Shedinja (Revamp)

scorpdestroyer

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Soul Stealer

Skeleton below

[Overview]

<p>Shedinja is a very risky Pokemon to use in NU. While its niche in Wonder Guard lets it wall several dangerous Pokemon, such as Samurott, Jynx, and Ludicolo, it requires a lot of support, as Shedinja easily falls to all forms of residual damage. Rapid Spin and Magic Bounce support is essential when using it; however, this limits the Pokemon usable with Shedinja to only a few choices. On a properly supported team, however, Shedinja can function as an effective pivot, switching into moves and using Baton Pass for momentum and can even take advantage of Wonder Guard to easily set up Swords Dance and attempt a sweep.</p>

[SET]
name: Pivot
move 1: Baton Pass
move 2: Will-O-Wisp
move 3: Protect
move 4: Shadow Sneak
item: Focus Sash / Lum Berry
nature: Brave
evs: 252 Atk
ivs: 0 Spe

<p>This set can switch in on offensive threats that do not have a way to hit it and gain switching momentum with Baton Pass. It can also bring in frail teammates safely thanks to its low Speed. Will-O-Wisp helps cripple many physical attackers that try to force Shedinja out. It is also Shedinja's only way to hit Pokemon that are immune to Shadow Sneak. Protect helps Shedinja scout for unexpected moves, such as a super effective Hidden Power. Finally, Shadow Sneak allows Shedinja to pick off weakened foes and prevents it from becoming Taunt bait. In addition, it can OHKO Jynx after entry hazard damage.</p>

[ADDITIONAL COMMENTS]

<p>The item choice focuses on giving Shedinja a second chance against mispredictions. Focus Sash allows it to live any one hit, while Lum Berry allows it to heal itself from burn or poison. Lum Berry also allows Shedinja to become one of the best Jynx counters in the tier, as it no longer fears Lovely Kiss. Minimum Speed IVs and a Speed hindering nature allows Shedinja to almost always use Baton Pass last, preventing the opponent from predicting and hitting the incoming teammate. Sucker Punch can be used for a more powerful form of priority, but it is very risky against status users.</p>

<p>Shedinja absolutely needs Rapid Spin support, as without it, Shedinja cannot even enter the battlefield. Wartortle makes a good partner, as it is NU's most reliable Rapid Spin user and has good matchups against the Fire-, Flying-, and Rock-type Pokemon that can beat Shedinja. Natu is also a great partner thanks to its ability to bounce back entry hazards. Entry hazard support is also useful thanks to Shedinja's ability to force switches. Garbodor is bulky enough to take hits, doesn't stack weaknesses, and can provide Spikes support. Bastiodon and Probopass resist all of Shedinja's weaknesses bar Fire, have Magic Coat to prevent opposing entry hazards, and can reliably set up Stealth Rock. Golem and Seismitoad resist some of Shedinja's weaknesses and can reliably set up Stealth Rock as well. Sawk and Gurdurr can come in on and defeat the Dark-types that threaten Shedinja. It is generally a good idea to have teammates that resist Shedinja's weaknesses, as they will often be targeted at it, thus granting switch-in opportunities.</p>

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Shadow Sneak / Shadow Claw
move 3: X-Scissor
move 4: Protect / Will-O-Wisp
item: Focus Sash / Lum Berry
nature: Lonely
evs: 252 Atk / 252 Spe

<p>This set takes advantage of Shedinja's decent Attack stat, making use of its numerous switch-in opportunities to set up Swords Dance. It is capable of dishing out major damage should it set up, and in tandem with priority Shadow Sneak, it easily cleans up late-game. However, do note that Shedinja would get forced out often thanks to its inability to take hits. Shadow Sneak is Shedinja's priority move, mitigating its low Speed by allowing it to hit first. Shadow Claw is an alternative to hit harder, but the lack of priority makes it inferior, and because this set is supposed to clean up a weakened team, power isn't necessary. X-Scissor is Shedinja's most powerful move, and it grants Shedinja coverage against Normal- and Dark-type Pokemon. Protect helps scout for unexpected moves and preserves Shedinja's life. Will-O-Wisp is an alternative to help cripple physical attackers on the opposing team and lets it avoid Sucker Punch.</p>

[ADDITIONAL COMMENTS]

<p>The item choice is one between insurance against either attacks or status. Both give Shedinja the opportunity to 2HKO opposing Pokemon. Shedinja absolutely needs entry hazards to be off the field to get its job done. Hence, Rapid Spin users are compulsory teammates. Wartortle is the most reliable spinner and shares decent synergy with Shedinja. However, Shell Smash Torkoal is a superior option if an offensive spinner is needed. Natu is also a good teammate,(AC) as it can prevent entry hazards from landing on your side with Magic Bounce. This set also appreciates the presence of entry hazards on the opposing side of the field in order to help it grab the KOs it needs. Garbodor does not stack weaknesses with Shedinja and can provide Spikes. Bastiodon, Seismitoad, and Golem also share decent synergy with Shedinja and can set up Stealth Rock.</p>

[Other Options]

<p>Shedinja's movepool is small, so do not expect to find many viable options here. Toxic is a decent option that gives Shedinja the ability to hurt Fire-types, which Will-O-Wisp cannot do. Dig can be used to break down Steel-types that wall it, but that also means giving Flying-types a free switch, which Shedinja does not appreciate. Hone Claws and Baton Pass can be used to pass boosts to its teammates, which makes use of its immunities to find set-up opportunities, although it's outclassed in this regard by Ninjask, who has better boosts to pass. Night Slash can be used to gain coverage on Fire-, Normal-, and Ghost-types all at once, but it is inferior to Shadow Claw due to the lack of STAB. Sunny Day can be used to negate sandstorm and hail damage, but these are so rare that it's not worth the moveslot to get rid of them. Shedinja can, however, become a decent pivot for sun teams. A Choice Band set can be used, but given that it no longer has the insurance granted by Focus Sash or Lum Berry, it becomes much riskier. Air Balloon can be used to avoid Spikes, but it is extremely gimmicky and has no use otherwise. Confuse Ray or Swagger can be used, but they add to the risk factor. Grudge can be used to discourage Choiced attackers from attacking, but Shedinja's low Speed means it is difficult to pull off.</p>

