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Nincada Line
Nincada
Nincada RSE
Type Bug/Ground
Abilities CompoundEyes
Gender Ratio 50% Male, 50% Female
Catch Rate 255 (33.3%)
Evolution Level 20
Shedinja
Shedinja RSE
Type Bug/Ghost
Abilities Wonder Guard
Gender Ratio Genderless
Catch Rate 90 (11.8%)

Shedinja evolves from Nincada at level 20, but only if there is at least one extra slot in the party.

Shedinja is possibly one of the wackiest Pokemon in existence. It first tells you "don't use" by having only 1 HP, but then it turns out to have the amazing ability Wonder Guard. Honestly, Shedinja would be so much more helpful if it weren't for a lot of other things wrong with it, but in the hands of the right player, Shedinja can be beastly.

Important Matchups Edit

  • Gym #1 - Roxanne (Rustboro City, Rock-type): Between Nincada's bad Attack and Roxanne's Pokémon being Rock-type, Nincada should just sit this battle out.
  • Gym #2 - Brawly (Dewford Town, Fighting-type): Nincada won't be doing much damage to anything here, but it actually fares well against Makuhita by resisting Arm Thrust. However, it will still Bulk Up, and despite Nincada's big Defense and resistance to it, it will hurt.
  • Rival (Route 110): Don't try to use it because its typing creates many weaknesses to the moves your rival carries.
  • Wally (Mauville City): Any good physical move will do, but only as Shedinja. Nincada is not strong enough to OHKO Ralts.
  • Gym #3 - Wattson (Mauville City, Electric-type): Shedinja can't hard-wall anything here. Don't use it unless it's still a Nincada, in which case it fares well enough.
  • Tabitha/Matt (Mt. Chimney): Fire and Dark moves everywhere to be found! Nope.
  • Maxie/Archie (Mt. Chimney): Nope. Mightyena knows Bite, Golbat knows Bite and Supersonic, Sharpedo knows Bite, and Camerupt knows Ember.
  • Gym #4 - Flannery (Lavaridge Town, Fire-type): This REALLY shouldn't need an explanation. Shedinja can't do anything but die here.
  • Gym #5 - Norman (Petalburg City, Normal-type): Everything knows Faint Attack. Don't.
  • Courtney/Shelly (Weather Institute): Again, Dark and Fire moves. Not Shedinja's place to be.
  • Rival (Route 119): Shedinja should stay out of any involvement with the rival unless you chose Torchic because Marshtomp is the only thing that's not carrying a move that hurts Shedinja.
  • Gym #6 - Winona (Fortree City, Flying-type): What's the main STAB of choice here? Flying. Don't do it.
  • Rival (Lilycove City): Same as before, except now there's a Swellow (no).
  • Tabitha/Matt (Lilycove Hideout): Mightyena has either Swagger or Bite, or both, and the rest - once again - packs either Dark or Fire coverage. Yeeeeah, no.
  • Gym #7 - Tate and Liza (Mossdeep City, Psychic-type): Shedinja will excel if Solrock has been dealt with (Flamethrower = kill). It can even just not care about Lunatone's setups, because it can only hit with Psychic.
  • Courtney/Shelly (Seafloor Cavern): NOPE. Dark and (in Ruby) Fire moves everywhere. This isn't for Shedinja.
  • Maxie/Archie (Seafloor Cavern): Nothing has changed. Let Shedinja fight nothing.
  • Groudon (Cave of Origin, Ruby only): Fire Blast. Once again, nope.
  • Kyogre (Cave of Origin, Sapphire only): Interestingly, Shedinja is one of the very few things in the Pokéverse that can take on Kyogre without a risk of dying. Nothing in Kyogre's moveset can touch it.
  • Gym #8 - Wallace (Sootopolis City, Water-type): Shedinja is a god in this fight. Quite hilariously, the only thing capable of harming Shedinja is Luvdisc, who carries Sweet Kiss.
  • Wally (Victory Road): Bad battle everywhere. Altaria has Aerial Ace, Delcatty has Faint Attack, Roselia has Toxic and Leech Seed, Magneton has Supersonic, and Gardevoir has Future Sight. However, you can probably OHKO Gardevoir with STAB Shadow Ball.
  • Elite Four Sidney (Ever Grande City, Dark-type): Dark-type attacks. Nope.
  • Elite Four Phoebe (Ever Grande City, Ghost-type): Ghost-type attacks, Curse, Will-O-Wisp, Confuse Ray, Toxic... this is just all bad for Shedinja.
  • Elite Four Glacia (Ever Grande City, Ice-type): The Glalie and Sealeo all know Hail. If that didn't turn you away one Glalie has Crunch and another has Shadow Ball. That said, her ace Walrein lacks moves capable of hitting Shedinja, so if the hail's stopped Shedinja can take it on.
  • Elite Four Drake (Ever Grande City, Dragon-type): Shelgon knows Rock Tomb, one Flygon knows Flamethrower and Crunch, another Flygon knows Fly, and Salamence has Fly, Flamethrower, and Crunch. However, Altaria is fine.
  • Champion Steven (Ever Grande City, Steel-type): If you don't take out Skarmory fast enough, Shedinja will NOT see use in this battle because it'll set up Spikes. Don't lead with Shedinja because Skarmory knows Toxic and Aerial Ace. Cradily knows Confuse Ray and AncientPower. Claydol knows AncientPower. Armaldo knows AncientPower and Aerial Ace. Surprisingly, Shedinja can handle Metagross and Aggron because neither one of them has a move capable of harming Shedinja, but again: remember that this is only possible if there are no Spikes.
  • Post-Game: Nope, Rayquaza has Fly. Stay away if it uses it.

