[SET]
name: Dual Status
move 1: Toxic
move 2: Will-O-Wisp
move 3: Hex
move 4: Protect
item: Heavy-Duty Boots
ability: Wonder Guard
nature: Mild
evs: 252 SpA / 252 Spe
ivs: 0 Def / 0 SpD
[SET COMMENTS]
Shedinja's signature ability Wonder Guard etches it a niche, allowing it to wall common Pokemon that often threaten common stall teams, where it fits best. These Pokemon include Manaphy, Tapu Lele, Kyurem, non-Flamethrower Calm Mind Clefable, Kartana lacking Knock Off, and Thundurus-T. Toxic and Will-O-Wisp allow Shedinja to capitalize on the switches that it forces by crippling the incoming Pokemon. Will-O-Wisp cripples physical threats immune to Toxic such as Kartana and Mega Scizor. Hex synergizes well with Toxic and Will-O-Wisp; however, Shedinja has a paltry Special Attack stat, so even a boosted Hex will not be dealing too much damage. Protect can be used to scout for super effective coverage, such as Flamethrower on Clefable or Hidden Power Fire on Tapu Lele, as well as prolonging passive damage from Toxic poison and Will-O-Wisp burns. Heavy-Duty Boots stops entry hazards from KOing Shedinja. Minimum bulk investment is so Ditto copying Shedinja has as little bulk as possible, as Shedinja can only take one hit regardless.
Due to its relative passivity, Shedinja is restricted to stall teams. It appreciates the entry hazard support from Chansey and Skarmory to wear down its foes faster in conjunction with its own status conditions. Pokemon such as Mega Sableye, Toxapex, Chansey, Clefable, and Alomomola all appreciate Shedinja's ability to switch into and ward off the threatening Manaphy, Tapu Lele, Reuniclus, and Kyurem. Also, since Shedinja is very vulnerable to being Pursuit trapped, its teams must play around opposing Weavile and Tyranitar via double switching. Skarmory, Melmetal, and Alomomola are teammates that can double switch into the aforementioned Pursuit trappers. Tyranitar in particular poses a huge threat, as Shedinja cannot come in while its summoned sand is active. Pokemon that absorb status such as burn and poison are vital, as these conditions will KO Shedinja. Chansey and Gliscor are exampes of solid status absorbers to pair with it. Gliscor is particularly helpful, as it can switch into the dangerous Heatran, which otherwise can switch into Shedinja freely. Gastrodon can help alleviate pressure from Heatran as well.
[STRATEGY COMMENTS]
Other Options
=============
Swords Dance sets, though they may seem appealing, are not ideal due to Shedinja's low Speed and how easily it can be played around. Poltergeist pressures Pokemon like Clefable and Manaphy, but has low PP and relies on the foe's item being intact. Shedinja's teammates, specifically Mega Sableye, Mega Scizor, and Weavile, commonly carry Knock Off, which causes Poltergeist to fail. Shadow Claw doesn't need items to be intact and also has more PP than Poltergeist, but it is incredibly weak and makes contact, meaning Shedinja is vulnerable to Rocky Helmet and Rough Skin damage. Shadow Sneak can pick off a weakened Gengar, but it otherwise does little damage and also triggers contact damage.
Checks and Counters
===================
**Super Effective Coverage**: Coverage moves from Pokemon Shedinja typically check can ruin it. Problematic sets include Hidden Power Fire Tapu Lele, Flamethrower Clefable, and Mystical Fire Mega Latias; however, Shedinja and its team can possibly scout for them.
**Passive Damage**: Any passive damage, such as sand, burn, and poison, will KO Shedinja. If Shedinja is using Shadow Sneak or Shadow Claw, it must be especially wary of Rough Skin, Iron Barbs, and Rocky Helmet damage.
**Pursuit**: Shedinja can be trapped and removed by Tyranitar, Weavile, and Mega Tyranitar, though they can all be burned by Will-O-Wisp on switch-in in order for Shedinja's team to deal with them more easily.
**Mold Breaker**: Mold Breaker ignores Wonder Guard, making Excadrill a very solid check to Shedinja. Excadrill cannot switch in though, as it fears being burned by Will-O-Wisp.
**Trick**: Jirachi and Victini can remove Shedinja's Heavy-Duty Boots with Trick, leaving it vulnerable to entry hazard damage.
