AG Shedinja [QC 2/2] [GP 1/1] Done!

[SET]
name: Defensive Pivot
move 1: Toxic
move 2: Will-O-Wisp / Protect
move 3: Baton Pass
move 4: Shadow Sneak
item: Heavy-Duty Boots / Safety Goggles
ability: Wonder Guard
nature: Adamant / Jolly
evs: 252 Atk / 252 Spe

[SET COMMENTS]
Shedinja's unique ability Wonder Guard lets it wall any Pokemon lacking status moves or coverage to beat it; this notably includes Kyogre, Xerneas, Dragon Dance Zygarde, and Zacian-C or Dracovish lacking a Dark-type move. Toxic allows Shedinja to cripple Kyogre, Xerneas, and Zygarde as well as potential switch-ins like Yveltal and Ho-Oh. Will-O-Wisp cripples Zacian-C and Dracovish along with possible switch-ins like Necrozma-DM, Eternatus, Groudon, and Ferrothorn. Alternatively, Protect can be run to scout for potential coverage or status moves that can beat Shedinja. Baton Pass lets Shedinja generate momentum if the opponent switches, which is especially useful because Shedinja can force out numerous common offensive Pokemon, and saves Heavy-Duty Boots variants from getting KOed by sand set by Tyranitar. Shadow Sneak allows Shedinja to pick off Pokemon like weakened Calyrex-S and other foes that have been heavily chipped, including Zacian-C and Xerneas. Heavy-Duty Boots is the preferred item for Shedinja, since entry hazards are very common, but Safety Goggles protects Shedinja from opposing Tyranitar and lingering sand or hail from Max Moves, allowing Shedinja to be used with Tyranitar on the same team. Shedinja's EVs maximize its Shadow Sneak damage while also outspeeding Chansey and Tyranitar, letting Shedinja pivot into a teammate that can take advantage of them, as well as outspeeding Necrozma-DM if Jolly.

Shedinja fits best on bulky and balance teams that appreciate its ability to reliably wall most Xerneas, Zygarde, and Kyogre while potentially luring in and crippling defensive Pokemon like Necrozma-DM, Ho-Oh, Eternatus, Ferrothorn, and Tyranitar. Offensive Pokemon like Groudon, Dragon Dance Zygarde-C, Zekrom, and Kyogre are good teammates, since they appreciate safe entry onto the field from Baton Pass and heavily pressure the aforementioned defensive Pokemon. Groudon and Kyogre can prove especially useful because they remove Tyranitar's sand, allowing Shedinja to switch back in safely. Shedinja also makes Imposter-proofing teams with setup sweepers like Swords Dance Zacian-C and Xerneas a lot more manageable. If Safely Goggles is run, very reliable entry hazard removal from multiple Pokemon such as Ho-Oh and Giratina is nigh mandatory given Shedinja's extreme susceptibility to entry hazards, limiting Safety Goggles variants to stall teams.

[STRATEGY COMMENTS]
Other Options
=============

Another option for Shedinja is Poltergeist over Shadow Sneak. Poltergeist has lower PP than Shadow Sneak, but it doesn't make contact, allowing Shedinja to attack without risking a Rocky Helmet Necrozma-DM or Iron Barbs Ferrothorn switching in. Additionally, Poltergeist deals better damage to other possible switch-ins such as Ho-Oh and Eternatus.

Checks and Counters
===================

**Tyranitar**: Tyranitar's Sand Stream forces Shedinja lacking Safety Goggles to remain off the field until the sand has ended or been removed by one of Shedinja's teammates. Sand blocking Shedinja's entry is a heavy constraint on its utility that can allow threatening sweepers to safely set up.

**Super Effective Attacks**: Any Pokemon that can hit Shedinja super effectively will KO it, including Yveltal, Eternatus, Ho-Oh, Groudon, Calyrex-S, and Marshadow, although the latter two have to watch out for Shadow Sneak.

**Status Moves**: Toxic and Will-O-Wisp fatally cripple Shedinja, KOing it whenever it ends the turn on the field. The threat of fatal status allows the vast majority of the defensive metagame to force Shedinja out. If Shedinja is paralyzed by either Thunder Wave or Glare, it can safely stay in on Pokemon carrying Toxic or Will-O-Wisp that cannot touch it otherwise but loses some reliability.

**Contact Damage**: If Shedinja hits a Rocky Helmet Pokemon, Iron Barbs Pokemon, or another source of contact damage with Shadow Sneak, it will be instantly removed from the game.

[CREDITS]
- Written by: [[Thebestneverrest, 525140]]
- Quality checked by: [[Geysers, 426798], [baconeatinassassin, 367227]]
- Grammar checked by: [[Rabia, 336073]]
 
Last edited:

Geysers

not round
is a Community Contributoris a Team Rater Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
add remove [comment]
[SET]
name: Defensive Pivot
move 1: Toxic
move 2: Will o wisp / Protect
move 3: Baton pass
move 4: Shadow sneak
item: Heavy-Duty Boots / Safety Goggles
ability: Wonder Guard
nature: Adamant
evs: 252 Atk / 252 Spe

[SET COMMENTS]
Shedinja carves a niche for itself in AG thanks to its is a very underrated pokemon since he doesn't have any bulk and very little offensive pressure, But he was blessed with the [fluff] ability, "Wonder Guard" letting it him wall pokemon who don't commonly run status moves and isn't running or doesn't have coverage to beat shedinja, notably including like Kyogre, Xerneas, Dragon Dance Zygarde, and most notably, Zacian-C and or Dracovish that are lacking crunch. Toxic allows Shedinja to is a very good crippleing move for Kyogre, Xerneas, and Zygarde, as well as potential also for switch-ins like Yveltal, Calyrex-Shadow, and Ho-oh. Will-o-wisp is there to cripples Zacian-C and Dracovish along with possible switch-ins like Necrozma-DMusk-Mane, Eternatus, Groudon, and Ferrothorn. The second option,Alternatively, protect, can be run to scout out if the opposing pokemon has a possibility to for potential coverage or status moves that can beat Shedinja. Baton pass lets Shedinja pivot out of sticky situations like a Tyranitar incoming or a Chansey about to use toxic, while also gaining momentum if the opponent switches. Shadow sneak allows is there so that Shedinja to potentially pick off can have a way to get the jump on a [concise wording should be a priority] pokemon like weakened a Calyrex-Shadow switch-in or other possibly kill a pokemon that have been heavily chipped, potentially including Zacian-C or Xerneason very low HP. It's also a spammable STAB move with good priority [fluff]. Heavy-Duty Boots is an amazing item on the preferred item for Shedinja since hazards are very common, but Safety Goggles lets Tyraintar and Shedinja be used on the same team, while also protecting Shedinja from opposing Tyranitar or lingering Sand or Hail from Max Moves compatible together. Shedinja's EVs maximizes his its shadow sneaks damage output, It while also lets him out speed outspeeding Chansey and Tyranitar to pivot out into a teammate that can take advantage of them. most likely a steel type.

