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I've posted this team elsewhere but haven't gotten much feedback. I thought maybe people more familiar with doubles could help me out.
The team revolves around keeping Shedinja safe from all threats. I'm sure everyone is familiar with the initial Skill Swap and Entrainment to give Shedinja Sturdy, which lets him survive any standard attack with 1 hp, which means he still has full hp at the end of every turn. He essentially cannot be killed with attacking moves (with some exceptions, which I'll go over).
Sturdy Shedinja is weak to the following:
*Status (poison and burn)
*Confusion
*Weather (Sandstorm and Hail)
*Leech Seed
*Curse (When used by a ghost type)
*Mold Breaker, Terravolt, and Turboblaze
*Iron Barbs
*Rocky Helmet
*Stealth Rock, Spikes, and Toxic Spikes
*Ability neutralizing moves (Entrainment, Gastro Acid, Skill Swap)
*Trapping moves (Infestation, Magma Storm)
To neutralize the majority of these threats, here's the team I use. (OU Doubles, not Battle Spot Doubles)
Audino @ Mental Herb
Ability: Regenerator
EVs: 252 HP / 196 Def / 60 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
Skill Swap
Entrainment
Thunder Wave
Protect
Carbink @ Mental Herb
Ability: Sturdy
EVs: 252 HP / 140 Def / 116 SpD
Relaxed Nature
IVs: 0 Atk / 1 Spe
Trick Room
Safeguard
Skill Swap
Protect
Alpha Bug (Shedinja) @ Safety Goggles
Ability: Wonder Guard
EVs: 252 Atk
Lonely Nature
IVs: 0 Spe
Swords Dance
Shadow Claw
Aerial Ace
Protect
Thundurus @ Sitrus Berry
Ability: Prankster
EVs: 252 HP / 76 Def / 180 SpD
Careful Nature
Taunt
Thunder Wave
Knock Off
Rain Dance
Trevenant @ Sitrus Berry
Ability: Frisk
EVs: 252 HP / 80 Def / 176 SpD
Sassy Nature
IVs: 0 Spe
Forest's Curse
Worry Seed
Trick
Trick Room
Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 252 HP / 76 Def / 180 SpD
Careful Nature
Taunt
Defog
Knock Off
Toxic
Here's how this team makes Shedinja as safe as he can get. First, a reliable start with Audino's Skill Swap and Carbink's Trick Room into an Entrainment (Carbink switches into Shedinja). By turn 2, you have a Sturdy Shedinja in a Trick Room. Turn 3, Audino can use Thunder Wave on Shedinja to protect it from Toxic and Will o' Wisp or other sources of burn/poison. If Audino has already been KO'd, Thundurus switches in to get the Prankster Thunder Wave off. Now, here's where things get situational. If they have someone with Confuse Ray or Swagger, switch to Carbink (who has health back from Regenerator) for a Safeguard. If they have a Leech Seeder, switch to Trevenant for a Forest's Curse (which adds Grass Type to Shedinja, making him immune to Leech Seed). If they have Mold Breaker, Terravolt, Turboblaze, or Iron Barbs, switch in Audino, Carbink, or Trevenant and use Entrainment, Skill Swap, or Worry Seed to neutralize the ability. Trevenant has Frisk to check for Rocky Helmets, and can use Trick to get rid of them. Mandibuzz has Knock Off and can also remove Rocky Helmets. Taunt on Thundurus and Mandibuzz stops any attempt at Leech Seed, Curse, Confuse Ray, or an enemy Skill Swap/Entrainment/Gastro Acid. If your opponent sets up rocks turn 1, Mandibuzz has Defog to get rid of them before switching into Shedinja. Saftey Goggles prevents weather from hurting Shedinja, and you don't need Focus Sash in the Trick Room due to Audino's slow speed.
This team is very tricky to beat unless you know exactly what's coming. The setup cannot be Taunted (double Mental Herb ftw) and both Audino and Carbink are very physically tanky. Follow Me doesn't stop this team either, since if I see a Togekiss, Clefable, etc. I will lead with Audino and Thundurus and use Protect and Taunt, then Thundurus switches into Carbink and I get the Skill Swap off, then Protect again and Trick Room and the team continues as normal. Two special moves in a row can sometimes take out Carbink before you can Skill Swap (a prime example is a sun team with Mega Char Y Solarbeam paired with Venusaur/Chlorophyll/hard hitting Fire type. This is countered by using Rain Dance turn 1), but most people have either a setup of their own or spread out their moves for the most super effective coverage. The only unbeatable counter to this team is a trapping move (Infestation, Magma Storm, Fire Spin, Whirlpool). It can't be Taunted, and while the initial move does no damage, Shedinja will die at the end of the turn.
This team has worked reliably in the past, but I'm sure it can still be improved. Please let me know if I can make this team better, or if it's just horrible and worthless and I should never use it again. Thanks.
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