  • Gym #1 - Roxanne (Rustboro City, Rock-type): Between Nincada's bad Attack and Roxanne's Pokémon being Rock-type, Nincada should just sit this battle out.
  • Rival (Rustboro City,optional): Quite honestly, Nincada is too weak and everything hits too hard for Nincada to see any use here.
  • Gym #2 - Brawly (Dewford Town, Fighting-type): Nincada won't be doing much damage to anything here, but it actually fares well against Makuhita by resisting Reversal. However, it will still Bulk Up, it will still pull Reversal when at low health, and despite Nincada's big Defense and resistance to it, it will hurt. However, it can gradually cherry-tap Meditite to death as its only attack is Focus Punch; just make sure to stick to 100% accurate moves.
  • Rival (Route 110): Basically the same thing. Don't try to use it because its typing creates many weaknesses to the moves your rival carries.
  • Wally (Mauville City): Any good physical move will do, but only as Shedinja. Nincada is not strong enough to OHKO Ralts.
  • Gym #3 - Wattson (Mauville City, Electric-type): Shedinja hard-walls Electrike and Manectric. Unfortunately, the same cannot be said about Voltorb (Rollout) and Magneton (Supersonic).
  • Tabitha (Mt. Chimney): Fire and Dark moves everywhere to be found! Nope.
  • Maxie (Mt. Chimney): Nope. Mightyena knows Bite, Zubat knows Bite and Supersonic, and Camerupt knows Ember.
  • Gym #4 - Flannery (Lavaridge Town, Fire-type): This REALLY shouldn't need an explanation. Shedinja can't do anything but die here.
  • Gym #5 - Norman (Petalburg City, Normal-type): You can only reliably beat Linoone because Vigoroth and Slaking know Faint Attack and Spinda knows Teeter Dance. On the upside, Shedinja can laugh at Linoone's Belly Drum, which is otherwise a big threat.
  • Shelly (Weather Institute): Dark-types, Dark-types everywhere. You know what to (not) do.
  • Rival (Route 119): Shedinja should stay out of any involvement with the rival unless you chose Torchic because Marshtomp is the only thing that's not carrying a move that hurts Shedinja. You can also fight Lombre, but that's it.
  • Gym #6 - Winona (Fortree City, Flying-type): What's the main STAB of choice here? Flying. Don't do it.
  • Rival (Lilycove City): Same as before, except now there's a Tropius (go ahead).
  • Tabitha (Jagged Pass Hideout): Again, everything here can hit Shedinja for super effective damage. Sit this out.
  • Maxie (Jagged Pass Hideout): Nothing has changed. Let Shedinja fight nothing.
  • Matt (Lilycove Hideout): Mightyena has Bite and Golbat has Wing Attack. Bad luck Shedinja, maybe next time.
  • Gym #7 - Tate and Liza (Mossdeep City, Psychic-type): Solrock has Flamethrower, Xatu has Confuse Ray, and Claydol has AncientPower. However, Lunatone only has Psychic as an offensive move and doesn't carry any indirect form of hurting Shedinja, so go ahead.
  • Maxie and Tabitha (Mossdeep Space Center, tag battle with Steven): Don't do it. Bite is everywhere and Camerupts have Fire moves.
  • Shelly (Seafloor Cavern): Dark everything = nope. Avoid.
  • Archie (Seafloor Cavern): Again, everything here is out of Shedinja's league, so avoid.
  • Gym #8 - Juan (Sootopolis City, Water-type): Shedinja is a god in this fight. Quite hilariously, the only thing capable of harming Shedinja is Luvdisc, who carries Sweet Kiss.
  • Wally (Victory Road): Bad battle everywhere. Altaria has Aerial Ace, Delcatty has Faint Attack, Roselia has Toxic and Leech Seed, Magneton has Supersonic, and Gardevoir has Future Sight. However, you can probably OHKO Gardevoir with STAB Shadow Ball.
  • Elite Four Sidney (Ever Grande City, Dark-type): Crawdaunt's a safe fight but everything else has some way of putting an end to Shedinja.
  • Elite Four Phoebe (Ever Grande City, Ghost-type): Ghost-type attacks, Curse, Will-O-Wisp, Confuse Ray, Toxic... this is just all bad for Shedinja.
  • Elite Four Glacia (Ever Grande City, Ice-type): The Glalie and Sealeo all know Hail. If that didn't turn you away one Glalie has Crunch and another has Shadow Ball. That said, her ace Walrein lacks moves capable of hitting Shedinja, so if the hail's stopped Shedinja can take it on.
  • Elite Four Drake (Ever Grande City, Dragon-type): Don't tread, everything has supereffective moves against Shedinja, except - ironically enough - Kingdra, his biggest threat, which Shedinja can handle just fine. It will be annoying due to SmokeScreen, but nothing more.
  • Champion Wallace (Ever Grande City, Water-type): You can handle Wailord, Whiscash, and Gyarados just fine. Don't attempt the others.
  • Post-Game: Refer to the Champion Steven battle in Ruby and Sapphire; his team stays essentially the same.