Shedinja fits best on onto bulky and balanced teams that appreciate Shedinja's are in dire need of Shedinja's capabilities. With its ability to reliably wall Kyogre, and Xerneas, and Zygarde while potentially luring in defensive pokemon like Necrozma-Dusk-Mane, Ho-oh, Ferrothorn, and Tyraintar. , Dragon Ddance Zygarde would can appreciate Shedinja as a teammate [I'm not entirely sure why, so this needs explanation about why, exactly, DD Zyg appreciates sheddy], and teams with defensive pokemon like Necrozma-Dusk-Mane, ho-oh, and ferrothorn wouldn't have to worry about dragon dance Zygarde. [this has been covered earlier] With Because Shedinja is being forced to switch out when a Tyraintar comes in, is around, he would appreciate Kyogre and or Groudon can be good as a teammates since they heavily pressure Tyranitar while removing its Sand, allowing are highly capable of taking out Tyraintar while changing the weather, making it safe for [concise wording is really important] Shedinja to switch back in safely in whenever again. If you are running Safely Goggles are chosen, you will need Ho-oh and Giratina are nigh-mandatoryas a teammates since he they is are some of the most reliable best defoggers in the tierto have. Overall With his ability to switch into some of the most threatening pokemon and take no damage makes Shedinja an Amazing pokemon to have. [fluff]

[STRATEGY COMMENTS]
Other Options
=============

Another option for Shedinja is Poltergeist over shadow sneak. Despite Poltergeist's lower PP, the fact that it Poltergeist may only have 8 pp and isn't spammable but it's still is a good move to be considered over shadow sneak. Since Poltergeist [this can be much more concise] doesn't make contact, allows Shedinja is safe to use it without risking having the fear of a rocky helmet Necrozma-Dusk-Mane or iron barbs ferrothorn switching in., Its also good chip damage in case they switch in. It Additionally, Poltergeist can threaten also frightens some other possible switch-ins, such as like Ho-Oh, Calyrex-Shadow, and Eternatus.

Checks and Counters
===================

**Tyranitar**- With Due to Tyranitar's ability, sand stream, summoning damaging weather, it he forces Heavy-Duty Boots shedinja (the heavy-duty boots variant) to pivot out remain off the field until Tyranitar'sand never switch back in until sand stream has ended or until the weather has been removed by one of Shedinja's teammateschanged to rain dance or sunny day. If you are running the safety goggles variant that gives Tyranitar 2 options, One to either attack to try and kill Shedinja or Two set up stealth rocks to get the defogger in. Shedinja will never be able to do his job and pivot around if Tyranitar is on the lookout. [fluff]

**Status moves**- Status moves are very common moves that are used in every metagame but with Shedinja's one HP, he can't afford to be statused by the likes of a Toxic or Will o wisp completely cripple Shedinja, forcing it to take fatal damage every time it ends the turn on teh field. If Shedinja is paralyzed by either Thunder Wave or Glare, it can safely stay in on Toxic or Will-o-Wisp, at the cost of some reliability. . Even tho Thunderwave doesn't do damage, Shedinja still wouldn't appreciate it especially if it needs to pivot out.

[CREDITS]
- Written by: [[Thebestneverrest, 525140]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]

This is much better than your previous C&C work. Tag me after you've implemented this and I'll take another look before stamping. Please make sure that you've capitalized instances of "Pokemon", moves, or Pokemon names within the analysis. Additionally, you should look at the Smogon Grammar and Spelling Standards, since there were a lot of miscellaneous errors in this. Lastly, please ensure that "Tyranitar" is spelled correctly. Regardless, this is much better than your previous work. Feel free to ask me if you've got any questions with regards to this check.
 
add remove [comment]
[SET]
name: Defensive Pivot
move 1: Toxic
move 2: Will o wisp / Protect
move 3: Baton pass
move 4: Shadow sneak
item: Heavy-Duty Boots / Safety Goggles
ability: Wonder Guard
nature: Adamant
evs: 252 Atk / 252 Spe

[SET COMMENTS]
Shedinja carves a niche for itself in AG thanks to its is a very underrated pokemon since he doesn't have any bulk and very little offensive pressure, But he was blessed with the [fluff] ability, "Wonder Guard" letting it him wall pokemon who don't commonly run status moves and isn't running or doesn't have coverage to beat shedinja, notably including like Kyogre, Xerneas, Dragon Dance Zygarde, and most notably, Zacian-C and or Dracovish that are lacking crunch. Toxic allows Shedinja to is a very good crippleing move for Kyogre, Xerneas, and Zygarde, as well as potential also for switch-ins like Yveltal, Calyrex-Shadow, and Ho-oh. Will-o-wisp is there to cripples Zacian-C and Dracovish along with possible switch-ins like Necrozma-DMusk-Mane, Eternatus, Groudon, and Ferrothorn. The second option,Alternatively, protect, can be run to scout out if the opposing pokemon has a possibility to for potential coverage or status moves that can beat Shedinja. Baton pass lets Shedinja pivot out of sticky situations like a Tyranitar incoming or a Chansey about to use toxic, while also gaining momentum if the opponent switches. Shadow sneak allows is there so that Shedinja to potentially pick off can have a way to get the jump on a [concise wording should be a priority] pokemon like weakened a Calyrex-Shadow switch-in or other possibly kill a pokemon that have been heavily chipped, potentially including Zacian-C or Xerneason very low HP. It's also a spammable STAB move with good priority [fluff]. Heavy-Duty Boots is an amazing item on the preferred item for Shedinja since hazards are very common, but Safety Goggles lets Tyraintar and Shedinja be used on the same team, while also protecting Shedinja from opposing Tyranitar or lingering Sand or Hail from Max Moves compatible together. Shedinja's EVs maximizes his its shadow sneaks damage output, It while also lets him out speed outspeeding Chansey and Tyranitar to pivot out into a teammate that can take advantage of them. most likely a steel type.

Shedinja fits best on onto bulky and balanced teams that appreciate Shedinja's are in dire need of Shedinja's capabilities. With its ability to reliably wall Kyogre, and Xerneas, and Zygarde while potentially luring in defensive pokemon like Necrozma-Dusk-Mane, Ho-oh, Ferrothorn, and Tyraintar. , Dragon Ddance Zygarde would can appreciate Shedinja as a teammate [I'm not entirely sure why, so this needs explanation about why, exactly, DD Zyg appreciates sheddy], and teams with defensive pokemon like Necrozma-Dusk-Mane, ho-oh, and ferrothorn wouldn't have to worry about dragon dance Zygarde. [this has been covered earlier] With Because Shedinja is being forced to switch out when a Tyraintar comes in, is around, he would appreciate Kyogre and or Groudon can be good as a teammates since they heavily pressure Tyranitar while removing its Sand, allowing are highly capable of taking out Tyraintar while changing the weather, making it safe for [concise wording is really important] Shedinja to switch back in safely in whenever again. If you are running Safely Goggles are chosen, you will need Ho-oh and Giratina are nigh-mandatoryas a teammates since he they is are some of the most reliable best defoggers in the tierto have. Overall With his ability to switch into some of the most threatening pokemon and take no damage makes Shedinja an Amazing pokemon to have. [fluff]

[STRATEGY COMMENTS]
Other Options
=============

Another option for Shedinja is Poltergeist over shadow sneak. Despite Poltergeist's lower PP, the fact that it Poltergeist may only have 8 pp and isn't spammable but it's still is a good move to be considered over shadow sneak. Since Poltergeist [this can be much more concise] doesn't make contact, allows Shedinja is safe to use it without risking having the fear of a rocky helmet Necrozma-Dusk-Mane or iron barbs ferrothorn switching in., Its also good chip damage in case they switch in. It Additionally, Poltergeist can threaten also frightens some other possible switch-ins, such as like Ho-Oh, Calyrex-Shadow, and Eternatus.

Checks and Counters
===================

**Tyranitar**- With Due to Tyranitar's ability, sand stream, summoning damaging weather, it he forces Heavy-Duty Boots shedinja (the heavy-duty boots variant) to pivot out remain off the field until Tyranitar'sand never switch back in until sand stream has ended or until the weather has been removed by one of Shedinja's teammateschanged to rain dance or sunny day. If you are running the safety goggles variant that gives Tyranitar 2 options, One to either attack to try and kill Shedinja or Two set up stealth rocks to get the defogger in. Shedinja will never be able to do his job and pivot around if Tyranitar is on the lookout. [fluff]

**Status moves**- Status moves are very common moves that are used in every metagame but with Shedinja's one HP, he can't afford to be statused by the likes of a Toxic or Will o wisp completely cripple Shedinja, forcing it to take fatal damage every time it ends the turn on teh field. If Shedinja is paralyzed by either Thunder Wave or Glare, it can safely stay in on Toxic or Will-o-Wisp, at the cost of some reliability. . Even tho Thunderwave doesn't do damage, Shedinja still wouldn't appreciate it especially if it needs to pivot out.

[CREDITS]
- Written by: [[Thebestneverrest, 525140]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]

This is much better than your previous C&C work. Tag me after you've implemented this and I'll take another look before stamping. Please make sure that you've capitalized instances of "Pokemon", moves, or Pokemon names within the analysis. Additionally, you should look at the Smogon Grammar and Spelling Standards, since there were a lot of miscellaneous errors in this. Lastly, please ensure that "Tyranitar" is spelled correctly. Regardless, this is much better than your previous work. Feel free to ask me if you've got any questions with regards to this check.
Implemented and I'm not reading all that in the Smogon Grammar and Spelling Standards but ill read a little.
 

Geysers

not round
is a Community Contributoris a Team Rater Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
[SET]
name: Wonder Guard Pivot
move 1: Toxic
move 2: Will o wisp / Protect
move 3: Baton pass
move 4: Shadow sneak
item: Heavy-Duty Boots / Safety Goggles
ability: Wonder Guard
nature: Adamant
evs: 252 Atk / 252 Spe

[SET COMMENTS]
Shedinja carves a niche for itself in AG thanks to its ability, Wonder Guard, which "Wonder Guard" lets ting it wall any pokemon that don't commonly run status moves or coverage to beat shedinja, notably including Kyogre, Xerneas, Dragon Dance Zygarde, and Zacian-C or Dracovish lacking crunch. Toxic allows Shedinja to cripple Kyogre, Xerneas, and Zygarde, as well as potential switch-ins like Yveltal, Calyrex-S, and Ho-oh. Will-o-wisp cripples Zacian-C and Dracovish along with possible switch-ins like Necrozma-D, Eternatus, Groudon, and Ferrothorn. Alternatively, protect, can be run to scout for potential coverage or status moves that can beat Shedinja. Baton pass lets Shedinja pivot out of sticky situations like a Tyranitar coming in incoming or a Chansey about to use toxic, [in this position you can probably just switch] while also gaining momentum if the opponent switches, which is especially useful since Shedinja can force out numerous common offensive Pokemon. Shadow sneak allows Shedinja to potentially pick off pokemon like weakened Calyrex-S or other pokemon that have been heavily chipped, potentially including Zacian-C or Xerneas. Heavy-Duty Boots is the preferred item for Shedinja since hazards are very common, but Safety Goggles lets Tyranitar Tyraintar and Shedinja be used on the same team, while also protecting Shedinja from opposing Tyranitar or lingering Sand or Hail from Max Moves. Shedinja's EVs maximize its shadow sneak damage, while also outspeeding Chansey and Tyranitar to pivot out into a teammate that can take advantage of them.

Shedinja fits best on bulky and balanced teams that appreciate Shedinja's ability to reliably wall Kyogre, Xerneas, and Zygarde while potentially luring in defensive pokemon like Necrozma-DM usk-Mane, Ho-oh, Ferrothorn, and Tyranitar. Dragon Dance Zygarde can appreciate Shedinja as a teammate Because Shedinja is forced to switch out when a Tyraintar comes in, [this doesn't really feel very accurate, in retrospect] Kyogre and Groudon can be good teammates since they heavily pressure Tyranitar while removing its Sand, allowing Shedinja to switch back in safely. [mention that Shedinja can also be extremely useful to Imposter-proof sweepers like Swords Dance Zacian-C or Xerneas] If Safely Goggles are chosen, Ho-oh and Giratina are nigh-mandatory teammates since they are some of the most reliable defoggers in the tier.

[STRATEGY COMMENTS]
Other Options
=============

Another option for Shedinja is Poltergeist over shadow sneak. Despite Poltergeist's lower PP, the fact that it doesn't make contact allows Shedinja to use it without risking a rocky helmet Necrozma-DM usk-Mane or iron barbs ferrothorn switching in. Additionally, Poltergeist can threaten some other possible switch-ins, such as Ho-Oh, and Eternatus.

Checks and Counters
===================

**Tyranitar**-Due to Tyranitar's ability, sand stream, summoning damaging weather, it forces Heavy-Duty Boots Shedinja to remain off the field until Tyranitar's sand has ended or until the weather has been removed by one of Shedinja's teammates. [mention that this places heavy constraints on Shedinja's utility, and can allow the opponent to safely set up with a potentially threatening sweeper in Shedinja's absence.]

**Status moves**- Toxic or Will o wisp completely cripples Shedinja, forcing it to take fatal damage every time it ends the turn on the field. If Shedinja is paralyzed by either Thunder Wave or Glare, it can safely stay in on Toxic or Will-o-Wisp, at the cost of some reliability.

[mention that contact-punishing items / abilities like Rocky Helmet and Iron barbs can also threaten Shedinja]

[CREDITS]
- Written by: [[Thebestneverrest, 525140]]
- Quality checked by: [Geysers, 426798], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]

Good work. I want to take just one more look at this before stamping though.
 
[SET]
name: Wonder Guard Pivot
move 1: Toxic
move 2: Will o wisp / Protect
move 3: Baton pass
move 4: Shadow sneak
item: Heavy-Duty Boots / Safety Goggles
ability: Wonder Guard
nature: Adamant
evs: 252 Atk / 252 Spe

[SET COMMENTS]
Shedinja carves a niche for itself in AG thanks to its ability, Wonder Guard, which "Wonder Guard" lets ting it wall any pokemon that don't commonly run status moves or coverage to beat shedinja, notably including Kyogre, Xerneas, Dragon Dance Zygarde, and Zacian-C or Dracovish lacking crunch. Toxic allows Shedinja to cripple Kyogre, Xerneas, and Zygarde, as well as potential switch-ins like Yveltal, Calyrex-S, and Ho-oh. Will-o-wisp cripples Zacian-C and Dracovish along with possible switch-ins like Necrozma-D, Eternatus, Groudon, and Ferrothorn. Alternatively, protect, can be run to scout for potential coverage or status moves that can beat Shedinja. Baton pass lets Shedinja pivot out of sticky situations like a Tyranitar coming in incoming or a Chansey about to use toxic, [in this position you can probably just switch] while also gaining momentum if the opponent switches, which is especially useful since Shedinja can force out numerous common offensive Pokemon. Shadow sneak allows Shedinja to potentially pick off pokemon like weakened Calyrex-S or other pokemon that have been heavily chipped, potentially including Zacian-C or Xerneas. Heavy-Duty Boots is the preferred item for Shedinja since hazards are very common, but Safety Goggles lets Tyranitar Tyraintar and Shedinja be used on the same team, while also protecting Shedinja from opposing Tyranitar or lingering Sand or Hail from Max Moves. Shedinja's EVs maximize its shadow sneak damage, while also outspeeding Chansey and Tyranitar to pivot out into a teammate that can take advantage of them.

Shedinja fits best on bulky and balanced teams that appreciate Shedinja's ability to reliably wall Kyogre, Xerneas, and Zygarde while potentially luring in defensive pokemon like Necrozma-DM usk-Mane, Ho-oh, Ferrothorn, and Tyranitar. Dragon Dance Zygarde can appreciate Shedinja as a teammate Because Shedinja is forced to switch out when a Tyraintar comes in, [this doesn't really feel very accurate, in retrospect] Kyogre and Groudon can be good teammates since they heavily pressure Tyranitar while removing its Sand, allowing Shedinja to switch back in safely. [mention that Shedinja can also be extremely useful to Imposter-proof sweepers like Swords Dance Zacian-C or Xerneas] If Safely Goggles are chosen, Ho-oh and Giratina are nigh-mandatory teammates since they are some of the most reliable defoggers in the tier.

[STRATEGY COMMENTS]
Other Options
=============

Another option for Shedinja is Poltergeist over shadow sneak. Despite Poltergeist's lower PP, the fact that it doesn't make contact allows Shedinja to use it without risking a rocky helmet Necrozma-DM usk-Mane or iron barbs ferrothorn switching in. Additionally, Poltergeist can threaten some other possible switch-ins, such as Ho-Oh, and Eternatus.

Checks and Counters
===================

**Tyranitar**-Due to Tyranitar's ability, sand stream, summoning damaging weather, it forces Heavy-Duty Boots Shedinja to remain off the field until Tyranitar's sand has ended or until the weather has been removed by one of Shedinja's teammates. [mention that this places heavy constraints on Shedinja's utility, and can allow the opponent to safely set up with a potentially threatening sweeper in Shedinja's absence.]

**Status moves**- Toxic or Will o wisp completely cripples Shedinja, forcing it to take fatal damage every time it ends the turn on the field. If Shedinja is paralyzed by either Thunder Wave or Glare, it can safely stay in on Toxic or Will-o-Wisp, at the cost of some reliability.

[mention that contact-punishing items / abilities like Rocky Helmet and Iron barbs can also threaten Shedinja]

[CREDITS]
- Written by: [[Thebestneverrest, 525140]]
- Quality checked by: [Geysers, 426798], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]

Good work. I want to take just one more look at this before stamping though.
Implemented
 

Geysers

not round
is a Community Contributoris a Team Rater Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
add remove [comment]
[SET]
name: Defensive Wonder Guard Pivot
move 1: Toxic
move 2: Will o wisp / Protect
move 3: Baton pass
move 4: Shadow sneak
item: Heavy-Duty Boots / Safety Goggles
ability: Wonder Guard
nature: Adamant
evs: 252 Atk / 252 Spe

[SET COMMENTS]
Shedinja carves a niche for itself in AG thanks to its ability, Wonder Guard, which lets it wall any pokemon that don't commonly run status moves or coverage to beat shedinja, notably including Kyogre, Xerneas, Dragon Dance Zygarde, and Zacian-C or Dracovish lacking crunch. Toxic allows Shedinja to cripple Kyogre, Xerneas, and Zygarde, as well as potential switch-ins like Yveltal, Calyrex-S, and Ho-oh. Will-o-wisp cripples Zacian-C and Dracovish along with possible switch-ins like Necrozma-DM, Eternatus, Groudon, and Ferrothorn. Alternatively, protect, can be run to scout for potential coverage or status moves that can beat Shedinja. Baton pass lets Shedinja pivot out of sticky situations like a Tyranitar coming in. while also gaining momentum if the opponent switches, which is especially useful since Shedinja can force out numerous common offensive Pokemon. Shadow sneak allows Shedinja to potentially pick off pokemon like weakened Calyrex-S or other pokemon that have been heavily chipped, potentially including Zacian-C or Xerneas. Heavy-Duty Boots is the preferred item for Shedinja since hazards are very common, but Safety Goggles lets Tyranitar and Shedinja be used on the same team, while also protecting Shedinja from opposing Tyranitar or lingering Sand or Hail from Max Moves. Shedinja's EVs maximize its shadow sneak damage, while also outspeeding Chansey and Tyranitar to pivot out into a teammate that can take advantage of them.

Shedinja fits best on bulky and balanced teams that appreciate Shedinja's ability to reliably wall Kyogre, Xerneas, and Zygarde while potentially luring in defensive pokemon like Necrozma-DM, Ho-oh, Ferrothorn, and Tyranitar. Kyogre and Groudon can be good teammates since they heavily pressure Tyranitar while removing its Sand, allowing Shedinja to switch back in safely. Shedinja also makes imposter proofing Teams with set-up sweepers like Swords Dance Zacian-C and Xerneas a lot more manageable. If Safely Goggles are chosen instead, Ho-oh and Giratina are nigh-mandatory teammates since they are some of the most reliable defoggers in the tier.

[STRATEGY COMMENTS]
Other Options
=============

Another option for Shedinja is Poltergeist over shadow sneak. Despite Poltergeist's lower PP, the fact that it doesn't make contact allows Shedinja to use it without risking a rocky helmet Necrozma-DM or iron barbs ferrothorn switching in. Additionally, Poltergeist can threaten some other possible switch-ins, such as Ho-Oh, and Eternatus.

Checks and Counters
===================

**Tyranitar**-Due to Tyranitar's ability, sand stream, summoning damaging weather, it forces Heavy-Duty Boots Shedinja to remain off the field until Tyranitar's sand has ended or until the weather has been removed by one of Shedinja's teammates. With sand being active, it places a heavy constraint on Shedinja's utility and can allow the opponent to safely set up with a potentially threatening sweeper in Shedinja's absence.


**Status moves**- Toxic or Will o wisp completely cripples Shedinja, forcing it to take fatal damage every time it ends the turn on the field. If Shedinja is paralyzed by either Thunder Wave or Glare, it can safely stay in on Toxic or Will-o-Wisp, at the cost of some reliability.

**Damaging contact** With Shedinja 's 1 HP he can't afford to take any type of damage from the likes of, rocky helmet, or damaging abilities, like Iron Barbs, as they will instantly remove it from the game., and Stealth Rock.

