QC: Raiza. / Anty / scorpdestroyer
GP: P Squared / Snobalt
[OVERVIEW]
Shedinja's ability, Wonder Guard, is like no other, allowing Shedinja to dodge every move that isn't super effective against it; the ability can be amazing late-game. Wonder Guard also grants Shedinja the ability to take on threats in the metagame such as Simipour, Raichu, Regice, Fraxure, Rotom-F, Poliwrath, and Stoutland lacking Pursuit or Crunch. Though Shedinja has many immunities, it's also weak to some of the most common types in the tier. Also, its abysmal HP stat will always stay at 1, no matter how much you invest in it, meaning that Shedinja is instantly KOed by the likes of entry hazards, Toxic, burn, Leech Seed, and weather conditions such as hail and sand.
Shedinja's stats might may not look that great, but it can make opponents think twice about going for a move, making it a game changer even when it's not currently battling. It is an effective pivot, seeing as it can only be hit by super effective moves, causing a foe to switch out and give you momentum with Baton Pass
Shedinja needs to be put on a balanced team that is built around it to function to the best of its ability. Offensive entry hazard removers don't have the bulk required to switch in and use Defog, and because there aren't good Magic Bounce users in PU, barring Natu, using Shedinja can become difficult when done incorrectly, especially in an entry hazard-based metagame.
[SET]
name: Offensive Pivot
move 1: Baton Pass
move 2: Protect / X-Scissor
move 3: Shadow Sneak
move 4: Will-O-Wisp
item: Focus Sash
ability: Wonder Guard
nature: Adamant
evs: 252 Atk / 4 SpD / 252 Spe
[SET COMMENTS]
Moves
========
Baton Pass allows Shedinja to get momentum as your opponent either tries to switch in a Pokemon that can take out Shedinja or reveals an attack that can break its Focus Sash or a status move. Baton Pass can also be used to switch out of weather-inducing entry hazard setters such as Aurorus or Hippopotas before their weather can KO Shedinja. Protect allows Shedinja to scout the foe's moves and make a play accordingly. Protect can be a life saver against Pokemon with unexpected moves and can give you knowledge for the late-game. X-Scissor and Shadow Sneak are STAB moves that can deal some solid damage to opposing Pokemon. X-Scissor is used for dealing more damage, while Shadow Sneak is used to pick off weakened foes. Shadow Sneak can also be used to revenge kill Pokemon such as weakened Kadabra and and Mr. Mime. Will-O-Wisp is a solid move for spreading burns onto physical attackers or offering some chip damage against other Pokemon.
Set Details
========
Full investment in Speed and Attack allow Shedinja to hit as quickly and as hard as possible. Because Shedinja's maximum HP stat never changes, adding extra bulk will do nothing to help it survive hits. An Adamant nature is preferred over Jolly, as the extra Speed from Jolly doesn't let Shedinja outspeed any important threats.
Focus Sash is the best item for Shedinja, letting it survive any attacking move barring multi-hit moves.
Usage Tips
========
Do not be scared to sacrifice Shedinja to burn a threat to your team or gain momentum. Trying to conserve Shedinja and sacrificing one of your other Pokemon instead can come back to hurt you. If an opponent is lacking in ways to combat Shedinja, save it for the late-game. Do not switch in Shedinja when entry hazards are on your side of the field. Be wary of Pursuit trappers such as Pawniard and Dusknoir. Shedinja needs to be cautious to avoid residual damage. Shedinja needs to be alert when facing a potential Rock Blast user.
Usually, Shedinja should only use Will-O-Wisp or Baton Pass when it forces the foe to switch out. Shedinja should be used as a pivot or to check attackers that can't touch it. When you aren't sure what the opponent is going to use against Shedinja or when they make a strange switch, scout with Protect instead of hard switching.
Shedinja can lure in Dark-types and trade for its Focus Sash for a KO or switch to a teammate take them on. If Shedinja loses its Focus Sash, it can still be a huge game changer in the long run.
Team Options
========
Always pair Shedinja with Defog or Rapid Spin users, such as Togetic, Pelipper, Vullaby, Torkoal, and Armaldo. This allows Shedinja to switch into the field without worrying about entry hazards, which will instantly knock it out. Shedinja only fits well on balanced teams; it does not work effectively on offensive teams because it needs entry hazard removal support from a Pokemon that won't get taken out easily. Shedinja also needs Pokemon that can take status inflictions and moves that it is weak to. Natu can be a solid Magic Bounce user that can switch in on an entry hazard setup or status move and bounce it back.
Pokemon that can take a status move for Shedinja include Poliwrath, Machoke, Stoutland, and Ursaring. Poliwrath and Machoke can take a Knock Off or other Dark-type moves for Shedinja, as can Carracosta and Pelipper. Pokemon such as Ursaring, Machoke, Stoutland, Pawniard, and Mightyena can take on Ghost-types effectively and can help take out some of the biggest threats to Shedinja.
