National Dex Shedinja [GP 1/1]

Avery

Banned deucer.
[SET]
name: Dual Status
move 1: Toxic
move 2: Will-O-Wisp
move 3: Hex
move 4: Protect
item: Heavy-Duty Boots
ability: Wonder Guard
nature: Mild
evs: 252 SpA / 252 Spe
ivs: 0 Def / 0 SpD

[SET COMMENTS]
Shedinja's signature ability Wonder Guard etches it a niche, allowing it to wall common Pokemon that often threaten common stall teams, where it fits best. These Pokemon include Manaphy, Tapu Lele, Kyurem, non-Flamethrower Calm Mind Clefable, Kartana lacking Knock Off, and Thundurus-T. Toxic and Will-O-Wisp allow Shedinja to capitalize on the switches that it forces by crippling the incoming Pokemon. Will-O-Wisp cripples physical threats immune to Toxic such as Kartana and Mega Scizor. Hex synergizes well with Toxic and Will-O-Wisp; however, Shedinja has a paltry Special Attack stat, so even a boosted Hex will not be dealing too much damage. Protect can be used to scout for super effective coverage, such as Flamethrower on Clefable or Hidden Power Fire on Tapu Lele, as well as prolonging passive damage from Toxic poison and Will-O-Wisp burns. Heavy-Duty Boots stops entry hazards from KOing Shedinja. Minimum bulk investment is so Ditto copying Shedinja has as little bulk as possible, as Shedinja can only take one hit regardless.

Due to its relative passivity, Shedinja is restricted to stall teams. It appreciates the entry hazard support from Chansey and Skarmory to wear down its foes faster in conjunction with its own status conditions. Pokemon such as Mega Sableye, Toxapex, Chansey, Clefable, and Alomomola all appreciate Shedinja's ability to switch into and ward off the threatening Manaphy, Tapu Lele, Reuniclus, and Kyurem. Also, since Shedinja is very vulnerable to being Pursuit trapped, its teams must play around opposing Weavile and Tyranitar via double switching. Skarmory, Melmetal, and Alomomola are teammates that can double switch into the aforementioned Pursuit trappers. Tyranitar in particular poses a huge threat, as Shedinja cannot come in while its summoned sand is active. Pokemon that absorb status such as burn and poison are vital, as these conditions will KO Shedinja. Chansey and Gliscor are exampes of solid status absorbers to pair with it. Gliscor is particularly helpful, as it can switch into the dangerous Heatran, which otherwise can switch into Shedinja freely. Gastrodon can help alleviate pressure from Heatran as well.

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

Swords Dance sets, though they may seem appealing, are not ideal due to Shedinja's low Speed and how easily it can be played around. Poltergeist pressures Pokemon like Clefable and Manaphy, but has low PP and relies on the foe's item being intact. Shedinja's teammates, specifically Mega Sableye, Mega Scizor, and Weavile, commonly carry Knock Off, which causes Poltergeist to fail. Shadow Claw doesn't need items to be intact and also has more PP than Poltergeist, but it is incredibly weak and makes contact, meaning Shedinja is vulnerable to Rocky Helmet and Rough Skin damage. Shadow Sneak can pick off a weakened Gengar, but it otherwise does little damage and also triggers contact damage.

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

**Super Effective Coverage**: Coverage moves from Pokemon Shedinja typically check can ruin it. Problematic sets include Hidden Power Fire Tapu Lele, Flamethrower Clefable, and Mystical Fire Mega Latias; however, Shedinja and its team can possibly scout for them.

**Passive Damage**: Any passive damage, such as sand, burn, and poison, will KO Shedinja. If Shedinja is using Shadow Sneak or Shadow Claw, it must be especially wary of Rough Skin, Iron Barbs, and Rocky Helmet damage.

**Pursuit**: Shedinja can be trapped and removed by Tyranitar, Weavile, and Mega Tyranitar, though they can all be burned by Will-O-Wisp on switch-in in order for Shedinja's team to deal with them more easily.

**Mold Breaker**: Mold Breaker ignores Wonder Guard, making Excadrill a very solid check to Shedinja. Excadrill cannot switch in though, as it fears being burned by Will-O-Wisp.

**Trick**: Jirachi and Victini can remove Shedinja's Heavy-Duty Boots with Trick, leaving it vulnerable to entry hazard damage.

[CREDITS]
- Written by: [[Avery, 497633]]
- Quality checked by: [[The Dragon Master, 521275], [Solaros & Lunaris, 471780]]
- Grammar checked by: [[Finland, 517429]]
 
Last edited:

The Dragon Master

So you have chosen, Death
is a Pre-Contributor
Funny how an old skin can tank manaphy while Chansey cant

comment add remove

[SET]
name: Dual Status
move 1: Toxic
move 2: Will-O-Wisp
move 3: Poltergeist / Hex
move 4: Protect
item: Heavy-Duty Boots
ability: Wonder Guard
nature: Lonely / Mild
evs: 252 Atk / 252 Spe / 252 SpA / 252 Spe
ivs: 0 Def / 0 SpD

[SET COMMENTS]
Shedinja's signature ability Wonder Guard etches it a niche despite only having one point of HP. This ability allows Shedinja to wall common Pokemon that often threaten common stall teams, where it fits best. These Pokemon include Manaphy, Tapu Lele, Reuniclus kyurem deserves a mention here probably over reun as kyu dosent need much chip to 2hko Chansey with focus, non-Flamethrower Calm Mind Clefable, and Thundurus-T. Toxic and Will-O-Wisp allow Shedinja to capitalize on the switches that it forces by inflicting the incoming Pokemon with a crippling status mention why both statuses are used bc a new player might be confused by why both are used instead of just 1. Poltergeist pressures Pokemon like Clefable and Manaphy, but has low PP and relies on the foe's item being intact. Hex can be used over Poltergeist, as it has both more PP and synergizes well with Toxic and Will-O-Wisp. However, Shedinja has a paltry Special Attack stat, so even a boosted Hex will not be dealing too much damage. Protect can be used to scout for supereffective coverage, such as Flamethrower Clefable or Hidden Power Fire Tapu Lele. Minimum bulk investment is so Ditto copying Shedinja has as little bulk as possible, as Shedinja can only take one hit regardless. mention why HDB is used

Due to its relative passivity, Shedinja is restricted to stall teams. It appreciates the entry hazard support from Chansey and Skarmory to wear down its opponents faster in conjunction with its own status conditions. Pokemon such as Mega Sableye, Toxapex, Chansey, Clefable, and Alomomola all appreciate Shedinja's ability to switch into and ward off the threatening Manaphy, Tapu Lele, Reuniclus, and Kyurem. Also, since Shedinja is very vulnerable to being Pursuit trapped, opposing Weavile and Tyranitar will have to be played around via double switching. Skarmory, Melmetal, and Alomomola are teammates that can double switch into the aforementioned Pursuit trappers. mention status absorbers here

Also mention mons that help shed by swapping into the things that can threaten shed like tran and the like


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

Swords Dance, though it may seem appealing, is not ideal due to Shedinja's low Speed and the ease at which it can be played around. Shadow Claw also has more PP than Poltergeist, but it is incredibly weak and makes contact, meaning Shedinja is vulnerable to Rocky Helmet and Rough Skin damage. Shadow Sneak also can pick off a weakened Gengar, but has no use beyond that. mention that it does 0 damage and triggers contact punishment

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

**Supereffective Coverage**: Coverage moves from Pokemon Shedinja typically check can ruin it. As such, sets such as Hidden Power Fire Tapu Lele, Flamethrower Clefable, and Mystical Fire Mega Latias should be scouted for.

**Passive Damage**: Any passive damage, such as Sand,Rough Skin, and Rocky Helmet mention status here will all KO Shedinja.

**Pursuit**: Shedinja can be trapped and removed by Tyranitar, Weavile, and Mega Tyranitar, though they can all be burned by Will-O-Wisp on switch in in order for Shedinja's team to deal with them easier.

**Mold Breaker**: Mold Breaker ignores Wonder Guard, making Excadrill a very solid check to Shedinja. mention that exca can't safely Switch in bc of willo

**Trick**: Jirachi and Victini can remove Shedinja's Heavy-Duty Boots with Trick, leaving it vulnerable to entry hazard damage.

[CREDITS]
- Written by: [[Avery, 497633]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]
Good job, make sure that "supereffective" should have a space (so "super effective")

QC 1/2


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Solaros & Lunaris

Hold that faith that is made of steel
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comments
[SET]
name: Dual Status
move 1: Toxic
move 2: Will-O-Wisp
move 3: Hex
move 4: Protect
item: Heavy-Duty Boots
ability: Wonder Guard
nature: Mild
evs: 252 SpA / 252 Spe
ivs: 0 Def / 0 SpD

