[BH] Shedinja [QC 0/3]

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Reserving Shedinja

Edit: WIP

Overview
  • The combination of Shedinja's unique 1 HP and the Sturdy ability allow it to tank almost any hit.
  • Protective Pads are a huge asset, allowing Shedinja to use contact moves freely
  • Sturdy Shedinja's immunity to most direct attacks has caused most competent teams to prepare for it, reducing its overall effectiveness
  • The introduction of ability-ignoring moves has made countering Shedinja easier
  • Shedinja's low stats make it very easy to Imposterproof
  • Unfortunately, this also forces it to rely on Endeavor to score KOs.
Endeavor Wallbreaker
Shedinja @ Protective Pads / Focus Sash
Ability: Sturdy
EVs: 252 Atk / 252 Spe
Lonely Nature
IVs: 0 Def / 0 SpD
- Endeavor
- Extreme Speed
- Soak / Spectral Thief
- Pursuit / Spectral Thief / Seismic Toss

Set Comments

Moves
  • Endeavor is Shedinja's most reliable attacking, cutting anything that isn't immune down to 1 HP
  • Extreme Speed finishes off Pokemon that have been crippled by Endeavor
  • Soak cripples Ghost-types by removing their immunity to Normal-type attacks
  • Spectral Thief hits most common Psychic Terrain setters and Ghost-types super-effectively
  • Pursuit is used to prevent RegenVest users from switching out after being hit by Endeavor
  • Seismic Toss finishes off Pokemon that can survive an Extreme Speed after Endeavor
Set Details
  • Maximum attack investment allow Shedinja's other moves to hit as hard as possible
  • Protective Pads allow Shedinja to avoid contact damage
  • Focus Sash allows Shedinja to stay in on Sunsteel Strike or Moongeist Beam users
  • 0 Defense IVs and a Lonely nature allow Shedinja to deal as much damage to Imposter Chansey as possible
Usage Tips
  • Scout the opponent's team for Moongeist Beam and Sunsteel Strike users before sending in Shedinja. Mega Gengar, Mega Mewtwo Y, and Deoxys-Attack are the most common users of the former, and Kartana is a frequent user of the latter
Team Options
  • Hazard removal is mandatory to prevent Shedinja from becoming dead weight
  • Slow pivots allow Shedinja to get in safely with minimal risk
Strategy Comments

Other Options
  • Magic Guard allows Shedinja to avoid passive damage, but it becomes useless after the required Focus Sash is broken
  • Safeguard protects Shedinja from status ailments
  • U-Turn allows Shedinja to escape from disadvantageous matchups without passing the negative effects of moves like Leech Seed to teammates
  • Safety Goggles protect Shedinja from sandstorm damage

Checks and Counters

Ghost-types: Ghost-types are immune to Endeavor and Extreme Speed

Mold Breaker: Mold Breaker allows Pokemon to ignore Sturdy, allowing them to OHKO Shedinja if it isn't carrying a Focus Sash.

Ability-ignoring moves: Sunsteel Strike and Moongeist Beam ignore Sturdy, allowing them to be used to OHKO non-Focus Sash variants. Kartana is a common user of the former and Mega Gengar, Mega Mewtwo Y and Deoxys-Attack are common users of the latter.

Passive damage: Sturdy protects Shedinja

Entry hazards:
The only entry hazard that doesn't harm Shedinja in any way is Sticky Web. The others will either instantly KO it or poison it.

Knock Off: Knock Off removes Shedinja's only reliable defense against contact damage or ability-ignoring moves, depending on the item it's holding.
 
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So I'm gonna leave a few comments, feel free to take into consideration.

InvisibleWater having used Shed a lot in gen7 I think it's much better as an offensive wallbreaker than a pivot. The lack of moldy pursuit means shed doesn't have to bp out all the time and since there's less ghost types it can more freely endeavor (especially with the introduction of protective pads). Moreover it can't switch and pivot on half the stuff it previously could because of moongeist / sunsteel.

The offensive set should be first and should look something like that:

Shedinja @ Protective Pads / Focus Sash
Ability: Sturdy
EVs: 252 Atk / 252 Spe
Lonely Nature
IVs: 0 Def
- Endeavor
- Extreme Speed
- Soak / Spectral Thief
- Pursuit / Spectral Thief / Seismic Toss

Protective pads is a huge asset and lets shed freely spam endeavor, sash can be used to get rid of a mon with moongeist / sunsteel which, depending on the opp's team, can make shed really hard to handle. Max atk to do as much damage with Espeed / spectral thief / pursuit, max speed to outspeed min speed base 90 so that they can't recover stall you. Lonely to do as much damage as possible to Chansey (because shed is an imposterproof wallbreaker).

Endeavor and Espeed kills things, Soak hits ghost types like giratina on the switch (a lot of them can't touch you), spectral thief OHKOs Gengar and 2HKOs Aegislash (and does like 70% to chansey). Pursuit is so that people can't stall out pp with regenvest mons. Stoss is for mons with lefties or smt that can eat an espeed (cause shed is really weak).

Speed can (and should) be adjusted if you want to deal with some of your mons when they get impostered as it can allow you to pressure ppl who rely on chansey without getting roost stalled.

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Anaconja There's no mention of Life Orb Sheer force on here, I think it deserves a set, it takes on almost every counter to psysurge mmy and makes for an ideal partner since it can bait and use the terrain support.

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QY_CS There's no mention of mixed Shell smash triage which is imo the better triage set as it outspeeds common dazzling mons and is more versatile when it comes to coverage, for example it can run drain punch to beat prankster steels or sunsteel to beat unaware pixies.

I think the standard set should be something like:
Shell smash / Tail Glow
Owing
Moongeist
Secret Sword

with mentions of sunsteel, drain punch and spore in moves.

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Electrolyte I made a few comments on Zekrom previously, tagging you because idk if you've seen them or just didn't agree with them.
 
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