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Shaymin

In-battle formes

HP:100
Attack:100
Defense:100
Sp. Atk:100
Sp. Def:100
Speed:100
Min (-ve nature, 0 IVs)184
Default236
Max Neutral299
Max Positive328
Max Neutral (+1)448
Max Positive (+1)492
Max Neutral (+2)598
Max Positive (+2)656
UnderUsed
Z-Celebrate328

Formes

Strategies

Formats:
Written by Taptricity

Overview

Shaymin distinguishes itself from other offensive Grass-types like Celebi and Mega Sceptile with its access to Z-Celebrate, which boosts all of its stats by one stage. The boosted bulk and Speed can make Shaymin fairly difficult to revenge kill due to its neutrality to Scizor's Bullet Punch and ability to outspeed Mega Aerodactyl and Choice Scarf Hydreigon with boosts. Shaymin also finds easy opportunities to set up on common Pokemon such as Krookodile and Slowbro due to its decent Speed and bulk, which further defines its niche as the only viable user of Z-Celebrate in the tier. Access to the devastating Seed Flare can make common counters such as Mega Aggron and Moltres possibly lose if they immediately switch in and have their Special Defense dropped. Shaymin’s biggest flaw that it has only one opportunity to set up, which makes it confined to late-game as a cleaner. It needs to ensure that it doesn’t set up prematurely to where its checks can still reliably wall and remove it. Its mono-Grass typing can also be a burden due to the lack of a secondary typing that could give it leverage against checks such as Mega Aggron and Moltres. Shaymin also requires strenuous team support and the rest of the team to work together to remove or chip away at its checks to let it sweep late-game. Shaymin cannot circumvent special walls such as Blissey and Amoonguss, unlike other offensive Grass-types like Celebi and Decidueye. Because of this, Shaymin faces major competition from Celebi, which can reliably set up Nasty Plot far more throughout the match and can bust through common counterplay with Z-Moves.

Z-Celebrate

Move 1
Move 2
  • Seed Flare
    40% chance to lower the target's Sp. Def by 2.
    TypeGrass
    CategorySpecial
    Power120 BP
    Accuracy85%
Move 3
  • Dazzling Gleam
    No additional effect. Hits adjacent foes.
    TypeFairy
    CategorySpecial
    Power80 BP
    Accuracy100%
Move 4

Moves

Dazzling Gleam is Shaymin’s first coverage option to nail Dragon-types that cannot be harmed by Seed Flare such as Hydreigon, Latias, and Mega Altaria. Hidden Power Fire is Shaymin’s way of removing Scizor while hitting other Steel-types such as Mega Aggron, Doublade, and Bronzong.

Set Details

Natural Cure can be decently useful to Shaymin, as it can pivot in for its teammates on status moves from Alomomola and Klefki. Normalium Z boosts all of Shaymin's stats by one stage when used in tandem with Celebrate, which increases its bulk and lets it outspeed Choice Scarf users like Hydreigon and Krookodile.

Usage Tips

Shaymin should only be brought in late-game once its checks and counters have either been chipped down or removed. Because of this, Shaymin should stay as healthy as possible and should never be brought in on anything unless it is a last resort scenario. Shaymin can set up on Pokemon such as Krookodile and Slowbro, as they fail to do any significant damage to it. However, Shaymin should avoid setting up on Pokemon that can still deal a significant amount of damage even if Shaymin can beat them, as Shaymin takes a longer time to break through them. Mega Steelix and Gligar are defensive Pokemon that fall under this criteria. Avoid Toxic and paralysis while setting up, as they can either hinder or neutralize Shaymin completely and waste its one opportunity at sweeping. Seed Flare is useful in fishing for possible Special Defense drops on Pokemon that take it neutrally such as Nihilego and Mega Steelix in order to break through them much more smoothly. Seed Flare can also place Pokemon such as Latias and Amoonguss in range of Shaymin’s coverage moves, but avoid spamming the move too much due to its very limited PP.

Team Options

Shaymin fits best on specific bulky offense teams that offer constant support in order to let it clean up effectively. Shaymin easily takes advantage of the support offered from Pursuit, so Pokemon like Mega Aerodactyl, Scizor, and Krookodile can scare out and weaken Blissey, Bronzong, and Moltres. Moltres and Rotom-H are effective stops to bulky Steel-types such as Mega Aggron and Doublade so Shaymin won't have to rely too much on Hidden Power Fire. Terrakion and Infernape offensively pressure teams as powerful wallbreakers that can muscle through bulky Steel-types, take advantage of special walls like Blissey, and can possibly set up entry hazards. Overall, Stealth Rock is mandatory to chip down Grass-type switch-ins like various Fire- and Flying-types. Entry hazard setters like Nihilego and Rhyperior are good partners for this reason and they can also switch into Fire- and Flying-type moves aimed at Shaymin. Furthermore, Klefki can stack Spikes to constantly chip away the opposition, softening up bulky Steel-types for Shaymin to break more easily. Pivoting can also be used to get Shaymin in safely before attempting a sweep. Scizor is a great pivot, as it can lure in bulky Ground-types like Hippowdon and Gligar for Shaymin to take advantage of while also fulfilling the role as a Pursuit trapper.

Other Options

Earth Power is stronger than Hidden Power Fire, so it allows Shaymin to nail bulky Steel-types for greater damage and hits Poison-types like Nihilego and Alolan Muk more reliably. However, Shaymin now fails to defeat bulkier Scizor sets, and Hidden Power Fire is sufficient to handle other Steel-types.

Checks and Counters

Special Walls: Special walls such as Blissey, Amoonguss, and Alolan Muk tank anything that Shaymin can throw at them despite them risking possible Special Defense drops. They still wall Shaymin indefinitely and can slowly but steadily beat it.

Fire-types: Fire-types such as Chandelure and Mega Houndoom threaten Shaymin drastically with their primary STAB attack, while Choice Scarf Infernape outspeeds it. Rotom-H and Moltres are also immune to the rare Earth Power from Shaymin.

Steel-types: Shaymin’s Hidden Power Fire lacks much firepower behind it, which makes Mega Aggron and Bronzong respectable walls unless they’ve taken considerable damage beforehand.

Flying-types: Flying-types like Moltres and Togekiss cannot be seriously harmed by any of Shaymin’s moves if they are still healthy.

Credits

Moves

 
Power
60
Accuracy
95%
PP
25
High critical hit ratio. Hits adjacent foes.
 
Power
75
Accuracy
95%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
PP
5
Cures the user's party of all status conditions.
 
Power
25
Accuracy
100%
PP
30
Hits 2-5 times in one turn.
 
Power
Accuracy
PP
40
No competitive use.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
80
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
100%
PP
5
Lowers the target's HP to the user's HP.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
55%
PP
15
Causes the target to fall asleep.
 
Power
Accuracy
PP
20
Raises user's Attack and Sp. Atk by 1; 2 in Sun.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
PP
10
User faints. Replacement is fully healed.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
30
Until the end of the next turn, user's moves crit.
 
Power
140
Accuracy
100%
PP
5
Fails unless each known move has been used.
 
Power
130
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
Power
Accuracy
90%
PP
10
1/8 of target's HP is restored to user every turn.
 
Power
Accuracy
PP
30
For 5 turns, shields user's party from critical hits.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
Accuracy
PP
20
Attack depends on terrain (default Tri Attack).
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
120
Accuracy
85%
PP
5
40% chance to lower the target's Sp. Def by 2.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
75%
PP
10
Causes the target to become confused.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) evasiveness by 2.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
PP
20
Raises the user's Attack by 2.
 
Power
Accuracy
PP
5
Heals the user by a weather-dependent amount.
 
Power
Accuracy
PP
15
For 4 turns, allies' Speed is doubled.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
100%
PP
10
The target's Ability becomes Insomnia.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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