Shedinja Team- OU

Intro
I have been playing OU for quite some time and know about all of the threats from weather and hazards to shedinja. I have gotten this team multiple times to above 1300 ratings using different usernames to test. This team is what I would consider the best Shedinja team made because no one ever uses it and it takes a lot of prediction and skill in order to use.

In Depth

Politoed
politoed@leftovers
Ability:drizzle
Evs: 252hp, 252 spdef, 4 def
Sassy Nature (+spdef -speed)

-scald - for stab, burn
-protect- for stalling with toxic spikes and to heal form leftovers
-Perish Song- To take out baton pass teams, make pokemon setting up switch, to kill blissey when trapped with dugtrio
-Toxic- to deal damage bulky pokemon, makes it easier to stall out hippowdon/tyranitar

General Description
252 hp and sp def to absorb special hits because shedinja can take all the physical hits. Rain to nullify effects of sandstorm, help tentacruel heal, reduces fire damage to ferrothorn. Politoed can take any special hit and counter with toxic.

Dugtrio
Dugtrio@leftovers
Ability: Arena Trap
Naive Nature (+speed - spdef)
252 atk evs, 252 speed evs

-earthquake- for stab, killing ttar/heatran, magnezone
-hp ice- seems weird but does minimum 40% damage to gliscor and when predicted correctly, can 3 ohko. good for taking out gliscor subs
-Substitute- For stalling esp when trapping pokemon. prevents sucker punch
- Stone edge- Move against flying, mainly to take out some hp from dragonite so it wont have multiscale

General Description
Dugtrio is good for trapping and killing other weather inducers with earthquake as well as taking out bulky pokemon stuck in perish song. Fun to use politoed as bait till it dies and then dugtrio comes out. This dugtrio can surprisingly take hits well and usually can survive long enough for toxic stall.

Shedinja
Shedinja
shedinja @ focus sash
Ability: Wonder Guard
Adamant Nature (+Atk -Sp Atk)
252 atk evs, 252 speed evs

-X-scissor- Stab, taking out latios, reuniclus
-Protect- for stalling, scouting
-Swords dance- for setting up when opponent cant do anything. choiced/no super effective moves, etc.
-Shadow sneak- To beat ghost types, take out dragonite when health is low enough

General Description
Shedinjas ability enables it to survive many attacks and makes the opponent switch eventually taking damage from spikes/ getting poisoned by tspikes. Shedinja only needs evs in atk and speed because of its hp stat of 1. Shedinja serves as an extra "protect" for the team allowing the opponent to take more damage from being poisoned. The reason why there is no wil o wisp is because of the low accuracy, and the fact that most of the time, the opponents pokemon will be poisoned. Lowering the attack of opposing pokemon does not help me because Shedinja can take hits for my pokemon or I can distribute the damage to tentacruel or ferrothorn.

Ferrothorn
@leftovers
Abilit:ironbarbs
relaxed Nature (+def - speed)
252 hp evs, 200 def evs, 58 sp def evs


-thunderwave- for paralyizing- slow pokemon down/for steels, etc.
-Power whip- stab- takes out starmie, gastrodon, etc mainly rotom W
-Leech Seed- to heal itself and teammates. Enables ferro to survive 1-2 more fire punch from ddance dragonite in rain enabling it to use twave.
- spiked for hazards

General Description
Ferrothorn is one of the only pokemon on this team capable of taking crippling dragonite so that its easier to kill.
Perfect bait for ttar fire blast because it will only be a 2ohko against ferrothorn. Power whip does around 70% damage and when ferrothorn faints dugtrio can be sent out to take out tyranitar. Ferrothorn can take hits from rock types which are super effective against shedinja.

Espeon
@life orb
Ability: Magic Bounce
Timid Nature (+speed - Atk)
252 speed 252 sp atk

psyshock-stab- take out bulky pokemon. mainly other tentacruel, blissey, venusaur
-shadow ball- good against other psychics
-Hidden power fighting- does enough damage against ttar so dugtrio can trap for the kill- does about 70% damage to skarm after 1 calm mind
Calm mind- Setting up against blissey etc.

General Description
Espeon is used for magic bounce. Prevents WoW form rotom, spore from breloom etc. Espeon is used to take out bulky waters. Alternate between espeon and tentacruel to bounce spikes/sr and rapid spin. Rotom cannot ohko espeon with hydro pump after a calm mind. Psyshock takes out about 90% of rotoms health, enabling my other pokemon to finish it off.

Tentacruel
Bold (+def - atk)
252hp, 240 def, 16 speed
@leftovers
Rain Dish

-Scald- for stab plus burn
-Rapid Spin- take out hazards
- Toxic Spikes- to poison opposing pokemon
-Protect- to heal/stall

General Desccription
Tentacruel can sponge hits from scizor while attempting to set up tspikes and burn with scald. Protect enables tentacruel to survive longer. Tentacruel is good because it can absorb toxic spikes and toxic while being able to take opposing ferrothorns hits well with chance to burn with scald. Tentacruel takes fighting moves really well.


Overall
This was my first thread. Sorry if things arent too clear. It would take too much explaining to do about what I do for certain situations in the game. Will take time to learn how to use but when you have enought experience, one of the most annoying/hard to beat teams in the game. Once you get toxic spikes on the field and there is no weather or entry hazards, you have basically won the game. Just stall with protect and predict/block non supereffective moves with shedinja. Toxic takes its toll.
This is not a team for N00bs. VERY hard to play team, especially against sandstorm teams with ttar and hippowdon. Watch out for weather, spikes, and always predict. Never hesitate to use protect for the little leftovers healing. Have fun and if you see a guy with a pretty high rating (1300+) witih shedinja on Ponline, its probably me. ( I go by different names)
Have fun!!!!!
 
I'm unsure about those descriptions, they seem rather short, although you did describe your choices of each move.
May want to get to them quick.
 
Hiya,

Cool team you have here! It seems as though you're very adamant about keeping Shedinja, but to be honest there are so many better options that could go in that slot. It doesn't stop VoltTurn, because many RotomW carry Will-O-Wisp, and are support varients, and you have to predict perfectly to avoid getting hurt by sand damage, which is really hard, because of this I recommend swapping Shedinja for Scizor. Scizor does the same job, in essence, but actually actually provides you momentum with STAB U-turn and Bullet Punch. It can also be an even better end-game sweeper with his stronger Priority and attack stat. Also, why not try Baton Pass > Shadow Ball on Espeon? Shadow Ball doesn't really hit much, and Espeon lures in Tyranitar to where you can Baton Pass out to Dugtrio for the KO. Just some food for thought.

Here's the Scizor set:
Scizor (F) @ Iron Plate
Trait: Technician
EVs: 244 HP / 96 Atk / 168 SDef
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Bullet Punch
- U-turn
- Roost

Nice rain team!
 
Back
Top