Type to start searching.

Available search filters:

  • .ability, .a
  • .type, .t
  • .damage, .dmg (damage category for moves)
  • .description, .desc, .d
  • .tag
In other gens:

Shedinja

In-battle formes

HP:1
Attack:90
Defense:45
Sp. Atk:30
Sp. Def:30
Speed:40
Min (-ve nature, 0 IVs)76
Default116
Max Neutral179
Max Positive196
Max Neutral (+1)268
Max Positive (+1)294
Max Neutral (+2)358
Max Positive (+2)392
ZeroUsed
Wonder Guard Pivot179

Evolutions

Strategies

Written by Tuthur

Wonder Guard Pivot

Move 1
  • Protect
    Prevents moves from affecting the user this turn.
    TypeNormal
    Priority4
Move 2
  • Toxic
    Badly poisons the target. Poison types can't miss.
    TypePoison
    Accuracy90%
Move 3
Move 4
  • Poltergeist
    Fails if the target has no held item.
    TypeGhost
    CategoryPhysical
    Power110 BP
    Accuracy90%
  • Shadow Sneak
    Usually goes first.
    TypeGhost
    CategoryPhysical
    Power40 BP
    Accuracy100%
    Priority1

Thanks to Wonder Guard, Shedinja is able to wall specific threats like Jynx, Nasty Plot Uxie, and Klinklang lacking Toxic. With Protect, Shedinja is able to scout for specific coverage moves like Silvally-Poison's Flamethrower and Alcremie's Mystical Fire, as well as scout Choice-locked attackers like Sawk, Rotom, and Thwackey. Toxic allows Shedinja to cripple switch-ins like Miltank, Articuno, Rapidash, and Tangela and pairs well with Protect to rack up chip damage. Will-O-Wisp is less effective at weakening threats, but it lets Shedinja's partners take on physical attackers like Silvally-Dark and Lycanroc-N that would switch into Shedinja while also punishing Poison- and Steel-types like Qwilfish, Skuntank, and Klinklang. Alternatively, Shedinja can run Swords Dance to work as a late-game wincon with Shadow Sneak. Poltergeist is the preferred STAB move due to being its strongest attacking move. Shadow Sneak is a viable alternative that can pick off weakened foes like Rotom and Froslass and hit Electric Terrain sweepers after they have consumed their Electric Seed. However, it is much weaker and makes contact, which can be troublesome when facing Rocky Helmet users like Miltank and Qwilfish and Flame Body users like Coalossal and Rapidash. Heavy-Duty Boots is the preferred item since it allows Shedinja to switch into entry hazards.

Shedinja works best on stall teams that appreciate its ability to handle specific threats, notably Stored Power attackers. These teams carry walls such as Pyukumuku, Sableye, and Altaria that can take advantage of the threats that force Shedinja out like Silvally-Dark, Gurdurr, and Tangela. Entry hazard control such Altaria, Articuno, and Hattrem is appreciated in these teams due to hazards being one of the best way to force damage on Shedinja's teammates. Defensive sweepers like Alcremie and Spiritomb also make for great partners that can clean late-game once the opposing team has been crippled and weakened enough by Shedinja and its teammates.

Other Options

Spite can be used to win versus threats that can't touch Shedinja but that Shedinja can't also remove without resorting to PP stalling, such as Electric Seed Galarian Rapidash and Uxie. Shedinja can run other offensive moves like Shadow Claw and Shadow Ball that have more PP than Poltergeist, but it is hard justifying running them, since they are significantly weaker and the former even makes contact.

Checks and Counters

Passive Damage: Most walls like Articuno, Miltank, and Appletun carry a status move like Toxic, Will-O-Wisp, or Leech Seed that can instantly remove Shedinja. Abomasnow's Snow Warning is also noteworthy for preventing Shedinja from staying on the field as long as hail is active.

Super Effective Coverage: Most Pokemon in the tier carry a super effective move that can remove Shedinja in one hit, like Rhydon with Stone Edge, Tangela with Knock Off, and Rapidash with Flare Blitz. Some Pokemon also run uncommon coverage moves that can also remove Shedinja like Galarian Rapidash with Mystical Fire and Piloswine with Stone Edge or Toxic.

Credits

Moves

 
Power
20
Accuracy
100%
PP
25
User recovers 50% of the damage dealt.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
Accuracy
PP
15
The user swaps positions with its ally.
 
Power
Accuracy
PP
40
User switches, passing stat changes and more.
 
Power
60
Accuracy
100%
PP
20
User steals and eats the target's Berry.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
10
Confuses the target.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
100%
PP
15
User gains 1/2 HP inflicted. Sleeping target only.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
40
Accuracy
100%
PP
40
Always leaves the target with at least 1 HP.
 
Power
Accuracy
100%
PP
5
Does damage equal to the user's HP. User faints.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
40
Accuracy
95%
PP
20
Power doubles with each hit, up to 160.
 
Power
18
Accuracy
80%
PP
15
Hits 2-5 times in one turn.
 
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
PP
5
If the user faints, the attack used loses all its PP.
 
Power
40
Accuracy
100%
PP
35
Power doubles during Bounce, Fly, and Sky Drop.
 
Power
Accuracy
PP
30
Raises the user's Defense by 1.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target has a status ailment.
 
Power
Accuracy
PP
15
Raises the user's Attack and accuracy by 1.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
80
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
50
Accuracy
95%
PP
35
10% chance to raise the user's Attack by 1.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
Accuracy
PP
5
User's next move will not miss the target.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
90
Accuracy
100%
PP
10
Disappears turn 1. Hits turn 2. Breaks protection.
 
Power
110
Accuracy
90%
PP
5
Fails if the target has no held item.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
100%
PP
15
Lowers the target's accuracy by 1.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
Accuracy
85%
PP
40
Lowers the target's Defense by 2.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
70
Accuracy
90%
PP
10
100% chance to lower target's Sp. Atk by 1.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
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
100%
PP
10
Lowers the PP of the target's last move by 4.
 
Power
Accuracy
95%
PP
40
Lowers the foe(s) Speed by 2.
 
Power
50
Accuracy
100%
PP
20
100% chance to lower the foe(s) Sp. Atk by 1.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
70
Accuracy
100%
PP
5
Usually goes first. Fails if target is not attacking.
 
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
PP
20
Raises the user's Attack by 2.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
100%
PP
10
User switches its held item with the target's.
 
Power
Accuracy
85%
PP
15
Burns the target.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
Loading...