MAMP
MAMP!

Overview
-Shedinja is one of the strangest and most powerful Pokemon in Balanced Hackmons
-Shedinja's unique hardcoded 1 HP combined with the ability Sturdy makes it invulnerable to most attacks
-Shedinja makes great use of Endeavor which immediately drops opponents to 1 HP, where they can be picked off by Extreme Speed
-Shedinja can force switches against a huge range of Pokemon and has extremely low speed, meaning that with a pivoting move like U-turn or Baton Pass, Shedinja can be a fantastic tool for gaining momentum
-Having 1 HP does come with an obvious drawback however
-Shedinja dies instantly to entry hazards and any other form of passive damage, like burn or Leech Seed
-Shedinja is also knocked out by Sunsteel Strike, Moongeist Beam, or any attack from a Pokemon with Mold Breaker, which will ignore Sturdy
-Mold Breaker Pokemon can even run Pursuit to get Shedinja even if it switches
-Thus, Shedinja needs to be played very carefully, and requires a lot of team support to scout the opponent's movesets and keep hazards off the field
Sturdy
Shedinja @ Protective Pads / Lum Berry
Ability: Sturdy
EVs: 252 Atk
Brave Nature
IVs: 0 HP / 0 Def / 0 SpA / 0 SpD / 0 Spe
- Endeavor
- Extreme Speed / Ice Shard
- Soak / Recycle
- U-turn / Baton Pass
Set Comments
Moves
-Endeavor puts any opponent to 1 HP, unless they are a Ghost-type
-Once they've been knocked down to 1 HP, Extreme Speed can finish them off
-Extreme Speed's +2 priority makes it go before Prankster recovery moves and Destiny Bond
-It is also more powerful than other priority options, allowing Shedinja to knock out Poison Heal Pokemon like Regigigas and Primal Kyogre after an Endeavor in spite of the Poison Heal recovery
-Soak turns the opponent into a Water-type, allowing Shedinja to Endeavor on Ghost-types
-U-turn enables Shedinja to take advantage of all the switches that it forces and retain momentum
-As Shedinja is so slow, U-turn can be used to give a free switch into powerful offensive threats that might struggle to switch in otherwise
-Shedinja's U-turn is respectably powerful and does non-negligible damage to many Pokemon that don't resist it
-Ice Shard and Baton Pass are alternatives to Extreme Speed and U-turn that should be used if you opt not to use Protective Pads, as they don't make contact with the opponent and thus avoid things like Rocky Helmet and Spiky Shield
-Recycle is used to get back Shedinja's Lum Berry to protect it from status
Set Details
-Sturdy is the most important part of this set, making Shedinja take no damage from most attacks
-Protective Pads cause Shedinja's moves to not make contact with the opponent; this keeps Shedinja safe against Rocky Helmet, Spiky Shield, Baneful Bunker, and Beak Blast
-252 Attack EVs with a boosting nature maximise the power of Shedinja's U-turn and Extreme Speed
-Shedinja's Speed is minimised to ensure that Shedinja moves last when pivoting out with U-turn, which allows you to bring in another Pokemon safely
-This also makes sure that Shedinja's Endeavor goes after opponent's recovery moves, so that they can't stall out Endeavor by spamming recovery
-Shedinja runs 0 IVs in Defense and Special Defense to make Imposter Chansey frailer if it switches in against Shedinja
-As Shedinja has 1 HP, its defenses don't matter otherwise
Usage Tips
-Shedinja is extremely frail, and so you should try and play carefully with it
-Shedinja should almost never be led with, as Mold Breaker hazard leads will often run Pursuit and take out Shedinja turn 1
-It is very important when using Shedinja to scout your opponent's movesets to see which of their Pokemon can hurt Shedinja
-This is done best with Imposter Chansey
-Early in the game, it is good to make liberal use of Shedinja's pivoting move to find out what the foe's switch-in is
-Against players trying to play around Shedinja by switching something into Endeavor and then switching out again into a Pokemon that can take an Extreme Speed and force Shedinja out, you can try just clicking Endeavor a second time as they switch out
-Shedinja always really appreciates its item no matter which item it chooses to use, so it is important to avoid letting Shedinja get hit by Knock Off or Trick
-Sometimes Shedinja appreciates being put to sleep, as this allows it to switch in against Pokemon that rely on moves like Scald and Will-o-Wisp to beat it and force them out.