[Checks and Counters]

<p>Any entry hazard will kill Shedinja immediately, so your best bet is to keep them on the field. Fire-types are great checks to Shedinja, as they are immune to burn and can force it out. Most walls with a status move can switch in and kill it with status, as they often have enough bulk to stay in after Shedinja's Lum Berry has been consumed. Alomomola, Lickilicky, and Tangela can do this easily. Skuntank takes little damage from most of Shedinja's moves and can use Pursuit to defeat it immediately, but it must be wary of Will-O-Wisp. Certain Pokemon with Guts, such as Ursaring and Swellow, are completely immune to Shadow Sneak and do not mind getting burned. Garbodor has the defenses to wall Shedinja(remove comma) and can either KO it through Rocky Helmet recoil, Toxic, or Rock Blast or set up Spikes that would prevent Shedinja from switching in again. Steel-types completely wall Shedinja and often have a move to counter it; Probopass can use Power Gem while Bastiodon can set up Stealth Rock and phaze it out. Golem and Armaldo with Rock Blast can OHKO Shedinja through its Focus Sash, although they don't appreciate burns. Mold Breaker Sawk and Pinsir can bypass Wonder Guard but dislike getting burned. In general, anything carrying a super effective move or damaging status can counter Shedinja due to its low Speed.</p>



[OVERVIEW]
- Terrible stats, including the infamous 1 HP
- Wonder Guard lets it wall all sorts of things
- Decent wall, can maybe also become a sweeper
- Can only be hit by Flying, Ghost, Dark, Fire and Rock moves
- But hates indirect damage
- Super high risk mon
- Lots of team support needed!

[SET]
name: Pivot
move 1: Baton Pass
move 2: Will-O-Wisp
move 3: Protect
move 4: Shadow Sneak
item: Focus Sash / Lum Berry
nature: Brave
evs: 252 Atk
ivs: 0 Spe

[SET COMMENTS]
- Takes advantage of its 12 immunities
- Momentum for the team, while walling many Pokemon like Jynx, Samurott
- Baton Pass helps for advantageous switches
- Will-O-Wisp cripples physical attackers
- Protect scouts for random moves and Hidden Powers and react accordingly
- Sneak for priority and avoiding Taunt bait-ness. Also OHKOs Jynx after rocks

[ADDITIONAL COMMENTS]
- Focus Sash provides a cushion in case of a wrong prediction
- Lum provides cushion vs status, also allows Shed to become one of the best Jynx counters because Shadow Sneak OHKOs after any hazard
- Minimum speed EVs and IVs ensure that Shedinja moves last Baton Passes to another Pokemon safely
- Sucker Punch for another priority but very risky against status, more power tho
- Rapid Spin
- Wartortle resists Fire, is the most reliable spinner and doesn't stack weaknesses
- Hazard support cuz Shed forces switches, man
- Garbodor doesn't stack weaknesses, absorbs Toxic Spikes, provides Spikes
- Bastiodon and Probopass covers everything except Fire, provides rocks, has Magic Coat, Probo can form a pseudo-VoltTurn combo with Volt Switch
- Golem and Seismitoad. Golem handles Flying and Rock and Seismitoad handles Fire and Rock
- Teammates that take Shedinja's weaknesses because they are often targeted at Shedinja
- Sawk, Gurdurr comes in on Dark-type moves and forces them out / sets up on them
- Natu can bounce back status, hazards, has U-Turn

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Shadow Sneak / Shadow Claw
move 3: X-Scissor
move 4: Protect / Will-O-Wisp
item: Focus Sash / Lum Berry
nature: Lonely
evs: 252 Atk / 252 Spe

[SET COMMENTS]
- Makes use of switchin opportunities to set up SD
- Attack stat hits 612 and can deal major damage with its STABs
- However gets forced out often
- Shadow Sneak has priority
- Shadow Claw has more power, but due to low speed, priority is gud
- X-Scissor hits the hardest, covers Normal-types
- Protect scouts for unexpected moves
- Will-O-Wisp is an alternative to support the team and cripple physical attackers

[ADDITIONAL COMMENTS]
- Focus Sash provides cushion against super effective attacks, Lum cushions against status. Both give Shedinja leeway for a 2HKO
- Should only be used as a cleaner, after opponent's team is weakened because it cannot afford to not OHKO the opponent
- Prevent hazards
- Rapid Spinners: Wartortle, Torkoal
- Taunt anti-leads such as Samurott
- Hazards support to help get KOs, which is super important because a failed KO from this guy usually means death thanks to 1 HP
- Garbodor doesn't stack weaknesses with it and sets up Spikes
- Bastiodon, Seismitoad and Golem can set up rocks and helps resist some of Shed's weaknesses
- Natu

[Other Options]
- Small movepool
- Toxic to hit Fire-types
- Dig to get rid of Steel-types, but that means free switch to Flying-types which it doesn't appreciate
- Hone Claws and Baton Pass to support teammates
- Night Slash to hit Ghosts but lack of STAB is inferior
- Sunny Day to negate Sandstorm and Hail but they aren't seen at all. But can be used as a pivot for sun teams
- Choice Band, but no insurance
- Air Balloon for Spike immunity but that's otherwise useless
- Confuse Ray / Swagger but is risky as shit
- Grudge discourages choice attackers from spamming, but low speed means it's hard to pull off