[SET COMMENTS]
Shedinja's signature ability Wonder Guard etches it a niche despite only having one point of HP. This ability allows Shedinja to wall common Pokemon that often threaten common stall teams, where it fits best. These Pokemon include Manaphy, Tapu Lele, Kyurem, non-Flamethrower Calm Mind Clefable, and Thundurus-T. I would also add non-Knock Off Kartana here Toxic and Will-O-Wisp allow Shedinja to capitalize on the switches that it forces by inflicting the incoming Pokemon with a crippling status. Will-O-Wisp cripples physical threats immune to Toxic such as Kartana and Mega Scizor. Hex synergizes well with Toxic and Will-O-Wisp, however, Shedinja has a paltry Special Attack stat so even a boosted Hex will not be dealing too much damage. Protect can be used to scout for supereffective coverage, such as Flamethrower Clefable or Hidden Power Fire Tapu Lele. It also prolongs Toxic/Wisp damage Heavy-Duty Boots allow Shedinja to avoid taking damage from entry hazards, which would kill Shedinja otherwise. Minimum bulk investment is so Ditto copying Shedinja has as little bulk as possible, as Shedinja can only take one hit regardless.

Due to its relative passivity, Shedinja is restricted to stall teams. It appreciates the entry hazard support from Chansey and Skarmory to wear down its opponents faster in conjunction with its own status conditions. Pokemon such as Mega Sableye, Toxapex, Chansey, Clefable, and Alomomola all appreciate Shedinja's ability to switch into and ward off the threatening Manaphy, Tapu Lele, Reuniclus, and Kyurem. Also, since Shedinja is very vulnerable to being Pursuit trapped, opposing Weavile and Tyranitar will have to be played around via double switching. Also mention something about Tyranitar’s sand because good luck getting Shedinja back in with that up Skarmory, Melmetal, and Alomomola are teammates that can double switch into the aforementioned Pursuit trappers. Pokemon that absorb status such as burn and poison are vital, as these conditions will KO Shedinja. Chansey and Gliscor are exampes of solid status absorbers to pair with it. Gliscor is particularly helpful, as it can switch into the dangerous Heatran, which otherwise can switch into Shedinja freely. Gastrodon is not a sentence chief, ur gonna have to elaborate.

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

Swords Dance sets, though they may seem appealing, are not ideal due to Shedinja's low Speed and the ease at which it can be played around. Poltergeist pressures Pokemon like Clefable and Manaphy, but has low PP and relies on the foe's item being intact. Shedinja's teammates, specifically Mega Sableye, Mega Scizor, and Weavile, commonly carry Knock Off, so the foe's item is often removed which causes Poltergeist to fail. Shadow Claw also has more PP than Poltergeist, but it is incredibly weak and makes contact, meaning Shedinja is vulnerable to Rocky Helmet and Rough Skin damage. Shadow Sneak also can pick off a weakened Gengar, but otherwise does little damage and triggers contact damage from Rough Skin and Iron Barbs.

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

**Super Effective Coverage**: Coverage moves from Pokemon Shedinja typically check can ruin it. As such, sets such as Hidden Power Fire Tapu Lele, Flamethrower Clefable, and Mystical Fire Mega Latias should be scouted for.

**Passive Damage**: Any passive damage, such as Sand, Rough Skin, Rocky Helmet, burn, and poison, will all KO Shedinja. It’s strange to mention Helmet/Barbs here because Shedinja lacks contact moves. Specify that it’s Claw/Sneak that should watch for those.

**Pursuit**: Shedinja can be trapped and removed by Tyranitar, Weavile, and Mega Tyranitar, though they can all be burned by Will-O-Wisp on switch in in order for Shedinja's team to deal with them easier.

**Mold Breaker**: Mold Breaker ignores Wonder Guard, making Excadrill a very solid check to Shedinja. Excadrill cannot switch in though, as it fears being burned by Will-O-Wisp.

**Trick**: Jirachi and Victini can remove Shedinja's Heavy-Duty Boots with Trick, leaving it vulnerable to entry hazard damage.

[CREDITS]
- Written by: [[Avery, 497633]]
- Quality checked by: [[The Dragon Master, 521275], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]


QC 2/2
 

Adeleine

after committing a dangerous crime
is a Top Social Media Contributoris a Community Contributoris a Smogon Discord Contributoris a Top Contributoris a Smogon Media Contributoris a Battle Simulator Moderator Alumnus
Add Remove Comment
(AC): Add Comma
[SET]
name: Dual Status
move 1: Toxic
move 2: Will-O-Wisp
move 3: Hex
move 4: Protect
item: Heavy-Duty Boots
ability: Wonder Guard
nature: Mild
evs: 252 SpA / 252 Spe
ivs: 0 Def / 0 SpD