[CREDITS]
- Written by: [[Thebestneverrest, 525140]]
- Quality checked by: [Geysers, 426798], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]

Thank you for sticking with me during this!
QC 1/2
geysers-qc-small.gif
 

baconeatinassassin

smile!
is a Tiering Contributor
OMPL Champion
add remove comments

[SET]
name: Defensive Pivot
move 1: Toxic
move 2: Will o wisp / Protect
move 3: Baton pass
move 4: Shadow sneak
item: Heavy-Duty Boots / Safety Goggles
ability: Wonder Guard
nature: Adamant/Jolly (allows it to freely bp out of defensive dm, and idt the extra damage is needed for anything)
evs: 252 Atk / 252 Spe
idk how relevant this is, but you can use lonely/naughty nature with 0 def and spdef ivs to make imposter ditto frailer with no drawbacks

[SET COMMENTS]
Shedinja carves a niche for itself in AG thanks to its unique ability, Wonder Guard, which lets it wall any pokemon that don't commonly implies mons that don't commonly run coverage/status but have it are still walled run status moves or coverage to beat shedinja, notably including Kyogre, Xerneas, Dragon Dance Zygarde, and Zacian-C or Dracovish lacking crunch a Dark-type move assurance zac also beats shed. Toxic allows Shedinja to cripple Kyogre, Xerneas, and Zygarde, as well as potential switch-ins like Yveltal, Calyrex-S, and Ho-oh i wouldn't say caly is a switch-in. Will-o-wisp cripples Zacian-C and Dracovish along with other possible switch-ins like Necrozma-DM, Eternatus, Groudon, and Ferrothorn. Alternatively, protect, can be run to scout for potential coverage or status moves that can beat Shedinja. Baton pass lets Shedinja pivot out of sticky situations like a Tyranitar coming in. while also gaining generate momentum if the opponent switches, which is especially useful since Shedinja can force out numerous common offensive Pokemon, and can potentially help Heavy-Duty Boots variants from getting KOd by sand set by Tyranitar reordered. Shadow sneak allows Shedinja to potentially pick off pokemon like weakened Calyrex-S or other pokemon that have been heavily chipped, potentially including Zacian-C or Xerneas. Heavy-Duty Boots is the preferred item for Shedinja since hazards are very common, but Safety Goggles lets Tyranitar and Shedinja be used on the same team, while also protecting protects Shedinja from opposing Tyranitar or lingering Sand or Hail from Max Moves, and allows Shedinja to be used with Tyranitar on the same team reordered. Shedinja's EVs maximize its shadow sneak damage, while also outspeeding Chansey and Tyranitar to pivot out into a teammate that can take advantage of them, as well as Necrozma-DM if Jolly.

Shedinja fits best on bulky and balanced teams that appreciate Shedinja's ability to reliably wall most Kyogre, Xerneas, and Zygarde and Kyogre while potentially luring in defensive pokemon like Necrozma-DM, Ho-oh, Eternatus, Ferrothorn, and Tyranitar kyogre can potentially max hailstorm. Kyogre and Offensive Pokemon like Groudon, Dragon Dance Zygarde-C, Zekrom and Kyogre can be are good teammates since they can receive safe entry onto the field from Baton Pass by Shedinja and heavily pressure the aforementioned Pokemon. Groudon and Kyogre can prove especially useful for Shedinja since they can remove Tyranitar's Tyranitar while removing its Sand, allowing Shedinja to switch back in safely. Shedinja also makes imposter proofing Teams with set-up sweepers like Swords Dance Zacian-C and Xerneas a lot more manageable. Additional checks to Kyogre are highly recommended, given Ice Beam under Dynamax will KO Heavy-Duty Boots variants with the residual Hail chip. If Safely Goggles are chosen instead, very reliable hazard removal such as Ho-oh and Giratina are nigh-mandatory teammates since they are some of the most reliable defoggers in the tier. Shedinja is extremely susceptible to hazards without Heavy-Duty boots, limiting Safety Goggles variants to stall teams.

[STRATEGY COMMENTS]
Other Options
=============

Another option for Shedinja is Poltergeist over shadow sneak. Despite Poltergeist's lower PP, the fact that it doesn't make contact allows Shedinja to use it without risking a rocky helmet Necrozma-DM or iron barbs ferrothorn switching in. Additionally, Poltergeist can threaten also chip some other possible switch-ins, such as Ho-Oh, and Eternatus.

Checks and Counters
===================

**Tyranitar**-Due to Tyranitar's ability, sand stream, summoning damaging weather, it forces Heavy-Duty Boots Shedinja to remain off the field until Tyranitar's sand has ended or until the weather has been removed by one of Shedinja's teammates. With sand being active, it places a heavy constraint on Shedinja's utility and can allow the opponent to safely set up with a potentially threatening sweeper in Shedinja's absence.

**Pokemon with super effective coverage**- Any Pokemon that can hit Shedinja super effectively will kill it, including Yveltal, Eternatus, Ho-oh, Groudon, Calyrex-S and Marshadow, although the latter two will have to watch out for Shadow Sneak.

**Status moves**- Toxic or Will o wisp completely cripples Shedinja, forcing it to take fatal damage every time it ends the turn on the field. This allows the vast majority of the defensive metagame to force Shedinja out. If Shedinja is paralyzed by either Thunder Wave or Glare, it can safely stay in on Pokemon carrying Toxic or Will-o-Wisp that cannot touch it otherwise, at the cost of some reliability.

**Damaging contact** Shedinja can't afford to take any type of damage from the likes of, rocky helmet, or damaging abilities, like Iron Barbs, as they will instantly remove it from the game.

you can potentially mention mons that ignore wonder guard eg. zek and sunsteel strike dm but it's pretty specific, esp given the latter will nearly always have other moves for shed

[CREDITS]
- Written by: [[Thebestneverrest, 525140]]
- Quality checked by: [Geysers, 426798], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]


relatively good job, I'll take another look at this before I'm ready to QC stamp. as Geysers said, make sure you read the Smogon grammar standards, as there were quite a lot of inconsistencies and errors. you can ctrl+f to find things you want to know if you don't want to read the entire thing, eg. how to capitalise names, properly write Pokemon terms, etc.
 
Last edited:
add remove comments

[SET]
name: Defensive Pivot
move 1: Toxic
move 2: Will o wisp / Protect
move 3: Baton pass
move 4: Shadow sneak
item: Heavy-Duty Boots / Safety Goggles
ability: Wonder Guard
nature: Adamant/Jolly (allows it to freely bp out of defensive dm, and idt the extra damage is needed for anything)
evs: 252 Atk / 252 Spe
idk how relevant this is, but you can use lonely/naughty nature with 0 def and spdef ivs to make imposter ditto frailer with no drawbacks

[SET COMMENTS]
Shedinja carves a niche for itself in AG thanks to its unique ability, Wonder Guard, which lets it wall any pokemon that don't commonly implies mons that don't commonly run coverage/status but have it are still walled run status moves or coverage to beat shedinja, notably including Kyogre, Xerneas, Dragon Dance Zygarde, and Zacian-C or Dracovish lacking crunch a Dark-type move assurance zac also beats shed. Toxic allows Shedinja to cripple Kyogre, Xerneas, and Zygarde, as well as potential switch-ins like Yveltal, Calyrex-S, and Ho-oh i wouldn't say caly is a switch-in. Will-o-wisp cripples Zacian-C and Dracovish along with other possible switch-ins like Necrozma-DM, Eternatus, Groudon, and Ferrothorn. Alternatively, protect, can be run to scout for potential coverage or status moves that can beat Shedinja. Baton pass lets Shedinja pivot out of sticky situations like a Tyranitar coming in. while also gaining generate momentum if the opponent switches, which is especially useful since Shedinja can force out numerous common offensive Pokemon, and can potentially help Heavy-Duty Boots variants from getting KOd by sand set by Tyranitar reordered. Shadow sneak allows Shedinja to potentially pick off pokemon like weakened Calyrex-S or other pokemon that have been heavily chipped, potentially including Zacian-C or Xerneas. Heavy-Duty Boots is the preferred item for Shedinja since hazards are very common, but Safety Goggles lets Tyranitar and Shedinja be used on the same team, while also protecting protects Shedinja from opposing Tyranitar or lingering Sand or Hail from Max Moves, and allows Shedinja to be used with Tyranitar on the same team reordered. Shedinja's EVs maximize its shadow sneak damage, while also outspeeding Chansey and Tyranitar to pivot out into a teammate that can take advantage of them, as well as Necrozma-DM if Jolly.

Shedinja fits best on bulky and balanced teams that appreciate Shedinja's ability to reliably wall most Kyogre, Xerneas, and Zygarde and Kyogre while potentially luring in defensive pokemon like Necrozma-DM, Ho-oh, Eternatus, Ferrothorn, and Tyranitar kyogre can potentially max hailstorm. Kyogre and Offensive Pokemon like Groudon, Dragon Dance Zygarde-C, Zekrom and Kyogre can be are good teammates since they can receive safe entry onto the field from Baton Pass by Shedinja and heavily pressure the aforementioned Pokemon. Groudon and Kyogre can prove especially useful for Shedinja since they can remove Tyranitar's Tyranitar while removing its Sand, allowing Shedinja to switch back in safely. Shedinja also makes imposter proofing Teams with set-up sweepers like Swords Dance Zacian-C and Xerneas a lot more manageable. Additional checks to Kyogre are highly recommended, given Ice Beam under Dynamax will KO Heavy-Duty Boots variants with the residual Hail chip. If Safely Goggles are chosen instead, very reliable hazard removal such as Ho-oh and Giratina are nigh-mandatory teammates since they are some of the most reliable defoggers in the tier. Shedinja is extremely susceptible to hazards without Heavy-Duty boots, limiting Safety Goggles variants to stall teams.

[STRATEGY COMMENTS]
Other Options
=============

Another option for Shedinja is Poltergeist over shadow sneak. Despite Poltergeist's lower PP, the fact that it doesn't make contact allows Shedinja to use it without risking a rocky helmet Necrozma-DM or iron barbs ferrothorn switching in. Additionally, Poltergeist can threaten also chip some other possible switch-ins, such as Ho-Oh, and Eternatus.

Checks and Counters
===================

**Tyranitar**-Due to Tyranitar's ability, sand stream, summoning damaging weather, it forces Heavy-Duty Boots Shedinja to remain off the field until Tyranitar's sand has ended or until the weather has been removed by one of Shedinja's teammates. With sand being active, it places a heavy constraint on Shedinja's utility and can allow the opponent to safely set up with a potentially threatening sweeper in Shedinja's absence.

**Pokemon with super effective coverage**- Any Pokemon that can hit Shedinja super effectively will kill it, including Yveltal, Eternatus, Ho-oh, Groudon, Calyrex-S and Marshadow, although the latter two will have to watch out for Shadow Sneak.

**Status moves**- Toxic or Will o wisp completely cripples Shedinja, forcing it to take fatal damage every time it ends the turn on the field. This allows the vast majority of the defensive metagame to force Shedinja out. If Shedinja is paralyzed by either Thunder Wave or Glare, it can safely stay in on Pokemon carrying Toxic or Will-o-Wisp that cannot touch it otherwise, at the cost of some reliability.

**Damaging contact** Shedinja can't afford to take any type of damage from the likes of, rocky helmet, or damaging abilities, like Iron Barbs, as they will instantly remove it from the game.

you can potentially mention mons that ignore wonder guard eg. zek and sunsteel strike dm but it's pretty specific, esp given the latter will nearly always have other moves for shed

[CREDITS]
- Written by: [[Thebestneverrest, 525140]]
- Quality checked by: [Geysers, 426798], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]


relatively good job, I'll take another look at this before I'm ready to QC stamp. as Geysers said, make sure you read the Smogon grammar standards, as there were quite a lot of inconsistencies and errors. you can ctrl+f to find things you want to know if you don't want to read the entire thing, eg. how to capitalise names, properly write Pokemon terms, etc.
Implemented but I have 2 things about this QC, Shedinja won't die to a max hail since he walls Kyogres Dynamax moves too and I don't think moves and abilities that beat shedinja need to be mentioned since its basically prior knowledge.
 

baconeatinassassin

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Implemented but I have 2 things about this QC, Shedinja won't die to a max hail since he walls Kyogres Dynamax moves too and I don't think moves and abilities that beat shedinja need to be mentioned since its basically prior knowledge.
oops, my bad! feel free to remove the section about max hailstorm then. although it is obvious, I feel like it the bit about se moves should still be included; it's about as obvious as things like status moves and sand.

add remove comments
[SET]
name: Defensive Pivot
move 1: Toxic
move 2: Will o wisp / Protect
move 3: Baton pass
move 4: Shadow sneak
item: Heavy-Duty Boots / Safety Goggles
ability: Wonder Guard
nature: Adamant / Jolly
evs: 252 Atk / 252 Spe

[SET COMMENTS]
Shedinja carves a niche for itself in AG thanks to its unique ability, Wonder Guard, which lets it wall any pokemon that don't run status moves or coverage to beat shedinja, notably including Kyogre, Xerneas, Dragon Dance Zygarde, and Zacian-C or Dracovish lacking a Dark-type move. Toxic allows Shedinja to cripple Kyogre, Xerneas, and Zygarde, as well as potential switch-ins like Yveltal, and Ho-oh. Will-o-wisp cripples Zacian-C and Dracovish along with other i know i said to add this in, but i'm wrong, sorry possible switch-ins like Necrozma-DM, Eternatus, Groudon, and Ferrothorn. Alternatively, protect, can be run to scout for potential coverage or status moves that can beat Shedinja. Baton pass lets Shedinja generate momentum if the opponent switches, which is especially useful since Shedinja can force out numerous common offensive Pokemon, and can potentially help Heavy-Duty Boots variants from getting KOd by sand set by Tyranitar. Shadow sneak allows Shedinja to potentially pick off pokemon like weakened Calyrex-S or other pokemon that have been heavily chipped, potentially including Zacian-C or Xerneas. Heavy-Duty Boots is the preferred item for Shedinja since hazards are very common, but Safety Goggles protects Shedinja from opposing Tyranitar or lingering Sand or Hail from Max Moves, and allows Shedinja to be used with Tyranitar on the same team. Shedinja's EVs maximize its shadow sneak damage, while also outspeeding Chansey and Tyranitar to pivot out into a teammate that can take advantage of them, as well as Necrozma-DM if Jolly.