[Checks and Counters]
- ANY hazard
- Fire-types immune to burn and force it out
- Alomomola, with Toxic
- Bulky Skunk takes little damage and Pursuit traps Shedinja. But can't switch into Wisp unless its Lum
- Tangela can take unboosted hits and Leech Seed it back (Lum doesn't heal seed)
- Lickilicky can do it as well (Toxic)
- Guts mons like Swellow, Ursa are immune to sneak and love burns
- Steel-types wall Shedinja and usually have a move to hit back
- Probopass can Power Gem, Bastiodon can set up Stealth Rock and phaze
- Golem and Armaldo with Rock Blast kills through the Sash
- Mold Breaker Sawk and Pinsir, but these hate Burn too
- Many things that are faster and have a SE move (base 40 speed sux so not that hard)
 
[SET] (Pivot)

  • <@ebeast> order as BP / WoW / Protect / Shadow Sneak; I'm inclined to agree with that. Shedinja is high risk as can be as it is, and it really doesn't need to add an additional risk factor to the mix. Anything that it can't touch with Shadow Sneak, it can touch with Will-O-Wisp (until Litleo comes out :>). Move Sucker Punch to AC.
  • The Defense IVs part can be cut. I saw your reasoning for it in AC, and to me, it clutters up the analysis with information that is practically irrelevant, due to:
<treecko> !usage porygon, nu
<TIBot> #194 in NU | Usage: 0.25876%
<treecko> !usage porygon, abilities nu
<TIBot> Trace 43.189% | Download 29.117% | Analytic 27.694%
[ADDITIONAL COMMENTS] (Pivot)

  • You've got a lot of material here, some of which I could see being perfectly fine in Other Options or just nixed altogether. Shadow Claw can go to OO, Def IVs part can be cut, X-Scissor can stay so long as you justify it as an option on the set but should be moved to OO otherwise, Toxic to OO in my opinion, but if other QC members think it should stay that's fine, Heal Block can be cut altogether because it's a waste of a moveslot and really gimmicky
  • I probably wouldn't include anti-lead Serp as a teammate, as it shares Fire- and Flying-type weaknesses, and stuff like Rock Blast Garbodor can handle both pretty well; I feel like if you're going to use Shedinja, you should probably just use a spinner and having both would be overkill and having just an anti-lead would be very ineffective
  • Bastiodon and Probopass do both learn Magic Coat
  • You can add Gurdurr or Sawk or whatever Fighting-type to take on Dark-types
[SET] (Swords Dance)
  • Again, the Defense IVs part isn't really necessary
[Other Options]
  • Add Air Balloon to avoid Spikes. Yes, it's gimmicky as all get out, but what Shedinja isn't?
  • Hone Claws + Baton Pass is legal on Shedinja, so it should be here too.
[Checks and Counters]
  • Remember that anything that most anything that can check/counter Shedinja has to watch out for Will-O-Wisp. I'd mention this—and I'm mainly looking at Skuntank here. You can also add that Fire-types do well against it for this reason.
  • Lickilicky's only way of phazing is Dragon Tail, which means that it can't beat Shedinja at all.
  • Kangaskhan also can't use Fake Out on it, since Wonder Guard negates the attack due to Normal not being super effective against Bug. Once again, can't do anything to Shedinja.
  • You can throw out a special mention for Swellow as well, as it doesn't care about being burned.
I haven't played with Shedinja much, so I don't have much else to add here. I'm sure another QC member will have some ideas on things to add.
Go ahead and make these changes for now though, and I'll come back and check it out later.
 
min speed is useless. saving the sash in 100x more important than baton passing last. Also, if you are first you can avoid pursuit from whatever which is always nice

im the one of the only ones who has used it recently
 

scorpdestroyer

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Iris: I don't think so, Shedinja's so slow it isn't outspeeding many important things by running max speed and doesn't really help in preserving the sash. You made a good point about Pursuit, but then the only common user is Skuntank which is much faster so you lose your sash either way.

Written up and ready for the final QC check
Dammit tennisace y u do dis now i must ask someone else for 3.5/3 :(
 

ebeast

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The Overview is too big and full of useless information. Overviews are supposed to just be a quick paragraph about how the Pokemon does in the current metagame. The whole first paragraph needs to be scrapped and you will need to work around the second paragraph. I want it to start off by saying that Shedinja is a really niche Pokemon and requires complete team support to work. Instead of saying it has 12 immunities just say that Wonder Guard allows it to pivot around dangerous Pokemon such as: Jynx, Samurott, Ludicolo. Also don't list the types that can hit it, people can see its typing. Instead just mention that common attacking types can hit it. Again mention that entry hazards and status completely screw it over unless it's heavily supported.

Every mention of 12 immunities should just be replaced by mentioning Wonder Guard. Natu needs to get a much bigger mention on both sets. It along with Wartortle are basically required when using Shedinja and this should be emphasized.

On Swords Dance there is no need to mention that its Attack becomes 612 after a boost because it holds no relevance. Instead say that Shedinja's Wonder Guard give it set up opportunities to set up Swords Dance which it can use along to disrupt teams.

Garbodor should be added to Checks and Counters. It can easily take any hit and can potentially straight KO it with Rocky Helmet damage or break it past its Sash with Rock Blast. It can also set up Spikes, which shut down Shedinja.

There are probably things I missed, but I'll look over it again later after you fix these things. The Overview especially needs your utmost attention.
 

tehy

Banned deucer.
Excuse me, just wanted to bring this to your attention

Minimum Speed IVs and a Speed hindering nature allows Shedinja to almost always use Baton Pass last, preventing the opponent from predicting a switch and bringing in a teammate safely

This phrase doesn't really make any sense, because Baton Pass will always go after a switch. I suspect what it's really for is avoiding hits via wonder guard and THEN baton passing, in case they don't switch out or in case you want a free switch for something.

