took the bullet points and put it straight into paragraph form. you'll see what i mean if you read over that section again. please flesh out the support point and tie that in with scouting because thats actually important but get rid of that last sentence.

[moves]
you dont have to bring up the fact that normal type moves dont affect ghost types all the time, our readers understand the type chart.

'but it fails to kill other defensive Pokemon' like what? all others? i'd hope not...

'Ice Shard also grants 48 PP' grants < has

'U-turn can be used over Pursuit' no it cant

'as well as chip Pokemon weak to it such as Cresselia, Mega Mewtwo Y, and Mega Gyarados. It also has the use of dodging Mold Breaker Pursuit if the Mold Breaker user switches in as Shedinja uses U-turn' the first part implies one needs to be weak to uturn to be chipped by it which is not true. also i dont understand listing bug weaks, it adds nothing. next, dodging is not the right word.

'This allows Shedinja to be more formidable to opposing teams, as it is now able to use Endeavor effectively on every Pokemon in the metagame save for Magic Bounce Ghost-types and opposing Shedinja.' you can word this part better. id forgo listing examples since theres many things one can potentially do in response (like having multiple ghost types). that formidable part is meaningless, remove it. u should at least mention once how its now able to hit and ko ghost types.

'Pursuit is used to trap Pokemon that wish to switch out on Shedinja. If the opponent opts to switch out after an Endeavor, Pursuit picks up a kill.' pursuit trapping is different to actual trapping (mean look). say damage over trap.

pls dont mention soak

[set details]

'0 IVs in Defense and Special Defense allow it to make Imposter as frail as possible' why is this important?

'nigh infinite' see above

[usage tips]

'Shedinja should only be wallbreaking when it is safe to do so.' remove this sentence

[team options]

'Shedinja necessitates Magic Bounce support due to it warding off status and hazards. It also requires hazard removal support, as 1 HP means it will automatically die to any damaging hazard. Shedinja appreciates Imposter being on the same team to scout moves that can harm Shedinja, such as Sunsteel Strike and Will-O-Wisp' these sentences, other than being very basic and dont flow well at all, need fleshing out. what can i use magic bounce on? whats best for removing hazards? whys magic bounce support necessary? you are not sharing very much information here. also, 'appreciates imposter being on the same team' is rly weirdly worded. no one actually says it like that

mention misty surge, its potential setters, what it does and why thats good, etc.

'Primal Groudon is a good partner to Shedinja due to getting rid of every harmful weather for it' so long as the weather user is alive, shedinja is at threat so pdon doesnt help. also its the primal weather here thats key not specifically pdon so here you'd mention that instead. not that it matters since i want you to remove this anyway

the rest of this reads surprisingly well other than 'Pokemon that can beat common Ghost-types such as Mega Diancie, Mega Tyranitar and Kyurem-Black' do you mean ghost types or just giratina? pick better examples than kyurem and diancie. also right at the end say what one can use to lay up tspikes

[other options]

mention misty surge in the status part. also 'If Shedinja is Burned or Poisoned, it will no longer put in work unless Shedinja holds Lum Berry.' put in work? why dont you just say gets KO'd because thats what actually happens instead of being vague about it.

'**Ghost Types**: Ghost-types can switch in on an Endeavor if necessary, and if Shedinja lacks Foresight they can cause Shedinja trouble. Giratina in particular deserves a special mention as even if Shedinja has Spectral Thief, Giratina is bulky enough to dodge the 2HKO from it.' pokemon dont 'dodge 2hkos'

3/3 mobile qc'ing sucks woo
implemented, ready for gp
 
am gp check
blue = add
red = remove

"lol, shedinja in 2018."

QC: MAMP / Funbot28 / ScarfWynaut

Shedinja


[OVERVIEW]

Shedinja's role in Balanced Hackmons is a unique one. Shedinja is hardcoded to always have its raw HP stat be 1. Because of this, it allows Shedinja to can only be be killed KOed by very few things in conjunction with Sturdy, since it is always at 1 HP, which allows Shedinja to survive almost any attack. Due to this, Shedinja is able to wall any threat if they do not have a move to harm Shedinja. Due to its slow Speed stat in conjunction with the ability to survive almost any attack, Shedinja is able to provide momentum to the team vs most Pokemon. This allows any of the other five Pokemon on the team to come onto the field for free. Shedinja's 1 HP also allows it to bring any non-Ghost-type Pokemon down to 1 HP with Endeavor, which is a fantastic asset for Shedinja, as it forces a lot of switches due to this. Most teams lack a reliable way to deal with a good team built around Shedinja as well, primarily relying on hazards or Mold Breaker without Pursuit to get around it. These ways to check Shedinja have multiple forms of counterplay on most teams built around it, allowing Shedinja to devastate other teams.

Despite these benefits of using Shedinja, it suffers from very exploitable consequences. Shedinja's 1 HP is a double edged sword, as it will die to any form of passive damage such as hazards, status and weather. Photon Geyser, Sunsteel Strike, and Moongeist Beam ignore abilities, meaning they bypass Sturdy and kill KO Shedinja. These moves are common on many offensive Pokemon, including Mega Mewtwo X, Kartana, and Mega Gengar. Mold Breaker users can bypass Sturdy and kill KO Shedinja with any attack, and if the Mold Breaker Pokemon has Pursuit, it picks up a guaranteed kill KO on Shedinja due to it being damaged and KOed if it attempts to switch out. Due to these weaknesses, Shedinja requires a lot of support to use successfully, such as Magic Bounce support and hazard removal. In addition to the aforementioned team support, Shedinja requires a lot of scouting as well to avoid being surprised by the above checks and getting KOed.

[SET]
name: Pivot
move 1: Endeavor
move 2: Extreme Speed / Ice Shard
move 3: U-turn
move 4: Foresight / Pursuit
item: Protective Pads
ability: Sturdy
nature: Brave
evs: 252 Atk
ivs: 0 HP / 0 Def / 0 SpA / 0 SpD / 0 Spe

[SET COMMENTS]
Moves
========

Endeavor allows Shedinja to bring most Pokemon to 1 HP, automatically putting the opposing Pokemon in range of Shedinja's other offensive moves. Extreme Speed is used to finish the job, killing KOing every Pokemon after it has been Endeavored save for Poison Heal Zygarde-C. It also outprioritizes Prankster, ensuring that Shedinja is able to kill KO Prankster Pokemon. Ice Shard can be used over Extreme Speed to kill KO Poison Heal Zygarde-C after Endeavor, but it fails to kill KO other defensive Pokemon such as Leftovers Registeel and Poison Heal Mega Audino. Ice Shard also has 48 PP, which can be useful in PP stalling scenarios. U-turn is used to allow Shedinja to gain momentum as well as chip the opposing Pokemon. It also has the use of avoiding Mold Breaker Pursuit if the Mold Breaker user switches in as Shedinja uses U-turn. Foresight allows Endeavor and Extreme Speed to hit non-Magic Bounce Ghost-types. This allows Shedinja to be more effective, as it is now able to use Endeavor more safely due to now hitting Ghost-types. Pursuit is used to damage Pokemon that wish to switch out on Shedinja. If the opponent opts to switch out after an Endeavor, Pursuit picks up a KO. In addition, Pursuit damages Imposter fairly heavily if it ever decides to switch in.

Set Details
========

Shedinja has its Speed minimized so it can avoid having its ability suppressed by as many Pokemon using Core Enforcer as possible. In addition to this, minimum speed allows Shedinja to go last with U-turn, bringing in the Pokemon of choice safely most of the time. Protective Pads allows Shedinja to dodge Rocky Helmet and Spiky Shield recoil as well as preventing it from being Ppoisoned by Baneful Bunker. 0 IVs in Defense and Special Defense allow it to make Imposter as frail as possible, allowing Shedinja to deal more damage with Pursuit as well as letting teammates damage Imposter more heavily, wearing it down more quickly. A Brave nature allows Shedinja to be as strong as possible while being the slowest it can be. Sturdy grants Shedinja the ability to survive almost any attack that makes it good, allowing Shedinja to survive almost any attack as well as forcing a multitude of switches.

Usage Tips
========

Be careful with Endeavor, as it only has 8 PP and using it too liberally can drastically lower how much of a threat Shedinja is to the opposing team. Scout for Sunsteel Strike, Moongeist Beam and Photon Geyser on offensive Pokemon before sending Shedinja in on them. Take care to scout for Status status-inducing moves such as Poison Fang and Will-O-Wisp, as they kill KO Shedinja the turn it gets statused. Be wary of Sand and Hail; Make sure to scout for Pokemon with Sand Stream and Snow Warning before clicking using anything other than U-turn on Shedinja. Make sure hazards are off the field at all times. Don't be afraid to use U-turn, as it has 32 PP so it can be used liberally while also granting momentum. Shedinja should be using U-turn most of the time, as it forces a multitude of switches and thus provides momentum to the team.

