
This team revolves around setting up a sweep for one of the most unique sweepers available to the Pokemon metagame and one of my favorite Pokemon, Shedinja. Originally I tried out Shedinja during Suspect tests to beat on Manaphy and Latias, to average success. I decided to use him in UU because it could set up on essentially any variant of the newcomer Cresselia. His uniqueness came with a cost of difficulty to set up- I had to eliminate sand, entry hazards, and various Pokemon that could end Shedinja’s short life. Each Pokemon serves a specific role that is crucial to helping Shedinja sweep. This team utilizes dual spinners as well as a sandstorm/hail-clearer than can sometimes sweep on its own. This team played with a high win-loss ratio, except then I ran into a few reoccurring problems in my recent ladder matches.
At a Glance:







Claydol @ Choice Scarf
Ability: Levitate
EVs: 252 HP/192 Spd/64 SDef
Bold nature (+Def, -Atk)
- Earth Power
- Rapid Spin
- Stealth Rock
- Trick
Claydol leads off the team, with a combination of TrickScarf and Rapid Spin to function as an anti-lead much like the anti-lead Starmie of OU (except not as good, obviously). By utilizing Trick and Rapid Spin, I can hopefully cripple their (Stealth Rock) lead. For example, against Uxie, I will Trick as they Stealth Rock, then Rapid Spin as they switch to their (hopefully not ghost) answer to Claydol. Claydol does a fairly decent job at keeping rocks off the field for the first part of the game. This also helps take away the momentum of Rain Dance teams.
192 speed hits 351 speed, allowing me to trick my scarf onto lead Froslass as they Taunt. The rest of the EVs are put into the defenses to help Claydol stay around.
Claydol keeps many dangerous physical attackers (CB Rhyperior, Hitmontop, Hitmonlee, etc.) at bay as I attempt to set up my sweep, using a combination of both his bulk and Earth Power.

Hitmontop (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP/252 Atk/4 Def
Adamant nature (+Atk, -SAtk)
- Rapid Spin
- Foresight
- Close Combat
- Sucker Punch
Hitmontop is my other Rapid Spinner. He is here because of Foresight as well as his ability to check physical threats to pair up with Claydol. Close Combat and Sucker punch give solid power and good coverage. Hitmontop is my initial switch-in to Pokemon such as Hariyama, Rhyperior, and Kabutops due to Intimidate and a high-powered Close Combat. Sucker Punch is chosen over Bullet Punch or Rest due to higher power, which is essential to breaking the substitutes of NP Mismagius (Foresight mindgames are fun).
The EVs are simple and standard, HP to maximize bulk and Attack to give a punch.

Chansey (F) @ Leftovers
Ability: Natural Cure
EVs: 64 HP/252 Def/192 SDef
Bold nature (+Def, -Atk)
- Wish
- Protect
- Seismic Toss
- Toxic
Chansey’s primary role is to essentially wall half the metagame. Chansey is essential in checking Raikou, Moltres, special Ludicolo, and other vaunted threats in today’s UU metagame. Along with Moltres, one of Chansey’s niche roles is to scout out Toxic on Milotic, something that could be deadly for Shedinja. While scouting, Chansey’s own Toxic helps break down Milotic. Chansey also “checks” Swellow by forcing it to basically kill itself killing Chansey with Brave Bird.
Seismic Toss provides consistent damage, while Wish and Protect do the very necessary job of keeping Claydol and Hitmontop alive as they attempt to stand in the way of physical sweeps. Protect also stalls out for Toxic damage, and scouts against CB Rhyperior.
The EVs allow Chansey to reach 657 HP (Leftovers number + 1), 252 Defense and Bold for maximum defense, and the rest is in Special Defense.
Sometimes I want to run Aromatherapy to clear status (especially Toxic), but I think Wish support is too important.

Moltres @ Leftovers
Ability: Pressure
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Sunny Day
- Roost
- Solarbeam
- Fire Blast
Moltres is my weather clearer, lure for Milotic, check/counter for Venusaur, check for Blaziken, among other roles. Sunny Day is the crux of the set, as if I fight the rare Hail or Sandstorm team, I want that weather cleared as soon as possible. Roost and Leftovers add to the longevity of the set. Moltres lures Milotic, and I send Chansey to scout the Toxic/Surf. The next time around, I use Sunny Day and go on to 2HKO as Milotic fails to 2HKO. Fire Blast is a hard-hitting STAB that beats up Venusaur and does a sizable chunk to Blaziken (no Air Slash, sorry).
EVs are simple.

Dugtrio (M) @ Life Orb
Ability: Arena Trap
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Stone Edge
- Sucker Punch
- Night Slash
Dugtrio is here to clean up threats, revenge killing Rhyperior, Arcanine, Houndoom, Alakazam, Mismagius, Drapion, and so many others that would otherwise force Shedinja out. I have Night Slash here because the only Pursuit bait that can run (Mismagius) always seems to stay in, almost as if she did not have Levitate… Sucker Punch is a priority that beats Blaziken’s Vacuum Wave and non Rain-boosted-Aqua-Jet from Kabutops. Jolly is necessary to outspeed Mismagius, and Life Orb is here because switching attacks (especially from Sucker Punch to Night Slash) is very preferable.
EVs are simple.

Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Swords Dance
- Shadow Sneak
- X-Scissor
- Will-o-wisp
The star of the team. This is, well, Shedinja’s only viable offensive moveset, and with a sweep planned well, it works. Swords Dance boosts the attack of priority Shadow Sneak, actually doing very respectable damage. X-Scissor hits, well, 50% of the metagame that otherwise can’t hit Shedinja at all (non-boosted also 2HKOs Houndoom). Will-O-Wisp is my general move to use as soon as I come in, as few of Shedinja’s switchins enjoy a burn, and those are generally handled well between Blissey and Moltres. Focus Sash gives Shedinja a second life, allowing him to get a Swords Dance up, or to get that 2HKO after a Swords Dance.
In response to the whole team built around him, Shedinja serves some key roles for himself. He basically hard-counters threats such as Azumaril, Feraligatr, many sub-punchers, most Rain Dance sweepers, etc.
Notes on the team:
-Trouble with ghosts in general, as Hitmontop cannot switch in repeatedly, and Chansey can’t do anything to substitute/taunt versions without Foresight support. Usually I sack/do smart switching with Claydol or Hitmontop to get Dugtrio in.
-Status can be annoying, particularily Sleep Powder Venusaur.
-Nothing to take a really hard Waterfall besides Shedinja, who fears Kabutops. Fights against Kabutops degenerate into using Hitmontop’s Intimidate and rock resists and Shedinja’s Waterfall immunity while stalling out rain.
Well, read, rate, and hate away!
P.S. Sprites are really annoying to find when the Pokemon list is down.