Edit: Actually i see what you mean but yeah, it's kind of bad phrasing there. It could either be you bringing it in or you preventing them from bringing in a teammate safely. A comma could fix that, or just rephrase it a bit
 

scorpdestroyer

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^ yeah, I meant that they can't predict and hit your switch in with a move because Shedinja will take the hit first, meaning a teammate can come in safely. The bringing in a teammate safely part is, well, for Shedinja's team. Misunderstanding, though maybe it was bad phrasing
 

ebeast

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Combine both paragraphs in the Overview and don't beat around the bush. Get straight to the point that Wonder Guard is the only reason to use it. I'm looking for something along the lines of:
<p>Shedinja is a very risky Pokemon to use in NU. While it has a niche in Wonder Guard, which lets it wall several dangerous Pokemon such as Samurott, Jynx, and Ludicolo, it requires a lot of support and a team built around it as Shedinja can easily fall to residual damage from entry hazards and status. Rapid Spin and Magic Bounce support are essentially required and limits the Pokemon usable when using Shedinja to only a few choices. On a properly supported team however, Shedinja can function as an effective pivot; switching into moves and using Baton Pass for momentum, or even take advantage of Wonder Guard to easily set up Swords Dance and attempt a sweep.</p>

[Additional Comments] (Pivot & Swords Dance)
Remove the bit about forming a volt-turn core with Natu. Natu is generally using: Reflect / Roost / Toxic / Night Shade without room to use U-turn.

I guess this is fine after that, GP will do the rest.

QC Approved 3/3
 

Arkian

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GP Check

ADD
REMOVE
COMMENTS

Diff said:
[Overview]
(Remove Line)

<p>Shedinja is a very risky Pokemon to use in NU. While it has a niche in Wonder Guard, which lets it wall several dangerous Pokemon such as Samurott, Jynx, and Ludicolo, it requires a lot of support and a team built around it as Shedinja can easily falls to all forms of residual damage from entry hazards and status. Rapid Spin and Magic Bounce support areis essential andwhen using it; (semi) however, this limits the Pokemon usable when using Shedinja to only a few choices. On a properly supported team however, Shedinja can function as an effective pivot; switching into moves and using Baton Pass for momentum, or even take advantage of Wonder Guard to easily set up Swords Dance and attempt a sweep.</p>

[SET]
name: Pivot
move 1: Baton Pass
move 2: Will-O-Wisp
move 3: Protect
move 4: Shadow Sneak
item: Focus Sash / Lum Berry
nature: Brave
evs: 252 Atk
ivs: 0 Spe

<p>Taking advantage of Wonder Guard, this Shedinja set can switch in on top offensive threats that do not have a way to hit it and gain switching momentum with Baton Pass. It can also bring in other frail teammates safely thanks to its low sSpeed. Will-O-Wisp helps cripple many physical attackers that try to force Shedinja out, and helps support the team. It is also hits everything thatShedinja's only way to damage Pokemon immune to Shadow Sneak cannot. Protect helps Shedinja to scout for unexpected moved ands, (AC) such as super effective Hidden Power and aids in keeping it alive. Finally, Shadow Sneak allows Shedinja to pick off weakened foes, prevents it from becoming Taunt bait, and also OHKOes Jynx after it has taken damage from any entry hazard damage.(remove space)</p>

[ADDITIONAL COMMENTS]

<p>The item choice focuses on giving Shedinja insura second chance on surprise moves or wrong against mispredictions. Focus Sash allows it to live any one hit, while Lum Berry allows it to heal itself from Burn or Poison. ItLum Berry also allows Shedinja to become one of the best Jynx counters in the tier, (AC) as it no longer fears Lovely Kiss. Minimum Speed IVs and a Speed hindering nature allows Shedinja to almost always use Baton Pass last, preventing the opponent from predicting and hitting the switch-in and lets Shedinja bring in a teammate safely. Sucker Punch can be used for an alternative, more powerful form of priority, but is very risky against status users. </p>

<p>Shedinja absolutely needs Rapid Spin support, (AC) as without it, Shedinja can't even hitenter the playing battlefield. Wartortle is NU's most reliable spinner, resists Fire-type moves, (AC) and can take most Rock- and Flying-type attacks with ease. Natu is also a great partner thanks to its ability to bounce back entry hazards which Shedinja absolutely hates, effectively preventing them. Entry hazard support is also useful thanks to Shedinja's uncanny ability to force switches. Garbodor is bulky enough to take hits, doesn't stack weaknesses, and can provide Spikes support. Bastiodon and Probopass resist all of Shedinja's weaknesses bar Fire, hasve Magic Coat to prevent opposing hazards, and can reliably set up Stealth Rock. Golem and Seismitoad resist some of Shedinja's weaknesses and can reliably set up Stealth Rock as well. As for teammSawk and Gurdurr can switch into, (AC) and beat, (AC) the Dark-types that threates n Shedinja. It is general, it isly a good idea to have teammates that resist Shedinja's weaknesses, (AC) asince they will often be targeted at Shedinja often, thus granting switch-in opportunities. Sawk and Gurdurr can come in on and beat the Dark-types that threaten Shedinja.(remove space) </p>

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Shadow Sneak / Shadow Claw
move 3: X-Scissor
move 4: Protect / Will-O-Wisp
item: Focus Sash / Lum Berry
nature: Lonely
evs: 252 Atk / 252 Spe

<p>This set takes advantage of Shedinja's decent base Attack stat, making use of its numerous switch-in opportunities to set up Swords Dance. It is capable of dishing out major damage should it set up, and in tandem with priority Shadow Sneak, it easily cleans up late-gams easily. However, do note that Shedinja would get forced out often thanks to it being unable to take hits.(remove space) </p>

<p>Swords Dancehadow Sneak is Shedinja's setuppriority move, and Shedinja can find many opportunmitigating ities to set it up. Shadlow Sneak is Shedinja's priority move, mitigating its low Speedpeed by allowing it to hit first. Shadow Claw is an alternative to hit harder, but the lack of priority makes it inferior. (RP) Sinc, (AC) and because this set is supposed to clean up a weakened team, power isn't necessary. X-Scissor is Shedinja's most powerful move and should be use when extra power is needed, (RC) while; (semi) it also gainings coverage on Normal- and Dark-types Pokemon. Protect helps scout for unexpected moves and preserves Shedinja's life. Will-O-Wisp is an alternative to help cripple physical attackers on the opposing team and alsolets it avoids Sucker Punches.(remove space) </p> In case you were wondering, I got rid of the Swords Dance bit because it was already mentioned in the paragraph above.