Shedinja likes having Water-types on its side to take on Rock- and Fire-types; some of the best options are Poliwrath, Pelipper, Carracosta, and Golduck. Rock-type Pokemon such as Probopass, Relicanth, Carracosta, Aurorus, and Carbink can assist in taking out Fire- and Flying-types. Ground-type Pokemon such as Piloswine, Torterra, and Golem can help take on Rock-type Pokemon as well as set up Stealth Rock.
[STRATEGY COMMENTS]
Other Options
=============
Shedinja could run Toxic to break down walls that it has issues with, such as Lickilicky, Tangela, Piloswine, Pelipper, and Gourgeist. Shedinja could run a set with Swords Dance, X-Scissor, Shadow Sneak, and Shadow Claw or Protect; however, it is easily revenge killed and doesn't give Shedinja the same mobility as Baton Pass, which is illegal with Swords Dance. A Hone Claws + Baton Pass set can be used, but Shedinja can't afford to give up a moveslot for Hone Claws.
Checks and Counters
===================
**Entry Hazard Setters**: Any Pokemon with access to Stealth Rock, Spikes, or Toxic Spikes is dangerous, as they can prevent Shedinja from switching in if they have set up entry hazards. This includes Pokemon such as Golem, Venipede, and Dwebble. Moreover, Golem, Dwebble, and Armaldo, can OHKO Shedinja with Rock Blast.
**Super Effective Coverage**:Shedinja's ability doesn't block Dark-, Fire-, Flying-, Ghost-, and Rock-type moves. These moves can either take Shedinja down to its Focus Sash or KO Shedinja if it has used its Focus Sash. These moves can be used by Pawniard, Mightyena, Ninetales, Dodrio, Jumpluff, Pelipper, Misdreavus, and Golem. Shedinja is not completely terrible against some of these Pokemon, as it can burn them or lure them. Some Fire- and Ghost-type Pokemon also have access to Will-O-Wisp and can be very scary against Shedinja.
**Residual Damage**: Sources of residual damage include entry hazards, poison, burn, Leech Seed, and damaging weather. Most walls, such as Lickilicky and Substitute Poliwrath, have Toxic, which you need Shedinja needs to be wary of. Also, be prepared to face Leech Seed from Grass-types such as Gourgeist or Roselia. Avoid staying in against Aurorus and Hippopotas, as they can KO Shedinja with their weather conditions. Also, be wary of Ghost- and Fire-types such as Gourgeist-Small, Gourgeist-Super, Misdreavus, and Torkoal.
GP: P Squared / Snobalt

[OVERVIEW]
Shedinja's ability, Wonder Guard, is like no other, allowing Shedinja to dodge every move that isn't super effective against it; the ability can be amazing late-game. Wonder Guard also grants Shedinja the ability to take on threats in the metagame such as Simipour, Raichu, Regice, Fraxure, Rotom-F, Poliwrath, and Stoutland lacking Pursuit or Crunch. Though Shedinja has many immunities, it's also weak to some of the most common types in the tier. Also, its abysmal HP stat will always stay at 1, no matter how much you invest in it, meaning that Shedinja is instantly KOed by the likes of entry hazards, Toxic, burn, Leech Seed, and weather conditions such as hail and sand.
Shedinja's stats might may not look that great, but it can make opponents think twice about going for a move, making it a game changer even when it's not currently battling. It is an effective pivot, seeing as it can only be hit by super effective moves, causing a foe to switch out and give you momentum with Baton Pass
Shedinja needs to be put on a balanced team that is built around it to function to the best of its ability. Offensive entry hazard removers don't have the bulk required to switch in and use Defog, and because there aren't good Magic Bounce users in PU, barring Natu, using Shedinja can become difficult when done incorrectly, especially in an entry hazard-based metagame.
[SET]
name: Offensive Pivot
move 1: Baton Pass
move 2: Protect / X-Scissor
move 3: Shadow Sneak
move 4: Will-O-Wisp
item: Focus Sash
ability: Wonder Guard
nature: Adamant
evs: 252 Atk / 4 SpD / 252 Spe
[SET COMMENTS]
Moves
========
Baton Pass allows Shedinja to get momentum as your opponent either tries to switch in a Pokemon that can take out Shedinja or reveals an attack that can break its Focus Sash or a status move. Baton Pass can also be used to switch out of weather-inducing entry hazard setters such as Aurorus or Hippopotas before their weather can KO Shedinja. Protect allows Shedinja to scout the foe's moves and make a play accordingly. Protect can be a life saver against Pokemon with unexpected moves and can give you knowledge for the late-game. X-Scissor and Shadow Sneak are STAB moves that can deal some solid damage to opposing Pokemon. X-Scissor is used for dealing more damage, while Shadow Sneak is used to pick off weakened foes. Shadow Sneak can also be used to revenge kill Pokemon such as weakened Kadabra and and Mr. Mime. Will-O-Wisp is a solid move for spreading burns onto physical attackers or offering some chip damage against other Pokemon.