Team Options
========

Shedinja necessitates Magic Bounce support due to it warding off status and hazards. It Shedinja also requires hazard removal support, as 1 HP means it will automatically die to any damaging hazard. Shedinja appreciates Imposter being on the same team to scout moves that can harm Shedinja, such as Sunsteel Strike and Will-O-Wisp. Misty Surge Pokemon such as Zygarde-C and Giratina can prevent Shedinja from being statused by setting Misty Terrain. This is good for Shedinja, as it can now avoid being KOed by being burned or poisoned. Strong Pursuit users that can kill KO Shedinja's Imposter, hit Ghost-types and hit Mega Mewtwo Y and Mega Gengar hard are all amazing options for Shedinja's teammates. Dark-types with Pursuit are useful in particular, as they resist Photon Geyser and Moongeist Beam. Mega Gyarados resists Sunsteel Strike as well, making it an excellent partner to Shedinja. Pokemon that can beat Giratina such as Xerneas, Mega Tyranitar, and Mega Gengar all enjoy the switches Shedinja forces, as when Shedinja U-turns it can bring on one of these Pokemon for free. Wallbreakers such as Mega Mewtwo Y, Mega Diancie and Mega Rayquaza all appreciate Shedinja's ability to force switches, as they are all able to capitalize on the vast majority of Ghost-types in the metagame. Defensive Pokemon such as Registeel, Giratina and Zygarde-Complete are useful due to Shedinja breaking opposing walls for them, limiting the amount of opposing defensive Pokemon that may be able to PP stall. Toxic Spikes are useful, as it allows Shedinja to kill KO many Pokemon with just Endeavor as poison finishes the job.

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

Spectral Thief can be run over Foresight to hit Ghost-types, steal boosts, and function as overall good chip. However, Shedinja is weak, so Foresight is preferred, as it allows Shedinja to 2HKO Ghost-types with Endeavor and Extreme Speed. Shedinja also needs its other three moveslots, so Spectral Thief is generally difficult to fit onto the set. Shedinja can opt to run Pain Split over Endeavor, which allows it to halve the HP of every Pokemon as well as hitting Ghost-types without the use of Foresight. Pain Split also avoids contact, and has more PP so it can be used more freely. However, this is a lot slower in killing KOing Pokemon and Shedinja is often running Protective Pads anyways, so Endeavor is preferred. Shedinja can run Lum Berry to be immune to status, but this only works once and you can run Misty Surge on your teammates for a more reliable status immunity. Shedinja should use Recycle to bring back Lum Berry, but Shedinja doesn't enjoy losing any of its four moves for Recycle. Make sure to use Ice Shard on Lum Berry, as it avoids making contact so Shedinja dodges Rocky Helmet, Baneful Bunker and Spiky Shield. Make sure to use Ice Shard while holding Lum Berry, as it avoids making contact, so that Shedinja does not make contact with Rocky Helmet, Baneful Bunker, and Spiky Shield users. In addition, run Baton Pass over U-turn if Shedinja holds Lum Berry for another way to prevent contact. Shedinja can run Safety Goggles to be immune to weather and be immune to Spore, but it appreciates Protective Pads more.

Shedinja can run a Magic Guard set to be immune to weather and status, but it is locked into Focus Sash and cannot function as effectively due to having to constantly use Recycle or living only two hits if it does not. Shedinja can run a Pixilate set to hit Ghost-types without prediction, but most Pokemon do not hesitate to click use U-turn vs Shedinja and as such, so its Focus Sash will be consumed very quickly and it cannot do anything aside from claim one surprise kill KO. Shedinja can function as a Stealth Rock setter, but as mentioned it generally already has four moveslot syndrome. It forces out every Magic Bouncer aside from Giratina, though, which makes it quite effective as a setter. Shedinja can run Baneful Bunker over Foresight to scout for Sunsteel Strike, Moongeist Beam, and Photon Geyser as well as poisoning Pokemon that click use U-turn. However, it's difficult to drop any of the four other moves in the set to make room for Baneful Bunker. It can run Safeguard to make itself and its teammates immune to status for a short duration, but it Baneful Bunker generally isn't worth a slot.

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

**Mold Breaker Moves**: Sunsteel Strike, Moongeist Beam, and Photon Geyser all kill KO Shedinja and can surprise it from any offensive Pokemon. For this reason, it's crucial to scout for these moves and potentially stall them out if necessary using Shedinja's teammates.

**Mold Breaker**: Mold Breaker attacks bypass Sturdy, so they one-shot Shedinja. Fortunately, Mold Breaker announces itself, so unless they have Pursuit, Shedinja can simply switch out. However, if Mold Breaker Pokemon have Pursuit, Shedinja has no viable way to beat this and gets KOed.

**Status**: If Shedinja is Bburned or Ppoisoned, it will get KOed unless Shedinja holds Lum Berry. It is recommended to scout for status.

**Ghost Types**: Ghost-types can switch in on an Endeavor if necessary, and if Shedinja lacks Foresight they can cause Shedinja trouble. Giratina in particular deserves a special mention, as even if Shedinja has Spectral Thief, Giratina is bulky enough to not get 2HKOed by it.

**Sand and Hail**: Sand and Hhail kill KO non-Safety Goggles Shedinja. There is no way for Shedinja to beat these two weathers other than Safety Goggles, so it is recommended that you KO their KO setter is as early as possible using other teammates. Fortunately, these two weathers are relatively uncommon in the metagame.
 
amcheck, good luck volkner

add remove comments
(AC) = add comma, (RC) = remove comma, (AH) = add hyphen

[OVERVIEW]

Shedinja's role in Balanced Hackmons is a unique one. Shedinja is hardcoded to always have its raw HP stat be 1. Because of this, Sturdy Shedinja can only be KOed by very few things as it always has full HP, (AC) (explains Sturdy mechanic better without the redundancy of later in the sentence) in conjunction with Sturdy (flows better) since it is always at 1 HP, (RC) (previous sentence said that it always has 1 HP, and you said "Because of this", making this bit redundant) which allows Shedinja to survive almost any attack. Due to this, Shedinja is able to wall any threat if they do not have a move to harm Shedinja. (doesn't actually bring any information that wasn't explained in the last sentence. I suppose it isn't mandatory to remove this but its fluff that doesn't really add anything, especially since you mention the fact that it can survive almost any attack AGAIN in the next sentence.) Due to its slow Speed stat in conjunction with the ability to survive almost any attack, Shedinja is able to provide momentum to the team vs against most Pokemon. This allows Shedinja's teammates any of the other five Pokemon on the team (just a conventional reading thing, not all 5 of its teammates might be alive at any time during a match) to come onto the field for free. Shedinja's 1 HP also allows it to bring any non-Ghost-(AH)type Pokemon down to 1 HP with Endeavor, which is a fantastic asset for Shedinja as it forces a lot of switches due to this. Most teams lack a reliable way to deal with a good team built around Shedinja as well, primarily relying on entry hazards or Mold Breaker without Pursuit to get around it. These ways to check Shedinja have multiple forms of counterplay on most teams built around it, allowing Shedinja to devastate other opposing teams.

Despite these benefits of using Shedinja, it suffers from very exploitable consequences weaknesses (you don't suffer from the result, you suffer as a result of the weaknesses). Shedinja's 1 HP is a double-(AH)edged sword, as it will die to any form of passive damage such as hazards, status, (AC) and weather. Photon Geyser, Sunsteel Strike, (AC) and Moongeist Beam ignore abilities, meaning they bypass Sturdy and are able to KO Shedinja. These moves are common on many offensive Pokemon, including Mega Mewtwo X, Kartana, and Mega Gengar. Mold Breaker users can bypass Sturdy and KO Shedinja with any attack, and if the Mold Breaker Pokemon has Pursuit, it picks up a guaranteed can ensure a KO on Shedinja due to it being damaged and KOed if it attempts to switch out. Due to these weaknesses, Shedinja requires a lot of support to use successfully, such as Magic Bounce support and hazard removal. In addition to the aforementioned team support, Shedinja requires a lot of scouting as well (redundancy with "in addition")to avoid being surprised by the above checks and getting KOed.

[SET]
name: Pivot
move 1: Endeavor
move 2: Extreme Speed / Ice Shard
move 3: U-turn
move 4: Foresight / Pursuit
item: Protective Pads
ability: Sturdy
nature: Brave
evs: 252 Atk
ivs: 0 HP / 0 Def / 0 SpA / 0 SpD / 0 Spe

[SET COMMENTS]
Moves
========

Endeavor allows Shedinja to bring most Pokemon to 1 HP, automatically putting the opposing Pokemon in range of Shedinja's other offensive moves. Extreme Speed is used to finish the job, KOing every Pokemon after it has been Endeavored, (AC) save for Poison Heal Zygarde-C. It also outprioritizes has a higher priority than (outprioritizes isn't a word) Prankster, ensuring that Shedinja is able to KO Prankster Pokemon. Ice Shard can be used over Extreme Speed to kill Poison Heal Zygarde-C after Endeavor, but it fails to KO other defensive Pokemon such as Leftovers Registeel and Poison Heal Mega Audino. Ice Shard also has 48 PP, which can be useful in PP stalling scenarios. U-turn is used to allow Shedinja to gain momentum as well as chip the opposing Pokemon. It also has the use of avoiding Mold Breaker Pursuit if the Mold Breaker user switches in as Shedinja uses U-turn. Foresight allows Endeavor and Extreme Speed to hit non-Magic Bounce Ghost-types. This allows Shedinja to be more effective, as it is now able to use Endeavor more safely freely (its not unsafe to use endeavor when a ghost is coming in, rather its just easier to use if you have forsight) due to it now hitting Ghost-types. Pursuit is used to damage Pokemon that wish attempt to switch out on Shedinja. If the opponent opts attempts (another minor nitpick but "opts" implies success) to switch their Pokemon (the opponent refers to the player, not the Pokemon) out after an Endeavor, Pursuit picks is able to pick up a KO. In addition, Pursuit damages Imposter fairly heavily if it ever decides to switch in. (I didn't understand what this sentence meant at first, explain what exactly Imposter is, at the very least say "Imposter Pokemon" so we know its an ability)