[ADDITIONAL COMMENTS]

<p>The item choice is a choicone between insurance against attacks, (AC) or insurance against status. Both give Shedinja leeway to afford to 2HKO opposing Pokemon. This set should only be used as a late-game cleaner once the opponent's team is weakened enough, as a failed OHKO usually results in a swift death for Shedinja.(remove space) </p>

<p>Shedinja absolutely needs entry hazards to be off the field to get its job done. Hence, Rapid Spin users are compulsory teammates. Wartortle is the most reliable spinner and shares decent synergy with Shedinja. Torkoal is an option if an offensive spinner is needed, although the synergy isn't exactly remarkable. Natu is also a good teammate as it can prevent entry hazards, which She from landinja does not like,g on your side with Magic Bounce (You don't need to continuously mention the fact that Shedinja hates entry hazards.). This set also requires entry hazards to be up on the opposing side of the field, (RC) in order to help it grab the KOs it needs. Garbodor does not stack weaknesses with Shedinja and can provide Spikes. Bastiodon, Seismitoad and Golem also share decent synergy with Shedinja and can set up Stealth Rock.(remove space) </p>

[Other Options]

<p>Shedinja's usable movepool is small, so do not expect to find many viable options here. Toxic is a decent option that gives it the ability to hurt Fire-types, which Will-O-Wisp cannot do. Dig can be used to break down the Steel-types that wall it, but that also means giving Flying-types a free switch-in which Shedinja does not appreciate. Hone Claws and Baton Pass can be used to pass boosts to its teammates, making use of its immunities to find set up and pasopportunities, although it may be's outclassed in this regard by Ninjask, who has better boosts to pass. Night Slash can be used to gain coverage on Fire-, Normal-, and Ghost-types all at once, but is inferior to Shadow Claw due to the lack of STAB. Sunny Day can be used to negate Ssandstorm and Hhail damage (Unless you're talking about the moves Sandstorm and Hail (as opposed to the weather conditions), they are never capitalized.), but these are so rare it's not worth a moveslot to get rid of them. Shedinja can, however, become a decent pivot for Ssun teams. A Choice Band set can be used, but given that it no longer has the insurance granted by Focus Sash or Lum Berry, it becomes much riskier. Air Balloon can be used to avoid Spikes, but is extremely gimmicky and has no use otherwise. Confuse Ray or Swagger can be used but they adds to the risk factor even more. Grudge can be used to discourage cChoicesd attackers from attacking, but low speed means it is difficult to pull off.(remove space) </p>

[Checks and Counters]

<p>A Pokemon with 1 HP may look easy to counter, and it is. Any entry hazard will kill Shedinja immediately, so your best bet is to keep them on the field. Fire-types are great checks to Shedinja, as they are immune to Burn damage and can force it out. Most walls with a status move can switch in and kill it with status, often with enough bulk to do it again after Lum Berry activated. Alomomola, Lickilicky and Tangela can do so easily, especially since Lum Berry does not heal Leech Seed. Skuntank takes little damage from most of Shedinja's moves, (AC) and can use Pursuit to kill it immediately, but must be wary of Will-O-Wisp. Certain Pokemon with Guts, such as Ursaring and Swellow, are completely immune to Shadow Sneak and would love to get burned. Garbodor has good enough defenses to wall Shedinja, and can either KO it through Rocky Helmet recoil, Toxic it, Rock Blast to KO through its Focus Sash, or set up Spikes to prevent Shedinja from switching in again. Steel-types completely wall Shedinja completely and often have a move to counter it; Probopass can use Power Gem while Bastiodon can set up Stealth Rock and phaze it out. Golem and Armaldo with Rock Blast can OHKO Shedinja through its Focus Sash, although they don't appreciate burns as well. Mold Breaker Sawk and Pinsir can bypass Wonder Guard, (AC) but dislike getting burned. In general, anything carrying a super effective move or damaging status can counter it due to its low speed.(remove space) </p> The spaces before the </p> tags aren't needed.
There was a little bit of fluff alongside some awkward sentence structure, but it was still a job well done.

GP Approved 1/2
 

ebeast

she's probably sexting nprtprt
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As a heads up for the writer, you can now edit your title by using Thread Tools located at the top right corner of the thread. Change your tag to Copyediting and after you finish implement Rohail's check you can make it GP 1/2 in the title as well. This will make it easier to get noticed by GP.

 

Governess

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Hihi, amcheck.

This was a very interesting read, but I'd like to say that a lot of basic comma usage wasn't fully brought out in this analysis; many commas were in the wrong place. That was the biggest issue of it, but other than that, great job! :)

Additions
Removes
Comments

amcheck said:
[Overview]

<p>Shedinja is a very risky Pokemon to use in NU. While it has a niche in Wonder Guard, which let (RC) allows it to wall several dangerous Pokemon, (AC) such as Samurott, Jynx, and Ludicolo, it requires a lot of support, (AC) as Shedinja easily falls to all forms of residual damage. Rapid Spin and Magic Bounce support is essential when using it; however, this limits the Pokemon usable withen using Shedinja to only a few choices. On a properly supported team, (AC) however, Shedinja can function as an effective pivot;, (AC) switching into moves and using Baton Pass for momentum, or (RC) and can even take advantage of Wonder Guard to easily set up Swords Dance and attempt a sweep.</p>

[SET]
name: Pivot
move 1: Baton Pass
move 2: Will-O-Wisp
move 3: Protect
move 4: Shadow Sneak
item: Focus Sash / Lum Berry
nature: Brave
evs: 252 Atk
ivs: 0 Spe

