VGC Sturdy Shedinja

After months of testing different gimmicks to find one that was viable and fun, I found one that was neither. However, despite that, this team has potential. Sturdy Shedinja was a popular thing a long while ago (not sure how long, I didn't discover this strategy until recently), but once people started being prepared for it its popularity declined. However, in the current VGC meta, a lot of its checks aren't popular. So, lets get into the gritty details.


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Shedinja @ Safety Goggles
Ability: Wonder Guard
Level: 50
EVs: 252 Atk / 252 Spe
Naughty Nature
- Phantom Force
- Heal Block
- Toxic
- Will-O-Wisp

The meat of the team, the reason for its existence. Once sturdy has been applied, this Pokemon is nigh untouchable, even more so once he has been paralyzed. Its moveset is designed to get around just about every Pokemon as well as have a lot of PP in case there's a stall battle. Phantom Force is the most useful damaging attack it can carry since it breaks protect, Heal Block prevents life gain so my opponent dies faster, and Toxic and WoW give the gradual damange necessary to win. Safety Goggles prevents weather damage as well.


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Carbink @ Choice Scarf
Ability: Sturdy
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Skill Swap
- Explosion
- Rock Slide
- Dazzling Gleam

The carrier and passer of Sturdy, Carbink doesn't do a whole lot. Skill Swap allows Sturdy to be passed to Lopunny, and the rest of the moves are filler if it survives. His effort values and nature are set this way to get Skill Swap off as fast as possible while also getting the most out of Explosion. I only run Dazzling Gleam because all of Carbink's physical that I'm not using are Rock.

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Thundurus @ Sitrus Berry
Ability: Prankster
Level: 50
EVs: 252 HP / 100 Def / 40 SpA / 68 SpD / 48 Spe
Calm Nature
- Thunder Wave
- Hidden Power [Ice]
- Thunderbolt
- Taunt

This Thunderous runs the standard bulky build, with a few more EVs in speed so that I naturally outspeed other bulky variants of Thunderus, preventing them from Taunting me before I get off a Thunder Wave. Generally version of Thunderus that are faster than mine don't run Taunt. HP Ice and Thunderbolt are standard, and deal a decent amount of damage while Taunt shuts down Pokemon that may disrupt my strategy. Usually, Thunderus is used to give Shedinja paralysis if Lopunny doesn't survive.


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Lopunny @ Lopunnite
Ability: Klutz
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Low Kick
- Entrainment
- Thunder Wave

Lopunny is what makes this all come together and be better than the average Sturdy Shedinja team. Most people run Smeargle in this slot, but its too slow to be really useful. Lopunny is not only faster, but has access to Fake Out. This avoids either Pokemon from being double targeted, which means that Carbink can survive if its hit before it can get off Skill Swap. After it mega evolves, Lopunny will almost always get Entrainment off before my opponent can move, giving Shedinja Sturdy. Thunder Wave is there in case Lopunny is still alive, so it can paralyze Shedinja.


The usual strategy goes like this:
Turn one: Carbink uses Skill Swap on Lopunny, Lopunny mega evolves using Fake Out on the most obvious threat. If Carbink dies after Skill Swap, bring in Shedinja
Turn two: If Carbink survives, switch in for Shedinja. Otherwise Shedinja uses Toxic or WoW on an appropriate target. M-Lopunny uses Entrainment on Shedinja to give it sturdy. If M-Lopunny dies, switch for Thunderus.
Turn three: M-Lopunny or Thunderus use Thunder Wave on Shedinja, Shedinja keeps doing its thing.
Turn four and on: Win with Shedinja.


The last two are filler options in case Shedinja seems like a bad idea from the team preview. They aren't thought out too well, so they are definitely open to change.
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Milotic @ Leftovers
Ability: Competitive
Level: 50
EVs: 236 HP / 140 Def / 132 SpA
Modest Nature
- Scald
- Ice Beam
- Recover
- Protect

A standard Milotic, who is present on my team mostly as a check to Landorus-T. The EV spreads are standard from the Smogon Pokedex, as well as the moveset. Scald deals good damage, Ice Beam is for coverage (mostly Landorus-T), Recover and Protect with Leftovers keep Milotic alive and healthy.

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Talonflame @ Choice Band
Ability: Gale Wings
Level: 50
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Quick Guard

Talonflame is a good staple, with a Priority Brave Bird being a good way to clean up weakened Pokemon. Choice Band provides the most damage, Brave Bird and Flare Blitz provide strong STAB moves while U-turn allows me to switch out of an unfavorable situation, and Quick Guard helps prevent opponent's Talonflames and other priority users from getting an advantage. Quick Guard is never used, however, because of the Choice Band.

Weaknesses of the Sturdy Shedinja (I might have missed a couple):
  • Leech Seed: It gets around all the barriers that Shedinja sets up, and kills it. Heal Block doesn't prevent the damage taken from Leech Seed
  • Mold Breaker: Gets around Sturdy
  • Knock Off + Weather Damage
  • Changing Shedinja's ability: Worry Seed and other moves can kill this strategy quickly
  • Rocky Helmet/Rough Skin: This causes Phantom Force to kill Shedinja
  • Defensive Heatran: Avoiding both Toxic and WoW, if it carries both Sub and Leftovers it can be a real pain to deal with. Sub prevents Heal Block, and Heatran is always faster.
  • Scarfed Landorus: This doesn't kill Shedinja, but it can easily kill Lopunny before I set up.
Most of these weaknesses are easily avoidable. Leech Seed, Mold Breaker, and moves like Worry Seed are very uncommon, Rocky Helmet can be avoided if you remember which Pokemon naturally carry them, and you will have more PP than Heatran if you're willing to play it out that far. If you play smart, this strategy will frustrate and destroy your opponent.


Most of the advice I'm looking for would be the filler Pokemon in case Shedinja looks like a bad idea. These Pokemon have worked, but I'm sure there's better options out there. Currently, the four I use are Lopunny, Thunderus, Milotic, and Talonflame.
 
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The issue with this is mainly the fact that it can be easily stopped by literally any Steel Type that can stop Lopunny, namely, Sub Mega Metagross with Sub Aegislash, which both pose as a threat for the team. But to be honest, this strategy works better on triples. However, even though i'm not familiar with the strategy, i can make some EV spread changes that could benefit the team greatly:

Thundurus: It seems like you want a fast version of bulky Thundurus, i feel like MajorBowman's EV spread of 212 HP / 104 Def / 4 SpA / 76 SpD / 108 Spe with a Timid nature could benefit the team greatly, as it allows you to outspeed most bulky Thundurus variants, while hitting 159 speed which... ehh, outspeeds neutral nature base 100 by 5 points.

Talonflame: CB Talonflame is just not suited for the team, and i feel like Talonflame can run a more supportive set. After all, this gimmickies can only work with a lot of support, so Talonflame should support as well. There's a set, a surprise set, that catches off guard so many people that they get pretty surprised by it (i lost to it actually, ngl). I'm talking about this:

Talonflame @ Charti Berry
Ability: Gale Wings
Level: 50
EVs: 252 HP / 92 Atk / 92 Def / 4 SpD / 68 Spe
Jolly Nature
– Brave Bird
– Will-O-Wisp
– Quick Guard
– Tailwind

YEAH. You saw it. Charti Berry Talonflame with Will-O-Wisp is a really good Landorus-T lure, which can burn stuff with Will-O-Wisp, and provide plenty of support with Quick Guard and Tailwind. The EV spread is plain and simple, it allows Talonflame to live practically any Rock-type move, and outspeed Garchomp.

Ok, now, the following changes are mainly set optimizations:

Milotic: 236 HP / 156 Def / 100 SpA / 12 SpD / 4 Spe, with a Bold Nature. Takes Adamant Mega Kangaskhan's Double Edge
Lopunny: Run Limber before Mega Evolution. That allows you to switch into Thunder Waves safely.

Well, that's it man! Hope i helped!
 
Thank you for the suggestions. I'll use them to see how they work. The only thing I'll keep is Lopunny's ability. I always open with Lopunny, and using Entrainment with Klutz can be handy at times.
 
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