Proof of ladder (I hit #9 and lost the puush, so here I am at #17 lol): http://puu.sh/blBte.jpg
Based Shedinja and Wigglytuff :]






What is up guys --Steven here-- and I'm going to be bringing you a Shedinja RMT today (I had to do it). :]
So, I got inspiration to use Shedinja in NU from my good friend DMT, who got into the top 10 of UU with Shedinja. Shedinja is a highly underrated threat in the NU metagame, as it can wall a large portion of offensive threats (I'll get into that in the RMT). In addition, one of the things that I love about NU is that almost anything can be made viable because the tier is so diverse. My basic teambuilding process was, Shedinja + Hazard Avoidance core + a defensive hazard stack core. Hazard stack + Shedinja is amazing if the opponent is utilizing a defogger, because it forces them to Defog and keep your Sheddy alive (if they got up hazards too). Also Wigglytuff is based.
Let's get on to the team. :]
I Love You :S (Shedinja) @ Focus Sash
Ability: Wonder Guard
EVs: 4 HP / 252 Atk / 252 Spe
Lonely Nature
- Protect
- Swords Dance
- X-Scissor
- Shadow Sneak
Shedinja is a lord. Let me name a few Pokemon in the tier that cannot touch it: Feraligatr, Kangashkan, Vileplume (non-HP fire), Dragalge, Seismitoad (knock off), Cryogonal (unless random knock off), Xatu, Gorebyss, HP Ice Lilligant, Accelgor, Jynx, Klinklang, Ludicolo, and Samurott.
This being said, the key to using Shedinja is scouting. DMT gave me the excellent idea of running Protect on Shedinja. Protect allows you to scout what the opponent is going to do to touch your Shedinja. It's basically wonderful, and makes keeping Sheddy alive much easier. In addition, Shedinja works great as a late game sweeper once it's counters are removed. (Watch out for Rocky Helmet BS)
Things that can kill Sheddy:
Hazards
Random Garbage Coverage (Knock Off Cryogonal)
Status (Mostly Toxic)
Leech Seed
Iron Barbs/Rocky Helmet
Mold Breaker Sawk
HairOnMyHead (Wigglytuff) @ Power Herb
Ability: Frisk
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- SolarBeam
- Fire Blast
- Stealth Rock
- Magic Coat
Three words: Anti Lead Wigglytuff.
Wigglytuff is part one of the hazard avoidance core. Magic Coat allows Wigglytuff to bounce hazards and other garbage that would prevent Shedinja from living. Stealth Rock because we want our own hazards.
Relevant Calcs:
252+ SpA Wigglytuff Solar Beam vs. 252 HP / 252+ SpD Seismitoad: 372-440 (89.8 - 106.2%) -- 37.5% chance to OHKO
252+ SpA Wigglytuff Solar Beam vs. 252 HP / 0 SpD Sandslash: 348-410 (98.3 - 115.8%) -- 87.5% chance to OHKO
252+ SpA Wigglytuff Solar Beam vs. 252 HP / 252 SpD Eviolite Rhydon: 360-428 (86.9 - 103.3%) -- 18.8% chance to OHKO
252+ SpA Wigglytuff Solar Beam vs. 56 HP / 0 SpD Feraligatr: 252-298 (77.5 - 91.6%) -- guaranteed 2HKO
These calcs show basically the worst case scenario for common Stealth Rockers in the tier that Solarbeam lets you hit (You can also hit Feraligatr that tries to set up on you).
Fire Blast is great coverage that lets you hit common switch-ins like Vileplume.
Replay of NU Open match where Wiggly goes nuts:
http://replay.pokemonshowdown.com/smogtours-nu-21463
Bounce. (Xatu) @ Leftovers
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: null Atk
- Psyshock
- Dazzling Gleam / Giga Drain
- Calm Mind
- Roost
