Hi guys, so the principle of this team is to use shedinja as a lead and a huge pivot for my sweepers. I built the team so that every sweeper resists at least 3 of the 5 weaknesses of shedinja. That way i can switch for shedinja almost everytime someones tries to set up a counter to my mons.
Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Baton Pass
- Will-O-Wisp
- Toxic
- X-Scissor
I first use Shedinja as a lead. That way, i avoid having to defog on his first appearance. Will-O-Wisp and Toxic are there to make sure that i can cripple a Tank lead. The only reason to make me switch in the first turn is if i know that i can get poisoned/burned/para.( And even then, if i encounter a gliscor, i sacrifice my Shedinja to burn him, so that he can't poison himself. )
Tyranitar @ Choice Band
Ability: Unnerve
EVs: 100 HP / 252 Atk / 156 Spe
Adamant Nature
- Crunch
- Stone Edge
- Superpower
- Pursuit
Tyranitar has 4 resistance of out the 5 weaknesses of Shedinja. I am forced to give up sand stream because it kills Shedinja. He's my trapper and can wallbreak aswell. I can keep crunching until i face a counter to tyranitar, which won't use any abilities that can kill shedinja.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Swords Dance
- Iron Head
- Sucker Punch
Bisharp also has 4 resistance of out the 5 weaknesses of Shedinja. I often use it as a late-game set-up sweeper or if i can, setup my swords dance against a passive pokemon ( something like a poison type ). He's also usefull in case of sticky webs.
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind
I picked up Keldeo when searching for good cores around tyranitar and bisharp. This mon i really strong and is complementary to this team. I try not to switch him directly into an attack because he's not that bulky. He's usually my go to mon when i have to switch blindly ( in case both pokemon dies for example ).
Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Flamethrower
- Hidden Power [Ice]
Manectric is also complementary to Keldeo and Tyranitar. I can use him as a pivot aswell or as a special wallbreaker/sweeper. Hidden power ice is needed because i don't have ice moves if keldeo dies. Flamethrower is usefull in many situation to break the likes of Ferrothorn/Aegislash.
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Roost
- Defog
- Brave Bird
- Whirlwind
I picked up skarmory because i needed something to defog that had kind of the same resistances as the rest of my team (especially shedinja). I took whirlwind in case someones tries to set up on me. Brave bird still does a bit of damage in case i need to take a pokemon to 70% for the rest of my team to kill it.
So here it is. So far i did not have a lot of problems. The only real problem i faced was with paralysis because i do not have any cleric and my team relies on speed to do the job.
Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Baton Pass
- Will-O-Wisp
- Toxic
- X-Scissor
I first use Shedinja as a lead. That way, i avoid having to defog on his first appearance. Will-O-Wisp and Toxic are there to make sure that i can cripple a Tank lead. The only reason to make me switch in the first turn is if i know that i can get poisoned/burned/para.( And even then, if i encounter a gliscor, i sacrifice my Shedinja to burn him, so that he can't poison himself. )
Tyranitar @ Choice Band
Ability: Unnerve
EVs: 100 HP / 252 Atk / 156 Spe
Adamant Nature
- Crunch
- Stone Edge
- Superpower
- Pursuit
Tyranitar has 4 resistance of out the 5 weaknesses of Shedinja. I am forced to give up sand stream because it kills Shedinja. He's my trapper and can wallbreak aswell. I can keep crunching until i face a counter to tyranitar, which won't use any abilities that can kill shedinja.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Swords Dance
- Iron Head
- Sucker Punch
Bisharp also has 4 resistance of out the 5 weaknesses of Shedinja. I often use it as a late-game set-up sweeper or if i can, setup my swords dance against a passive pokemon ( something like a poison type ). He's also usefull in case of sticky webs.
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind
I picked up Keldeo when searching for good cores around tyranitar and bisharp. This mon i really strong and is complementary to this team. I try not to switch him directly into an attack because he's not that bulky. He's usually my go to mon when i have to switch blindly ( in case both pokemon dies for example ).
Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Flamethrower
- Hidden Power [Ice]
Manectric is also complementary to Keldeo and Tyranitar. I can use him as a pivot aswell or as a special wallbreaker/sweeper. Hidden power ice is needed because i don't have ice moves if keldeo dies. Flamethrower is usefull in many situation to break the likes of Ferrothorn/Aegislash.
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Roost
- Defog
- Brave Bird
- Whirlwind
I picked up skarmory because i needed something to defog that had kind of the same resistances as the rest of my team (especially shedinja). I took whirlwind in case someones tries to set up on me. Brave bird still does a bit of damage in case i need to take a pokemon to 70% for the rest of my team to kill it.
So here it is. So far i did not have a lot of problems. The only real problem i faced was with paralysis because i do not have any cleric and my team relies on speed to do the job.