Competitive Information for Shedinja [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Shedinja shedinja
Base Stats for Shedinja

Bug / Ghost

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


Evolutions / Family:
Nincada
Ninjask
Shedinja

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

Movesets for Singles


What is a good competitive moveset for Shedinja? These builds have been optimized for Pokemon competing in Sun/Moon 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 Sun/Moon generation metagame.


Common single-battle team mates for Shedinja in Pokemon Sun/Moon:

ChanseySableye-MegaZapdosToxapexGliscorFlygonSkarmoryPyukumukuClefableAvalugg


Shedinja is an astounding Bug and Ghost-typed Pokemon. It's pretty standard to find yourself dealing with Shedinja when battling in the 7th generation meta. Shedinja is weak to Dark, Fire, Flying, Ghost, and Rock-typed attacks.


Species: Shedinja
Item: Focus Sash / Safety Goggles
Ability: Wonder Guard
Nature: Jolly (+Spe, -SpA)
EVs: 252 Atk / 4 Def / 252 Spe
Moveset:
- Shadow Sneak
- Protect / Secret Power
- Toxic
- Will-O-Wisp

Physical Sweeper Shedinja (Popular/Trending)

Shedinja is a pretty decent Physical Sweeper. This moveset attempts to take down the opponent's team with brute physical power. 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 can only be damaged by supereffective moves and indirect damage.

Shadow Sneak is a physical STAB-boosted priority-increased 40-base power Ghost-type move (usually goes first).
Protect is a status move (prevents moves from affecting your Shedinja this turn).
Secret Power is a physical 70-base power Normal-type move (effect varies with terrain. (30% paralysis chance)).
Toxic is a status move (badly poisons the target; Note: Poison types can't miss with Toxic).
Will-O-Wisp is a status move (burns the target).



Species: Shedinja
Item: Normalium Z / Focus Sash
Ability: Wonder Guard
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Double-Edge / Return
- Leech Life / X-Scissor
- Shadow Claw / Phantom Force
- Sucker Punch / Night Slash

Physical Sweeper Shedinja (Wonder Guard)

Shedinja is a pretty decent Physical Sweeper. It's meant to take down the opponent's team with brute physical power. 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 can only be damaged by supereffective moves and indirect damage.

Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Leech Life is a physical STAB-boosted 80-base power Bug-type move (Shedinja recovers 50% of the damage dealt).
X-Scissor is a physical STAB-boosted 80-base power Bug-type move that deals a considerable amount of damage.
Shadow Claw is a physical STAB-boosted 70-base power Ghost-type move (high critical hit ratio).
Phantom Force is a physical STAB-boosted 90-base power Ghost-type move (disappears turn 1. hits turn 2. breaks protection).
Sucker Punch is a physical priority-increased 70-base power Dark-type move (usually goes first. fails if target is not attacking).
Night Slash is a physical 70-base power Dark-type move (high critical hit ratio).


Movesets for Doubles


What is a good doubles moveset for Shedinja? These builds have been optimized for Sun/Moon 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 Sun/Moon generation metagame.


Common double-battle team mates for Shedinja in Pokemon Sun/Moon:

Kangaskhan-MegaSalamence-MegaGroudon-PrimalKyogre-PrimalDitto


Species: Shedinja
Item: Normalium Z / Focus Sash
Ability: Wonder Guard
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Double-Edge / Return
- Leech Life / X-Scissor
- Shadow Claw / Phantom Force
- Sucker Punch / Night Slash

Doubles Physical Sweeper Shedinja (Wonder Guard)

Shedinja is a decent Physical Sweeper. It attempts to take down the opponent's team with brute physical power. 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 can only be damaged by supereffective moves and indirect damage.

Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Leech Life is a physical STAB-boosted 80-base power Bug-type move (Shedinja recovers 50% of the damage dealt).
X-Scissor is a physical STAB-boosted 80-base power Bug-type move that deals a decent amount of damage.
Shadow Claw is a physical STAB-boosted 70-base power Ghost-type move (high critical hit ratio).
Phantom Force is a physical STAB-boosted 90-base power Ghost-type move (disappears turn 1. hits turn 2. breaks protection).
Sucker Punch is a physical priority-increased 70-base power Dark-type move (usually goes first. fails if target is not attacking).
Night Slash is a physical 70-base power Dark-type move (high critical hit ratio).


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
Absorb
20
100%
25
User recovers 50% of the damage dealt.
Bug Buzz
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Dream Eater
100
100%
15
User gains 1/2 HP inflicted. Sleeping target only.
Final Gambit
--
100%
5
Does damage equal to the user's HP. User faints.
Giga Drain
75
100%
10
User recovers 50% of the damage dealt.
Gust
40
100%
35
Power doubles during Bounce, Fly, and Sky Drop.
Hyper Beam
150
90%
5
User cannot move next turn.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Round
60
100%
15
Power doubles if others used Round this turn.
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).
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Solar Beam
120
100%
10
Charges turn 1. Hits turn 2. No charge in sunlight.
Struggle Bug
50
100%
20
100% chance to lower the foe(s) Sp. Atk by 1.
Aerial Ace
60
--
20
This move does not check accuracy.
Bide
--
--
10
Waits 2 turns; deals double the damage taken.
Bug Bite
60
100%
20
User steals and eats the target's Berry.
Cut
50
95%
30
No additional effect.
Dig
80
100%
10
Digs underground turn 1, strikes turn 2.
Double-Edge
120
100%
15
Has 33% 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.
Feint Attack
60
--
20
This move does not check accuracy.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Fury Cutter
40
95%
20
Power doubles with each hit, up to 160.
Fury Swipes
18
80%
15
Hits 2-5 times in one turn.
Giga Impact
150
90%
5
User cannot move next turn.
Leech Life
80
100%
10
User recovers 50% of the damage dealt.
Metal Claw
50
95%
35
10% chance to raise the user's Attack by 1.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Night Slash
70
100%
15
High critical hit ratio.
Phantom Force
90
100%
10
Disappears turn 1. Hits turn 2. Breaks protection.
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 Claw
70
100%
15
High critical hit ratio.
Shadow Sneak
40
100%
30
Usually goes first.
Slash
70
100%
20
High critical hit ratio.
Sucker Punch
70
100%
5
Usually goes first. Fails if target is not attacking.
Thief
60
100%
25
If the user has no item, it steals the target's.
X-Scissor
80
100%
15
No additional effect.
Agility
--
--
30
Raises the user's Speed by 2.
Ally Switch
--
--
15
The user swaps positions with its ally.
Baton Pass
--
--
40
User switches, passing stat changes and more.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
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
--
100%
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.
Heal Block
--
100%
15
For 5 turns, the foe(s) is prevented from healing.
Hone Claws
--
--
15
Raises the user's Attack and accuracy 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 4.
String Shot
--
95%
40
Lowers the foe(s) Speed by 2.
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
--
85%
15
Raises the target's Attack by 2 and confuses it.
Swords Dance
--
--
20
Raises the user's Attack by 2.
Telekinesis
--
--
15
For 3 turns, target floats but moves can't miss it.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Trick
--
100%
10
User switches its held item with the target's.
Will-O-Wisp
--
85%
15
Burns the target.

Combo List


These are a list of several common move combinations Shedinja can perform in Sun/Moon. 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 SM 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 Sun/Moon moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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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