Will-O-Wisp is to cripple physical theats to make it easier to the rest of my team to handle. Protect is a obvious choice, as it allows Shedinja to scout and see what pokemon have a move that can hit through Wonder Guard. For example Secret Power has a 30% Chance to sleep in Grassy Terrain, and having a Pokemon being put to sleep can help ease the Matchup. Secret Power is a fantastic non-contact move for Shedinja due to its 30% chance to Paralyze Pokemon, but this effect changes with all the Terrains but Electric. Shadow Sneak main benefit is its 48pp, which allows Shedinja to outstall easily outstall setup Pokemon like Clefable and Mega Latias which can't touch it. The Moves: Initially I wasn't sure about having a contact move, since Garchomp, Ferrothorn and Rocky Helmet are just so common, but I settled on having it alongside Secret Power which is a non-contact move. This allows me to use Will-O-Wisp and cripple it for the rest of my team before dying. The reason i opted for a Jolly Nature over a Adamant one, was because Jolly Shedinja outspeeds the standard Mega Mawile set with Swords Dance. The Spread: Since Shedinja doesn't need HP/Defence/Special Defence, I just decided to have it with a Jolly Nature and max speed and attack. When I realised that Shedinja was flat out immune most of the common threats on Veil Offense like Manaphy, and Zygarde, I switched the item to Safety Goggles which made the matchup a breeze since in further encounters. However, I didn't enjoy the 5v6 Matchups whenever my opponent had either Hippowdon, Tyranitar or Ninetales-Alola. It also allowed me to be more risky about switching Shedinja into Specs Lele or Magnezone, as if they did HP Fire, Shedinja wasn't gone for the remainder of the game. The Item: My first choice for choosing an item was Focus Sash, as it allowed me to get emergency burns off if something went wrong, which was handy in alot of cases. Finally having a pokemon that is immune to both Volt Switch and U-turn was also helpful. Shedinja also doesn't need to worry about recovery as we all know it has 1HP, meaning i can run another move in that place. ![]() Shedinja's ability Wonder Guard allows it wall many threats that Stall would usually struggle against, such as Mega Medicham in Terrains, Magearna with Pain Spilt, Z-Manaphy, Mega Mawile with Sucker Punch over Knock off and so on. The Pokemon: Shedinja was the star of this team, and the pokemon I decided to build around.
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