Xatu is part two of the hazard avoidance core. Magic Bounce is an ability that bounces back the opponent's status and hazard moves (ie Toxic or Stealth Rock). This makes Xatu an absolutely perfect partner with Shedinja, as it is the only Pokemon in the tier that gets Magic Bounce. The EV spread is pretty straightforward, and is designed to keep Xatu alive as long as possible to bounce hazards. In addition, Xatu is excellent at breaking down stall teams as most of their means of offense involves hazards and residual from status. Dazzling Gleam isn't as necessary since Spiritomb left the tier, so Giga Drain can be used instead.
Important: Risk Xatu at ALL costs. You MUST prevent hazards.
(unless Shedinja isn't that useful in that game)
fingerscrossed? (Hariyama) @ Assault Vest
Ability: Guts
EVs: 252 Atk / 224 SpD / 32 Spe
Adamant Nature
- Close Combat
- Knock Off
- Ice Punch
- Heavy Slam
Hariyama is one of my favorite Pokemon in the current NU metagame, and it has amazing type synergy with Shedinja, as it can cover its Dark and Fire weaknesses, and Shedinja can cover its Psychic weakness. Hariyama is probably the best bulky pivot in the tier, and with Guts it can abuse the status moves aimed at Shedinja. Close Combat and Knock Off are givens on Yama, but I'd like to explain the last two move slots. Normally Hariyama runs at least one form of priority (Fake Out/Bullet Punch), but I found that the team didn't really need it since it's more of a bulky offense team. Ice Punch allows Hariyama to beat the Vileplumes and Dragalges that switch in on this mon. Heavy Slam lets Yama act as a second way to beat Slurpuff (Garbodor is the first), and it 2HKOs Granbull on the switch in. The EVs are for power and bulk, the speed is just for creeping other Hariyamas.
MegaTeamPlayer (Seismitoad) @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 Def / 8 SpA
Relaxed Nature
- Scald
- Grass Knot
- Earthquake
- Toxic / Knock Off
Seismitoad has amazing synergy with the rest of the team (*cough cough* I don't lose to Kabutops now *cough cough*). It acts as a secondary way to beat fire spam, and beats bulky ground types that would give the team trouble otherwise (I'm looking at you Rhydon). Seismitoad works well to beat a lot of things that the team struggles with if Sheddy dies, like Feraligatr. Seismitoad is the glue to the team, and just has amazing bulk/type synergy with the rest of the team. Scald is there for reliable STAB (and burns). Grass Knot guarentees that I beat Kabutops 1v1, and Earthquake hits Dragalge. The last slot is dependent on whether you want to hit random stuff with toxic, or random stuff with Knock Off, comes down to preference. :S
Gabbage (Garbodor) @ Rocky Helmet
Ability: Aftermath
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Gunk Shot
- Drain Punch
- Spikes
- Toxic Spikes
The hazard stack is strong. :] Garbodor really helps a lot with common mons that can give this team trouble (ie Fighting Types + Pawniard). In addition, the residual from Rocky Helmet + Aftermath can really wear down potential threats to this team. The moveset and EVs are very standard, so I don't really have too much to say about that, but the synergy it provides is excellent. Spikes and Toxic Spikes put pressure on the opponent to spin or Defog, wearing down the opponent and helping to keep your own Shedinja alive. Garbodor is a highly underrated Pokemon in this meta, and deserves attention. :]
Threat List:
Rock Types with Rock STAB + Stealth Rock. zzzzzzzzz
Sandslash
Physical Aurorus
Random Coverage moves
Mesprit
Playing poorly :[
Thanks for reading my RMT! This team is very fun/hard to use, and it actually was much more successful that I ever could have imagined. If you want to use the team, a pastebin will be below (please keep the nicknames when you use the team).
pastebin: http://pastebin.com/Z9kQjNdX
Bye guys~
Let's get on to the team. :]







