Hey guys, I'm posting my first RMT on a team I've been experimenting with for a while now. Here's the squad:
As you can see, this team is based on the Shedinja + Natu core which I tried to make viable to the best of my ability. I also added Vibrava for defog support, Rotom for volt switch, Stout for sweeping, and Relicanth for rocks. I haven't had any real success with this team so far; I won a room tour with it and managed to get in the top 100s on the ladder. I feel like a large part of being successful with this team is being able to predict very accurately which is something I feel I'm not the best at currently. I'd appreciate constructive criticism and feedback on it. Without further ado, here we go:
Sheddy Wap (Shedinja) @ Focus Sash
Ability: Wonder Guard
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Will-O-Wisp
- X-Scissor
- Shadow Sneak
- Protect / Baton Pass
The man himself, Shedinja. This is the star of the team and is used to switch into powerful threats like Floatzel and Rotom-Frost (both of whom form the whole S rank on the viability chart). Will-O-Wisp is used to cripple physical attackers and do chip damage over time. X-Scissor is necessary to take out a Pawniard (a huge threat to the team) on low health. Shadow Sneak is a good priority move and can be used to finish off Kadabra, Mr. Mime, and Grumpig if enough damage has been done to them. The last slot is usually Protect so for Burn / Toxic stall, but Baton Pass is also sometimes helpful.
Buzz Khalifa (Vibrava) @ Eviolite
Ability: Levitate
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Defog
- U-turn
- Roost
- Toxic
Vibrava is the hazard controller of choice due to it being one of the only effective defoggers/spinners that resists rocks in the tier. Its rock and fire resists are also appreciated for supporting Shedinja. Defog is there to clear hazards for Shedinja. U-turn is there for momentum, especially if you know that the opponent is using something that won't affect Shedinja. Roost is there to heal off damage. Toxic is there for Toxic stalling.
Birdman (Natu) @ Eviolite
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- U-turn
- Toxic
- Reflect
- Roost
Natu is the only thing in the tier with Magic Bounce, an ability that is extremely useful for supporting Shedinja. The only way to get through Wonder Guard is through super effective moves or moves that do indirect damage. Magic Bounce bounces back most of the latter, including hazards and status moves. U-turn is there for momentum. Toxic / Reflect / Roost allows Natu to Toxic stall many hazard setters such as Gabite and slow Golems. Reflect + U-turn can also be used for support.
Ice Cube (Rotom-Frost) @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Blizzard
- Thunderbolt
- Trick
Rotom-Frost is extremely useful for Volt Switching into Shedinja / Relicanth and tricking a scarf onto something that can potentially kill Shedinja. The set is pretty standard, Volt Switch for momentum. Blizzard and Thunderbolt for strong STAB attacks. Trick is to cripple any status user that could deal with Shedinja, giving Natu a free switch in if they decide to use their status move.
Stout Dogg (Stoutland) @ Choice Scarf
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Frustration
- Facade
- Superpower
- Crunch
Stoutland is an amazing late game cleaner that can easily tank a hit before going down as well. I'm using a Scarfed Stout because I found that people generally do not expect a second Scarfer, so they leave in faster threats and end up getting KO'd by STAB Frustration. And often times these faster threats are what they needed to deal with Shedinja. The rest of the set is standard Scrappy Stout. Frustration is for STAB. Facade is for status. Superpower is for Steels/Rocks, especially Pawniard. Crunch is for Psychics.
Rel.i.canth (Relicanth) @ Leftovers
Ability: Rock Head
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stealth Rock
- Head Smash
- Toxic
- Protect
Relicanth is the rocks setter on the team and does an amazing job of reliably getting rocks up. It also acts as a Knock Off absorber for Shedinja / Natu due to its high physical defense. Head Smash is there for a strong STAB attack. Toxic + Protect is there for Toxic stalling. Often times I'll find myself using a combo such as Toxic -> Protect -> Switch to Shedinja / Head Smash and tank -> Protect -> Shadow Sneak (if in Shedinja) which is able to kill or force out many threats.
Threat List:
Pawniard - Not affected by Toxic, resists Head Smash, and can spam Knock Off. Must be killed with Stout / Volt Switches and possibly break Shedinja's sash to burn it.
Other Steels - As mentioned above, very difficult to deal with.
Status Healers - Make it impossible to Toxic stall which is as big part of the team.
Fast Golems - Can KO Natu before it gets up reflect, often times is able to get up rocks reliably
Offensive Rockers - SR Monferno / Pawniard / etc. get up rocks reliably
Knock Off Spam - Only way to deal with this is Relicanth
Thats all, thanks for reading!
As you can see, this team is based on the Shedinja + Natu core which I tried to make viable to the best of my ability. I also added Vibrava for defog support, Rotom for volt switch, Stout for sweeping, and Relicanth for rocks. I haven't had any real success with this team so far; I won a room tour with it and managed to get in the top 100s on the ladder. I feel like a large part of being successful with this team is being able to predict very accurately which is something I feel I'm not the best at currently. I'd appreciate constructive criticism and feedback on it. Without further ado, here we go:
Sheddy Wap (Shedinja) @ Focus Sash
Ability: Wonder Guard
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Will-O-Wisp
- X-Scissor
- Shadow Sneak
- Protect / Baton Pass
The man himself, Shedinja. This is the star of the team and is used to switch into powerful threats like Floatzel and Rotom-Frost (both of whom form the whole S rank on the viability chart). Will-O-Wisp is used to cripple physical attackers and do chip damage over time. X-Scissor is necessary to take out a Pawniard (a huge threat to the team) on low health. Shadow Sneak is a good priority move and can be used to finish off Kadabra, Mr. Mime, and Grumpig if enough damage has been done to them. The last slot is usually Protect so for Burn / Toxic stall, but Baton Pass is also sometimes helpful.