[CREDITS]
- Written by: [[Avery, 497633]]
- Quality checked by: [[The Dragon Master, 521275], [Solaros & Lunaris, 471780]]
- Grammar checked by: [[Finland, 517429]]
name: Dual Status
move 1: Toxic
move 2: Will-O-Wisp
move 3: Hex
move 4: Protect
item: Heavy-Duty Boots
ability: Wonder Guard
nature: Mild
evs: 252 SpA / 252 Spe
ivs: 0 Def / 0 SpD
[SET COMMENTS]
Shedinja's signature ability Wonder Guard etches it a niche, allowing it to wall common Pokemon that often threaten common stall teams, where it fits best. These Pokemon include Manaphy, Tapu Lele, Kyurem, non-Flamethrower Calm Mind Clefable, Kartana lacking Knock Off, and Thundurus-T. Toxic and Will-O-Wisp allow Shedinja to capitalize on the switches that it forces by crippling the incoming Pokemon. Will-O-Wisp cripples physical threats immune to Toxic such as Kartana and Mega Scizor. Hex synergizes well with Toxic and Will-O-Wisp; however, Shedinja has a paltry Special Attack stat, so even a boosted Hex will not be dealing too much damage. Protect can be used to scout for super effective coverage, such as Flamethrower on Clefable or Hidden Power Fire on Tapu Lele, as well as prolonging passive damage from Toxic poison and Will-O-Wisp burns. Heavy-Duty Boots stops entry hazards from KOing Shedinja. Minimum bulk investment is so Ditto copying Shedinja has as little bulk as possible, as Shedinja can only take one hit regardless.
Due to its relative passivity, Shedinja is restricted to stall teams. It appreciates the entry hazard support from Chansey and Skarmory to wear down its foes faster in conjunction with its own status conditions. Pokemon such as Mega Sableye, Toxapex, Chansey, Clefable, and Alomomola all appreciate Shedinja's ability to switch into and ward off the threatening Manaphy, Tapu Lele, Reuniclus, and Kyurem. Also, since Shedinja is very vulnerable to being Pursuit trapped, its teams must play around opposing Weavile and Tyranitar via double switching. Skarmory, Melmetal, and Alomomola are teammates that can double switch into the aforementioned Pursuit trappers. Tyranitar in particular poses a huge threat, as Shedinja cannot come in while its summoned sand is active. Pokemon that absorb status such as burn and poison are vital, as these conditions will KO Shedinja. Chansey and Gliscor are exampes of solid status absorbers to pair with it. Gliscor is particularly helpful, as it can switch into the dangerous Heatran, which otherwise can switch into Shedinja freely. Gastrodon can help alleviate pressure from Heatran as well.
[STRATEGY COMMENTS]
Other Options
=============
Swords Dance sets, though they may seem appealing, are not ideal due to Shedinja's low Speed and how easily it can be played around. Poltergeist pressures Pokemon like Clefable and Manaphy, but has low PP and relies on the foe's item being intact. Shedinja's teammates, specifically Mega Sableye, Mega Scizor, and Weavile, commonly carry Knock Off, which causes Poltergeist to fail. Shadow Claw doesn't need items to be intact and also has more PP than Poltergeist, but it is incredibly weak and makes contact, meaning Shedinja is vulnerable to Rocky Helmet and Rough Skin damage. Shadow Sneak can pick off a weakened Gengar, but it otherwise does little damage and also triggers contact damage.
Checks and Counters
===================
**Super Effective Coverage**: Coverage moves from Pokemon Shedinja typically check can ruin it. Problematic sets include Hidden Power Fire Tapu Lele, Flamethrower Clefable, and Mystical Fire Mega Latias; however, Shedinja and its team can possibly scout for them.
**Passive Damage**: Any passive damage, such as sand, burn, and poison, will KO Shedinja. If Shedinja is using Shadow Sneak or Shadow Claw, it must be especially wary of Rough Skin, Iron Barbs, and Rocky Helmet damage.
**Pursuit**: Shedinja can be trapped and removed by Tyranitar, Weavile, and Mega Tyranitar, though they can all be burned by Will-O-Wisp on switch-in in order for Shedinja's team to deal with them more easily.
**Mold Breaker**: Mold Breaker ignores Wonder Guard, making Excadrill a very solid check to Shedinja. Excadrill cannot switch in though, as it fears being burned by Will-O-Wisp.
**Trick**: Jirachi and Victini can remove Shedinja's Heavy-Duty Boots with Trick, leaving it vulnerable to entry hazard damage.
[CREDITS]
- Written by: [[Avery, 497633]]
- Quality checked by: [[The Dragon Master, 521275], [Solaros & Lunaris, 471780]]
- Grammar checked by: [[Finland, 517429]]
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