I Love You :S (Shedinja) @ Focus Sash
Ability: Wonder Guard
EVs: 4 HP / 252 Atk / 252 Spe
Lonely Nature
- Protect
- Swords Dance
- X-Scissor
- Shadow Sneak
Shedinja is a lord. Let me name a few Pokemon in the tier that cannot touch it: Feraligatr, Kangashkan, Vileplume (non-HP fire), Dragalge, Seismitoad (knock off), Cryogonal (unless random knock off), Xatu, Gorebyss, HP Ice Lilligant, Accelgor, Jynx, Klinklang, Ludicolo, and Samurott.
This being said, the key to using Shedinja is scouting. DMT gave me the excellent idea of running Protect on Shedinja. Protect allows you to scout what the opponent is going to do to touch your Shedinja. It's basically wonderful, and makes keeping Sheddy alive much easier. In addition, Shedinja works great as a late game sweeper once it's counters are removed. (Watch out for Rocky Helmet BS)
Things that can kill Sheddy:
Hazards
Random Garbage Coverage (Knock Off Cryogonal)
Status (Mostly Toxic)
Leech Seed
Iron Barbs/Rocky Helmet
Mold Breaker Sawk







HairOnMyHead (Wigglytuff) @ Power Herb
Ability: Frisk
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- SolarBeam
- Fire Blast
- Stealth Rock
- Magic Coat
Three words: Anti Lead Wigglytuff.
Wigglytuff is part one of the hazard avoidance core. Magic Coat allows Wigglytuff to bounce hazards and other garbage that would prevent Shedinja from living. Stealth Rock because we want our own hazards.
Relevant Calcs:
252+ SpA Wigglytuff Solar Beam vs. 252 HP / 252+ SpD Seismitoad: 372-440 (89.8 - 106.2%) -- 37.5% chance to OHKO
252+ SpA Wigglytuff Solar Beam vs. 252 HP / 0 SpD Sandslash: 348-410 (98.3 - 115.8%) -- 87.5% chance to OHKO
252+ SpA Wigglytuff Solar Beam vs. 252 HP / 252 SpD Eviolite Rhydon: 360-428 (86.9 - 103.3%) -- 18.8% chance to OHKO
252+ SpA Wigglytuff Solar Beam vs. 56 HP / 0 SpD Feraligatr: 252-298 (77.5 - 91.6%) -- guaranteed 2HKO
These calcs show basically the worst case scenario for common Stealth Rockers in the tier that Solarbeam lets you hit (You can also hit Feraligatr that tries to set up on you).
Fire Blast is great coverage that lets you hit common switch-ins like Vileplume.
Replay of NU Open match where Wiggly goes nuts:
http://replay.pokemonshowdown.com/smogtours-nu-21463







Bounce. (Xatu) @ Leftovers
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: null Atk
- Psyshock
- Dazzling Gleam / Giga Drain
- Calm Mind
- Roost
Xatu is part two of the hazard avoidance core. Magic Bounce is an ability that bounces back the opponent's status and hazard moves (ie Toxic or Stealth Rock). This makes Xatu an absolutely perfect partner with Shedinja, as it is the only Pokemon in the tier that gets Magic Bounce. The EV spread is pretty straightforward, and is designed to keep Xatu alive as long as possible to bounce hazards. In addition, Xatu is excellent at breaking down stall teams as most of their means of offense involves hazards and residual from status. Dazzling Gleam isn't as necessary since Spiritomb left the tier, so Giga Drain can be used instead.
Important: Risk Xatu at ALL costs. You MUST prevent hazards.
(unless Shedinja isn't that useful in that game)







fingerscrossed? (Hariyama) @ Assault Vest
Ability: Guts
EVs: 252 Atk / 224 SpD / 32 Spe
Adamant Nature
- Close Combat
- Knock Off
- Ice Punch
- Heavy Slam
Hariyama is one of my favorite Pokemon in the current NU metagame, and it has amazing type synergy with Shedinja, as it can cover its Dark and Fire weaknesses, and Shedinja can cover its Psychic weakness. Hariyama is probably the best bulky pivot in the tier, and with Guts it can abuse the status moves aimed at Shedinja. Close Combat and Knock Off are givens on Yama, but I'd like to explain the last two move slots. Normally Hariyama runs at least one form of priority (Fake Out/Bullet Punch), but I found that the team didn't really need it since it's more of a bulky offense team. Ice Punch allows Hariyama to beat the Vileplumes and Dragalges that switch in on this mon. Heavy Slam lets Yama act as a second way to beat Slurpuff (Garbodor is the first), and it 2HKOs Granbull on the switch in. The EVs are for power and bulk, the speed is just for creeping other Hariyamas.







MegaTeamPlayer (Seismitoad) @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 Def / 8 SpA
Relaxed Nature
- Scald
- Grass Knot
- Earthquake
- Toxic / Knock Off
Seismitoad has amazing synergy with the rest of the team (*cough cough* I don't lose to Kabutops now *cough cough*). It acts as a secondary way to beat fire spam, and beats bulky ground types that would give the team trouble otherwise (I'm looking at you Rhydon). Seismitoad works well to beat a lot of things that the team struggles with if Sheddy dies, like Feraligatr. Seismitoad is the glue to the team, and just has amazing bulk/type synergy with the rest of the team. Scald is there for reliable STAB (and burns). Grass Knot guarentees that I beat Kabutops 1v1, and Earthquake hits Dragalge. The last slot is dependent on whether you want to hit random stuff with toxic, or random stuff with Knock Off, comes down to preference. :S







Gabbage (Garbodor) @ Rocky Helmet
Ability: Aftermath
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Gunk Shot
- Drain Punch
- Spikes
- Toxic Spikes
The hazard stack is strong. :] Garbodor really helps a lot with common mons that can give this team trouble (ie Fighting Types + Pawniard). In addition, the residual from Rocky Helmet + Aftermath can really wear down potential threats to this team. The moveset and EVs are very standard, so I don't really have too much to say about that, but the synergy it provides is excellent. Spikes and Toxic Spikes put pressure on the opponent to spin or Defog, wearing down the opponent and helping to keep your own Shedinja alive. Garbodor is a highly underrated Pokemon in this meta, and deserves attention. :]
Threat List:
Rock Types with Rock STAB + Stealth Rock. zzzzzzzzz
Sandslash
Physical Aurorus
Random Coverage moves
Mesprit
Playing poorly :[
Thanks for reading my RMT! This team is very fun/hard to use, and it actually was much more successful that I ever could have imagined. If you want to use the team, a pastebin will be below (please keep the nicknames when you use the team).
pastebin: http://pastebin.com/Z9kQjNdX
Bye guys~
Last edited: