Hey guys! I really appreciate what you all did to help me with my Sky Drop + Machamp Team, and in the end, it really put in a ton of work on the Battle Spot ladder. Anyhow, I've got another squad that I'm anxious to breed into my copy of USUM, and from what I've tested, it has the perfect mix of functionality and enjoyability. The win con is usually to break walls with Koko + Lando, and to allow Gyarados to set up and win. Let's get into the team:
Shedinja @ Safety Goggles
Ability: Wonder Guard
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Hasty Nature
IVs: 0 Def
- Shadow Claw
- Ally Switch
- Will-O-Wisp
- Protect
This is obviously the pokemon that I wanted to craft a team around. Shedinja with Safety Goggles is very hard to take down, especially when it is switching back and forth with Ally Switch. Shadow Claw is Shedinja's best move, and can do quite a bit with 90 Base Attack. It can 2HKO most pokemon weak to it, bar Mega Metagross and a few others. Will-O is just in case you can convince the opponent to over predict and not kill shedinja, and bam, they now have a crippled attacker, which really helps out the other members of the squad. The reason I ran Hasty over Jolly with 0 Defense IVs is to give P2 or other Download users an Attack Boost instead of a Special Attack boost. Whenever Shedinja is on the field, your opponent has to call a 50/50, because you can swap positions to avoid dying, Protect, or even go for a Will-O or Shadow Claw. Max Speed can outpace uninvested Heatran and Mega Venusaur and speed tie with uninvested Milotic.
Gyarados-Mega @ Gyaradosite
Ability: Intimidate
Level: 50
EVs: 36 HP / 188 Atk / 4 Def / 28 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch
- Protect
I was looking through possible Pokemon that could work with Shedinja, and I came across this monster. Its dual Stab AT LEAST 2HKOs almost anything with a Dragon Dance up. Its typing also works perfectly with Shedinja and its Ally Switch. It resists Ghost, Fire and Dark, and takes little damage from Knock off or Rock Slide. Meanwhile, Shedinja can easily soak up Fairy, Electric, Fighting, Bug & Grass types hits. The HP and SpDef EVs are to take a Thunderbolt from a Tapu Koko in Terrain without LO or Specs. The Speed is to outpace Adamant Landorus-Therian and Base 80 Pokemon, and the rest into Attack to hit as hard as possible. 188 Attack is a perfect amount, as a +1 Crunch against Amoonguss does typically between 60 and 75 percent. This means that most of the time, it will 2HKO regardless of Sitrus Berry, and it will not trigger a 50% Berry. This is my win con, so preserving it or playing mind games with Shedinja and Amoonguss is very important.
Tapu Koko @ Choice Specs
Ability: Electric Surge
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Dazzling Gleam
- Hidden Power [Ice]
Honestly, Tapu Koko is such a strong Pokemon in the VGC meta game, it is very hard to not put it on a team. This thing can score KOs on so many pokemon, and can open doors for Gyarados to finish the game. It is by far the team's best offensive check to Mega Zard Y and Mega Salamence, as well as bulky Waters such as Tapu Fini. Dazzling Gleam and HP Ice are standard for dragons and Lando-T, and it doesn't need Grass Knot because Gastrodon and Mega Swampert aren't too threatening to the team.
Amoonguss @ Sitrus Berry
Ability: Regenerator
Level: 50
EVs: 240 HP / 172 Def / 96 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Rage Powder
- Sludge Bomb
- Nature Power
- Protect
If I don't bring Shedinja to a match, my Switch-ins to opposing Kokos are very limited. This is mainly why Amoonguss is on the team. It has a standard Smogon EV spread, which works well enough. I prefer Sludge Bomb over Giga Drain because this is meant to check Tapus more than other pokemon. Nature Power can become Thunderbolt, Tri Attack, Energy Ball, Psychic or Moonblast, which can all become a very surprising way of 2HKOing opposing mons such as Gyarados, other Amoonguss, Hydreigon, etc. Rage Powder is another way to guarantee a Dragon Dance with Gyarados, or to get a hit off with another breaker. Honestly, this is the Pokemon I brought the least to my test matches, and I wouldn't be sad if there was a better option that you guys recommend.
Incineroar @ Assault Vest
Ability: Blaze
Level: 50
EVs: 244 HP / 172 Atk / 28 Def / 36 SpD / 28 Spe
Adamant Nature
- Fake Out
- Flare Blitz
- Knock Off
- Drain Punch
At this point of team builidng, I saw a gaping defensive weakness to Charizard Y. I was deciding between Heatran and this, but in the end, Incineroar fit the team better. It gives me Fake Out, which is great for scouting as well as giving Gyarados set up.It can also hit Cresselia harder than Heatran can, and Knock off is overall a great move. Drain Punch can hit Tyranitar and Heatran for better Damage than Knock or Flare Blitz. The Speed investment is to outspeed 12 Speed Tyranitar and Celesteela, and the HP and defenses are to live hits from the likes of TTar, Charizard Y, Ludicolo, and Landorus-T.
Landorus-Therian @ Flyinium Z
Ability: Intimidate
Level: 50
EVs: 252 Atk / 28 Def / 228 Spe
Adamant Nature
- Fly
- Earthquake
- Rock Slide
- Protect
I really don't like Landorus-Therian, as it is just too good in any meta, but I really didn't have a choice on this team. There are two big weaknesses that this set can help against. Excadrill, with its 3 attacks set, can run through my entire team in Sand. If I don't bring Incineroar, Amoonguss also just sits in front of my breakers. Landorus-T does a very good job of taking care of these threats. Rock slide is for the likes of Mega Zard, Mega Mence, Volcarona, etc. Z-Fly just destroys so many Pokemon, but If the enemy team has a Bulu or an Amoonguss, that's my primary targets in almost any situation. Earthquake is also very spammable when I click Protect, or if I have a non-Mega Gyarados / Shedinja on the field.
Team's biggest weaknesses:
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Mega Salamence can be a very situational threat, depending on the set. Landorus deals with a D-Dance + Double Edge set, but if it's a specially biased set with Hyper Voice, there is a very good chance that I lose. My only way to deal with it is to offensively scare it with Koko's HP Ice, but then a D-Dance variant could outspeed at +1 and almost kill with Double Edge. What's more, Hyper Voice doesn't care if I use Shedinja to switch around due to it being a spread move.
Volcarona is similar in that Heat wave doesn't care about Shedinja, but it really only becomes scary if it gets a boost. As long as I keep pressure up with Koko, Landorus, and Gyarados, I should be fine.
Ferrothorn has the same problem that Amoonguss did, but Flyinium Z doesn't counter it. Basically, I have to bring Incineroar every time I see it, or else I get walled out. Ferrothorn + Rain is especially problematic, because Incineroar cannot break it as easy, and it is scared out be rain sweepers. Offensively, Ferrothorn is not that big of a problem, because Shedinja walls it and can burn it if it lacks Knock Off. Nothing on the team takes much damage from it, except for Koko being hit with Gyro Ball or Gyarados with Power Whip.
As I said above, I really like how this team works, and Shedinja is surprisingly useful in most of my games. Amoonguss was by far brought the least, but it has its purposes. If you guys could see some way to successfully deal with these threats while keeping the team somewhat intact, that would be fantastic. This should go without saying, but DO NOT RECOMMEND REMOVING SHEDINJA. It is why I built the team in the first place, so taking it off would ruin the whole team's dynamic. Thanks everyone!






Shedinja @ Safety Goggles
Ability: Wonder Guard
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Hasty Nature
IVs: 0 Def
- Shadow Claw
- Ally Switch
- Will-O-Wisp
- Protect
This is obviously the pokemon that I wanted to craft a team around. Shedinja with Safety Goggles is very hard to take down, especially when it is switching back and forth with Ally Switch. Shadow Claw is Shedinja's best move, and can do quite a bit with 90 Base Attack. It can 2HKO most pokemon weak to it, bar Mega Metagross and a few others. Will-O is just in case you can convince the opponent to over predict and not kill shedinja, and bam, they now have a crippled attacker, which really helps out the other members of the squad. The reason I ran Hasty over Jolly with 0 Defense IVs is to give P2 or other Download users an Attack Boost instead of a Special Attack boost. Whenever Shedinja is on the field, your opponent has to call a 50/50, because you can swap positions to avoid dying, Protect, or even go for a Will-O or Shadow Claw. Max Speed can outpace uninvested Heatran and Mega Venusaur and speed tie with uninvested Milotic.
Gyarados-Mega @ Gyaradosite
Ability: Intimidate
Level: 50
EVs: 36 HP / 188 Atk / 4 Def / 28 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch
- Protect
I was looking through possible Pokemon that could work with Shedinja, and I came across this monster. Its dual Stab AT LEAST 2HKOs almost anything with a Dragon Dance up. Its typing also works perfectly with Shedinja and its Ally Switch. It resists Ghost, Fire and Dark, and takes little damage from Knock off or Rock Slide. Meanwhile, Shedinja can easily soak up Fairy, Electric, Fighting, Bug & Grass types hits. The HP and SpDef EVs are to take a Thunderbolt from a Tapu Koko in Terrain without LO or Specs. The Speed is to outpace Adamant Landorus-Therian and Base 80 Pokemon, and the rest into Attack to hit as hard as possible. 188 Attack is a perfect amount, as a +1 Crunch against Amoonguss does typically between 60 and 75 percent. This means that most of the time, it will 2HKO regardless of Sitrus Berry, and it will not trigger a 50% Berry. This is my win con, so preserving it or playing mind games with Shedinja and Amoonguss is very important.
Tapu Koko @ Choice Specs
Ability: Electric Surge
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Dazzling Gleam
- Hidden Power [Ice]
Honestly, Tapu Koko is such a strong Pokemon in the VGC meta game, it is very hard to not put it on a team. This thing can score KOs on so many pokemon, and can open doors for Gyarados to finish the game. It is by far the team's best offensive check to Mega Zard Y and Mega Salamence, as well as bulky Waters such as Tapu Fini. Dazzling Gleam and HP Ice are standard for dragons and Lando-T, and it doesn't need Grass Knot because Gastrodon and Mega Swampert aren't too threatening to the team.
Amoonguss @ Sitrus Berry
Ability: Regenerator
Level: 50
EVs: 240 HP / 172 Def / 96 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Rage Powder
- Sludge Bomb
- Nature Power
- Protect
If I don't bring Shedinja to a match, my Switch-ins to opposing Kokos are very limited. This is mainly why Amoonguss is on the team. It has a standard Smogon EV spread, which works well enough. I prefer Sludge Bomb over Giga Drain because this is meant to check Tapus more than other pokemon. Nature Power can become Thunderbolt, Tri Attack, Energy Ball, Psychic or Moonblast, which can all become a very surprising way of 2HKOing opposing mons such as Gyarados, other Amoonguss, Hydreigon, etc. Rage Powder is another way to guarantee a Dragon Dance with Gyarados, or to get a hit off with another breaker. Honestly, this is the Pokemon I brought the least to my test matches, and I wouldn't be sad if there was a better option that you guys recommend.
Incineroar @ Assault Vest
Ability: Blaze
Level: 50
EVs: 244 HP / 172 Atk / 28 Def / 36 SpD / 28 Spe
Adamant Nature
- Fake Out
- Flare Blitz
- Knock Off
- Drain Punch
At this point of team builidng, I saw a gaping defensive weakness to Charizard Y. I was deciding between Heatran and this, but in the end, Incineroar fit the team better. It gives me Fake Out, which is great for scouting as well as giving Gyarados set up.It can also hit Cresselia harder than Heatran can, and Knock off is overall a great move. Drain Punch can hit Tyranitar and Heatran for better Damage than Knock or Flare Blitz. The Speed investment is to outspeed 12 Speed Tyranitar and Celesteela, and the HP and defenses are to live hits from the likes of TTar, Charizard Y, Ludicolo, and Landorus-T.
Landorus-Therian @ Flyinium Z
Ability: Intimidate
Level: 50
EVs: 252 Atk / 28 Def / 228 Spe
Adamant Nature
- Fly
- Earthquake
- Rock Slide
- Protect
I really don't like Landorus-Therian, as it is just too good in any meta, but I really didn't have a choice on this team. There are two big weaknesses that this set can help against. Excadrill, with its 3 attacks set, can run through my entire team in Sand. If I don't bring Incineroar, Amoonguss also just sits in front of my breakers. Landorus-T does a very good job of taking care of these threats. Rock slide is for the likes of Mega Zard, Mega Mence, Volcarona, etc. Z-Fly just destroys so many Pokemon, but If the enemy team has a Bulu or an Amoonguss, that's my primary targets in almost any situation. Earthquake is also very spammable when I click Protect, or if I have a non-Mega Gyarados / Shedinja on the field.
Team's biggest weaknesses:



Mega Salamence can be a very situational threat, depending on the set. Landorus deals with a D-Dance + Double Edge set, but if it's a specially biased set with Hyper Voice, there is a very good chance that I lose. My only way to deal with it is to offensively scare it with Koko's HP Ice, but then a D-Dance variant could outspeed at +1 and almost kill with Double Edge. What's more, Hyper Voice doesn't care if I use Shedinja to switch around due to it being a spread move.
Volcarona is similar in that Heat wave doesn't care about Shedinja, but it really only becomes scary if it gets a boost. As long as I keep pressure up with Koko, Landorus, and Gyarados, I should be fine.
Ferrothorn has the same problem that Amoonguss did, but Flyinium Z doesn't counter it. Basically, I have to bring Incineroar every time I see it, or else I get walled out. Ferrothorn + Rain is especially problematic, because Incineroar cannot break it as easy, and it is scared out be rain sweepers. Offensively, Ferrothorn is not that big of a problem, because Shedinja walls it and can burn it if it lacks Knock Off. Nothing on the team takes much damage from it, except for Koko being hit with Gyro Ball or Gyarados with Power Whip.
As I said above, I really like how this team works, and Shedinja is surprisingly useful in most of my games. Amoonguss was by far brought the least, but it has its purposes. If you guys could see some way to successfully deal with these threats while keeping the team somewhat intact, that would be fantastic. This should go without saying, but DO NOT RECOMMEND REMOVING SHEDINJA. It is why I built the team in the first place, so taking it off would ruin the whole team's dynamic. Thanks everyone!
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