<p>This Shedinja set can switch in on offensive threats that do not have a way to hit it and gain switching momentum with Baton Pass. It can also bring in frail teammates safely thanks to its low Speed. Will-O-Wisp helps cripple many physical attackers that try to force Shedinja out, (RC) and helps support the team. It is also Shedinja's only way to hit Pokemon that are immune to Shadow Sneak. Protect helps Shedinja to scout for unexpected moves, such as a super effective Hidden Power. Finally, Shadow Sneak allows Shedinja to pick off weakened foes, (RC) and prevents it from becoming Taunt bait, and also. In addition, it can OHKOes Jynx after entry hazard damage.</p>

[ADDITIONAL COMMENTS]

<p>The item choice focuses on giving Shedinja a second chance against mispredictions. Focus Sash allows it to live any one hit, while Lum Berry allows it to heal itself from Bburn or Ppoison. (This is what I mean; there are just a lot of standard mistakes that weren't caught in the previous GP check. Remember, status conditions are not capitalized.) Lum Berry also allows Shedinja to become one of the best Jynx counters in the tier, as it no longer fears Lovely Kiss. Minimum Speed IVs and a Speed hindering nature allows Shedinja to almost always use Baton Pass last, preventing the opponent from predicting and hitting the switch- in. Sucker Punch can be used for a more powerful form of priority, but it is very risky against status users.</p>

<p>Shedinja absolutely needs Rapid Spin support, as without it, Shedinja cannot even enter the battlefield. Wartortle is NU's most reliable spinner, as it resists Fire-type moves, (RC) and can take most Rock- and Flying-type attacks with ease. Natu is also a great partner thanks to its ability to bounce back entry hazards and effectively preventing them. Entry hazard support is also useful thanks to Shedinja's ability to force switches. Garbodor is bulky enough to take hits, doesn't stack weaknesses, and can provide Spikes support. Bastiodon and Probopass resist all of Shedinja's weaknesses bar Fire, have Magic Coat to prevent opposing entry hazards, and can reliably set up Stealth Rock. Golem and Seismitoad resist some of Shedinja's weaknesses and can reliably set up Stealth Rock as well. Sawk and Gurdurr can come in on,(RC) and bdefeat, (RC) the Dark-types that threaten Shedinja. It is generally a good idea to have teammates that resist Shedinja's weaknesses, as they will often be targeted at it, thus granting switch- in opportunities.</p>

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Shadow Sneak / Shadow Claw
move 3: X-Scissor
move 4: Protect / Will-O-Wisp
item: Focus Sash / Lum Berry
nature: Lonely
evs: 252 Atk / 252 Spe

<p>This set takes advantage of Shedinja's decent Attack stat, making use of its numerous switch- in opportunities to set up Swords Dance. It is capable of dishing out major damage should it set up, and in tandem with priority Shadow Sneak, it easily cleans up late-game. However, do note that Shedinja would get forced out often thanks to it being unable to take hits.</p>

<p>Shadow Sneak is Shedinja's priority move, mitigating its low Speed by allowing it to hit first. Shadow Claw is an alternative to hit harder, but the lack of priority makes it inferior, and because this set is supposed to clean up a weakened team, power isn't necessary. X-Scissor is Shedinja's most powerful move and should be use when extra power is needed; it also gains coverage on Normal- and Dark-type Pokemon. Protect helps scout for unexpected moves and preserves Shedinja's life. Will-O-Wisp is an alternative to help cripple physical attackers on the opposing team and lets it avoid Sucker Punches.(no space)</p>

[ADDITIONAL COMMENTS]

<p>The item choice is one between insurance against attacks, (RC) or insurance against status. Both give Shedinja leeway to afford to 2HKO opposing Pokemon. This set should only be used as a late-game cleanervarient of Shedinja should only be used once the opponent's team is weakened enough, as a failed OHKO usually results in a swift death for Shedinja.</p>

<p>Shedinja absolutely needs entry hazards to be off the field to get its job done. Hence, Rapid Spin users are compulsory teammates. Wartortle is the most reliable spinner and shares decent synergy with Shedinja. Torkoal is an option if an offensive spinner is needed, although the synergy isn't exactly remarkable. Natu is also a good teammate as it can prevent entry hazards from landing on your side with Magic Bounce. This set also requires entry hazards to be up on the opposing side of the field in order to help it grab the KOs it needs. Garbodor does not stack weaknesses with Shedinja and can provide Spikes. Bastiodon, Seismitoad, (AC) and Golem also share decent synergy with Shedinja and can set up Stealth Rock.</p>

[Other Options]

<p>Shedinja's movepool is small, so do not expect to find many viable options here. Toxic is a decent option that gives it the ability to hurt Fire-types, which Will-O-Wisp cannot do. Dig can be used to break down the Steel-types that wall it, but that also means giving Flying-types a free switch- in, (AC) which Shedinja does not appreciate. Hone Claws and Baton Pass can be used to pass boosts to its teammates, which makinges use of its immunities to find set-up opportunities, although it's outclassed in this regard by Ninjask, who has better boosts to pass. Night Slash can be used to gain coverage on Fire-, Normal-, and Ghost-types all at once, but it is inferior to Shadow Claw due to the lack of STAB. Sunny Day can be used to negate sandstorm and hail damage, but these are so rare it's not worth a moveslot to get rid of them. Shedinja can, however, become a decent pivot for sun teams. A Choice Band set can be used, but given that it no longer has the insurance granted by Focus Sash or Lum Berry, it becomes much riskier. Air Balloon can be used to avoid Spikes, but it is extremely gimmicky and has no use otherwise. Confuse Ray or Swagger can be used, (AC) but they add to the risk factor even more. Grudge can be used to discourage Choiced attackers from attacking, but its low sSpeed means it is difficult to pull off.</p>(When a coordinator "FANBOYS" connects two sentences, both sentences needs to be complete, which is why I added 'it' to all of them. Keep that in mind for next time!)