[SET COMMENTS]
Shedinja's signature ability Wonder Guard etches it a niche, (AC) despite only having one point of HP. This ability allows Shedinja allowing it to wall common Pokemon that often threaten common stall teams, where it fits best. These Pokemon include Manaphy, Tapu Lele, Kyurem, non-Flamethrower Calm Mind Clefable, Kartana lacking Knock Off, and Thundurus-T. Toxic and Will-O-Wisp allow Shedinja to capitalize on the switches that it forces by inflicting the incoming Pokemon with a crippling status. crippling the incoming Pokemon. Will-O-Wisp cripples physical threats immune to Toxic such as Kartana and Mega Scizor. Hex synergizes well with Toxic and Will-O-Wisp; (comma -> period) however, Shedinja has a paltry Special Attack stat, (AC) so even a boosted Hex will not be dealing too much damage. Protect can be used to scout for super effective (was "supereffective") coverage, such as Flamethrower on Clefable or Hidden Power Fire on Tapu Lele, (AC) as well as prolonging passive damage from Toxic poison and Will-O-Wisp burns. Heavy-Duty Boots allow Shedinja to avoid taking damage from entry hazards, which would kill Shedinja otherwise. stops entry hazards from KOing Shedinja. Minimum bulk investment is so Ditto copying Shedinja has as little bulk as possible, as Shedinja can only take one hit regardless.

Due to its relative passivity, Shedinja is restricted to stall teams. It appreciates the entry hazard support from Chansey and Skarmory to wear down its opponents foes faster in conjunction with its own status conditions. Pokemon such as Mega Sableye, Toxapex, Chansey, Clefable, and Alomomola all appreciate Shedinja's ability to switch into and ward off the threatening Manaphy, Tapu Lele, Reuniclus, and Kyurem. Also, since Shedinja is very vulnerable to being Pursuit trapped, its team must play around opposing Weavile and Tyranitar will have to be played around via double switching. Skarmory, Melmetal, and Alomomola are teammates that can double switch into the aforementioned Pursuit trappers. Tyranitar in particular poses a huge threat, as Shedinja cannot come in while its Sand Stream summoned sand is active. Pokemon that absorb status such as burn and poison are vital, as these conditions will KO Shedinja. Chansey and Gliscor are exampes of solid status absorbers to pair with it. Gliscor is particularly helpful, as it can switch into the dangerous Heatran, which otherwise can switch into Shedinja freely. Gastrodon can help alleviate pressure from Heatran as well.

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

Swords Dance sets, though they may seem appealing, are not ideal due to Shedinja's low Speed and the ease at which how easily it can be played around. Poltergeist pressures Pokemon like Clefable and Manaphy, but it has low PP and relies on the foe's item being intact. Shedinja's teammates, specifically Mega Sableye, Mega Scizor, and Weavile, commonly carry Knock Off, so the foe's item is often removed which causes Poltergeist to fail. Shadow Claw doesn't need items to be intact and (I imagine given the "also"?) also has more PP than Poltergeist, but it is incredibly weak and makes contact, meaning Shedinja is vulnerable to Rocky Helmet and Rough Skin damage. Shadow Sneak also can pick off a weakened Gengar, but it otherwise does little damage and also triggers contact damage from Rough Skin and Iron Barbs.

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

**Super Effective Coverage**: Coverage moves from Pokemon Shedinja typically check can ruin it. As such, sets such as Problematic sets include Hidden Power Fire Tapu Lele, Flamethrower Clefable, and Mystical Fire Mega Latias; (add semicolon) should be scouted for. however, Shedinja and its team can possibly scout for them. (you could also remove the "possibly", or just remove this section and end the sentence at "Mega Latias". more specification on how to scout with shed, if you want it, should be in set comments)

**Passive Damage**: Any passive damage, such as sand, burn, and poison, will all KO Shedinja. If Shedinja is using Shadow Sneak or Shadow Claw, it must be especially wary of Rough Skin, Iron Barbs, and Rocky Helmet damage.

**Pursuit**: Shedinja can be trapped and removed by Tyranitar, Weavile, and Mega Tyranitar, though they can all be burned by Will-O-Wisp on switch-in (added hyphen) in order for Shedinja's team to deal with them easier. more easily.

**Mold Breaker**: Mold Breaker ignores Wonder Guard, making Excadrill a very solid check to Shedinja. Excadrill cannot switch in, (AC) though, as it fears being burned by Will-O-Wisp.

**Trick**: Jirachi and Victini can remove Shedinja's Heavy-Duty Boots with Trick, leaving it vulnerable to entry hazard damage.

[CREDITS]
- Written by: [[Avery, 497633]]
- Quality checked by: [[The Dragon Master, 521275], [Solaros & Lunaris, 471780]]
- Grammar checked by: [[Finland, 517429]]

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