Buzz Khalifa (Vibrava) @ Eviolite
Ability: Levitate
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Defog
- U-turn
- Roost
- Toxic
Vibrava is the hazard controller of choice due to it being one of the only effective defoggers/spinners that resists rocks in the tier. Its rock and fire resists are also appreciated for supporting Shedinja. Defog is there to clear hazards for Shedinja. U-turn is there for momentum, especially if you know that the opponent is using something that won't affect Shedinja. Roost is there to heal off damage. Toxic is there for Toxic stalling.
Birdman (Natu) @ Eviolite
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- U-turn
- Toxic
- Reflect
- Roost
Natu is the only thing in the tier with Magic Bounce, an ability that is extremely useful for supporting Shedinja. The only way to get through Wonder Guard is through super effective moves or moves that do indirect damage. Magic Bounce bounces back most of the latter, including hazards and status moves. U-turn is there for momentum. Toxic / Reflect / Roost allows Natu to Toxic stall many hazard setters such as Gabite and slow Golems. Reflect + U-turn can also be used for support.
Ice Cube (Rotom-Frost) @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Blizzard
- Thunderbolt
- Trick
Rotom-Frost is extremely useful for Volt Switching into Shedinja / Relicanth and tricking a scarf onto something that can potentially kill Shedinja. The set is pretty standard, Volt Switch for momentum. Blizzard and Thunderbolt for strong STAB attacks. Trick is to cripple any status user that could deal with Shedinja, giving Natu a free switch in if they decide to use their status move.
Stout Dogg (Stoutland) @ Choice Scarf
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Frustration
- Facade
- Superpower
- Crunch
Stoutland is an amazing late game cleaner that can easily tank a hit before going down as well. I'm using a Scarfed Stout because I found that people generally do not expect a second Scarfer, so they leave in faster threats and end up getting KO'd by STAB Frustration. And often times these faster threats are what they needed to deal with Shedinja. The rest of the set is standard Scrappy Stout. Frustration is for STAB. Facade is for status. Superpower is for Steels/Rocks, especially Pawniard. Crunch is for Psychics.
Rel.i.canth (Relicanth) @ Leftovers
Ability: Rock Head
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stealth Rock
- Head Smash
- Toxic
- Protect
Relicanth is the rocks setter on the team and does an amazing job of reliably getting rocks up. It also acts as a Knock Off absorber for Shedinja / Natu due to its high physical defense. Head Smash is there for a strong STAB attack. Toxic + Protect is there for Toxic stalling. Often times I'll find myself using a combo such as Toxic -> Protect -> Switch to Shedinja / Head Smash and tank -> Protect -> Shadow Sneak (if in Shedinja) which is able to kill or force out many threats.
Threat List:
Pawniard - Not affected by Toxic, resists Head Smash, and can spam Knock Off. Must be killed with Stout / Volt Switches and possibly break Shedinja's sash to burn it.
Other Steels - As mentioned above, very difficult to deal with.
Status Healers - Make it impossible to Toxic stall which is as big part of the team.
Fast Golems - Can KO Natu before it gets up reflect, often times is able to get up rocks reliably
Offensive Rockers - SR Monferno / Pawniard / etc. get up rocks reliably
Knock Off Spam - Only way to deal with this is Relicanth
Sheddy Wap (Shedinja) @ Focus Sash
Ability: Wonder Guard
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Will-O-Wisp
- X-Scissor
- Shadow Sneak
- Protect
Buzz Khalifa (Vibrava) @ Eviolite
Ability: Levitate
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Defog
- U-turn
- Roost
- Toxic
Birdman (Natu) @ Eviolite
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- U-turn
- Toxic
- Reflect
- Roost
Ice Cube (Rotom-Frost) @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Blizzard
- Thunderbolt
- Trick
Stout Dogg (Stoutland) @ Choice Scarf
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Frustration
- Facade
- Superpower
- Crunch
Rel.i.canth (Relicanth) @ Leftovers
Ability: Rock Head
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stealth Rock
- Head Smash
- Toxic
- Protect
Ability: Wonder Guard
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Will-O-Wisp
- X-Scissor
- Shadow Sneak
- Protect
Buzz Khalifa (Vibrava) @ Eviolite
Ability: Levitate
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Defog
- U-turn
- Roost
- Toxic
Birdman (Natu) @ Eviolite
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- U-turn
- Toxic
- Reflect
- Roost
Ice Cube (Rotom-Frost) @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Blizzard
- Thunderbolt
- Trick
Stout Dogg (Stoutland) @ Choice Scarf
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Frustration
- Facade
- Superpower
- Crunch
Rel.i.canth (Relicanth) @ Leftovers
Ability: Rock Head
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stealth Rock
- Head Smash
- Toxic
- Protect
Thats all, thanks for reading!