[BH] Shedinja [QC 1/3]

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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Overview

-one of the most important mons in the tier
-sturdy + 1hp makes shed immune to most attacks
-endeavor drops opponents to 1, where espeed can finish them off
-shed forces all kinds of switches, gets hecka momentum
-also very frail
-dies instantly to hazards, status
-dies to sunsteel/moongeist/mold breaker
-thus requires a lot of team support
-imposter to scout sets, reliable hazard control
-versatile with lots of good options to beat usual counterplay
slow as shit
kinda ok atk (clutches 12% on PH mons)


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 / pursuit (super good against imposter and regen most that try to pp stall you)
infest definetely worth mentionning too


Set Comments

Moves

-endeavor drops mons to 1, good to break walls
-espeed finishes the job, goes before prank recover espeed is also better for more domage
-soak lets u hit ghosts
-u-turn to take advantage of switches forced, get momentum, free pivots into wallbreakers dank stab does good chiiip
-recycle to get back lum if ur doing that
-ice shard and bpass are alternatives to espeed and uturn if ur a weenie and you dont run pads

Set Details

-sturdy makes u take hits good
-pads so u dont hit helmet/spiky and beak blast
-min speed to slow pivot
-min bulk so imposter is frailer

Usage Tips

-scout
-double endeavor to catch regen pivoting
-dont get knocked off
shed is prone to being underused/played too conservatively and thus does shit, I'm not saying play agro but dun do that either, if they have little answer to shed/no ghost or shit like that get that sweet damage in, if they have 1 mon that can't touch shed that's enough

Team Options

-imposter
-reliable hazard control
-magic bounce
-pursuit
-stuff to take advantage of slow pivots ie mdiancie

Strategy Comments

Other Options


-mguard/pixilate (VERY BAD DO NOT USE)
-goggles
-hazards
-smash pass
-safeguard
-tect
-magic coat
-pain split
-shadow sneak
-poison fang worth mentionning



Checks and Counters

Mold Breaker: kills u thru sturdy

Sunsteel Strike and Moongeist Beam: kills u thru sturdy

Entry Hazards: die on switchin

Ghost-types: come in on endeavor

Other passive damage: like leech and wisp and stuff

Double regen: stall u out of endeavors, but also you get hella momentum uturning out on their switches
yeh I know it's wip but I did that so w/e posting anyway
 
AM QC Check

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
if not ghost type, suggest "priority" instead of Espeed which covers Ice Shard
-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 / Pursuit
- 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
No bullet about ice shard
-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 notable damage to many Pokemon that don't resist 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
-Recycle is used to get back Shedinja's Lum Berry to protect it from status
-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
Reorganize this section so that the bullet points are in the same order as the moves on the importable

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
-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
-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
By using it as a pivot early game to scout what your opponent is switching into it, it should probably be using its switch move during early game, especially if opponent has ghost
-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
move to team options section
-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
But remember it only has 8 pp, can exhaust with good predictions by the opponent
-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

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
-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
-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
And mega rayquaza
Shedinja can imposterproof these pokemon regardless of what coverage they run making them a lot more dangerous to the opponent, compared to normal imposterproofing where you have to select moves that won't KO the imposter.

-Dark-type Pokemon like Yveltal and Mega Gyarados with STAB Pursuit can Pursuit trap Ghost-types, allowing Shedinja to spam Endeavor freely
Can also KO foolish imposter if Shedinja BP's on the imposter switch in, kills imposter
If run protective pad need status absorber, like PH Regigigas, or misty surge poke. Ph regi doubles as knock off absorber.
If run lumb berry Knock off can get rid of helmets
entry hazard setter can force team to be worn down by the hazards whenever shedinja comes in, must be paired with rigorous hazard control in case of bounce


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
Focus sash on sturdy set so it can take a single moongeist or sunsteel, and hit bak 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
Can be used with your own hail support to Endeavor something to 1hp then hail finish it off
-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 lets Shedinja safely scout to see if an opponent has a move that can hurt it
-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
But Imposter forces it out because it will die to infestation
Imprison with sunsteel and moongeist bad gimmick but sometimes totally shuts down teams with a single shedinja answer, probably shouldn't add, but worth mentioning


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 hit Shedinja with a STAB Moongeist Beam to knock it out

Other passive damage: Other forms of passive damages, like Leech Seed 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
rocky helmet if not pads

Sand and Hail: These weathers will knock Shedinja out at the end of the turn unless it is running Safety Goggles

Ability removal: core enforcer on switchin, entrainment, skill swap, all bad and force Shed out
Regenerator Cores: By switching back and forth between two Pokemon with Regenerator an opponent can PP stall Shedinja out of Endeavors. This strategy doesn't work against Pursuit, and Shedinja can get a lot of free momentum by U-turning out
other sturdy shedinja, they can't hurt each other much
 

cityscapes

Take care of yourself.
is a Tiering Contributoris a Community Contributor Alumnus
i got shedinjad by 3 minutes x here's another one tho


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 or ice shard
-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 / Pursuit
- 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
-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 notable damage to many Pokemon that don't resist 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
-Recycle is used to get back Shedinja's Lum Berry to protect it from status
-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 mention why ice shard over accelerock

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
-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
-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
-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
-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
endeavor has only 8 pp so it needs to be conserved esp vs fat teams

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 also switches into sungeist very well due to its massive bulk. in return shed helps it by pressuring foes to click these moves under the threat of endeavor
-It is also necessary to keep hazards off the field when using Shedinja
-A bulky user of Defog is a good choice for this like what
-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 what mons can use this the best
-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 merge this with the below point imo if you weren't planning to already
-Powerful but frail wallbreakers like Mega Diancie and Mega Mewtwo Y are a good choice
-Dark-type Pokemon like Yveltal and Mega Gyarados with STAB Pursuit can Pursuit trap Ghost-types, allowing Shedinja to spam Endeavor freely this is unreliable imo because of the prevalence of fc giratina. soak + u turn + pursuit is lit vs giratina + imposter teams tho (soak giratina, u turn on imposter) which might seem specific but those are the only 2 ghosts that wall consistently.
misty terrain maybe
sunsteel/moongeist switchins (steels) are effective


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 this is incorrect. they serve as very risky/niche but effective lures to ghost types and they basically get 1 kill if you lead w them. imagine pairing it with ph regi that sounds disgusting. why pixilate over refrigerate?
-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 lets Shedinja safely scout to see if an opponent has a move that can hurt it
-Pain Split halves the opponents HP, and can be used as a decent alternative to Endeavor that does not make contact mention that it forces them to heal which is nice for momentum, but it takes up a needed slot. do not use this over endeavor
-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. like what? ttar is the only one i can think of
leech seed shedinja is no set but i still want to suggest it anyway


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 no they don't. i've only seen 1 moldy pursuit ever in my hundreds of ladder games, 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

maybe list sweepers here. they can cause a dangerous 50/50 if they come in on shed. if you stay in you risk dying to sungeist but if you switch they could set up or something. even worse, aps variants can't be picked off by priority so they can just smash either way.

Entry Hazards: Entry hazards like Stealth Rock and Spikes will knock out Shedinja instantly note that just the hazard by itself is rarely sufficient vs good shed teams, you need pressure (see: hazard rayquaza)

Ghost-types: Ghost-types Pokemon can switch in against Endeavor and hit Shedinja with a STAB Moongeist Beam to knock it out giratina fears soak and never runs moongeist. gengar is a better example so maybe say "offensive ghosts"

Other passive damage: Other forms of passive damages, like Leech Seed 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 say that it's an instant thing. if your opponent switches in their weather setter and you click anything other than bp/u turn then shed is ded. sometimes you endeavor them which is cool tho

Regenerator Cores: By switching back and forth between two Pokemon with Regenerator an opponent can PP stall Shedinja out of Endeavors. This strategy doesn't work against Pursuit, and Shedinja can get a lot of free momentum by U-turning out and they're at 33% after endeavor which means they can't check mmy and other guys

knock off doesn't automatically kill shed but it can be really annoying for it causing it to lose to stuff it would normally beat with its item
 

RNGIsFatal

Banned deucer.
Adding on ^, Moldy pursuit definately has less usage but it is definately a relevant factor that Shedinja must watch out for. I personally carry mold pursuit on teams from which sweepers / wallbreakers do not like ruining their range of coverage by running sunsteel. It is something that was very prevalent from last gen so I would say you must keep it.

-Shedinja is one of the strangest and most powerful Pokemon in Balanced Hackmons
I personally don't agree with this; this isn't gen 6, its viabliity has been significantly hindered from sungeist.

-Shedinja is extremely frail, and so you should try and play carefully with it Not frail, just dies to a single mistake. I would say "Shedinja won't be given a second chance" or something.
-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
I think you can combine these two points to say "scouting with imposter is mandatory" or somthing
:Cool: stuff
 


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 you could say 'invulnerable to almost all direct damage' if you like thought that's really just up to you
-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 / Pursuit
- 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 dbond
-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 notable non negligeable damage to many Pokemon that don't resist it

remove pursuit part, mvoe to oo

change order, since you just talked about uturn and espeed I would say right there that bp and ice shard can be used as an alternative if pads aren't chosen and then mention recycle as last option
-Recycle is used to get back Shedinja's Lum Berry to protect it from status
-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

Set Details

-Sturdy is the most important part of this set, making Shedinja take no damage from most attacks (or most direct damage, again like u want)
-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
max atk to do damage
-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 safelymove last also when using endeavor so slower mons can't recover spam
-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

never lead shedinja cause moldy pursuit
-Shedinja is extremely frail more like 'shed can die instantly if it switches on the wrong move" or smt, and so you should try and play carefully with it
-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
^ also pivoting early game to see what the answers are n shit, this can also mean you can trap potential ghost switchins or even imposter chansey
-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
- shed can really appreciate being put to sleep as it means it can freely switch on mons with lava plume or scald like ph ogre or xern and force them out, so switching it in on a sleep move can actually be beneficial

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 mention one or two, PH giratina is a good defog mon as it checks a lot of the meta for exmple
-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
I would say either dual defog or magic bounce + defog on the same team
-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 shed can also serve as imposterproofing that completely sucks up momentum from the opp but it is recommended not to have it as the only check
-Dark-type Pokemon like Yveltal and Mega Gyarados with STAB Pursuit can Pursuit trap some Ghost-types, allowing Shedinja to spam Endeavor freely they also trap imposter when it copies shed
I would also specifically mention moldy pursuit for opposing sheds
- since shed forces a ton of switch, pairing it with hazard can be really effective especially with all the uturn chip n shit, just be really careful of mb
- Need status absorber, like PH Regigigas, or misty surge support. Ph regi doubles as knock off absorber.
- own knock off mons can help get rid of helmets if shed isn't running pads


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
-Pursuit allows you to knock regenerator cores that can pp wast shed. pursuit also means that if chansey comes to pp waste or smt in u can stay in and pursuit for good damage, while with the other set chansey can turn out and pp waste

-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 and buncker (bunker also means that you can quite effectively wear down non steel with sunsteel) lets Shedinja safely scout to see if an opponent has a move that can hurt it
-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 also beats opposing sheds
- feint on non pads shed can pass shield / bunker


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 waste pp by playing around / switching back on another mon on the soak. Offensive ghosts like gengar can also hit Shedinja with a STAB Moongeist Beam to knock it out

Other passive damage: Other forms of passive damages, like Leech Seed, pseudo trapping from magma storm / infest 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. This strategy doesn't work against Pursuit, and Shedinja can get a lot of free momentum by U-turning out effective team support should be able to take advantage of 33% regen mons