[Checks and Counters]

<p>Any entry hazard will kill Shedinja immediately, so your best bet is to keep them on the field. Fire-types are great checks to Shedinja, as they are immune to Bburn damage and can force it out. Most walls with a status move can switch in and kill it with status, as they often withave enough bulk to do it agairepeat the action after Lum Berry has been activated. Alomomola, Lickilicky, (AC) and Tangela can do so easily, especially since Lum Berry does not heal Leech Seed. (Do you really need the Leech Seed part? Most should know that Lum Berry doesn't heal Leech Seed, and most can assume that they are threats if they are in "C&C". I'd just remove everything after 'easily' and add a period. Skuntank takes little damage from most of Shedinja's moves, (RC) and can use Pursuit to killdefeat it immediately, but it must be wary of Will-O-Wisp. Certain Pokemon with Guts, such as Ursaring and Swellow, are completely immune to Shadow Sneak and would love to getdoesn't mind being burned. (I personally do not think they actually 'love' being burned; from my experience with Swellow, since it is a hit-and-run type of Pokemon, it is suppose to switch out after hitting once or twice, so the burn loses it more HP in the long haul.) Garbodor has good enoughthe defenses to wall Shedinja, (RC) and can either KO it through Rocky Helmet recoil, Toxic it, Rock Blast that would KO through its Focus Sash, or set up Spikes tohat can prevent Shedinja from switching in again. (Make sure your lists are persistent and on the same theme; if the sentence is worded a certain way, make sure the list matches that.) Steel-types completely wall Shedinja and often have a move to counter it; Probopass can use Power Gem while Bastiodon can set up Stealth Rock and phaze it out. Golem and Armaldo with Rock Blast can OHKO Shedinja through its Focus Sash, although they don't appreciate burns. Mold Breaker Sawk and Pinsir can bypass Wonder Guard, (RC)but dislike getting burned. In general, anything carrying a super effective move or damaging status can counter it due to itShedinja's low sSpeed.</p>
 

scorpdestroyer

it's a skorupi egg
is a Tiering Contributor Alumnusis a Top Contributor Alumnus
Governess' changes have been implemented. I've changed the last line a little from the amcheck (moved the reference to Shedinja to a little in front). I'm also not very sure about removing the hyphen from "switch in", could an official GP member confirm on this?

Thanks!
 

Governess

A Beautiful Blossom Waiting to Bloom
is a Researcher Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
Hihi again, just talked to a GP about the switch in part (Treecko in particular if you are curious)

switch-in is either a adjative/noun, while switch in is a verb. In this sentence, the hyphen is indeed removed, but it should be rephrased this way:

"Dig can be used to break down the Steel-types that wall it, but that also means giving Flying-types a free switch in, (AC) which Shedinja does not appreciate."

While the sentence without the hyphen is fine, this minor change to it adds more flow to it. :)
 

scorpdestroyer

it's a skorupi egg
is a Tiering Contributor Alumnusis a Top Contributor Alumnus
Thanks for clarification! In addition to the above, I also re-added the hyphen in switch-in from the AC of the PIvot, since it was a noun. I guess that should be fine?
 
Hi, Governess's check is good, but I had quite a few issues with redundancy and awkward wording that I wanted to change. None of Governess's changes were bad though, so keep hers in addition to mine.

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[Overview]

<p>Shedinja is a very risky Pokemon to use in NU. While its niche in Wonder Guard lets it wall several dangerous Pokemon, such as Samurott, Jynx, and Ludicolo, it requires a lot of support, as Shedinja easily falls to all forms of residual damage. Rapid Spin and Magic Bounce support is essential when using it; however, this limits the Pokemon usable with Shedinja to only a few choices. On a properly supported team, however, Shedinja can function as an effective pivot, switching into moves and using Baton Pass for momentum and can even take advantage of Wonder Guard to easily set up Swords Dance and attempt a sweep.</p>

[SET]
name: Pivot
move 1: Baton Pass
move 2: Will-O-Wisp
move 3: Protect
move 4: Shadow Sneak
item: Focus Sash / Lum Berry
nature: Brave
evs: 252 Atk
ivs: 0 Spe

<p>This set can switch in on offensive threats that do not have a way to hit it and gain switching momentum with Baton Pass. It can also bring in frail teammates safely thanks to its low Speed. Will-O-Wisp helps cripple many physical attackers that try to force Shedinja out and helps support the team. It is also Shedinja's only way to hit Pokemon that are immune to Shadow Sneak. Protect helps Shedinja scout for unexpected moves, such as a super effective Hidden Power. Finally, Shadow Sneak allows Shedinja to pick off weakened foes and prevents it from becoming Taunt bait. In addition, it can OHKO Jynx after entry hazard damage.</p>

[ADDITIONAL COMMENTS]

<p>The item choice focuses on giving Shedinja a second chance against mispredictions. Focus Sash allows it to live any one hit, while Lum Berry allows it to heal itself from burn or poison. Lum Berry also allows Shedinja to become one of the best Jynx counters in the tier, as it no longer fears Lovely Kiss. Minimum Speed IVs and a Speed hindering nature allows Shedinja to almost always use Baton Pass last, preventing the opponent from predicting and hitting the switch-incoming teammate. Sucker Punch can be used for a more powerful form of priority, but it is very risky against status users.</p>

<p>Shedinja absolutely needs Rapid Spin support, as without it, Shedinja cannot even enter the battlefield. Wartortle is NU's most reliable spinner. It resists Fire-type moves and can take most Rock- and Flying-type attacks with ease makes a good partner, as it is NU's most reliable Rapid Spin user and has good matchups against the Fire-, Flying-, andRock-type Pokemon that can beat Shedinja. Natu is also a great partner thanks to its ability to bounce back entry hazards and effectively prevent them. Entry hazard support is also useful thanks to Shedinja's ability to force switches. Garbodor is bulky enough to take hits, doesn't stack weaknesses, and can provide Spikes support. Bastiodon and Probopass resist all of Shedinja's weaknesses bar Fire, have Magic Coat to prevent opposing entry hazards, and can reliably set up Stealth Rock. Golem and Seismitoad resist some of Shedinja's weaknesses and can reliably set up Stealth Rock as well. Sawk and Gurdurr can come in on and defeat the Dark-types that threaten Shedinja. It is generally a good idea to have teammates that resist Shedinja's weaknesses, as they will often be targeted at it, thus granting switch-in opportunities.</p>

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Shadow Sneak / Shadow Claw
move 3: X-Scissor
move 4: Protect / Will-O-Wisp
item: Focus Sash / Lum Berry
nature: Lonely
evs: 252 Atk / 252 Spe

<p>This set takes advantage of Shedinja's decent Attack stat, making use of its numerous switch-in opportunities to set up Swords Dance. It is capable of dishing out major damage should it set up, and in tandem with priority Shadow Sneak, it easily cleans up late-game. However, do note that Shedinja would get forced out often thanks to its inability being unable to take hits.</p>
(Remove line-break)
<p>Shadow Sneak is Shedinja's priority move, mitigating its low Speed by allowing it to hit first. Shadow Claw is an alternative to hit harder, but the lack of priority makes it inferior, and because this set is supposed to clean up a weakened team, power isn't necessary. X-Scissor is Shedinja's most powerful move, and should be use when extra power is needed; it also gainsit grants Shedinja coverage onagainst Normal- and Dark-type Pokemon. Protect helps scout for unexpected moves and preserves Shedinja's life. Will-O-Wisp is an alternative to help cripple physical attackers on the opposing team and lets it avoid Sucker Punches.</p>

[ADDITIONAL COMMENTS]

<p>The item choice is one between insurance against either attacks or insurance against status. Both give Shedinja leeway to affordthe opportunity to 2HKO opposing Pokemon. (You mentioned this in the set comments which is where it belongs anyways, so it doesn't need to be added here, and with just two sentences in this paragraph now, you don't need a line-break and new paragraph.) This variantShedinja absolutely needs entry hazards to be Shedinja should only be used onc off the field in order to get its job done. Hence, Rapid Spin users are compulsory teammates. Wartortle is the opponent's team is weakened, as a failed OHKO usually most reliable spinner and sharesults in a swift death for Shedinja.</p>
(Remove line-break)
<p>Shedinja absolutely cent syneeds entrgy hazards to be off the field to get its job donewith Shedinja. Hence, Rapid Spin users are compulsory teammates. Wartortle is the most reliable spinner and shares decent synowever, Shell Smash Torkoal is a supergy with Shedinja. Torkoal is an option if an offensive spinner is needed, although the synergy isn't exactly remarkable. Natu is also a good teammate,(AC) as it can prevent entry hazards from landing on your side with Magic Bounce. This set also apprequiciates the presence of entry hazards to be up on the opposing side of the field in order to help it grab the KOs it needs. Garbodor does not stack weaknesses with Shedinja and can provide Spikes. Bastiodon, Seismitoad, and Golem also share decent synergy with Shedinja and can set up Stealth Rock.</p>

[Other Options]

<p>Shedinja's movepool is small, so do not expect to find many viable options here. Toxic is a decent option that gives itShedinja the ability to hurt Fire-types, which Will-O-Wisp cannot do. Dig can be used to break down Steel-types that wall it, but that also means giving Flying-types a free switch, which Shedinja does not appreciate. Hone Claws and Baton Pass can be used to pass boosts to its teammates, which makes use of its immunities to find set-up opportunities, although it's outclassed in this regard by Ninjask, who has better boosts to pass. Night Slash can be used to gain coverage on Fire-, Normal-, and Ghost-types all at once, but it is inferior to Shadow Claw due to the lack of STAB. Sunny Day can be used to negate sandstorm and hail damage, but these are so rare that it's not worth athe moveslot to get rid of them. Shedinja can, however, become a decent pivot for sun teams. A Choice Band set can be used, but given that it no longer has the insurance granted by Focus Sash or Lum Berry, it becomes much riskier. Air Balloon can be used to avoid Spikes, but it is extremely gimmicky and has no use otherwise. Confuse Ray or Swagger can be used, but they add to the risk factor. Grudge can be used to discourage Choiced attackers from attacking, but itShedinja's low Speed means it is difficult to pull off.</p>

[Checks and Counters]

<p>Any entry hazard will kill Shedinja immediately, so your best bet is to keep them on the field. Fire-types are great checks to Shedinja, as they are immune to burn damage and can force it out. Most walls with a status move can switch in and kill it with status, as they often have enough bulk to repeat the actiostay in after Shedinja's Lum Berry has been activatconsumed. Alomomola, Lickilicky, and Tangela can do thiso easily. Skuntank takes little damage from most of Shedinja's moves and can use Pursuit to defeat it immediately, but it must be wary of Will-O-Wisp. Certain Pokemon with Guts, such as Ursaring and Swellow, are completely immune to Shadow Sneak and do not mind getting burned. Garbodor has the defenses to wall Shedinja,(remove comma) and can either KO it through Rocky Helmet recoil, Toxic, or Rock Blast that would KO through its Focus Sash, or set up Spikes that would prevent Shedinja from switching in again. Steel-types completely wall Shedinja and often have a move to counter it; Probopass can use Power Gem while Bastiodon can set up Stealth Rock and phaze it out. Golem and Armaldo with Rock Blast can OHKO Shedinja through its Focus Sash, although they don't appreciate burns. Mold Breaker Sawk and Pinsir can bypass Wonder Guard but dislike getting burned. In general, anything carrying a super effective move or damaging status can counter Shedinja due to its low Speed.</p>
Some of the bbcode came out complicated, so I included a c/p version in the Pastebin below. I would still like you to look over the check though, as there are some subjective changes I'd still like you to look at. Good work!

GP 2/2

c/p version: http://pastebin.com/6preN8M9
 

scorpdestroyer

it's a skorupi egg
is a Tiering Contributor Alumnusis a Top Contributor Alumnus
Thanks Treecko!

GP check implemented, this is ready for upload whenever the content management thing is finally back up
 

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