Competitive Information for Shedinja [Ruby/Sapphire]

Competitive Pokemon Ruby/Sapphire Movesets and Strategies for Shedinja shedinja
Base Stats for Shedinja

Bug / Ghost

Abilities:
Wonder GuardWonder Guard: This Pokemon is only damaged by supereffective moves and indirect damage.


Evolutions / Family:
Nincada
Shedinja
Ninjask

Weakness Chart for Bug/Ghost-type:
Bug
Dark
Dragon
Electric
Fighting
Fire
Flying
Ghost
Grass
0.5x
2x
  
  
0x
2x
2x
2x
0.5x
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
0.5x
  
0x
0.5x
  
2x
  
  
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for ShedinjaVisit Serebii's Pokedex for location, breeding, and other game details about ShedinjaVisit Bulbapedia for more information about ShedinjaVisit Pikalytics for competitive usage stats on Shedinja

Movesets for Singles


What is a good competitive moveset for Shedinja? These builds have been optimized for Pokemon competing in Ruby/Sapphire Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Ruby/Sapphire generation metagame.


Common team mates for Shedinja in Pokemon Ruby/Sapphire:

UmbreonStarmieDugtrioMagnetonNinjaskSableyeSwalotSudowoodoGardevoirShiftryDragoniteSlowking


Shedinja is an outstanding Bug and Ghost-typed Pokemon. It's pretty common to find yourself dealing with Shedinja when battling in the 3rd generation meta. Shedinja is weak to Dark, Fire, Flying, Ghost, and Rock-typed attacks.


Species: Shedinja
Item: Lum Berry / Bright Powder
Ability: Wonder Guard
Nature: Lonely (+Atk, -Def)
EVs: 252 Atk / 4 SpA / 252 Spe
Moveset:
- Shadow Ball
- Baton Pass / Mimic
- Sand Attack
- Toxic

Physical Sweeper Shedinja (Analytic)

Shedinja is a marvelous Physical Sweeper. It's meant to take down the opponent's team with brute physical power. In the old days before Generation IV, a move's damage category was determined by its type. With Wonder Guard, Shedinja is only damaged by supereffective moves and indirect damage.

Shadow Ball is a physical STAB-boosted 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Baton Pass is a status move (Shedinja switches, passing stat changes and more).
Mimic is a status move (the last move the target used replaces this one).
Sand Attack is a status move (lowers the target's accuracy by 1 stage).
Toxic is a status move (badly poisons the target).




Species: Shedinja
Item: Life Orb / Focus Sash
Ability: Wonder Guard
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Double-Edge / Return
- Shadow Ball
- Silver Wind
- Metal Claw

Physical Sweeper Shedinja (Wonder Guard)

Shedinja is a wonderful Physical Sweeper. This moveset is designed to take down the opponent's team with brute physical power. In the dark days prior to Generation IV, a move's damage category was determined by its type. Focus Sash helps protect Shedinja from being one-shotted and allowing it to atleast use a crucial move when brought out. With Wonder Guard, Shedinja is only damaged by supereffective moves and indirect damage.

Double-Edge is a physical 120-base power Normal-type move (has 1/3 recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Shadow Ball is a physical STAB-boosted 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Silver Wind is a physical STAB-boosted 60-base power Bug-type move (10% chance to raise all stats by 1 stage (not acc/eva)).
Metal Claw is a physical 50-base power Steel-type move (10% chance to raise your Shedinja's attack by 1 stage).



Movesets for Doubles


What is a good doubles moveset for Shedinja? These builds have been optimized for Ruby/Sapphire Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Ruby/Sapphire generation metagame.


Common team mates for Shedinja in Pokemon Ruby/Sapphire:

UmbreonStarmieDugtrioMagnetonNinjaskSableyeSwalotSudowoodoGardevoirShiftryDragoniteSlowking


Species: Shedinja
Item: Life Orb / Focus Sash
Ability: Wonder Guard
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Double-Edge / Return
- Shadow Ball
- Silver Wind
- Metal Claw

Doubles Physical Sweeper Shedinja (Wonder Guard)

Shedinja is a sensational Physical Sweeper. It's purpose is to take down the opponent's team with brute physical power. In the old days prior to Generation IV, a move's damage category was determined by its type. Focus Sash helps protect Shedinja from being one-shotted and allowing it to atleast use a crucial move when brought out. With Wonder Guard, Shedinja is only damaged by supereffective moves and indirect damage.

Double-Edge is a physical 120-base power Normal-type move (has 1/3 recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Shadow Ball is a physical STAB-boosted 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Silver Wind is a physical STAB-boosted 60-base power Bug-type move (10% chance to raise all stats by 1 stage (not acc/eva)).
Metal Claw is a physical 50-base power Steel-type move (10% chance to raise your Shedinja's attack by 1 stage).



Movepool


Wondering what moves can Shedinja learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Dream Eater
100
100%
15
User gains 1/2 HP inflicted. Sleeping target only.
Feint Attack
60
--
20
This move does not check accuracy.
Giga Drain
60
100%
5
User recovers 50% of the damage dealt.
Solar Beam
120
100%
10
Charges turn 1. Hits turn 2. No charge in sunlight.
Thief
40
100%
10
If the user has no item, it steals the target's.
Aerial Ace
60
--
20
This move does not check accuracy.
Cut
50
95%
30
No additional effect.
Dig
60
100%
10
Digs underground turn 1, strikes turn 2.
Double-Edge
120
100%
15
Has 1/3 recoil.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
False Swipe
40
100%
40
Always leaves the target with at least 1 HP.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Fury Cutter
10
95%
20
Power doubles with each hit, up to 160.
Fury Swipes
18
80%
15
Hits 2-5 times in one turn.
Gust
40
100%
35
Power doubles during Bounce and Fly.
Hyper Beam
150
90%
5
User cannot move next turn.
Leech Life
20
100%
15
User recovers 50% of the damage dealt.
Metal Claw
50
95%
35
10% chance to raise the user's Attack by 1.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Return
--
100%
20
Max 102 power at maximum Happiness.
Scratch
40
100%
35
No additional effect.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Silver Wind
60
100%
5
10% chance to raise all stats by 1 (not acc/eva).
Slash
70
100%
20
High critical hit ratio.
Snore
40
100%
15
User must be asleep. 30% chance to flinch target.
Agility
--
--
30
Raises the user's Speed by 2.
Baton Pass
--
--
40
User switches, passing stat changes and more.
Confuse Ray
--
100%
10
Confuses the target.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Flash
--
70%
20
Lowers the target's accuracy by 1.
Grudge
--
--
5
If the user faints, the attack used loses all its PP.
Harden
--
--
30
Raises the user's Defense by 1.
Mimic
--
--
10
The last move the target used replaces this one.
Mind Reader
--
--
5
User's next move will not miss the target.
Nightmare
--
100%
15
A sleeping target is hurt by 1/4 max HP per turn.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Sand Attack
--
100%
15
Lowers the target's accuracy by 1.
Sandstorm
--
--
10
For 5 turns, a sandstorm rages.
Screech
--
85%
40
Lowers the target's Defense by 2.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Spite
--
100%
10
Lowers the PP of the target's last move by 2-5.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
90%
15
Raises the target's Attack by 2 and confuses it.
Swords Dance
--
--
30
Raises the user's Attack by 2.
Toxic
--
85%
10
Badly poisons the target.

Combo List


These are a list of several common move combinations Shedinja can perform in Ruby/Sapphire. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive RS Move and Ability Combos for Shedinja

Create a build


Have an idea in mind for Shedinja that you'd like to test? Customize the IVs, EVs and their Ruby/Sapphire moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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