Set Details
========

Shedinja has its Speed minimized so it can avoid having its ability suppressed by as many Pokemon using Core Enforcer as possible. In addition to this, minimum speed allows Shedinja to go last with have a slower U-turn, bringing in the Pokemon of choice safely most of the time. Protective Pads allows Shedinja to dodge avoid Rocky Helmet and Spiky Shield damage, (AC) recoil (I could be incorrect but I don't think the damage from Helmet and SS are referred to as recoil) as well as preventing it from being poisoned by Baneful Bunker. 0 IVs in Defense and Special Defense allow it to make Imposter (please clarify this, Imposter is an ability and obviously has no defensive stats) as frail as possible, allowing Shedinja to deal more damage with Pursuit as well as letting teammates damage Imposter more heavily, wearing it down more quickly. A Brave nature allows Shedinja to be as strong as possible while being the slowest it can be. Sturdy grants Shedinja the ability to survive almost any attack that makes it good, allowing Shedinja to survive almost any attack as well as forcing a multitude of switches. ("the ability to survive almost any attack, allowing Shedinja to survive almost any attack")

Usage Tips
========

Be careful with Endeavor should be used with caution, as it only has 8 PP and using it too liberally can drastically lower how much of a threat Shedinja is to the opposing team. Scout for Sunsteel Strike, Moongeist Beam and Photon Geyser on when facing offensive Pokemon before sending Shedinja in on them. Take care to scout for status-inducing moves such as Poison Fang and Will-O-Wisp, as they KO Shedinja the turn it gets statused. Be wary of Sand and Hail; Mmake sure to scout for Pokemon with Sand Stream and Snow Warning before using anything other than U-turn on Shedinja. Make sure hazards are off the field at all times. Don't be afraid to use U-turn, as it U-turn has 32 PP, (AC) so it can be used liberally while also granting momentum. Shedinja should be using U-turn most of the time, as it forces a multitude of switches and thus provides momentum to the team. (This sentence as well seems redundant with the last. We get it, spam U-turn.)

Team Options
========

Shedinja necessitates Magic Bounce support due to it warding off status and hazards. Pokemon such as Mega Audino, Giratina and Zygarde-Complete can all provide this support. Shedinja also requires hazard removal support, as 1 HP means it will automatically die to any damaging hazard. Almost any defensive Pokemon can run Defog to help Shedinja. Shedinja appreciates Imposter Pokemon to scout moves that can harm Shedinja, such as Sunsteel Strike and Will-O-Wisp. Misty Surge Pokemon such as Zygarde-C and Giratina can prevent Shedinja from being statused by setting under Misty Terrain. This is good for Shedinja as it can now avoid being KOed by being burned or poisoned. (another optional change but its still just repeating the thing said in the last sentence) Strong Pursuit users that can KO Shedinja's Imposter (Imposter still isn't very clear), hit Ghost-types, (AC) and hit Mega Mewtwo Y and Mega Gengar hard are all amazing options for Shedinja's teammates. Dark-types with Pursuit are useful in particular, as they resist Photon Geyser and Moongeist Beam. Mega Gyarados resists Sunsteel Strike as well, making it an excellent partner to Shedinja. Pokemon that can beat Giratina such as Xerneas, Mega Tyranitar, (AC) and Mega Gengar all enjoy the switches Shedinja forces, as when Shedinja U-turns it can bring on one of these Pokemon for free. Wallbreakers such as Mega Mewtwo Y, Mega Diancie, (AC) and Mega Rayquaza all appreciate Shedinja's ability to force switches as they are all able to capitalize on the vast majority of Ghost-types in the metagame. Defensive Pokemon such as Registeel, Giratina, (AC) and Zygarde-Complete are useful due to Shedinja breaking opposing walls for them, limiting the amount of opposing defensive Pokemon that may be able to PP stall them. Toxic Spikes are useful, as it allows Shedinja to KO many Pokemon with just Endeavor as poison finishes the job.

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

Spectral Thief can be run over Foresight to hit Ghost-types, steal boosts, and function as overall good chip. However, Shedinja is weak so Foresight is preferred, as it allows Shedinja to 2HKO Ghost-types with Endeavor and into Extreme Speed. Shedinja also needs its other three moveslots, so Spectral Thief is generally difficult to fit onto the set. Shedinja can opt to run Pain Split over Endeavor, which allows it to halve the HP of every Pokemon as well as hitting Ghost-types without the use of Foresight. Pain Split also avoids contact, and has more PP so it can be used more freely. However, this is a lot slower in KOing Pokemon and Shedinja is often running Protective Pads anyways, so Endeavor is the preferred move. Shedinja can run Lum Berry to be immune to have a safeguard against (Lum doesn't make you immune)status, but this only works once and you can run Misty Surge on your teammates for a more reliable status immunity. Shedinja should use Recycle to bring back recover its Lum Berry, but Shedinja doesn't enjoy losing any of its four moves for Recycle. Make sure to use Ice Shard while holding Lum Berry, as it avoids making contact, so that Shedinja does not make contact with Rocky Helmet, Baneful Bunker, and Spiky Shield users. In addition, run Baton Pass over U-turn if Shedinja holds a Lum Berry for another way to prevent contact. Shedinja can run Safety Goggles to be immune to weather damage and be immune to Spore, but it appreciates Protective Pads more.

Shedinja can run a Magic Guard set to be immune to weather and status, but it is locked into Focus Sash and cannot function as effectively due to having to constantly use Recycle or living only two hits if it does not. Shedinja can run a Pixilate set to hit Ghost-types with Endeavor without prediction, but most Pokemon do not hesitate to use U-turn vs Shedinja so its Focus Sash will be consumed very quickly and it cannot do anything aside from claim one surprise KO in specific matchups. Shedinja can function as a Stealth Rock setter, but as previously mentioned it generally already has moves competing for moveslotshas four moveslot syndrome. It forces out every Magic Bouncer aside from Giratina, though, which makes it quite effective as a setter. Shedinja can run Baneful Bunker over Foresight to scout for Sunsteel Strike, Moongeist Beam, (AC) and Photon Geyser, (AC) as well as poisoning Pokemon that use U-turn. However, it's difficult to drop any of the four other moves in the set to make room for Baneful Bunker. It Shedinja can run Safeguard to make itself and its teammates immune to status for a short duration, but Safeguard it generally isn't worth a moveslot.

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

**Mold Breaker Moves**: Sunsteel Strike, Moongeist Beam, (AC) and Photon Geyser all KO Shedinja and can surprise it from any offensive Pokemon. For this reason, it's crucial to scout for these moves and potentially stall them out if necessary using Shedinja's teammates.

**Mold Breaker**: Mold Breaker attacks bypass Sturdy, so they one-shot OHKO Shedinja. Fortunately, Mold Breaker announces itself so unless they have Pursuit, Shedinja can simply switch out. However, if Mold Breaker Pokemon have Pursuit, Shedinja has no viable way to beat this and inevitably will gets KOed.

**Status**: If Shedinja is burned or poisoned, it will get KOed unless Shedinja holds a Lum Berry. It is recommended to scout for status. However, Shedinja can avoid being statused with Misty Surge support.

**Ghost Types**: Ghost-types can switch in on an Endeavor if necessary, and if Shedinja lacks Foresight they can cause Shedinja trouble. Giratina in particular deserves a special mention as even if Shedinja has Spectral Thief, Giratina is bulky enough to not get 2HKOed by it.

**Sand and Hail**: Sand and hail KO non-Safety Goggles Shedinja. There is no way for Shedinja to beat these two weathers other than Safety Goggles, so it is recommended that you KO their setter is as early as possible using other teammates. Fortunately, these two weathers are relatively uncommon in the metagame.
 
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autumn

only i will remain
is a Site Content Manageris a Member of Senior Staffis a Community Contributoris a Tiering Contributoris a Top Contributoris a Social Media Contributor Alumnusis a Top Smogon Media Contributor Alumnusis an Administrator Alumnusis a Battle Simulator Moderator Alumnus
C&C Leader
believe the first amcheck was implemented so going off the second. jasprose if you want feedback, pm me. i would recommend using comments like (AC) and (RC) for adding and removing commas so it's clear for writer to see.

more like bad luck volkner. use this to implement it's faster
add remove comments
GP 1/2

[OVERVIEW]

Shedinja's role in Balanced Hackmons is a unique one. Shedinja is hardcoded to always have its raw HP stat be 1. Because of this, Sturdy Shedinja can only be KOed by very few things, (AC; use comma before as / since if meaning because) as it always has full HP, (AC) (explains Sturdy mechanic better without the redundancy of later in the sentence) in conjunction with Sturdy (flows better) since it is always at 1 HP, (RC) (previous sentence said that it always has 1 HP, and you said "Because of this", making this bit redundant) which allows Shedinja to survive almost any attack. Due to this, Shedinja is able to wall any threat if they do not have a move to harm Shedinja. (doesn't actually bring any information that wasn't explained in the last sentence. I suppose it isn't mandatory to remove this but its fluff that doesn't really add anything, especially since you mention the fact that it can survive almost any attack AGAIN in the next sentence.) Due to its slow low Speed stat in conjunction with the ability to survive almost any attack, Shedinja is able to provide momentum to the team vs against most Pokemon. This allows Shedinja's teammates any of the other five Pokemon on the team (just a conventional reading thing, not all 5 of its teammates might be alive at any time during a match) to come onto the field for free. Shedinja's 1 HP also allows it to bring any non-Ghost-(AH)type Pokemon down to 1 HP with Endeavor, which is a fantastic asset for Shedinja, (AC) as it forces a lot of switches due to this. Most teams lack a reliable way to deal with a good team built around Shedinja as well, primarily relying on entry hazards or Mold Breaker without Pursuit to get around it. These ways to check Shedinja have multiple forms of counterplay on most teams built around it, allowing Shedinja to devastate other opposing teams.

Despite these benefits of using Shedinja, it suffers from very exploitable consequences weaknesses (you don't suffer from the result, you suffer as a result of the weaknesses). Shedinja's 1 HP is a double-(AH)edged sword, as it will die to be KOed by (pokemon don't die) any form of passive damage such as hazards, status, (AC) and weather. Photon Geyser, Sunsteel Strike, (AC) and Moongeist Beam ignore abilities, meaning they bypass Sturdy and are able to KO Shedinja. These moves are common on many offensive Pokemon, including Mega Mewtwo X, Kartana, and Mega Gengar. Mold Breaker users can bypass Sturdy and KO Shedinja with any attack, and if the Mold Breaker Pokemon has Pursuit, it picks up a guaranteed can ensure a KO on Shedinja due to it being damaged and KOed if it attempts to switch out. Due to these weaknesses, Shedinja requires a lot of support to use successfully, such as Magic Bounce support and hazard removal. In addition to the aforementioned team support, Shedinja requires a lot of scouting as well (redundancy with "in addition")to avoid being surprised by the above checks and getting KOed.

[SET]
name: Pivot
move 1: Endeavor
move 2: Extreme Speed / Ice Shard
move 3: U-turn
move 4: Foresight / Pursuit
item: Protective Pads
ability: Sturdy
nature: Brave
evs: 252 Atk
ivs: 0 HP / 0 Def / 0 SpA / 0 SpD / 0 Spe

[SET COMMENTS]
Moves
========

Endeavor allows Shedinja to bring most Pokemon to 1 HP, automatically putting the opposing Pokemon in range of Shedinja's other offensive moves. Extreme Speed is used to finish the job, KOing every Pokemon after it has been Endeavored hit by Endeavor, (AC) save for Poison Heal Zygarde-C. It also outprioritizes has a higher priority than (outprioritizes isn't a word) (its fine) Prankster, ensuring that Shedinja is able to KO Prankster Pokemon. Ice Shard can be used over Extreme Speed to kill KO Poison Heal Zygarde-C after Endeavor, but it fails to KO other defensive Pokemon such as Leftovers Registeel and Poison Heal Mega Audino. Ice Shard also has 48 PP, which can be useful in PP stalling scenarios. U-turn is used to allow Shedinja to gain momentum as well as chip the opposing Pokemon. It also has the use of avoiding Mold Breaker Pursuit if the Mold Breaker user switches in as Shedinja uses U-turn. Foresight allows Endeavor and Extreme Speed to hit non-Magic Bounce Ghost-types. This allows Shedinja to be more effective, as it is now able to use Endeavor more safely freely (its not unsafe to use endeavor when a ghost is coming in, rather its just easier to use if you have forsight) due to it now hitting Ghost-types. Pursuit is used to damage Pokemon that wish attempt to switch out on Shedinja. If the opponent opts attempts (another minor nitpick but "opts" implies success) to switch their Pokemon (the opponent refers to the player, not the Pokemon) out after an Endeavor, Pursuit picks is able to pick up a KO. In addition, Pursuit damages Imposter fairly heavily if it ever decides to switch in. (I didn't understand what this sentence meant at first, explain what exactly Imposter is, at the very least say "Imposter Pokemon" so we know its an ability)

Set Details
========

Shedinja has its Speed minimized so it can avoid having its ability suppressed by as many Pokemon using Core Enforcer as possible. In addition to this, minimum Speed allows Shedinja to go last with have a slower U-turn, bringing in the Pokemon of choice safely most of the time. Protective Pads allows Shedinja to dodge avoid Rocky Helmet and Spiky Shield damage, (AC) recoil (I could be incorrect but I don't think the damage from Helmet and SS are referred to as recoil) as well as preventing it from being poisoned by Baneful Bunker. 0 IVs in Defense and Special Defense allow it to make Imposter (please clarify this, Imposter is an ability and obviously has no defensive stats) (just say imposter users throughout the analysis) as frail as possible, allowing Shedinja to deal more damage with Pursuit as well as letting teammates damage Imposter more heavily, wearing it down more quickly. A Brave nature allows Shedinja to be as strong as possible while being the slowest it can be. Sturdy grants Shedinja the ability to survive almost any attack that makes it good, allowing Shedinja to survive almost any attack as well as forcing a multitude of switches. ("the ability to survive almost any attack, allowing Shedinja to survive almost any attack") (if sturdy is the main niche put it first or after the IVs, not last)

Usage Tips
========

Be careful with Endeavor should be used with caution, as it only has 8 PP and using it too liberally can drastically lower how much of a threat Shedinja is to the opposing team. Scout for Sunsteel Strike, Moongeist Beam, (AC) and Photon Geyser on when facing offensive Pokemon before sending Shedinja in on them. Take care to scout for status-inducing moves such as Poison Fang and Will-O-Wisp, as they KO Shedinja the turn it gets statused. Be wary of Sand and Hail sand and hail; Mmake sure to scout for Pokemon with Sand Stream and Snow Warning before using anything other than U-turn on Shedinja. Make sure hazards are off the field at all times. Don't be afraid to use U-turn, as it U-turn has 32 PP, (AC) so it can be used liberally while also granting momentum. Shedinja should be using U-turn most of the time, as it forces a multitude of switches and thus provides momentum to the team. (This sentence as well seems redundant with the last. We get it, spam U-turn.)

Team Options
========

Shedinja necessitates Magic Bounce support due to it warding off status and hazards. Pokemon such as Mega Audino, Giratina, (AC; smogon uses seria / oxford comma always) and Zygarde-Complete can all provide this support. Shedinja also requires hazard removal support, as 1 HP means it will automatically die to be KOed by any damaging hazard. Almost any defensive Pokemon can run Defog to help Shedinja. Shedinja appreciates Imposter Pokemon to scout moves that can harm Shedinja, such as Sunsteel Strike and Will-O-Wisp. Misty Surge Pokemon such as Zygarde-C and Giratina can prevent Shedinja from being statused by setting under Misty Terrain. (misty terrain users stop it from being statused by misty terrain lol) This is good for Shedinja as it can now avoid being KOed by being burned or poisoned. (another optional change but its still just repeating the thing said in the last sentence) Strong Pursuit users that can KO Shedinja's Imposter (Imposter still isn't very clear), hit Ghost-types, (AC) and hit Mega Mewtwo Y and Mega Gengar hard are all amazing options for Shedinja's teammates. Dark-types with Pursuit are useful in particular, as they resist or are immune to Photon Geyser and Moongeist Beam. Mega Gyarados resists Sunsteel Strike as well, making it an excellent partner to Shedinja. Pokemon that can beat Giratina such as Xerneas, Mega Tyranitar, (AC) and Mega Gengar all enjoy the switches Shedinja forces, as when Shedinja U-turns uses U-turn, (AC) it can bring on one of these Pokemon for free. Wallbreakers such as Mega Mewtwo Y, Mega Diancie, (AC) and Mega Rayquaza all appreciate Shedinja's ability to force switches, (AC) as they are all able to capitalize on the vast majority of Ghost-types in the metagame. Defensive Pokemon such as Registeel, Giratina, (AC) and Zygarde-Complete are useful due to Shedinja breaking opposing walls for them, limiting the amount number of opposing defensive Pokemon that may be able to PP stall them. Toxic Spikes are useful, as it allows Shedinja to KO many Pokemon with just Endeavor, (AC) as poison finishes the job.

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

Spectral Thief can be run over Foresight to hit Ghost-types, steal boosts, and function as overall good chip. However, Shedinja is weak, (AC) so Foresight is preferred, as it allows Shedinja to 2HKO Ghost-types with Endeavor and into Extreme Speed. Shedinja also needs its other three moveslots, so Spectral Thief is generally difficult to fit onto the set. Shedinja can opt to run Pain Split over Endeavor, which allows it to halve the HP of every Pokemon as well as hitting Ghost-types without the use of Foresight. Pain Split also avoids contact, (RC) and has more PP so it can be used more freely. However, this is a lot slower in KOing Pokemon, (AC) and Shedinja is often running Protective Pads anyways, so Endeavor is the preferred move. Shedinja can run Lum Berry to be immune to have a safeguard against (Lum doesn't make you immune)status, but this only works once and you can run Misty Surge on your teammates for a more reliable status immunity. Shedinja should use Recycle to bring back recover its Lum Berry, but Shedinja doesn't enjoy losing any of its four moves for Recycle. Make sure to use Ice Shard while holding Lum Berry, as it avoids making contact, so that Shedinja does not make contact with Rocky Helmet, Baneful Bunker, and Spiky Shield users. In addition, run Baton Pass over U-turn if Shedinja holds a Lum Berry for another way to prevent contact. Shedinja can run Safety Goggles to be immune to weather damage and be immune to Spore, but it appreciates Protective Pads more.

