I love my Shedinja. I have been running it for a good three or four years with the cunning use of Soak and Lightning Rod to keep it alive and trolling. I've lost count of the number of Mega Fire-types it's taken down.
Now I want to try something a little more daring. Setting up Sturdy Shedinja in a Double Battle.
The plan is quite simple: Lead with Smeargle and a Sturdy 'mon, Role Play to copy Sturdy, then switch to Shedinja and Entrainment Sturdy onto it.
Now, here comes the tricky part: countering counters.
Obviously the whole thing falls apart if Smeargle goes down. A Focus Sash is pretty much essential there. Additionally, Fake Out is a major problem, so I plan on having the Sturdy 'mon being Sawk, with Quick Guard to block that threat. Shedinja will need Safety Goggles to survive weather, and I need either Safeguard or Thunder Wave to prevent more harmful status conditions.
Factoring all this in, I have my lineup like so:
- Sawk [Sturdy] – Quick Guard
- Smeargle @Focus Sash – Role Play, Entrainment
- Shedinja @Safety Goggles
- Delphox – Safeguard
Remaining threats: Leech Seed, and splash damage from Flame Burst. Also, contact with Rough Skin, Iron Barbs or Rocky Helmet will cause self-destruction.
Now, here is another thing to consider: When you see Smeargle lead, you expect Dark Void, right? It's obvious, surely. So… you act accordingly. Fake Out if you have it (which Quick Guard can block) and try to take out the Smeargle (which Focus Sash will interrupt). Trouble is, Smeargle isn't exactly the fastest thing out there.
That's why I'm here. What can I do to maximize my chances of successfully allowing Smeargle to survive for the two turns it needs to set up Shedinja? What other dangers should I be aware of?
Best Answer
I'm going to offer an alternate setup which may be more viable, and gives Smeargle more of a chance to survive. Like you mention, Sturdy Shedinja is a two turn setup, and you don't want Smeargle to be vulnerable for both turns, otherwise it'll go down.
In this strategy, we lead with Carbink & Smeargle. Carbink gets Sturdy and Skill Swap, which is perfect for what we need. That way, Smeargle doesn't have to worry about doing the actual copying.
The crux of this set is Kings Shield on Smeargle, which stops attacks but not status moves, allowing Smeargle to protect itself whilst receiving Sturdy. It has the same priority as Protect, so will stop Fake out, and it will lower the attack of anyone that hits it with a Physical move, potentially making them switch out.
The order of moves is therefore
The three issues I see with this type of strategy:
The first & second are also present in the Smeargle/Sawk set. The third we are mitigating the risk to Smeargle in place of complete protection from priority, and relying on the inherent threat of Smeargle (Dark Void or otherwise) to take the heat off of Carbink.
Anyway I believe this strategy maximizes Smeargle's survivability in this situation.
Notes: