In-battle formes
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HP: | 1 | |||||||||||||||||||||
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Attack: | 90 | |||||||||||||||||||||
Defense: | 45 | |||||||||||||||||||||
Sp. Atk: | 30 | |||||||||||||||||||||
Sp. Def: | 30 | |||||||||||||||||||||
Speed: | 40 |
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Wonder Guard Pivot
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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.