Set Details
========
Full investment in Speed and Attack allow Shedinja to hit as quickly and as hard as possible. Because Shedinja's maximum HP stat never changes, adding extra bulk will do nothing to help it survive hits. An Adamant nature is preferred over Jolly, as the extra Speed from Jolly doesn't let Shedinja outspeed any important threats.
Focus Sash is the best item for Shedinja, letting it survive any attacking move barring multi-hit moves.
Usage Tips
========
Do not be scared to sacrifice Shedinja to burn a threat to your team or gain momentum. Trying to conserve Shedinja and sacrificing one of your other Pokemon instead can come back to hurt you. If an opponent is lacking in ways to combat Shedinja, save it for the late-game. Do not switch in Shedinja when entry hazards are on your side of the field. Be wary of Pursuit trappers such as Pawniard and Dusknoir. Shedinja needs to be cautious to avoid residual damage. Shedinja needs to be alert when facing a potential Rock Blast user.
Usually, Shedinja should only use Will-O-Wisp or Baton Pass when it forces the foe to switch out. Shedinja should be used as a pivot or to check attackers that can't touch it. When you aren't sure what the opponent is going to use against Shedinja or when they make a strange switch, scout with Protect instead of hard switching.
Shedinja can lure in Dark-types and trade for its Focus Sash for a KO or switch to a teammate take them on. If Shedinja loses its Focus Sash, it can still be a huge game changer in the long run.
Team Options
========
Always pair Shedinja with Defog or Rapid Spin users, such as Togetic, Pelipper, Vullaby, Torkoal, and Armaldo. This allows Shedinja to switch into the field without worrying about entry hazards, which will instantly knock it out. Shedinja only fits well on balanced teams; it does not work effectively on offensive teams because it needs entry hazard removal support from a Pokemon that won't get taken out easily. Shedinja also needs Pokemon that can take status inflictions and moves that it is weak to. Natu can be a solid Magic Bounce user that can switch in on an entry hazard setup or status move and bounce it back.
Pokemon that can take a status move for Shedinja include Poliwrath, Machoke, Stoutland, and Ursaring. Poliwrath and Machoke can take a Knock Off or other Dark-type moves for Shedinja, as can Carracosta and Pelipper. Pokemon such as Ursaring, Machoke, Stoutland, Pawniard, and Mightyena can take on Ghost-types effectively and can help take out some of the biggest threats to Shedinja.
Shedinja likes having Water-types on its side to take on Rock- and Fire-types; some of the best options are Poliwrath, Pelipper, Carracosta, and Golduck. Rock-type Pokemon such as Probopass, Relicanth, Carracosta, Aurorus, and Carbink can assist in taking out Fire- and Flying-types. Ground-type Pokemon such as Piloswine, Torterra, and Golem can help take on Rock-type Pokemon as well as set up Stealth Rock.
[STRATEGY COMMENTS]
Other Options
=============
Shedinja could run Toxic to break down walls that it has issues with, such as Lickilicky, Tangela, Piloswine, Pelipper, and Gourgeist. Shedinja could run a set with Swords Dance, X-Scissor, Shadow Sneak, and Shadow Claw or Protect; however, it is easily revenge killed and doesn't give Shedinja the same mobility as Baton Pass, which is illegal with Swords Dance. A Hone Claws + Baton Pass set can be used, but Shedinja can't afford to give up a moveslot for Hone Claws.
Checks and Counters
===================
**Entry Hazard Setters**: Any Pokemon with access to Stealth Rock, Spikes, or Toxic Spikes is dangerous, as they can prevent Shedinja from switching in if they have set up entry hazards. This includes Pokemon such as Golem, Venipede, and Dwebble. Moreover, Golem, Dwebble, and Armaldo, can OHKO Shedinja with Rock Blast.
**Super Effective Coverage**:Shedinja's ability doesn't block Dark-, Fire-, Flying-, Ghost-, and Rock-type moves. These moves can either take Shedinja down to its Focus Sash or KO Shedinja if it has used its Focus Sash. These moves can be used by Pawniard, Mightyena, Ninetales, Dodrio, Jumpluff, Pelipper, Misdreavus, and Golem. Shedinja is not completely terrible against some of these Pokemon, as it can burn them or lure them. Some Fire- and Ghost-type Pokemon also have access to Will-O-Wisp and can be very scary against Shedinja.
**Residual Damage**: Sources of residual damage include entry hazards, poison, burn, Leech Seed, and damaging weather. Most walls, such as Lickilicky and Substitute Poliwrath, have Toxic, which you need Shedinja needs to be wary of. Also, be prepared to face Leech Seed from Grass-types such as Gourgeist or Roselia. Avoid staying in against Aurorus and Hippopotas, as they can KO Shedinja with their weather conditions. Also, be wary of Ghost- and Fire-types such as Gourgeist-Small, Gourgeist-Super, Misdreavus, and Torkoal.
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