Shedinja can run a Magic Guard set to be immune to weather and status, but it is locked into Focus Sash and cannot function as effectively due to having to constantly use Recycle or living only two hits if it does not. Shedinja can run a Pixilate set to hit Ghost-types with Endeavor without prediction, but most Pokemon do not hesitate to use U-turn vs against Shedinja so its Focus Sash will be consumed very quickly, (AC) and it cannot do anything aside from claim one surprise KO in specific matchups. Shedinja can function as a Stealth Rock setter, but as previously mentioned it generally already has moves competing for moveslotshas four moveslot syndrome. (four-moveslot syndrome formatted like that is fine) It forces out every Magic Bouncer aside from Giratina, though, which makes it quite effective as a setter. Shedinja can run Baneful Bunker over Foresight to scout for Sunsteel Strike, Moongeist Beam, (AC) and Photon Geyser, (AC) as well as poisoning Pokemon that use U-turn. However, it's difficult to drop any of the four other moves in the set to make room for Baneful Bunker. It Shedinja can run Safeguard to make itself and its teammates immune to status for a short duration, but Safeguard it generally isn't worth a moveslot.

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

**Mold Breaker Moves**: Sunsteel Strike, Moongeist Beam, (AC) and Photon Geyser all KO Shedinja and can surprise it from any offensive Pokemon. For this reason, it's crucial to scout for these moves and potentially stall them out if necessary using Shedinja's teammates.

**Mold Breaker**: Mold Breaker attacks bypass Sturdy, so they one-shot OHKO Shedinja. Fortunately, Mold Breaker announces itself so unless they have Pursuit, Shedinja can simply switch out. However, if Mold Breaker Pokemon have Pursuit, Shedinja has no viable way to beat this and inevitably will gets KOed.

**Status**: If Shedinja is burned or poisoned, it will get KOed unless Shedinja holds a Lum Berry. It is recommended to scout for status. However, Shedinja can avoid being statused with Misty Surge support.

**Ghost-types**: Ghost-types can switch in on an Endeavor if necessary, and if Shedinja lacks Foresight, (AC) they can cause Shedinja trouble. Giratina in particular deserves a special mention, (AC) as even if Shedinja has Spectral Thief, Giratina is bulky enough to not get 2HKOed by it.

**Sand and Hail**: Sand and hail KO non-Safety Goggles Shedinja. There is no way for Shedinja to beat these two weathers other than Safety Goggles, so it is recommended that you KO their setter is as early as possible using other teammates. Fortunately, these two weathers are relatively uncommon in the metagame.
 

Ren

fuck it if i cant have him
is a Top Tiering Contributor Alumnusis a Contributor Alumnus
believe the first amcheck was implemented so going off the second. jasprose if you want feedback, pm me. i would recommend using comments like (AC) and (RC) for adding and removing commas so it's clear for writer to see.

more like bad luck volkner. use this to implement it's faster
add remove comments
GP 1/2

[OVERVIEW]

Shedinja's role in Balanced Hackmons is a unique one. Shedinja is hardcoded to always have its raw HP stat be 1. Because of this, Sturdy Shedinja can only be KOed by very few things, (AC; use comma before as / since if meaning because) as it always has full HP, (AC) (explains Sturdy mechanic better without the redundancy of later in the sentence) in conjunction with Sturdy (flows better) since it is always at 1 HP, (RC) (previous sentence said that it always has 1 HP, and you said "Because of this", making this bit redundant) which allows Shedinja to survive almost any attack. Due to this, Shedinja is able to wall any threat if they do not have a move to harm Shedinja. (doesn't actually bring any information that wasn't explained in the last sentence. I suppose it isn't mandatory to remove this but its fluff that doesn't really add anything, especially since you mention the fact that it can survive almost any attack AGAIN in the next sentence.) Due to its slow low Speed stat in conjunction with the ability to survive almost any attack, Shedinja is able to provide momentum to the team vs against most Pokemon. This allows Shedinja's teammates any of the other five Pokemon on the team (just a conventional reading thing, not all 5 of its teammates might be alive at any time during a match) to come onto the field for free. Shedinja's 1 HP also allows it to bring any non-Ghost-(AH)type Pokemon down to 1 HP with Endeavor, which is a fantastic asset for Shedinja, (AC) as it forces a lot of switches due to this. Most teams lack a reliable way to deal with a good team built around Shedinja as well, primarily relying on entry hazards or Mold Breaker without Pursuit to get around it. These ways to check Shedinja have multiple forms of counterplay on most teams built around it, allowing Shedinja to devastate other opposing teams.

Despite these benefits of using Shedinja, it suffers from very exploitable consequences weaknesses (you don't suffer from the result, you suffer as a result of the weaknesses). Shedinja's 1 HP is a double-(AH)edged sword, as it will die to be KOed by (pokemon don't die) any form of passive damage such as hazards, status, (AC) and weather. Photon Geyser, Sunsteel Strike, (AC) and Moongeist Beam ignore abilities, meaning they bypass Sturdy and are able to KO Shedinja. These moves are common on many offensive Pokemon, including Mega Mewtwo X, Kartana, and Mega Gengar. Mold Breaker users can bypass Sturdy and KO Shedinja with any attack, and if the Mold Breaker Pokemon has Pursuit, it picks up a guaranteed can ensure a KO on Shedinja due to it being damaged and KOed if it attempts to switch out. Due to these weaknesses, Shedinja requires a lot of support to use successfully, such as Magic Bounce support and hazard removal. In addition to the aforementioned team support, Shedinja requires a lot of scouting as well (redundancy with "in addition")to avoid being surprised by the above checks and getting KOed.

[SET]
name: Pivot
move 1: Endeavor
move 2: Extreme Speed / Ice Shard
move 3: U-turn
move 4: Foresight / Pursuit
item: Protective Pads
ability: Sturdy
nature: Brave
evs: 252 Atk
ivs: 0 HP / 0 Def / 0 SpA / 0 SpD / 0 Spe

[SET COMMENTS]
Moves
========

Endeavor allows Shedinja to bring most Pokemon to 1 HP, automatically putting the opposing Pokemon in range of Shedinja's other offensive moves. Extreme Speed is used to finish the job, KOing every Pokemon after it has been Endeavored hit by Endeavor, (AC) save for Poison Heal Zygarde-C. It also outprioritizes has a higher priority than (outprioritizes isn't a word) (its fine) Prankster, ensuring that Shedinja is able to KO Prankster Pokemon. Ice Shard can be used over Extreme Speed to kill KO Poison Heal Zygarde-C after Endeavor, but it fails to KO other defensive Pokemon such as Leftovers Registeel and Poison Heal Mega Audino. Ice Shard also has 48 PP, which can be useful in PP stalling scenarios. U-turn is used to allow Shedinja to gain momentum as well as chip the opposing Pokemon. It also has the use of avoiding Mold Breaker Pursuit if the Mold Breaker user switches in as Shedinja uses U-turn. Foresight allows Endeavor and Extreme Speed to hit non-Magic Bounce Ghost-types. This allows Shedinja to be more effective, as it is now able to use Endeavor more safely freely (its not unsafe to use endeavor when a ghost is coming in, rather its just easier to use if you have forsight) due to it now hitting Ghost-types. Pursuit is used to damage Pokemon that wish attempt to switch out on Shedinja. If the opponent opts attempts (another minor nitpick but "opts" implies success) to switch their Pokemon (the opponent refers to the player, not the Pokemon) out after an Endeavor, Pursuit picks is able to pick up a KO. In addition, Pursuit damages Imposter fairly heavily if it ever decides to switch in. (I didn't understand what this sentence meant at first, explain what exactly Imposter is, at the very least say "Imposter Pokemon" so we know its an ability)

Set Details
========

Shedinja has its Speed minimized so it can avoid having its ability suppressed by as many Pokemon using Core Enforcer as possible. In addition to this, minimum Speed allows Shedinja to go last with have a slower U-turn, bringing in the Pokemon of choice safely most of the time. Protective Pads allows Shedinja to dodge avoid Rocky Helmet and Spiky Shield damage, (AC) recoil (I could be incorrect but I don't think the damage from Helmet and SS are referred to as recoil) as well as preventing it from being poisoned by Baneful Bunker. 0 IVs in Defense and Special Defense allow it to make Imposter (please clarify this, Imposter is an ability and obviously has no defensive stats) (just say imposter users throughout the analysis) as frail as possible, allowing Shedinja to deal more damage with Pursuit as well as letting teammates damage Imposter more heavily, wearing it down more quickly. A Brave nature allows Shedinja to be as strong as possible while being the slowest it can be. Sturdy grants Shedinja the ability to survive almost any attack that makes it good, allowing Shedinja to survive almost any attack as well as forcing a multitude of switches. ("the ability to survive almost any attack, allowing Shedinja to survive almost any attack") (if sturdy is the main niche put it first or after the IVs, not last)

Usage Tips
========

Be careful with Endeavor should be used with caution, as it only has 8 PP and using it too liberally can drastically lower how much of a threat Shedinja is to the opposing team. Scout for Sunsteel Strike, Moongeist Beam, (AC) and Photon Geyser on when facing offensive Pokemon before sending Shedinja in on them. Take care to scout for status-inducing moves such as Poison Fang and Will-O-Wisp, as they KO Shedinja the turn it gets statused. Be wary of Sand and Hail sand and hail; Mmake sure to scout for Pokemon with Sand Stream and Snow Warning before using anything other than U-turn on Shedinja. Make sure hazards are off the field at all times. Don't be afraid to use U-turn, as it U-turn has 32 PP, (AC) so it can be used liberally while also granting momentum. Shedinja should be using U-turn most of the time, as it forces a multitude of switches and thus provides momentum to the team. (This sentence as well seems redundant with the last. We get it, spam U-turn.)

