[OVERVIEW]
- with Wonder Guard it is immune to many attacks, including all water, ice, electric, dragon, normal attacks; with its hardcoded 1 hp it will faint when exposed to any residual damage or any super-effective attack
- think carefully before using it; it has fine niches but needs lots of support
- it cleanly beats Kyogre, most Latios, all Latias, some Mewtwo, special Deoxys-A, and the rare Snorlax without Shadow Ball or Fire Blast
- it is very vulnerable to direct or indirect removal by spikes, via spinblockers or otherwise preventing a spin, or pursuit
- because it needs so much support and because the special attackers that it takes advantage of aren't universal it is mostly useful if you expect to be facing a special offence team; it has poor matchups against most Sun teams, and physical or spikes offense in general
- its unreliability means it needs redundancy as well as needing Rapid Spin support
- it can benefit stall by walling stallbreakers or offense by grabbing momentum with a slow Baton Pass
[SET]
name: Shedinja
move 1: Baton Pass
move 2: Toxic
move 3: Shadow Ball
move 4: Protect
item: Spell Tag
ability: Wonder Guard
nature: Hasty
evs: 252 Atk / 4 SpA / 252 Spe
[SET COMMENTS]
Set Description
=========
- Baton Pass grabs momentum and allows it to escape from Pursuit users that it outspeeds
- Toxic limits switchins and helps threaten the special attackers it switches in on
- Shadow Ball threatens special attackers that can avoid Toxic like Substitute+Calm Mind Mewtwo, Substitute+Calm Mind Kyogre, and Refresh Latias
- Protect scouts coverage from opponents that it would otherwise wall, such as Fire Blast Mewtwo and Hidden Power Fire Latias
- the Speed investment allows it to Baton Pass away from as many Pursuit Metagross as possible instead of being trapped
- the Attack investment makes Shadow Ball sting harder
- This set loses to fast enough Pursuit Metagross and Spikes
- information management is important to either weaken its counters before it comes out or to force its counters in early and often enough to wear them down
- Lum Berry helps Shedinja scout toxics and twaves; Spell Tag is an alternative that improves its damage slightly
Team Options
========
- Shedinja needs lots of support
- firstly, it needs a spinner, some recourse against opposing Forretress, and a solid Metagross switchin
-- Forretress provides most of these; ideally it will be a variant that can beat other Forretress and will not fold to Hidden Power Fire Metagross
-- Magneton can trap Forretress and force damage onto Metagross but is somewhat unreliable
- secondly, it needs a backup check to Latios, Kyogre, and Mewtwo in case either it goes down or you have temporarily conceded spikes
-- Blissey checks all of these but is a momentum drain and its role overlaps pretty significantly with Shedinja's
-- alternatively Snorlax, a Ho-Oh in Sun, or a Deoxys-D can check Latios alongside a Latios or Latias of one's own to check Kyogre
- Shedinja mostly handles special threats, so it needs a check to Deoxys-A and Groudon, both of which can threaten it out on a double or if they come in
- Shedinja likes having an offensive threat to which it can Baton Pass, ideally one which can defeat the Steel-types that switch into Shedinja 1-on-1
-- a Chlorophyll or Swift Swim user, a Fire Blast Mewtwo, or Fire Punch Deo-A are options; all of these need either Groudon or Kyogre as well
- the rest of the team can be built to pressure Pokemon that indirectly threaten Shedinja
-- Snorlax can force Metagross to switch into Body Slam enough times to paralyze it
[STRATEGY COMMENTS]
Other Options
=============
- Shedinja has flexible slots; Baton Pass is important to avoid Pursuit and to generate momentum, Shadow Ball and Toxic allow it to threaten its switchins and the Pokemon that it intends to wall, but the last has a couple possibilities
- Agility and Swords Dance are illegal with Baton Pass
- HP Fire or Ground can hit Metagross but it is usually better to just use Baton Pass as it comes in, HP Fire needs Sun support but hits Forretress too, Charcoal or Soft Sand can boost the damage as needed
- Harden can pass Defense boosts and has lots of PP in case you need to stall out a foe that you can't touch
- Sunny Day on a Sun team can grab your weather but is usually not as good as Baton Passing to Groudon
- If you use Silver Wind 8 times you have just over a 55% chance of getting a boost
- Spite cleanly wins PP wars if you need to resort to it
- Thief without an item is reasonably potent but can only be used once
Checks and Counters
===================
**Spikes**: Keeping spikes up against a Shedinja team will prevent it from being useful as anything but fodder, via Magneton plus Spikes, a Ghost-type, or a Spiker that Forretress can't come in on alongside preventing forry from coming in later
**Pursuit**: Any Pursuit that outspeeds Shedinja will beat it. Typically this means Pursuit Metagross with 84 Speed EVs, but other possibilities include Deoxys-Attack, Deoxys-Speed, or Skarmory with Speed investment. Thunder Wave Kyogre can Paralyze Shedinja and allow any Pursuit Metagross to outspeed and trap it.
**Sand**: Tyranitar can always beat Shedinja as long as you can either send Tyranitar in before Shedinja Baton Passes or double Tyranitar into Shedinja.
**Coverage**: Pokemon that Shedinja otherwise wall can carry coverage to slay it; Latios can carry Hidden Power Fire and Mewtwo can run Fire Blast.
[CREDITS]
- Written by: [[Ajencis, 479200]]
- Quality checked by: [[, ], [, ]]
- Grammar checked by: [[, ], [, ]]
- with Wonder Guard it is immune to many attacks, including all water, ice, electric, dragon, normal attacks; with its hardcoded 1 hp it will faint when exposed to any residual damage or any super-effective attack
- think carefully before using it; it has fine niches but needs lots of support
- it cleanly beats Kyogre, most Latios, all Latias, some Mewtwo, special Deoxys-A, and the rare Snorlax without Shadow Ball or Fire Blast
- it is very vulnerable to direct or indirect removal by spikes, via spinblockers or otherwise preventing a spin, or pursuit
- because it needs so much support and because the special attackers that it takes advantage of aren't universal it is mostly useful if you expect to be facing a special offence team; it has poor matchups against most Sun teams, and physical or spikes offense in general
- its unreliability means it needs redundancy as well as needing Rapid Spin support
- it can benefit stall by walling stallbreakers or offense by grabbing momentum with a slow Baton Pass
[SET]
name: Shedinja
move 1: Baton Pass
move 2: Toxic
move 3: Shadow Ball
move 4: Protect
item: Spell Tag
ability: Wonder Guard
nature: Hasty
evs: 252 Atk / 4 SpA / 252 Spe
[SET COMMENTS]
Set Description
=========
- Baton Pass grabs momentum and allows it to escape from Pursuit users that it outspeeds
- Toxic limits switchins and helps threaten the special attackers it switches in on
- Shadow Ball threatens special attackers that can avoid Toxic like Substitute+Calm Mind Mewtwo, Substitute+Calm Mind Kyogre, and Refresh Latias
- Protect scouts coverage from opponents that it would otherwise wall, such as Fire Blast Mewtwo and Hidden Power Fire Latias
- the Speed investment allows it to Baton Pass away from as many Pursuit Metagross as possible instead of being trapped
- the Attack investment makes Shadow Ball sting harder
- This set loses to fast enough Pursuit Metagross and Spikes
- information management is important to either weaken its counters before it comes out or to force its counters in early and often enough to wear them down
- Lum Berry helps Shedinja scout toxics and twaves; Spell Tag is an alternative that improves its damage slightly
Team Options
========
- Shedinja needs lots of support
- firstly, it needs a spinner, some recourse against opposing Forretress, and a solid Metagross switchin
-- Forretress provides most of these; ideally it will be a variant that can beat other Forretress and will not fold to Hidden Power Fire Metagross
-- Magneton can trap Forretress and force damage onto Metagross but is somewhat unreliable
- secondly, it needs a backup check to Latios, Kyogre, and Mewtwo in case either it goes down or you have temporarily conceded spikes
-- Blissey checks all of these but is a momentum drain and its role overlaps pretty significantly with Shedinja's
-- alternatively Snorlax, a Ho-Oh in Sun, or a Deoxys-D can check Latios alongside a Latios or Latias of one's own to check Kyogre
- Shedinja mostly handles special threats, so it needs a check to Deoxys-A and Groudon, both of which can threaten it out on a double or if they come in
- Shedinja likes having an offensive threat to which it can Baton Pass, ideally one which can defeat the Steel-types that switch into Shedinja 1-on-1
-- a Chlorophyll or Swift Swim user, a Fire Blast Mewtwo, or Fire Punch Deo-A are options; all of these need either Groudon or Kyogre as well
- the rest of the team can be built to pressure Pokemon that indirectly threaten Shedinja
-- Snorlax can force Metagross to switch into Body Slam enough times to paralyze it
[STRATEGY COMMENTS]
Other Options
=============
- Shedinja has flexible slots; Baton Pass is important to avoid Pursuit and to generate momentum, Shadow Ball and Toxic allow it to threaten its switchins and the Pokemon that it intends to wall, but the last has a couple possibilities
- Agility and Swords Dance are illegal with Baton Pass
- HP Fire or Ground can hit Metagross but it is usually better to just use Baton Pass as it comes in, HP Fire needs Sun support but hits Forretress too, Charcoal or Soft Sand can boost the damage as needed
- Harden can pass Defense boosts and has lots of PP in case you need to stall out a foe that you can't touch
- Sunny Day on a Sun team can grab your weather but is usually not as good as Baton Passing to Groudon
- If you use Silver Wind 8 times you have just over a 55% chance of getting a boost
- Spite cleanly wins PP wars if you need to resort to it
- Thief without an item is reasonably potent but can only be used once
Checks and Counters
===================
**Spikes**: Keeping spikes up against a Shedinja team will prevent it from being useful as anything but fodder, via Magneton plus Spikes, a Ghost-type, or a Spiker that Forretress can't come in on alongside preventing forry from coming in later
**Pursuit**: Any Pursuit that outspeeds Shedinja will beat it. Typically this means Pursuit Metagross with 84 Speed EVs, but other possibilities include Deoxys-Attack, Deoxys-Speed, or Skarmory with Speed investment. Thunder Wave Kyogre can Paralyze Shedinja and allow any Pursuit Metagross to outspeed and trap it.
**Sand**: Tyranitar can always beat Shedinja as long as you can either send Tyranitar in before Shedinja Baton Passes or double Tyranitar into Shedinja.
**Coverage**: Pokemon that Shedinja otherwise wall can carry coverage to slay it; Latios can carry Hidden Power Fire and Mewtwo can run Fire Blast.
[CREDITS]
- Written by: [[Ajencis, 479200]]
- Quality checked by: [[, ], [, ]]
- Grammar checked by: [[, ], [, ]]
Last edited: