Introduction: Hey all. This is my first RMT I've made, but I've been playing for a while and the pokemon that this team is featuring is my favorite pokemon, Shedinja.
Just in case: Shedinja for the few people that don't know, is the one pokemon in the game with the ability wonder guard; only super effective moves can hit the nasty bug, but he only has 1 hp, making him a ONE HIT WONDER hehehe... anyways...
Shedinja: Shedinja is the core of the team concept and a big player in how I force my enemies hand in making plays. Because Shedinja is only killable using a status move or one of the 5 super effective type attacks, I started with looking at the type coverages I'd want for the very core of this team, listed below in what I consider to be the approximate most to least common (I could easily be wrong, especially on the bottom 3).
Mc Hammer (Shedinja) @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Baton Pass
- X-Scissor
- Will-O-Wisp
- Shadow Sneak
The key moves here in most games being Baton pass and Will-o-wisp. If I know the pokemon that my opponent has in is doesn't have a move of the types above, Shedinja comes in to dodge a hit and force a switch. Using Baton pass gives me a switch after theirs and allows me to counter whatever they bring in for free or if I'm in an unfavorable match up I can switch to shedinja and sacrifice the sash next turn for a fairly free baton pass out. If I expect a big physical threat on their team to be coming in, willo is an excellent choice. Shedinja also happens to be my only priority, so sneak is a nice revenge kill tool if really needed.
Tapu Fini: Looking at the roster of new mons this gen yet again while I planned my first Shedinja team of the season, one of the Tapus caught my eye, Tapu Fini. Resisting fire and dark and having no weaknesses to the other 3 types, it makes a very solid compliment to Shedinja, particularly given it has the bulk to switch in and take a hit and the move defog to clear hazards for the little guy. Its ability bringing in misty terrain to block status effects is a plus.
Not Cloyster (Tapu Fini) @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Scald
- Moonblast
- Defog
- Taunt
Not much to explain, I gave it special attack instead of special defense even though its my primary special wall and it eats up a lot of attacks regardless.
Espeon: Magic bounce tends to be a common staple to Shedinja based teams. I run shedinja in lower tiers as well and personally don't use the Xatu/Natu tribe, but it's considered typical. Running magic bounce means less stealth rocks and less toxic/willo, which means more Shedinja time.
Espeon @ Choice Specs
Ability: Magic Bounce
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hidden Power [Fire]
- Psyshock
- Dazzling Gleam
- Shadow Ball
I ran psyshock over psychic because as you'll see this team is lacking much in the way of raw physical attacking power. Hp fire because I needed a fire move on my team, particularly to kill enemy Ferrothorns. Specs for that extra umph and because scarf is meh in my opinion.
Excadrill: In the past I hadn't considered running Excadrill paired with Sheddy, but he does resist flying and double resist rock type. I needed some strong earthquake action, so now he's there.
Simon (Excadrill) @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Poison Jab
So given I already have two forms of hazard control, I figured to hell with a squishy rapid spinner and went for more offense. Eq iron head and rock slide all seemed obvious and with the number of faeries running rampant in ou poison jab seemed smart, though I've considered switching to X-scissor, shadow claw or even brick break. Speed seems to be his downfall with the life orb set, however a scarf might be too many choice users, which brings me to my next mon.
Tapu Koko: Initially when I made this team I was using Xurkitree with a scarf. It hit like a truck and was a good volt switcher for momentum. Turns out koko is better in a lot of cases. Covers flying, but not amazingly well. I mentioned before this team is all about switching in from shedinja to have a strong matchup, but you also want to have more than one way to get to shedinja. Tapu Koko gives me just that little bit of prediction games I crave and tends to do pretty well for me.
Hot Cocoa (Tapu Koko) @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
Thunderbolt for that extra power when needed and hp ice for the coverage I so desperately need and surprise factor. I'm not sure if specs is needed, but it sure does feel good when paired with electric terrain.
Ferrothorn: Finally, I needed two things, a way to punish people for switching away from Shedinja and out of volt switch, and a physical tank. Ladies and gentlemen, the most innovative set you've seen today, a hazard setting Ferrothorn
Hug Machine (Ferrothorn) @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Knock Off
- Spikes
Hug Machine (Ferrothorn) @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Knock Off
- Spikes
I'd consider running power whip over gyro ball, but there's not many water threats that stay in on this thing besides Greninja maybe.
Threats to the team I've encountered and weaknesses:
I'd love to hear some actual ratings and feedback from you all. :)
P.S. 'shedinja is bad is not feed back'
Mc Hammer (Shedinja) @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Baton Pass
- X-Scissor
- Will-O-Wisp
- Shadow Sneak
Not Cloyster (Tapu Fini) @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Scald
- Moonblast
- Defog
- Taunt
Simon (Excadrill) @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Poison Jab
Hot Cocoa (Tapu Koko) @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
Espeon @ Choice Specs
Ability: Magic Bounce
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hidden Power [Fire]
- Psyshock
- Dazzling Gleam
- Shadow Ball
Hug Machine (Ferrothorn) @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Knock Off
- Spikes
Just in case: Shedinja for the few people that don't know, is the one pokemon in the game with the ability wonder guard; only super effective moves can hit the nasty bug, but he only has 1 hp, making him a ONE HIT WONDER hehehe... anyways...
Shedinja: Shedinja is the core of the team concept and a big player in how I force my enemies hand in making plays. Because Shedinja is only killable using a status move or one of the 5 super effective type attacks, I started with looking at the type coverages I'd want for the very core of this team, listed below in what I consider to be the approximate most to least common (I could easily be wrong, especially on the bottom 3).
- FIRE
- DARK
- FLYING
- GHOST
- ROCK (not counting stealth rocks)
Mc Hammer (Shedinja) @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Baton Pass
- X-Scissor
- Will-O-Wisp
- Shadow Sneak
The key moves here in most games being Baton pass and Will-o-wisp. If I know the pokemon that my opponent has in is doesn't have a move of the types above, Shedinja comes in to dodge a hit and force a switch. Using Baton pass gives me a switch after theirs and allows me to counter whatever they bring in for free or if I'm in an unfavorable match up I can switch to shedinja and sacrifice the sash next turn for a fairly free baton pass out. If I expect a big physical threat on their team to be coming in, willo is an excellent choice. Shedinja also happens to be my only priority, so sneak is a nice revenge kill tool if really needed.
Tapu Fini: Looking at the roster of new mons this gen yet again while I planned my first Shedinja team of the season, one of the Tapus caught my eye, Tapu Fini. Resisting fire and dark and having no weaknesses to the other 3 types, it makes a very solid compliment to Shedinja, particularly given it has the bulk to switch in and take a hit and the move defog to clear hazards for the little guy. Its ability bringing in misty terrain to block status effects is a plus.
Not Cloyster (Tapu Fini) @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Scald
- Moonblast
- Defog
- Taunt
Not much to explain, I gave it special attack instead of special defense even though its my primary special wall and it eats up a lot of attacks regardless.
Espeon: Magic bounce tends to be a common staple to Shedinja based teams. I run shedinja in lower tiers as well and personally don't use the Xatu/Natu tribe, but it's considered typical. Running magic bounce means less stealth rocks and less toxic/willo, which means more Shedinja time.
Espeon @ Choice Specs
Ability: Magic Bounce
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hidden Power [Fire]
- Psyshock
- Dazzling Gleam
- Shadow Ball
I ran psyshock over psychic because as you'll see this team is lacking much in the way of raw physical attacking power. Hp fire because I needed a fire move on my team, particularly to kill enemy Ferrothorns. Specs for that extra umph and because scarf is meh in my opinion.
Excadrill: In the past I hadn't considered running Excadrill paired with Sheddy, but he does resist flying and double resist rock type. I needed some strong earthquake action, so now he's there.
Simon (Excadrill) @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Poison Jab
So given I already have two forms of hazard control, I figured to hell with a squishy rapid spinner and went for more offense. Eq iron head and rock slide all seemed obvious and with the number of faeries running rampant in ou poison jab seemed smart, though I've considered switching to X-scissor, shadow claw or even brick break. Speed seems to be his downfall with the life orb set, however a scarf might be too many choice users, which brings me to my next mon.
Tapu Koko: Initially when I made this team I was using Xurkitree with a scarf. It hit like a truck and was a good volt switcher for momentum. Turns out koko is better in a lot of cases. Covers flying, but not amazingly well. I mentioned before this team is all about switching in from shedinja to have a strong matchup, but you also want to have more than one way to get to shedinja. Tapu Koko gives me just that little bit of prediction games I crave and tends to do pretty well for me.
Hot Cocoa (Tapu Koko) @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
Thunderbolt for that extra power when needed and hp ice for the coverage I so desperately need and surprise factor. I'm not sure if specs is needed, but it sure does feel good when paired with electric terrain.
Ferrothorn: Finally, I needed two things, a way to punish people for switching away from Shedinja and out of volt switch, and a physical tank. Ladies and gentlemen, the most innovative set you've seen today, a hazard setting Ferrothorn
Hug Machine (Ferrothorn) @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Knock Off
- Spikes
Hug Machine (Ferrothorn) @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Knock Off
- Spikes
I'd consider running power whip over gyro ball, but there's not many water threats that stay in on this thing besides Greninja maybe.
Threats to the team I've encountered and weaknesses:
- Celesteele with autotomotize: Destroys pretty much everything on my team, potential to clean sweep.
- Fire: I've only got one thing to resist a strong hit from a fire type. If Fini goes down it could end up game over
- Ash greninja: If it gets a kill and shedinja with sash isn't around to stop it. It's a big threat.
- The common ground types: I need to be able to keep momentum with Koko, if I volt switch and they bring in a ground type, I get punished for it.
- Volcorona: sets up for free and destroys the team
I'd love to hear some actual ratings and feedback from you all. :)
P.S. 'shedinja is bad is not feed back'
Mc Hammer (Shedinja) @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Baton Pass
- X-Scissor
- Will-O-Wisp
- Shadow Sneak
Not Cloyster (Tapu Fini) @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Scald
- Moonblast
- Defog
- Taunt
Simon (Excadrill) @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Poison Jab
Hot Cocoa (Tapu Koko) @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
Espeon @ Choice Specs
Ability: Magic Bounce
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hidden Power [Fire]
- Psyshock
- Dazzling Gleam
- Shadow Ball
Hug Machine (Ferrothorn) @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Knock Off
- Spikes
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