Team Options
========

Shedinja necessitates Magic Bounce support due to it warding off status and hazards. Pokemon such as Mega Audino, Giratina, (AC; smogon uses seria / oxford comma always) and Zygarde-Complete can all provide this support. Shedinja also requires hazard removal support, as 1 HP means it will automatically die to be KOed by any damaging hazard. Almost any defensive Pokemon can run Defog to help Shedinja. Shedinja appreciates Imposter Pokemon to scout moves that can harm Shedinja, such as Sunsteel Strike and Will-O-Wisp. Misty Surge Pokemon such as Zygarde-C and Giratina can prevent Shedinja from being statused by setting under Misty Terrain. (misty terrain users stop it from being statused by misty terrain lol) This is good for Shedinja as it can now avoid being KOed by being burned or poisoned. (another optional change but its still just repeating the thing said in the last sentence) Strong Pursuit users that can KO Shedinja's Imposter (Imposter still isn't very clear), hit Ghost-types, (AC) and hit Mega Mewtwo Y and Mega Gengar hard are all amazing options for Shedinja's teammates. Dark-types with Pursuit are useful in particular, as they resist or are immune to Photon Geyser and Moongeist Beam. Mega Gyarados resists Sunsteel Strike as well, making it an excellent partner to Shedinja. Pokemon that can beat Giratina such as Xerneas, Mega Tyranitar, (AC) and Mega Gengar all enjoy the switches Shedinja forces, as when Shedinja U-turns uses U-turn, (AC) it can bring on one of these Pokemon for free. Wallbreakers such as Mega Mewtwo Y, Mega Diancie, (AC) and Mega Rayquaza all appreciate Shedinja's ability to force switches, (AC) as they are all able to capitalize on the vast majority of Ghost-types in the metagame. Defensive Pokemon such as Registeel, Giratina, (AC) and Zygarde-Complete are useful due to Shedinja breaking opposing walls for them, limiting the amount number of opposing defensive Pokemon that may be able to PP stall them. Toxic Spikes are useful, as it allows Shedinja to KO many Pokemon with just Endeavor, (AC) as poison finishes the job.

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

Spectral Thief can be run over Foresight to hit Ghost-types, steal boosts, and function as overall good chip. However, Shedinja is weak, (AC) so Foresight is preferred, as it allows Shedinja to 2HKO Ghost-types with Endeavor and into Extreme Speed. Shedinja also needs its other three moveslots, so Spectral Thief is generally difficult to fit onto the set. Shedinja can opt to run Pain Split over Endeavor, which allows it to halve the HP of every Pokemon as well as hitting Ghost-types without the use of Foresight. Pain Split also avoids contact, (RC) and has more PP so it can be used more freely. However, this is a lot slower in KOing Pokemon, (AC) and Shedinja is often running Protective Pads anyways, so Endeavor is the preferred move. Shedinja can run Lum Berry to be immune to have a safeguard against (Lum doesn't make you immune)status, but this only works once and you can run Misty Surge on your teammates for a more reliable status immunity. Shedinja should use Recycle to bring back recover its Lum Berry, but Shedinja doesn't enjoy losing any of its four moves for Recycle. Make sure to use Ice Shard while holding Lum Berry, as it avoids making contact, so that Shedinja does not make contact with Rocky Helmet, Baneful Bunker, and Spiky Shield users. In addition, run Baton Pass over U-turn if Shedinja holds a Lum Berry for another way to prevent contact. Shedinja can run Safety Goggles to be immune to weather damage and be immune to Spore, but it appreciates Protective Pads more.

Shedinja can run a Magic Guard set to be immune to weather and status, but it is locked into Focus Sash and cannot function as effectively due to having to constantly use Recycle or living only two hits if it does not. Shedinja can run a Pixilate set to hit Ghost-types with Endeavor without prediction, but most Pokemon do not hesitate to use U-turn vs against Shedinja so its Focus Sash will be consumed very quickly, (AC) and it cannot do anything aside from claim one surprise KO in specific matchups. Shedinja can function as a Stealth Rock setter, but as previously mentioned it generally already has moves competing for moveslotshas four moveslot syndrome. (four-moveslot syndrome formatted like that is fine) It forces out every Magic Bouncer aside from Giratina, though, which makes it quite effective as a setter. Shedinja can run Baneful Bunker over Foresight to scout for Sunsteel Strike, Moongeist Beam, (AC) and Photon Geyser, (AC) as well as poisoning Pokemon that use U-turn. However, it's difficult to drop any of the four other moves in the set to make room for Baneful Bunker. It Shedinja can run Safeguard to make itself and its teammates immune to status for a short duration, but Safeguard it generally isn't worth a moveslot.

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

**Mold Breaker Moves**: Sunsteel Strike, Moongeist Beam, (AC) and Photon Geyser all KO Shedinja and can surprise it from any offensive Pokemon. For this reason, it's crucial to scout for these moves and potentially stall them out if necessary using Shedinja's teammates.

**Mold Breaker**: Mold Breaker attacks bypass Sturdy, so they one-shot OHKO Shedinja. Fortunately, Mold Breaker announces itself so unless they have Pursuit, Shedinja can simply switch out. However, if Mold Breaker Pokemon have Pursuit, Shedinja has no viable way to beat this and inevitably will gets KOed.

**Status**: If Shedinja is burned or poisoned, it will get KOed unless Shedinja holds a Lum Berry. It is recommended to scout for status. However, Shedinja can avoid being statused with Misty Surge support.

**Ghost-types**: Ghost-types can switch in on an Endeavor if necessary, and if Shedinja lacks Foresight, (AC) they can cause Shedinja trouble. Giratina in particular deserves a special mention, (AC) as even if Shedinja has Spectral Thief, Giratina is bulky enough to not get 2HKOed by it.

**Sand and Hail**: Sand and hail KO non-Safety Goggles Shedinja. There is no way for Shedinja to beat these two weathers other than Safety Goggles, so it is recommended that you KO their setter is as early as possible using other teammates. Fortunately, these two weathers are relatively uncommon in the metagame.
implemented ty for check
 

Fireflame

Silksong when
is a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus
Remove Add Comments (AC)= add comma (RC)= remove comma (AH)= add hyphen (RH)= remove hyphen
[OVERVIEW]

Shedinja's role in Balanced Hackmons is a unique one. Shedinja is hardcoded to always have its raw HP stat be 1. Because of this, Sturdy Shedinja can only be KOed by very few things, as it always has full HP, which allows Shedinja to survive almost any attack. Due to its low Speed stat in conjunction with the ability to survive almost any attack, Shedinja is able to provide momentum to the team against most Pokemon. This allows Shedinja's teammates to come onto the field for free. Shedinja's 1 HP also allows it to bring any non-Ghost-type Pokemon down to 1 HP with Endeavor, which is a fantastic asset for Shedinja, as it forces a lot of switches due to this. Most teams lack a reliable way to deal with a good team built around Shedinja as well, primarily relying on entry hazards or Mold Breaker without Pursuit to get around it. These ways to check Shedinja have multiple forms of counterplay on most teams built around it, allowing Shedinja to devastate opposing teams.

Despite these benefits of using Shedinja, it suffers from very exploitable weaknesses. Shedinja's 1 HP is a double-edged sword, as it will be leaves it KOed by any form of passive damage such as hazards, status, and weather. Photon Geyser, Sunsteel Strike, and Moongeist Beam ignore abilities, meaning they bypass Sturdy and are able to KO Shedinja. These moves are common on many offensive Pokemon, including Mega Mewtwo X, Kartana, and Mega Gengar. Mold Breaker users can bypass Sturdy and KO Shedinja with any attack, and if the Mold Breaker Pokemon has Pursuit, it can ensure a KO on Shedinja due to it being KOed if it attempts to switch out. Due to these weaknesses, Shedinja requires a lot of support to use successfully, such as Magic Bounce support and hazard removal. In addition to the aforementioned team support, Shedinja requires a lot of scouting to avoid being surprised by the above checks and getting KOed.

[SET]
name: Pivot
move 1: Endeavor
move 2: Extreme Speed / Ice Shard
move 3: U-turn
move 4: Foresight / Pursuit
item: Protective Pads
ability: Sturdy
nature: Brave
evs: 252 Atk
ivs: 0 HP / 0 Def / 0 SpA / 0 SpD / 0 Spe

[SET COMMENTS]
Moves
========

Endeavor allows Shedinja to bring most Pokemon to 1 HP, automatically putting the opposing Pokemon in range of Shedinja's other offensive moves. Extreme Speed is used to finish the job, KOing every Pokemon after it has been hit by Endeavor, save for Poison Heal Zygarde-C. It also has a higher priority than Prankster, ensuring that Shedinja is able to KO Prankster Pokemon (give examples). Ice Shard can be used over Extreme Speed to KO Poison Heal Zygarde-C after Endeavor, but it fails to KO other defensive Pokemon such as Leftovers Registeel and Poison Heal Mega Audino. Ice Shard also has 48 PP, which can be useful in PP stalling scenarios. U-turn is used to allow Shedinja to gain momentum as well as chip the opposing Pokemon. It also has the use of avoiding Mold Breaker Pursuit if the Mold Breaker user switches in as Shedinja uses U-turn. Foresight allows Endeavor and Extreme Speed to hit non-Magic Bounce Ghost-types,(AC) making Shedinja more effective and enabling it to use Endeavor more freely. This allows Shedinja to be more effective, as it is now able to use Endeavor more freely due to it now hitting Ghost-types. Pursuit is used to damage Pokemon that attempt to switch out on Shedinja. If the opponent attempts to switch their Pokemon out after an Endeavor, Pursuit is able to pick up a KO. In addition, Pursuit damages Imposter users fairly heavily if they ever decide to switch in.

Set Details
========

Sturdy grants Shedinja the ability to survive almost any attack as well as forcing a multitude of switches. Shedinja has its Speed minimized so it can avoid having its ability suppressed by as many Pokemon using Core Enforcer users as possible. In addition to this, minimum Speed investment allows Shedinja to have a slower U-turn, bringing in the Pokemon of choice safely most of the time. Protective Pads allows Shedinja to avoid Rocky Helmet and Spiky Shield damage, as well as preventing it from being poisoned by Baneful Bunker. 0 IVs in Defense and Special Defense allow it to make Imposter users as frail as possible, allowing letting (repetition of "allow") Shedinja to deal more damage with Pursuit as well as letting teammates damage the Imposter user more heavily, wearing it down more quickly. A Brave nature allows Shedinja to be as strong as possible while being the slowest it can be.

Usage Tips
========

Endeavor should be used with caution, as it only has 8 PP and using it too liberally can drastically lower how much of a threat Shedinja is to the opposing team. Scout for Sunsteel Strike, Moongeist Beam, and Photon Geyser when facing offensive Pokemon before sending Shedinja in on them. Take care to scout for status-inducing moves such as Poison Fang and Will-O-Wisp, as they KO Shedinja the turn it gets statused. Be wary of sand and hail; make sure to scout for Pokemon with Sand Stream and Snow Warning before using anything other than U-turn on Shedinja. Make sure entry hazards are off the field at all times. U-turn has 32 PP, so it can be used liberally while also granting momentum.

Team Options
========

Shedinja necessitates Magic Bounce support due to it warding off status and entry hazards. Pokemon such as Mega Audino, Giratina, and Zygarde-C can all provide this support. Shedinja also requires hazard removal support, as 1 HP means it will automatically be KOed by any damaging hazard. Almost any defensive Pokemon can run Defog to help Shedinja. Shedinja appreciates Imposter Pokemon (give examples) to scout moves that can harm Shedinja, such as Sunsteel Strike and Will-O-Wisp. Misty Surge Pokemon such as Zygarde-C and Giratina can prevent Shedinja from being statused under Misty Terrain. Strong Pursuit users that can KO Imposter Pokemon, hit Ghost-types, and hit Mega Mewtwo Y and Mega Gengar hard are all amazing options for Shedinja's teammates. Dark-types with Pursuit are useful in particular, as they resist or are immune to Photon Geyser and Moongeist Beam. Mega Gyarados resists Sunsteel Strike as well, making it an excellent partner to Shedinja. Pokemon that can beat Giratina such as Xerneas, Mega Tyranitar, and Mega Gengar all enjoy the switches Shedinja forces, as when Shedinja uses U-turn, it can bring on in one of these Pokemon for free. Wallbreakers such as Mega Mewtwo Y, Mega Diancie, and Mega Rayquaza all appreciate Shedinja's ability to force switches, as they are all able to capitalize on the vast majority of Ghost-types in the metagame. Defensive Pokemon such as Registeel, Giratina, and Zygarde-C are useful due to Shedinja breaking opposing walls for them, limiting the number of opposing defensive Pokemon that may be able to PP stall them. Toxic Spikes are useful, as it allows Shedinja to KO many Pokemon with just Endeavor, as poison finishes the job.

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

Spectral Thief can be run over Foresight to hit Ghost-types, steal boosts, and function as a move that deals overall good chip damage. However, Shedinja is weak, so Foresight is preferred, as it allows Shedinja to 2HKO Ghost-types with Endeavor into Extreme Speed. Shedinja also needs its other three moveslots, so Spectral Thief is generally difficult to fit onto the set. Shedinja can opt to run Pain Split over Endeavor, which allows it to halve the HP of every Pokemon as well as hitting Ghost-types without the use of Foresight. Pain Split also avoids contact,(RC) and has more PP,(AC) so it can be used more freely. However, this is a lot slower in for KOing Pokemon, and Shedinja is often running Protective Pads anyways anyway, so Endeavor is the preferred move. Shedinja can run Safety Goggles to be immune to weather damage and Spore, but it appreciates Protective Pads more. Shedinja can run Lum Berry to have a safeguard against status, but this only works once and you can run Misty Surge on your teammates for a more reliable status immunity. Shedinja should use Recycle to recover its Lum Berry, but Shedinja doesn't enjoy losing any of its four moves for Recycle. Make sure to use Ice Shard while holding Lum Berry, as it avoids making contact, so Shedinja does not make contact with Rocky Helmet, Baneful Bunker, and Spiky Shield users. In addition, run Baton Pass over U-turn if Shedinja holds a Lum Berry for another way to prevent contact. Shedinja can run Safety Goggles to be immune to weather damage and Spore, but it appreciates Protective Pads more.

Shedinja can run use (repetition) a Magic Guard set to be immune to weather and status, but it is locked into forced to use Focus Sash and cannot function as effectively due to having to constantly continually use Recycle or living surviving only two hits if it does not. Shedinja can run a Pixilate set to hit Ghost-types with Endeavor without prediction, but most Pokemon do not hesitate to use U-turn against Shedinja so its Focus Sash will be consumed very quickly, (AC) (keep comma remove comment) and it cannot do anything aside from claim one surprise KO in specific matchups. Shedinja can function as a quite effective Stealth Rock setter due to it forcing out every Magic Bounce user aside from Giratina, but as previously mentioned,(AC) it already has four-moveslot syndrome. It forces out every Magic Bouncer aside from Giratina, though, which makes it quite effective as a setter. Shedinja can run Baneful Bunker over Foresight to scout for Sunsteel Strike, Moongeist Beam, (AC) (keep comma remove comment) and Photon Geyser, (AC) (keep comma remove comment) as well as poisoning Pokemon that use U-turn. However, it's difficult to drop any of the four other moves in the set to make room for Baneful Bunker. Shedinja can run Safeguard to make itself and its teammates immune to status for a short duration, but it generally isn't worth a moveslot.

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

**Mold Breaker Moves That Ignore Abilities**: Sunsteel Strike, Moongeist Beam, and Photon Geyser all KO Shedinja and can surprise it from any offensive Pokemon. For this reason, it's crucial to scout for these moves and potentially stall them out if necessary using Shedinja's teammates.

**Mold Breaker**: Mold Breaker attacks bypass Sturdy, so they OHKO Shedinja. Fortunately, Mold Breaker announces itself,(AC) so unless they have the Mold Breaker user has Pursuit, Shedinja can simply switch out. However, if Mold Breaker Pokemon have Pursuit, Shedinja has no viable way to beat this them and inevitably will get KOed.

**Status**: If Shedinja is burned or poisoned, it will get KOed unless Shedinja holds a Lum Berry. It is recommended to scout for status. However, Shedinja can avoid being statused with Misty Surge support.

**Ghost-types**: Ghost-types can switch in on an Endeavor if necessary, and if Shedinja lacks Foresight, they can cause Shedinja trouble. Giratina in particular deserves a special mention, as even if Shedinja has Spectral Thief, Giratina is bulky enough to not get 2HKOed by it.

**Sand and Hail**: Sand and hail KO non-Safety Goggles Shedinja. There is no way for Shedinja to beat these two weathers other than Safety Goggles, so it is recommended that you KO their setter is as early as possible using other teammates. Fortunately, these two weathers are relatively uncommon in the metagame.
GP 2/2
 
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fuck it if i cant have him
is a Top Tiering Contributor Alumnusis a Contributor Alumnus
Remove Add Comments (AC)= add comma (RC)= remove comma (AH)= add hyphen (RH)= remove hyphen
[OVERVIEW]

Shedinja's role in Balanced Hackmons is a unique one. Shedinja is hardcoded to always have its raw HP stat be 1. Because of this, Sturdy Shedinja can only be KOed by very few things, as it always has full HP, which allows Shedinja to survive almost any attack. Due to its low Speed stat in conjunction with the ability to survive almost any attack, Shedinja is able to provide momentum to the team against most Pokemon. This allows Shedinja's teammates to come onto the field for free. Shedinja's 1 HP also allows it to bring any non-Ghost-type Pokemon down to 1 HP with Endeavor, which is a fantastic asset for Shedinja, as it forces a lot of switches due to this. Most teams lack a reliable way to deal with a good team built around Shedinja as well, primarily relying on entry hazards or Mold Breaker without Pursuit to get around it. These ways to check Shedinja have multiple forms of counterplay on most teams built around it, allowing Shedinja to devastate opposing teams.

Despite these benefits of using Shedinja, it suffers from very exploitable weaknesses. Shedinja's 1 HP is a double-edged sword, as it will be leaves it KOed by any form of passive damage such as hazards, status, and weather. Photon Geyser, Sunsteel Strike, and Moongeist Beam ignore abilities, meaning they bypass Sturdy and are able to KO Shedinja. These moves are common on many offensive Pokemon, including Mega Mewtwo X, Kartana, and Mega Gengar. Mold Breaker users can bypass Sturdy and KO Shedinja with any attack, and if the Mold Breaker Pokemon has Pursuit, it can ensure a KO on Shedinja due to it being KOed if it attempts to switch out. Due to these weaknesses, Shedinja requires a lot of support to use successfully, such as Magic Bounce support and hazard removal. In addition to the aforementioned team support, Shedinja requires a lot of scouting to avoid being surprised by the above checks and getting KOed.