Ability removal: core enforcer on switchin, entrainment, skill swap, all force Shed out
Regenerator Cores: By switching back and forth between two Pokemon with Regenerator an opponent can PP stall Shedinja out of Endeavors. This strategy doesn't work against Pursuit, and Shedinja can get a lot of free momentum by U-turning out
other sturdy shedinja, they can't hurt each other much


knock off doesn't automatically kill shed but it can be really annoying for it causing it to lose to stuff it would normally beat with its item, also shed without pads has limited pivoting potential and needs to be much more cautious
Covers the AM checks above, shoutouts skylake his check was pretty good / helpful
 

MAMP

MAMP!
implemented, thanks! decided not to add feint to oo bc its super niche and really not very good (ive tried it), and the oo section is already pretty bloated

also iffy about adding other sheds in c&c, i wouldnt really call that a counter seeing as they just bounce off each other mostly
 

Funbot28

Banned deucer.


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 Less relevant now though thanks to SunGeist. Am even contemplating removing this point all together due to how uncommon this tech is nowadays
-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 Mention since its because it gains STAB from it too
-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
Also mention that Ice Shard actually does less damage versus PH mons like Giratina since it needs to Soak it first
-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
Mention that this speed specifically underspeeds common walls such as Registeel and Mega Audino, making their U-turn go first
-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
Again not something that is that common in Gen 7. Just say that Shed would want to scout for opposing coverage options before it starts spamming Endeavor. Blend this in with third bullet
-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
Other things like RegenVest Solgaleo and Mega Gyarados are also useful in scouting for SunGeist as well
-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
I mean this can generally be seen on team preview. I guess you mean if lets say there Zyg-C is PH or smthing but still this point should be expanded on
-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
Or just simply pivot into an appropriate answer to conserve Endeavor PP
-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.
Mention a bullet (higher up) about conserving Endeavor PP in general, since it Shed runs out of the move due to its liberal use then it loses a lot of its potential

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
Mention examples of common Mbounce mons (ie: Mega Audino and Yveltal)
-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
Rapid Spin support can also work too
-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
Toxic Spikes can be especially effective, since it allows Shed to not need to click priority moves as it Endeavors, making it much more dangerous to properly handle
-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
Mons that don't mind switching in to Core Enforcer can also be useful as well for obvious reasons

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
Baneful Bunker should be the only thing mentioned here, since the poison status is so much more beneficial then arbitrary chip damage
-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
Expand this into mentioning its Gen 6 set in general (ie: Pain Split, Recycle, Whirlpool, U-turn), since the set can still work against more bulkier teams but shed is generally more used as an immediate wallbreaker nowadays
-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
Move this to first point

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
Although Shed can Soak them on the switchin

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
Merge this with above point

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
Good stuff as always, time to write it up. Make sure to implement all of check tho :>
QC 2/3
BH QC stamp.gif
 
I gotta say I completely disagree with removing mentions of mold breaker and whatnot. It is hands down the best and most reliable shedinja answer and despite not being the go to answer, it is still seen around on both offensive teams that don't have the leisure to lose momentum to shed again and again, and from stall teams who want reliable hazard stacking. Among others of course.
I myself (and I think mamp too) have been running mold breaker gengar with pursuit during the entire suspect run, and I had one of the better runs around. While one of my most effective teams was making effective use of mold breaker mmx. You also see ppl like rng running the (very viable) mold breaker garchomp and ppl experimenting with different hazard mons like ho-oh or solgaleo. Mold breaker is not limited to deoxys speed, it's not even limited to hazard leads. It's a perfectly viable ability and still is the best shed answer there is.

It doesn't matter how many times you're gonna face it, if you lead shed and the opp leads mold breaker you essentially start the battle 5-6 (in reality the results are much worse as shed teams are really built around shed nowadays). That is a no play, it was never a play and should never be a play, ever.

Shed should never be lead with, that's all there is to it really. It's a foolish play, all risk no reward. It's not some kind of imaginary situation as I've seen it happen time and time again.
 

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