Shedinja fits best on bulky and balanced teams that appreciate Shedinja's ability to reliably wall most Xerneas, Zygarde and Kyogre while potentially luring in defensive pokemon like Necrozma-DM, Ho-oh, Eternatus, Ferrothorn, and Tyranitar. Offensive Pokemon like Groudon, Dragon Dance Zygarde-C, Zekrom, and Kyogre are good teammates since they can receive safe entry onto the field from Baton Pass by Shedinja and heavily pressure the aforementioned Pokemon. Groudon and Kyogre can prove especially useful for Shedinja since they can remove Tyranitar's Sand, allowing Shedinja to switch back in safely. Shedinja also makes imposter proofing Teams with set-up sweepers like Swords Dance Zacian-C and Xerneas a lot more manageable. Additional checks to Kyogre are highly recommended, given Ice Beam under Dynamax will KO Heavy-Duty Boots variants with the residual Hail chip. If Safely Goggles are chosen instead, very reliable hazard removal from multiple Pokemon such as Ho-oh and Giratina are is nigh-mandatory teammates since Shedinja is extremely susceptible to hazards without Heavy-Duty Boots, limiting Safety Goggles variants to stall teams.

[STRATEGY COMMENTS]
Other Options
=============

Another option for Shedinja is Poltergeist over shadow sneak. Despite Poltergeist's lower PP, the fact that it doesn't make contact allows Shedinja to use it without risking a rocky helmet Necrozma-DM or iron barbs ferrothorn switching in. Additionally, Poltergeist can also chip some other possible switch-ins, such as Ho-Oh, and Eternatus.

Checks and Counters
===================

**Tyranitar**-Due to Tyranitar's ability, sand stream, summoning damaging weather, it forces Heavy-Duty Boots Shedinja to remain off the field until Tyranitar's sand has ended or until the weather has been removed by one of Shedinja's teammates. With sand being active, it places a heavy constraint on Shedinja's utility and can allow the opponent to safely set up with a potentially threatening sweeper in Shedinja's absence.

**Pokemon with super-effective coverage**- Any Pokemon that can hit Shedinja super effectively will kill it, including Yveltal, Eternatus, Ho-oh, Groudon, Calyrex-S, and Marshadow, although the latter two will have to watch out for Shadow Sneak.

**Status moves**- Toxic or Will o wisp completely cripples Shedinja, forcing it to take fatal damage every time it ends the turn on the field. This allows the vast majority of the defensive metagame to force Shedinja out. If Shedinja is paralyzed by either Thunder Wave or Glare, it can safely stay in on Pokemon carrying Toxic or Will-o-Wisp that cannot touch it otherwise, at the cost of some reliability.

**Damaging contact** Shedinja can't afford to take any type of damage from the likes of, rocky helmet, or damaging abilities, like Iron Barbs, as they will instantly remove it from the game.

[CREDITS]
- Written by: [[Thebestneverrest, 525140]]
- Quality checked by: [Geysers, 426798], [baconeatinassassin, 367227]
- Grammar checked by: [[username1, userid1]]


qc 2/2
 
Last edited:

Adeleine

after committing a dangerous crime
is a Top Social Media Contributoris a Community Contributoris a Smogon Discord Contributoris a Top Contributoris a Smogon Media Contributoris a Battle Simulator Moderator Alumnus
AM Check :) AM means the analysis is not 1/1 and you don't have to implement things if you don't want to.

Add/Fix Remove Comment
(AC)/(RC): Add/Remove Comma
(cap.)
: Capitalization (makes sure you notice the blue changed letter)

[SET]
name: Defensive Pivot
move 1: Toxic
move 2: Will o wisp Will-O-Wisp / Protect
move 3: Baton Pass (cap.)
move 4: Shadow Sneak (cap.)
item: Heavy-Duty Boots / Safety Goggles
ability: Wonder Guard
nature: Adamant / Jolly
evs: 252 Atk / 252 Spe

[SET COMMENTS]
Shedinja carves a niche for itself in AG thanks to its unique ability, Wonder Guard, which lets it wall any pokemon that don't run status moves or coverage to beat shedinja, notably including Pokemon lacking status moves or coverage to beat it; this notably includes Kyogre, Xerneas, Dragon Dance Zygarde, and Zacian-C or Dracovish lacking a Dark-type move. Toxic allows Shedinja to cripple Kyogre, Xerneas, and Zygarde (RC) as well as potential switch-ins like Yveltal, and Ho-oh. Will-o-wisp Yveltal and Ho-Oh. Will-O-Wisp cripples Zacian-C and Dracovish along with possible switch-ins like Necrozma-DM, Eternatus, Groudon, and Ferrothorn. Alternatively, protect, can Protect can be run to scout for potential coverage or status moves that can beat Shedinja. Baton Pass (cap.) lets Shedinja generate momentum if the opponent switches, which is especially useful since Shedinja can force out numerous common offensive Pokemon, and can potentially help saves Heavy-Duty Boots variants from getting KOed (spelling) by sand set by Tyranitar. Shadow Sneak (cap.) allows Shedinja to potentially pick off Pokemon (cap.) like weakened Calyrex-S or other pokemon foes that have been heavily chipped, including Zacian-C or and Xerneas. Heavy-Duty Boots is the preferred item for Shedinja since hazards are very common, but Safety Goggles protects Shedinja from opposing Tyranitar or lingering Sand or Hail and lingering sand or hail from Max Moves, and allows allowing Shedinja to be used with Tyranitar on the same team. Shedinja's EVs maximize its Shadow Sneak (cap.) damage (RC) while also out-speeding outspeeding Chansey and Tyranitar to pivot out(AC), letting Shedinja pivot into a teammate that can take advantage of them, as well as outspeeding Necrozma-DM if Jolly.

Shedinja fits best on bulky and balanced teams that appreciate Shedinja's its ability to reliably wall most Xerneas, Zygarde(AC), and Kyogre while potentially luring in defensive Pokemon like Necrozma-DM, Ho-Oh, (cap.) Eternatus, Ferrothorn, and Tyranitar. Offensive Pokemon like Groudon, Dragon Dance Zygarde-C, Zekrom, and Kyogre are good teammates since they can receive appreciate safe entry onto the field from Baton Pass by Shedinja and heavily pressure the aforementioned defensive Pokemon. Groudon and Kyogre can prove especially useful for Shedinja since they can remove Tyranitar's sand, (cap.) allowing Shedinja to switch back in safely. Shedinja also makes imposter proofing Teams with set-up Imposter-proofing teams with setup sweepers like Swords Dance Zacian-C and Xerneas a lot more manageable. If Safely Goggles are chosen instead, run, very reliable entry hazard removal from multiple Pokemon such as Ho-oh and Giratina is nigh-mandatory since Shedinja is extremely susceptible to hazards without Heavy-Duty Boots, Ho-Oh and Giratina is nigh-mandatory given Shedinja's extreme susceptibility to entry hazards, limiting Safety Goggles variants to stall teams.

[STRATEGY COMMENTS]
Other Options
=============

Another option for Shedinja is Poltergeist over shadow sneak. Despite Poltergeist's lower PP, the fact that it Poltergeist has lower PP than Shadow Sneak, but it doesn't make contact allows Shedinja to use it(AC), allowing Shedinja to attack without risking a Rocky Helmet Necrozma-DM or Iron Barbs Ferrothorn (cap.) switching in. Additionally, Poltergeist can also chip some better chips other possible switch-ins, such as Ho-Oh (RC) and Eternatus.

Checks and Counters
===================

**Tyranitar**-Due to Tyranitar's ability, sand stream, summoning damaging weather, it forces Heavy-Duty Boots Shedinja **Tyranitar**: Tyranitar's Sand Stream forces Shedinja lacking Safety Goggles to remain off the field until Tyranitar's the sand has ended or until the weather has been removed by one of Shedinja's teammates. With sand being active, it places a heavy constraint on Shedinja's utility and Sand blocking Shedinja's entry is a heavy constraint on its utility that can allow the opponent threatening sweepers to safely set up with a potentially threatening sweeper in Shedinja's absence.

**Pokemon with super-effective coverage**-
**Super Effective Attacks**: Any Pokemon that can hit Shedinja super effectively will kill KO it, including Yveltal, Eternatus, Ho-Oh, (cap.) Groudon, Calyrex-S, and Marshadow, although the latter two will have to watch out for Shadow Sneak.

**Status moves**- Toxic or Will o wisp completely cripples Shedinja, forcing it to take fatal damage every time Moves**: Toxic and Will-O-Wisp fatally cripple Shedinja, KOing it whenever it ends the turn on the field. This The threat of fatal status allows the vast majority of the defensive metagame to force Shedinja out. If Shedinja is paralyzed by either Thunder Wave or Glare, it can safely stay in on Pokemon carrying Toxic or Will-O-Wisp (cap.) that cannot touch it otherwise, at the cost of but loses some reliability.

**Damaging contact** Shedinja can't afford to take any type of damage from the likes of, rocky helmet, or damaging abilities, like Iron Barbs, as they will instantly remove it from the game. **Contact Damage**: If Shedinja hits a Rocky Helmet Pokemon, Iron Barbs Pokemon, or other source of contact damage with Shadow Sneak, it will be instantly removed from the game.

[CREDITS]
- Written by: [[Thebestneverrest, 525140]]
- Quality checked by: [[Geysers, 426798], [baconeatinassassin, 367227]] (brackets)
- Grammar checked by: [[username1, userid1]]
 

Rabia

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GP & NU Leader
add remove comments
[SET]
name: Defensive Pivot
move 1: Toxic
move 2: Will-O-Wisp / Protect
move 3: Baton Pass
move 4: Shadow Sneak
item: Heavy-Duty Boots / Safety Goggles
ability: Wonder Guard
nature: Adamant / Jolly
evs: 252 Atk / 252 Spe

[SET COMMENTS]
Shedinja carves a niche for itself in AG thanks to its Shedinja's unique ability (RC) Wonder Guard (RC) which lets it wall any Pokemon lacking status moves or coverage to beat it; this notably includes Kyogre, Xerneas, Dragon Dance Zygarde, and Zacian-C or Dracovish lacking a Dark-type move. Toxic allows Shedinja to cripple Kyogre, Xerneas, and Zygarde as well as potential switch-ins like Yveltal and Ho-Oh. Will-O-Wisp cripples Zacian-C and Dracovish along with possible switch-ins like Necrozma-DM, Eternatus, Groudon, and Ferrothorn. Alternatively, Protect can be run to scout for potential coverage or status moves that can beat Shedinja. Baton Pass lets Shedinja generate momentum if the opponent switches, which is especially useful since because Shedinja can force out numerous common offensive Pokemon, and saves Heavy-Duty Boots variants from getting KOed by sand set by Tyranitar. Shadow Sneak allows Shedinja to pick off Pokemon like weakened Calyrex-S or and other foes that have been heavily chipped, including Zacian-C and Xerneas. Heavy-Duty Boots is the preferred item for Shedinja,(AC) since entry hazards are very common, but Safety Goggles protects Shedinja from opposing Tyranitar and lingering sand or hail from Max Moves, allowing Shedinja to be used with Tyranitar on the same team. Shedinja's EVs maximize its Shadow Sneak damage while also outspeeding Chansey and Tyranitar, letting Shedinja pivot into a teammate that can take advantage of them, as well as outspeeding Necrozma-DM if Jolly.

Shedinja fits best on bulky and balance teams that appreciate its ability to reliably wall most Xerneas, Zygarde, and Kyogre while potentially luring in and crippling (reads awkwardly otherwise imo) defensive Pokemon like Necrozma-DM, Ho-Oh, Eternatus, Ferrothorn, and Tyranitar. Offensive Pokemon like Groudon, Dragon Dance Zygarde-C, Zekrom, and Kyogre are good teammates,(AC) since they appreciate safe entry onto the field from Baton Pass and heavily pressure the aforementioned defensive Pokemon. Groudon and Kyogre can prove especially useful since because they remove Tyranitar's sand, allowing Shedinja to switch back in safely. Shedinja also makes Imposter-proofing teams with setup sweepers like Swords Dance Zacian-C and Xerneas a lot more manageable. If Safely Goggles are is run, very reliable entry hazard removal from multiple Pokemon such as Ho-Oh and Giratina is nigh mandatory(RH) given Shedinja's extreme susceptibility to entry hazards, limiting Safety Goggles variants to stall teams.

[STRATEGY COMMENTS]
Other Options
=============

Another option for Shedinja is Poltergeist over shadow sneak Shadow Sneak. Poltergeist has lower PP than Shadow Sneak, but it doesn't make contact, allowing Shedinja to attack without risking a Rocky Helmet Necrozma-DM or Iron Barbs Ferrothorn switching in. Additionally, Poltergeist better chips deals better damage to other possible switch-ins (RC) such as Ho-Oh and Eternatus.

Checks and Counters
===================

**Tyranitar**: Tyranitar's Sand Stream forces Shedinja lacking Safety Goggles to remain off the field until the sand has ended or been removed by one of Shedinja's teammates. Sand blocking Shedinja's entry is a heavy constraint on its utility that can allow threatening sweepers to safely set up.

**Super Effective Attacks**: Any Pokemon that can hit Shedinja super effectively will KO it, including Yveltal, Eternatus, Ho-Oh, Groudon, Calyrex-S, and Marshadow, although the latter two have to watch out for Shadow Sneak.

**Status Moves**: Toxic and Will-O-Wisp fatally cripple Shedinja, KOing it whenever it ends the turn on the field. The threat of fatal status allows the vast majority of the defensive metagame to force Shedinja out. If Shedinja is paralyzed by either Thunder Wave or Glare, it can safely stay in on Pokemon carrying Toxic or Will-O-Wisp that cannot touch it otherwise but loses some reliability.

**Contact Damage**: If Shedinja hits a Rocky Helmet Pokemon, Iron Barbs Pokemon, or another source of contact damage with Shadow Sneak, it will be instantly removed from the game.

[CREDITS]
- Written by: [[Thebestneverrest, 525140]]
- Quality checked by: [[Geysers, 426798], [baconeatinassassin, 367227]]
- Grammar checked by: [[username1, userid1]]

gp 1/1 when done
 

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