[SET]
name: Pivot
move 1: Endeavor
move 2: Extreme Speed / Ice Shard
move 3: U-turn
move 4: Foresight / Pursuit
item: Protective Pads
ability: Sturdy
nature: Brave
evs: 252 Atk
ivs: 0 HP / 0 Def / 0 SpA / 0 SpD / 0 Spe

[SET COMMENTS]
Moves
========

Endeavor allows Shedinja to bring most Pokemon to 1 HP, automatically putting the opposing Pokemon in range of Shedinja's other offensive moves. Extreme Speed is used to finish the job, KOing every Pokemon after it has been hit by Endeavor, save for Poison Heal Zygarde-C. It also has a higher priority than Prankster, ensuring that Shedinja is able to KO Prankster Pokemon (give examples). Ice Shard can be used over Extreme Speed to KO Poison Heal Zygarde-C after Endeavor, but it fails to KO other defensive Pokemon such as Leftovers Registeel and Poison Heal Mega Audino. Ice Shard also has 48 PP, which can be useful in PP stalling scenarios. U-turn is used to allow Shedinja to gain momentum as well as chip the opposing Pokemon. It also has the use of avoiding Mold Breaker Pursuit if the Mold Breaker user switches in as Shedinja uses U-turn. Foresight allows Endeavor and Extreme Speed to hit non-Magic Bounce Ghost-types,(AC) making Shedinja more effective and enabling it to use Endeavor more freely. This allows Shedinja to be more effective, as it is now able to use Endeavor more freely due to it now hitting Ghost-types. Pursuit is used to damage Pokemon that attempt to switch out on Shedinja. If the opponent attempts to switch their Pokemon out after an Endeavor, Pursuit is able to pick up a KO. In addition, Pursuit damages Imposter users fairly heavily if they ever decide to switch in.

Set Details
========

Sturdy grants Shedinja the ability to survive almost any attack as well as forcing a multitude of switches. Shedinja has its Speed minimized so it can avoid having its ability suppressed by as many Pokemon using Core Enforcer users as possible. In addition to this, minimum Speed investment allows Shedinja to have a slower U-turn, bringing in the Pokemon of choice safely most of the time. Protective Pads allows Shedinja to avoid Rocky Helmet and Spiky Shield damage, as well as preventing it from being poisoned by Baneful Bunker. 0 IVs in Defense and Special Defense allow it to make Imposter users as frail as possible, allowing letting (repetition of "allow") Shedinja to deal more damage with Pursuit as well as letting teammates damage the Imposter user more heavily, wearing it down more quickly. A Brave nature allows Shedinja to be as strong as possible while being the slowest it can be.

Usage Tips
========

Endeavor should be used with caution, as it only has 8 PP and using it too liberally can drastically lower how much of a threat Shedinja is to the opposing team. Scout for Sunsteel Strike, Moongeist Beam, and Photon Geyser when facing offensive Pokemon before sending Shedinja in on them. Take care to scout for status-inducing moves such as Poison Fang and Will-O-Wisp, as they KO Shedinja the turn it gets statused. Be wary of sand and hail; make sure to scout for Pokemon with Sand Stream and Snow Warning before using anything other than U-turn on Shedinja. Make sure entry hazards are off the field at all times. U-turn has 32 PP, so it can be used liberally while also granting momentum.

Team Options
========

Shedinja necessitates Magic Bounce support due to it warding off status and entry hazards. Pokemon such as Mega Audino, Giratina, and Zygarde-C can all provide this support. Shedinja also requires hazard removal support, as 1 HP means it will automatically be KOed by any damaging hazard. Almost any defensive Pokemon can run Defog to help Shedinja. Shedinja appreciates Imposter Pokemon (give examples) to scout moves that can harm Shedinja, such as Sunsteel Strike and Will-O-Wisp. Misty Surge Pokemon such as Zygarde-C and Giratina can prevent Shedinja from being statused under Misty Terrain. Strong Pursuit users that can KO Imposter Pokemon, hit Ghost-types, and hit Mega Mewtwo Y and Mega Gengar hard are all amazing options for Shedinja's teammates. Dark-types with Pursuit are useful in particular, as they resist or are immune to Photon Geyser and Moongeist Beam. Mega Gyarados resists Sunsteel Strike as well, making it an excellent partner to Shedinja. Pokemon that can beat Giratina such as Xerneas, Mega Tyranitar, and Mega Gengar all enjoy the switches Shedinja forces, as when Shedinja uses U-turn, it can bring on in one of these Pokemon for free. Wallbreakers such as Mega Mewtwo Y, Mega Diancie, and Mega Rayquaza all appreciate Shedinja's ability to force switches, as they are all able to capitalize on the vast majority of Ghost-types in the metagame. Defensive Pokemon such as Registeel, Giratina, and Zygarde-C are useful due to Shedinja breaking opposing walls for them, limiting the number of opposing defensive Pokemon that may be able to PP stall them. Toxic Spikes are useful, as it allows Shedinja to KO many Pokemon with just Endeavor, as poison finishes the job.

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

Spectral Thief can be run over Foresight to hit Ghost-types, steal boosts, and function as a move that deals overall good chip damage. However, Shedinja is weak, so Foresight is preferred, as it allows Shedinja to 2HKO Ghost-types with Endeavor into Extreme Speed. Shedinja also needs its other three moveslots, so Spectral Thief is generally difficult to fit onto the set. Shedinja can opt to run Pain Split over Endeavor, which allows it to halve the HP of every Pokemon as well as hitting Ghost-types without the use of Foresight. Pain Split also avoids contact,(RC) and has more PP,(AC) so it can be used more freely. However, this is a lot slower in for KOing Pokemon, and Shedinja is often running Protective Pads anyways anyway, so Endeavor is the preferred move. Shedinja can run Safety Goggles to be immune to weather damage and Spore, but it appreciates Protective Pads more. Shedinja can run Lum Berry to have a safeguard against status, but this only works once and you can run Misty Surge on your teammates for a more reliable status immunity. Shedinja should use Recycle to recover its Lum Berry, but Shedinja doesn't enjoy losing any of its four moves for Recycle. Make sure to use Ice Shard while holding Lum Berry, as it avoids making contact, so Shedinja does not make contact with Rocky Helmet, Baneful Bunker, and Spiky Shield users. In addition, run Baton Pass over U-turn if Shedinja holds a Lum Berry for another way to prevent contact. Shedinja can run Safety Goggles to be immune to weather damage and Spore, but it appreciates Protective Pads more.

Shedinja can run use (repetition) a Magic Guard set to be immune to weather and status, but it is locked into forced to use Focus Sash and cannot function as effectively due to having to constantly continually use Recycle or living surviving only two hits if it does not. Shedinja can run a Pixilate set to hit Ghost-types with Endeavor without prediction, but most Pokemon do not hesitate to use U-turn against Shedinja so its Focus Sash will be consumed very quickly, (AC) (keep comma remove comment) and it cannot do anything aside from claim one surprise KO in specific matchups. Shedinja can function as a quite effective Stealth Rock setter due to it forcing out every Magic Bounce user aside from Giratina, but as previously mentioned,(AC) it already has four-moveslot syndrome. It forces out every Magic Bouncer aside from Giratina, though, which makes it quite effective as a setter. Shedinja can run Baneful Bunker over Foresight to scout for Sunsteel Strike, Moongeist Beam, (AC) (keep comma remove comment) and Photon Geyser, (AC) (keep comma remove comment) as well as poisoning Pokemon that use U-turn. However, it's difficult to drop any of the four other moves in the set to make room for Baneful Bunker. Shedinja can run Safeguard to make itself and its teammates immune to status for a short duration, but it generally isn't worth a moveslot.

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

**Mold Breaker Moves That Ignore Abilities**: Sunsteel Strike, Moongeist Beam, and Photon Geyser all KO Shedinja and can surprise it from any offensive Pokemon. For this reason, it's crucial to scout for these moves and potentially stall them out if necessary using Shedinja's teammates.

**Mold Breaker**: Mold Breaker attacks bypass Sturdy, so they OHKO Shedinja. Fortunately, Mold Breaker announces itself,(AC) so unless they have the Mold Breaker user has Pursuit, Shedinja can simply switch out. However, if Mold Breaker Pokemon have Pursuit, Shedinja has no viable way to beat this them and inevitably will get KOed.

**Status**: If Shedinja is burned or poisoned, it will get KOed unless Shedinja holds a Lum Berry. It is recommended to scout for status. However, Shedinja can avoid being statused with Misty Surge support.

**Ghost-types**: Ghost-types can switch in on an Endeavor if necessary, and if Shedinja lacks Foresight, they can cause Shedinja trouble. Giratina in particular deserves a special mention, as even if Shedinja has Spectral Thief, Giratina is bulky enough to not get 2HKOed by it.

**Sand and Hail**: Sand and hail KO non-Safety Goggles Shedinja. There is no way for Shedinja to beat these two weathers other than Safety Goggles, so it is recommended that you KO their setter is as early as possible using other teammates. Fortunately, these two weathers are relatively uncommon in the metagame.
GP 2/2
implemented and this is now ready to upload E4 Flint!
 

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