Shedinja artwork
#292

Shedinja

BugGhost
All data Standard/Form Gen 3

Use this page like a quick team check: read the role, check what attacks scare it, then open the full move pool only if you need deeper data.

Main jobFlexible pick

Shedinja reads as a physical attacker from its current stats.

Speed readSlow

Usually wants Trick Room, protection, or bulky support.

Watch outFire, Flying, Rock

These attack types are the first danger check before adding it to a team.

Battle Stats

HP1Atk90Def45Sp.Atk30Sp.Def30Speed40total236
HP 1
Atk 90
Def 45
Sp.Atk 30
Sp.Def 30
Speed 40
Type Check

What scares Shedinja?

Read this before adding it to a team. Weak means the attack hits hard; resist or immune means it can switch in more safely.

Test in Builder
Weak to
FireFlyingRockGhostDark
Resists
GrassPoisonGroundBug
Immune to
NormalFighting

Abilities / Passives

Passive effect

Wonder Guard

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
Move Pool

Skills and Moves

Showing the most useful or most complete move cards first. The full move pool is folded below to keep this page lighter.

Back to Pokédex
Protect
Status · Normal Pow - · Acc - · PP 8

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Sunny Day
Field control

Changes the field so some Pokemon become stronger.

Will-O-Wisp
Status · Fire Acc - · PP 16

The user shoots a sinister flame at the target to inflict a burn.

Double-Edge
Physical · Normal PP 16

A reckless life-risking tackle in which the user rushes the target. This also damages the user quite a lot.

Bug Bite
Physical · Bug PP 20

The user attacks by biting the target. If the target is holding a Berry, the user eats it and gains its effect.

Poltergeist
Physical · Ghost PP 8

The user attacks by controlling the target's item. This move fails if the target isn't holding an item.

Shadow Ball
Special · Ghost PP 16

The user attacks by hurling a shadowy blob at the target. This may also lower the target’s Sp. Def stat.

Shadow Sneak
Physical · Ghost PP 20

The user extends its shadow and attacks the target from behind. This move always goes first.

Giga Drain
Special · Grass PP 12

A nutrient-draining attack. The user's HP is restored by up to half the damage taken by the target.

Hyper Beam
Special · Normal PP 8

The target is attacked with a powerful beam. The user can't move on the next turn.

Solar Beam
Special · Grass PP 12

The user gathers light on the first turn, then blasts a bundled beam on the next turn.

Sucker Punch
Physical · Dark PP 8

This move enables the user to attack first. This move fails if the target is not readying an attack.

Absorb
Damage

Used to take knockouts or put enemies into finishing range.

Aerial Ace
Damage

Used to take knockouts or put enemies into finishing range.

Agility
Damage

Used to take knockouts or put enemies into finishing range.

Ally Switch
Damage

Used to take knockouts or put enemies into finishing range.

Bug Buzz
Damage

Used to take knockouts or put enemies into finishing range.

Confide
Damage

Used to take knockouts or put enemies into finishing range.

Browse moves (66 total, 30 at a time)

Data Source

Base stats, abilities, and move names are generated from Pokemon Champions data sources. Regulation and meta pages should be reviewed separately before ranked recommendations.

Open Sources