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Alucard
24th December 2006, 04:10 AM
So I have team Spoink all leveled up and set, so I thought i'd go for a new team, Team Ninja!

What'd be the best moveset for a 6 team of Shedninja?

EDIT: Oh yeah, Team w00p too! That'd be for a team of 6 Wooper, no evos! x] can you tell I don't take this game seriously at all and enjoy playing with a fun team?

Blademaster
24th December 2006, 06:31 AM
Wooper I don't know about, but because I have a hard-on for undead demon insects, I'll help you with Team Shedinja as best as I can.

First thing: Give all your Shedinjas Lum Berries. Leftovers and HP-restoring Berries are worthless on a 1 HP Pokemon, and everything else of much merit doesn't help since most other Berries require you to take damage (which Shedinja can't) before they activate. So, status-healing Lum Berries all the way.

Now, on to the team...

First thing a Ninja needs to know is the art of stealth. So, here's an evasive moveset for Shedinja:

Sand Attack
Double Team
Confuse Ray
Grudge

This guy is all about dodging and enduring opposing attacks. His goal is wearing down the opponent's PP (and HP in Confuse Ray's case) as much as possible without having to resort to Grudge, which is there because it's Shedinja's signature move and could always come in handy anyway.

Second, a Ninja must know the art of decoy. Ergo, a decoy Shedinja:

Double Team
Swords Dance
Baton Pass
Agility/Silver Wind

Send this guy against a harmless Pokemon, and then beef up his attack (and evasiveness and speed against a potentially dangerous opponent) to max, then switch him out for a heavyweight.

Third, a Ninja must be strong. So, a Physical tank is in order...

Hyper Beam
Shadow Ball
Slash
Return/Hidden Power (Rock)

This guy's job is like that of the anime Shedinja: Mow down the enemy with Hyper Beam (or Shadow Ball if any Ghosts pop up) or, against a weaker enemy, Slash (You may have to breed for this one.) The last move I couldn't decide on, so I left it as a toss-up between Return (a less powerful Hyper Beam that doesn't need a recharge) and HP Rock (the remedy for the Flying Pokemon that are the bane of the rest of this team). Your choice.

Fourth, a Ninja must be clever, and versed in a wide array of fighting styles. That's where this guy comes in:

Shadow Ball
Silver Wind
Dig
Toxic

This Shedinja is the Swiss army knife of the team - his attacks can lay waste to 9 different types of Pokemon (including 4 of the 5 types Shedinja is weak against), and his Toxic can eat away at the remaining 8. Quite handy to have around, and a likely candidate for team captain.

Fifth, a Ninja must master the art of surprise. For that matter, here is a more 'fun' Shedinja:

Snore
Mimic
Toxic/Swagger
Grudge

Opponents with a fetish for moves like Hypnosis and Spore won't work on this guy, and most power attacks he can simply absorb and throw right back at the enemy! Those that he can't he can incapacitate with Toxic/Swagger (Again, I couldn't choose.), or if the opponent is immune or already afflicted, Grudge the bastard and leave him/her/it powerless.

And finally, a Ninja must know the value of teamwork - Ninjas often work alone, but they must stand together when the situation calls for it. So, I've recycled a few moves from the other 5 Ninjas and put them on this last one; this is IMO a 'standard' Shedinja moveset:

Shadow Ball
Silver Wind
Grudge
Hyper Beam

Shedinja's best feature is its attack power - its speed and defense are only decent, and its HP and special stats aren't even worth bothering with. So, this Shedinja is all about hitting hard and fast, STAB'ing its enemies into submission, and of course using Grudge when the situation arises. It's just what Shedinja do.


Now, this moveset is far from perfect; in fact, it's probably the one post in this whole topic you should probably avoid entirely, but I think it works. Emphasis on 'think.' I dunno, though... Try it yourself if you want. You'll probably be surprised with the results.

Poryhedron
24th December 2006, 11:41 AM
Wow...six Shedinja movesets and not one has Protect or Detect. Isn't that the single most standard move for Sheddy? You open with it to find out whether the opponent has a super-effective move to use.

DaBlackBandit
24th December 2006, 01:46 PM
Shadow Ball
Silver Wind / HP Bug
Swords Dance
Protect
@Quick Claw / Lum Berry / Scope Lens

Toxic / Sleep Talk / Aerial Ace
HP Fighting / HP Ground
Shadow Ball
Silver Wind
@Choice Band

mr_pikachu
25th December 2006, 12:59 AM
Wow...six Shedinja movesets and not one has Protect or Detect. Isn't that the single most standard move for Sheddy? You open with it to find out whether the opponent has a super-effective move to use.

Normally you're right, but in this case it doesn't matter. If the foe has a super-effective attack, it's going to be super-effective against the entire team. Therefore, making a switch will only get a different Sheddy taken out. Maybe it'd be good on the first Sheddy so you can select which one you want to sacrifice, but it's hardly standard in this case.

Lum Berries aren't necessarily the only option, by the way. DaBlackBandit pointed out a few options for striking faster and fiercer. If you're concerned with evasion, you may also want to try Lax Incense (isn't that the Brightpowder of RSEFrLg?).

Stat-boosting berries will always be useless to this team, but there are other tactics depending on your priorities. And by the way, don't bother with items that boost attacks of specific types (Charcoal, Magnet, etc.), as I can't think of any situation in which those should be used besides in-game play.

Alucard
25th December 2006, 06:41 AM
Alrighty, How's this:

Slash
Return
Hyper Beam
Shadow Ball
@ Scope Lense

Agility
Baton Pass
Double Team
Swords Dance
@ ????????

Hyper Beam
Sand Attack
Confuse Ray
Double Team
@ Bright Powder

Toxic
Mimic
Grudge
Swagger
@ Lum Berry

Protect
Silver Wind
Shadow Ball
Swords Dance
@ Quick Claw

Grudge
Silver Wind
Hyper Beam
Shadow Ball
@ Choice Band

mr_pikachu
26th December 2006, 01:40 AM
Just glanced at the first one... I'm a tad too tired after Christmas for a more careful and thorough examination.


Slash
Return
Hyper Beam
Shadow Ball
@ Scope Lens


Why three Normal moves? I can sort of understand Hyper Beam as a second Normal attack, but having both Slash and Return makes little sense. Drop Return for another physical attack, since you have the Scope Lens to aid Slash. Maybe throw in an EQ (if Shedinja learns that...) or a Shadow Ball or... something. Hyper Beam can stay, but there's just no reason for Return in that set.

Blademaster
26th December 2006, 03:11 AM
Nah, Shedinja doesn't learn Earthquake. Dig, yes, but not Earthquake...

Alucard
26th December 2006, 02:50 PM
I dunno. I'm not really into pokemon so I dunno what's good and what's not lolz~

What about Aerial Ace or Solar Beam? Or Sandstorm to annoy? Or do they suck as moves? I dunno lolz.

Silencer
26th December 2006, 03:04 PM
Nvm, you could have nominated this post for the dumbest post on TPM

Perfect Chaos
26th December 2006, 03:09 PM
Damnit Alu, you're so good and helpful in TCG, why can't you be like that for Pokemon :P

Anyways, Solarbeam is mainly used on Sunnybeamers (Sunny Day+Solarbeam), so that's a no.

Sandstorm will literally kill your entire team (since it'll affect all your Pokemon and it lasts 5 turns), so that also is a no.

I'd say stick with Shadow Ball as one of your main attacks. They all get STAB from it and with Swords Dance, it'll leave a pretty big dent on most Pokemon.

Oh and one last thing:


but because I have a hard-on for undead demon insects, I'll help you with Team Shedinja as best as I can.


Now THAT'S disturbing (moreso than me orgasming at getting a Fiend structure deck Blade :P)

Alucard
26th December 2006, 03:52 PM
Damnit Alu, you're so good and helpful in TCG, why can't you be like that for Pokemon :P


Because I keep up to date with yugimons! :o

Sandstorm damages my Ninjas? I thought only Super Effective attacks could~? Lolz?

So just fuck the Return and throw on a Shadow Ball~?

mr_pikachu
26th December 2006, 04:58 PM
Shadow Ball is fine. And yeah, Sandstorm (and Hail) kills your team - you're not immune to weather effects. Nor are you immune to stauses and the like: Poison makes Sheddy cry. Only attacks that directly damage you fall under Wonder Guard's defense. Not sure about OHKO moves, but few people really use them anyway.

Blademaster
26th December 2006, 07:41 PM
Now THAT'S disturbing (moreso than me orgasming at getting a Fiend structure deck Blade :P)

THAT is debatable... :o

Now, as for Shedinja...

Solarbeam = definitely no. Trust me, Jay, Shedinja's special stats are so bad, it's not even funny. Shedinja can learn Sunny Day, but even that doesn't make the move worthwhile.

Aerial Ace = maybe. Shedinja's got good attack, and Aerial Ace never misses. Still, I'm not really sure how useful it'd be effective-wise, so... I dunno. You make the call.

Sandstorm = definitely no. As has already been said, weather effects can kill Shedinja, and even if they couldn't, it wouldn't matter - since Sandstorm is technically a Rock attack, it would bring Shedinja down anyway.

Return = maybe. It can be almost as strong as Hyper Beam without needing a recharge, but if you have Slash and Hyper Beam already, you won't need it.

P.S. OHKO moves don't work on Shedinja.

Alucard
27th December 2006, 02:11 AM
So Ninja boy can learn a move that kills itself. Konami doesn't make this game by any chance do they? Sounds and awefully lot like Yugimon x]

So drop the Return since I have 2 powerful Normal attacks and use a Shadow Ball or Dig?



P.s. Anybody thought of anything for Team w00p yet? x]

Blademaster
27th December 2006, 02:20 AM
Eh... Give me like fifteen minutes and I'll come up with some ideas for Li'l Woopy.

In the meantime, yes, ditch Return in favor of Slash and Hyper Beam, and keep Shadow Ball. The last attack can be either Dig or Silver Wind - depends if you want pure power or type coverage more on that one.

EDIT: OK, here's what I've got on Wooper.

First off, Damp sucks - Make sure all your Wooper have Water Absorb as an Ability.

Second, here's a few movesets I concocted:

The stalling Wooper:
-Endure/Protect
-Safeguard
-Double Team
-Substitute

The Physical tank Wooper:
-Curse
-Earthquake
-Dynamicpunch/Double-Edge/Facade
-Iron Tail

The Special tank Wooper:
-Rain Dance
-Ice Beam
-Surf/Water Pulse
-Haze

The status-effect Wooper:
-Yawn
-Toxic
-Swagger
-Sandstorm

The sponge Wooper:
-Stockpile/Rest
-Swallow/Snore
-Curse
-Amnesia

And lastly...

The all-trades Wooper:
-Toxic
-Earthquake
-Ice Beam
-Surf/Water Pulse

These guys are pretty simple, but they do watch each others' backs well, kinda like the Shedinjas up there in my first post do.

Items that'll help them out, I dunno about; Leftovers for Spongy is obvious, and Lum Berries might be good for Stally Woop and Status-E, but the rest I'm unsure about...

MeLoVeGhOsTs
27th December 2006, 03:18 AM
Ninja's also use Kamikazi, so sandstorm wouldn't be that stupid ^_^

mr_pikachu
27th December 2006, 03:34 AM
To be fair, I believe kamikazi refers to a mission where, if the person fails, he/she will die. It doesn't refer to outright suicide in order to accomplish the goal - at least, not in the context in which I've heard it. Could be wrong, but that's my understanding of the term.

Moving on, a relevant point to consider in the Dig/Silver Wind/etc. debate is the two-turn aspect of Dig. That gives an opponent a perfect opportunity to switch in something that can absolutely kill you. For instance, a Flying Poke with Aerial Ace could be quickly swapped in. Also, while Wonder Guard normally guards against Ground attacks (I think... watch me be wrong here), Dig makes moves like the standard EQ sure to hit as long as the Digger is underground. (...Again, I think... Okay, I've definitely botched this post! Something must be screwed up!)

In any case, the nature of Dig is something to consider when planning your strategy. Two-turn moves can lead to a lot of pain, especially when you're using a team that's already highly susceptible. Shedinja is practically the definition of sweepable. If that was a word.