Team Options
-Shedinja needs quite a bit of team support to function properly
-Imposter Chansey is an unparalleled tool for scouting the movesets of opponent's Pokemon and is almost mandatory when running Shedinja
-It is also necessary to keep hazards off the field when using Shedinja
-A bulky user of Defog is a good choice for this. Giratina makes for a good Defogger as its natural bulk and good defensive typing give it many opportunities to switch in and remove hazards
-Magic Bounce can stop hazards from going up in the first place, and also can reflect moves like Leech Seed and Will-o-Wisp aimed at Shedinja
-It's generally best to have more than one Pokemon dedicated to keeping hazards off the field when using Shedinja — either two Defoggers, or a Defogger + Magic Bounce
-Shedinja's slow U-turn gives a lot of free pivots for other members of your team, particularly against the Ghost-types that like to switch in against it
-Pair Shedinja with Pokemon that can take advantage of this
-Powerful but frail wallbreakers like Mega Diancie and Mega Mewtwo Y are a good choice
-Shedinja can also switch in against an Imposter user copying one of your wallbreakers or sweepers
-Dark-type Pokemon like Yveltal and Mega Gyarados with STAB Pursuit can Pursuit trap Ghost-types, allowing Shedinja to spam Endeavor freely. These can also be used to Pursuit trap an opposing Imposter if it transforms into Shedinja
-As Shedinja forces so many switches, hazard support can be helpful to allow it to wear down its counters
-If you are not running Protective Pads, it can be a good idea to pair Shedinja with a Knock Off user to remove Rocky Helmets and allow Shedinja to click Endeavor freely
-Misty Surge support enables Shedinja to beat Pokemon that rely on burning or poisoning it
-A Poison Heal Pokemon like Regigigas can safely switch in on Knock Offs and status moves aimed at Shedinja
Strategy Comments
Other Options
-Magic Guard with Focus Sash can be used to bait status moves, and abilities like Scrappy and Pixilate can be used to hit Ghost-types with Endeavor
-These are bad gimmicks that will rarely be effective against experienced players and are a complete waste of Shedinja's potential
-Safety Goggles is a viable item on Shedinja, giving it an immunity to Sand and Hail damage and allowing it to absorb Spore
-Because Shedinja forces so many switches, it can be an effective setter of Stealth Rock and Spikes, as it creates so many opportunities to put them up
-Safeguard can be used to give Shedinja a five-turn immunity to dangerous status moves, or Magic Coat can be used to reflect them back at the opponent
-Spiky Shield or Baneful Bunker lets Shedinja safely scout to see if an opponent has a move that can hurt it
-Some opponents may try to play around Shedinja by switching a Pokemon with Regenerator into Endeavor and then switching out on the Extreme Speed; Pursuit allows you to knock out the Regenerator as it tries to switch out
-Pursuit also lets you deal a lot of damage to an Imposter user that is transformed into Shedinja while they cannot hurt you back
-Pain Split halves the opponents HP, and can be used as a decent alternative to Endeavor that does not make contact
-Infestation stops them from switching out, and the residual damage allows Shedinja to beat Poison Heal and Leftovers Pokemon that can survive an Extreme Speed after Endeavor
Checks and Counters
Mold Breaker: Pokemon with Mold Breaker ignore Sturdy and can OHKO Shedinja with any move. They often run Pursuit to catch Shedinja even if it switches out, and can set up entry hazards even against Magic Bounce to stop Shedinja from switching in
Sunsteel Strike and Moongeist Beam: These moves also KO Shedinja through Sturdy and can be used on any Pokemon, so it is very important to scout for them
Entry Hazards: Entry hazards like Stealth Rock and Spikes will knock out Shedinja instantly
Ghost-types: Ghost-types Pokemon can switch in against Endeavor, and often run Moongeist Beam which will knock Shedinja out
Other passive damage: Other forms of passive damage, like Leech Seed, Magma Storm, and burns from Will-o-Wisp can take out Shedinja. Shedinja can sometimes play around this with Lum Berry + Recycle or by U-turning out as the opponent uses Leech Seed
Sand and Hail: These weathers will knock Shedinja out at the end of the turn unless it is running Safety Goggles
Regenerator Cores: By switching back and forth between two Pokemon with Regenerator an opponent can PP stall Shedinja out of Endeavors. However, Shedinja can get a lot of free momentum by U-turning out, and the Regenerator will be left at 33% which severely diminishes its defensive capabilities
Ability Removal: Moves like Core Enforcer and Entrainment will remove Shedinja's Sturdy and make it vulnerable to attacks
Knock Off: Shedinja usually relies heavily on its item, and so Knock Off can severely reduce its effectiveness
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