





Introduction
The idea is to get Shedinja Entrainment and then give it to electric mono types with Magnetic Rise to basically nullify all attacks. And while extremely fickle and unreliable, once setup is complete, it is extremely powerful and hard to stop.
This is my first guide! I am sorta inexperienced so please be gentle ^.^ All feedback appreciated. But generally looking for changes or suggestions to the team to make it better/more reliable because at the moment it is usually make or break based on the first few turns.
I take no credit for the idea. I had a lot of help from bits and pieces from other teams.
Teambuilding Process

Shedinja was my base poke.


Audino came next because it was the bulkiest poke that could setup properly.



Prankster and a movepool that really helps out in setting up most effectively.




Electic monotype with access to Entrainment.





Strong electic monotype with nice attack and good movepool.






A tanky last resort-pokemon. I found that having a poke that could stall as a last result really saved my ass in a lot of nearly unwinnable situations.
The Team

Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 252 Spe
Jolly Nature
- Mimic
- Protect
- Shadow Claw
- Return

Audino @ Audinite / Mental Herb
Ability: Regenerator
EVs: 252 HP / 196 Def / 60 SpD
Relaxed Nature
IVs: 0 Atk
- Protect
- Entrainment
- Safeguard
- Dazzling Gleam / Thunder Wave

Whimsicott @ Eject Button
Ability: Prankster
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Tailwind
- Memento
- Taunt
- Sunny Day

Plusle @ Focus Sash / Air Baloon
Ability: Lightning Rod --> Wonder Guard
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Entrainment
- Hidden Power [Ice]
- Magnet Rise / Thunderbolt (if you want to risk losing the Focus Sash for an AB)
- Nasty Plot


Electivire @ Lum Berry
Ability: Vital Spirit --> Wonder Guard
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Magnet Rise
- Power-Up Punch
- Earthquake
- Thunder Punch

Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Protect
- Toxic
- Soft-Boiled
Lead with Whimsicott and Audino. Usually use Tailwind and mega evolve into a Safeguard or Protect (Entrainment if there is a troublesome ability in your wake).
After turn 1 there are a few possibilities:
1. Whimsicott is dead or Ejected. Audino survived:
Get Magnet Rise out on both Plusle and Electivire ASAP. Then, when both have both MR and MG they are untouchable. Get up your ATK and SPA stats with PUP and NP or kill as many as you can without raising! MR whenever you need to. Try to keep Plusle alive as much as possible. Plusle is the highest priority (even if Shedinja isn't dead because Plusle has both Ent. and WG).
Either you've won, or you're facing one of the counters that ruin the strategy. If this occurs, you still have Chansey (and any other pokes that survived) which can save the game. Though, often times, when Electivire and Plusle go down it's over. This strategy is extremely fickle.
After turn 1 there are a few possibilities:
1. Whimsicott is dead or Ejected. Audino survived:
Bring out Shedinja in its place. If Audino used Entrainment in turn 1, use mimic instantly. If not, use protect on Shedinja and Entrainment on Audino. What Audino does on turn 2 doesn't matter too much to the integrity of the strategy, but with Entrainment or DG, be as useful as possible.
2. Both survive (and stay in):Whimsicott should generally try to be as useful as possible. It isn't usually safe to switch into Shedinja, so just Taunt or Sunny day. If at low health (and possibly with a status ailment like Poison or Burn) using Memento can be very helpful to hamper any offensive pokes. Audino should also try to be as useful as possible. Use Entrainment as much as possible so that Shedinja can mimic it right off the bat.
3. Both are dead:This is the most unfortunate of cicrumstances. Don't lose hope, though! Plusle still has Entrainment. I find that the strategy can work fine with a Plusle starting out the Entrainment. Though, be warned: usually, if they managed to get them both, Shedinja and Plusle don't stand a chance. Often times it can be very bad.
4. Whimsicott survived and Audino is outThe least likely scenario. Generally, this doesn't happen. But if it does, I'd bring in Plusle first and then try to get Shedinja in there ASAP to get that Entrainment as quickly as possible.
After Shedinja gets Entrainment, switch out the other pokemon with Plusle (if it isn't out already) to give it WG. Shedinja will probably die on this turn. If not, that's great! If it does, it's not a huge deal. You still have a poke with WG and Entrainment. Audino dying is actually somewhat helpful sometimes because Plusle can Magnet Rise instantly. But not having access to Audino later on, can be a bummer. After getting Wonder Guard, it uses Entrainment on the slot that Electivire will occupy (switch out if Shedinja hasn't fainted).
Get Magnet Rise out on both Plusle and Electivire ASAP. Then, when both have both MR and MG they are untouchable. Get up your ATK and SPA stats with PUP and NP or kill as many as you can without raising! MR whenever you need to. Try to keep Plusle alive as much as possible. Plusle is the highest priority (even if Shedinja isn't dead because Plusle has both Ent. and WG).
Either you've won, or you're facing one of the counters that ruin the strategy. If this occurs, you still have Chansey (and any other pokes that survived) which can save the game. Though, often times, when Electivire and Plusle go down it's over. This strategy is extremely fickle.
Teravolt is the bane of its existence. It nullifies WG, which really dampers a strategy dependent on WG.
Fast sweeper leads. Typhlosion and M-Charizard Y basically insta kill all 4 starting pokemon. There's not much you can do against it.
Status. Lum Berries only get you so far. Toxic and Burns put a time limit on your invincible pokes. Though I find that sometimes I can finish off the team before going down.
Walls E/P cannot break. Sometimes there just isn't anything they can do against certain walls.
Taunt. Both in prevention of setup and preventing E/P to MR and insta kill with earthquake.
Fast sweeper leads. Typhlosion and M-Charizard Y basically insta kill all 4 starting pokemon. There's not much you can do against it.
Status. Lum Berries only get you so far. Toxic and Burns put a time limit on your invincible pokes. Though I find that sometimes I can finish off the team before going down.
Walls E/P cannot break. Sometimes there just isn't anything they can do against certain walls.
Taunt. Both in prevention of setup and preventing E/P to MR and insta kill with earthquake.
This team is very unreliable, but very powerful when the stars align. Expect a lot of forfeits from both your opponent and yourself (there really isn't any backup plan AFAIK). This strategy is very frustrating, kinda trolley, and a little evil. I really hope there's more to this idea, and this team can be even more powerful!
I hope I was detailed enough so that this doesn't get deleted or something ;-; Please be merciful, all powerful mods.
I hope I was detailed enough so that this doesn't get deleted or something ;-; Please be merciful, all powerful mods.
Chansey clutch: http://replay.pokemonshowdown.com/doublesou-483907013
The strategy working as it is supposed to: http://replay.pokemonshowdown.com/doublesou-483866543
The strategy working as it is supposed to: http://replay.pokemonshowdown.com/doublesou-483866543
Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 252 Spe
Jolly Nature
- Mimic
- Protect
- Shadow Claw
- Return
Audino @ Audinite
Ability: Regenerator
EVs: 252 HP / 196 Def / 60 SpD
Relaxed Nature
IVs: 0 Atk
- Protect
- Entrainment
- Safeguard
- Dazzling Gleam
Whimsicott @ Eject Button
Ability: Prankster
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Tailwind
- Memento
- Taunt
- Sunny Day
Electivire @ Lum Berry
Ability: Vital Spirit
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Magnet Rise
- Power-Up Punch
- Earthquake
- Thunder Punch
Plusle @ Focus Sash
Ability: Lightning Rod
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Entrainment
- Hidden Power [Ice]
- Magnet Rise
- Nasty Plot
Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Protect
- Toxic
- Soft-Boiled
Ability: Wonder Guard
EVs: 252 Atk / 252 Spe
Jolly Nature
- Mimic
- Protect
- Shadow Claw
- Return
Audino @ Audinite
Ability: Regenerator
EVs: 252 HP / 196 Def / 60 SpD
Relaxed Nature
IVs: 0 Atk
- Protect
- Entrainment
- Safeguard
- Dazzling Gleam
Whimsicott @ Eject Button
Ability: Prankster
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Tailwind
- Memento
- Taunt
- Sunny Day
Electivire @ Lum Berry
Ability: Vital Spirit
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Magnet Rise
- Power-Up Punch
- Earthquake
- Thunder Punch
Plusle @ Focus Sash
Ability: Lightning Rod
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Entrainment
- Hidden Power [Ice]
- Magnet Rise
- Nasty Plot
Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Protect
- Toxic
- Soft-Boiled
Thank you!