Now if someone would please inform me what part or parts of my analysis were decidedly wrong, I'd appreciate it. Thanks in advance for helping me to not totally ruin Alucard's team. Only partially.


Warning: Parts of this post were jokes intended to add comic effect. Risks of using of the poster's advice include humiliation, broken game cartridges, bullying, depression, headache, hair loss, hypertension, hernia, stroke, heart attack, aneurism, death, spontaneous combustion, necromancy, zombification, nuclear winter, and armageddon. The poster assumes no responsibility for any claims made during this post or the actions of those who read it. Please consult with your physician before reading this post.

Blademaster
27th December 2006, 04:26 AM
1. Kamikaze = suicide attack. End of story.

2. Earthquake can't kill Shedinja when Shedinja Digs. Thunder can't kill Shedinja when Shedinja Rain Dances. Wonder Guard blocks it.

3. Sweepable is not a word. In fact, it's not not a word, making you double wrong. :eek:

4. After I get some sleep, I'm sigging that disclaimer. :yes:

Poryhedron
27th December 2006, 12:53 PM
kamikaze (trans. "divine wind") attacks involved Japanese pilots deliberately crashing their fuel-filled planes into American seagoing ships, utterly destroying both the plane and (hopefully) the American ship. Success meant certain death for the pilot; in fact, a common joke is to wonder why kamikaze pilots wore helmets.

For a team of Shedinja to use Sandstorm as a kamikaze attack would bring disgrace upon their clan, however, for in a single move you ensure death for five sixths of your team in order to take maybe half the HP of a single foe, an attack that could be nulled after the very first turn simply by the enemy switching to an immune type. If you're going to have the vast majority of your team commit suicide it should certainly result in a more powerful and less avoidable attack than that.

mr_pikachu
27th December 2006, 02:08 PM
Okay, my mistake. Er, mistakes. Yeah.

So Dig is viable, then. I honestly still prefer Silver Wind, both for STAB and the two-turn weakness of Dig (again, allowing the chance for a free switch seems unwise). Nonetheless, Dig probably would allow for a little more type coverage. It'll probably just come down to personal preference in that case.

Zallarion
25th January 2007, 10:12 AM
I'm just a noob, and i didn't try it out, but why don't use endure on shedinja? i got one myself (trying to create the perfect Pokemon team..)
Anyways good luck, trying to beat mystery red dungeon but i'm stuck might have found a bug lol

mr_pikachu
25th January 2007, 03:00 PM
Well, Endure doesn't defend against a lot of effects with which Shedinja tends to have problems (especially statuses). Besides, there's no reason to use it instead of Protect unless you're specifically trying to activate a berry (as in the deadly Flail/Salac Berry combo), and this doesn't much help Shedinja.

Its only real purpose on a Shedinja would be to check whether your opponent has a move that can KO you, and Protect is better for that anyway since it guards against statuses. But even that is a waste of time on this team; normally you could switch Sheddy for something else that would be able to take the hit, but if all your Pokemon are Shedinja then anything you might bring in will be destroyed just as easily as the one you recalled.

So, in short, it's pointless on this team. If you're using it to check for KOing moves so that you can switch to something else, use Protect instead.

nitro36789
27th January 2015, 02:53 PM
So for a single Shedinja hows this?
Confuse Ray
Hidden Power (For random status effect)
Shadow Sneak
Protect/Will-o-Wisp
Item should Be a Lum Berry or a Focus Band I think (that's the one that has a chance to survive at one Hp right?)

I dunno if its that good cause I just got one. Normally I would use Confuse ray first so he can have a small chance to avoid an attack because they are confused but that only gets me so far. I use Hidden Power after Confuse Ray so I can place a Negative Status Effect with the confusion so they have a very low chance to get off clean. Then spam Shadow Sneak or switch out.

Mr.E
10th February 2015, 02:37 PM
You're thinking of Secret Power. Hidden Power is the move that simply has a "random" type (other than Normal or Fairy) based on the pokémon's IVs. Secret Power is the Normal attack that inflicts status based on the environment.