Moves Edit

Because Shedinja evolves at Level 20 from Nincada, you will likely have moves like Scratch, Fury Swipes, Leech Life, Sand-Attack, and Mind Reader. Unfortunately for the ghost bug you don't get Fury Cutter. You get Spite at level 25 but it's really not helpful to Shedinja because that just means less turns until the opponent starts Struggling! Level 31 grants you Confuse Ray, which is helpful for whittling down particularly defensive foes. At level 38 you get Shadow Ball, which is a godsend to Shedinja. The final move at level 45 is... Grudge, which requires that you faint. No thanks.

PLEASE note that should you evolve Shedinja at lvl 25, it can learn Swords Dance as Ninjas learns Swords Dance at that level. At that point you can set up and sweep lmao.

In terms of TMs, Shedinja's probably not going to put many to use. Toxic is worth a mention as Shedinja is rather weak offensively. Hidden Power might be nice but would probably be better on something less gimmicky. Protect is also worth a mention because you never know when an opponent is packing a move that will defeat Shedinja. Dig is a good coverage option. Aerial Ace is a coverage option as well but if you have Shedinja, you have Ninjask. Ninjask makes FAR better use of Aerial Ace. Also this is unrelated but seriously Shedinja learns Sandstorm. Because that helps it at all.

Recommended moveset: Shadow Ball, Toxic / Confuse Ray, Protect, Dig

Other Edit

Nincada's stats Edit

Stat Range
At Lv. 50 At Lv. 100
HP: 31
91 - 138 172 - 266
Attack: 45
45 - 106 85 - 207
Defense: 90
85 - 156 166 - 306
Sp.Atk: 30
31 - 90 58 - 174
Sp.Def: 30
31 - 90 58 - 174
Speed: 40
40 - 101 76 - 196
Total: 266   Other Pokémon with this total  
  • Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.
  • Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.


Shedinja's stats Edit

Stat Range
At Lv. 50 At Lv. 100
HP: 1
1 - 1 1 - 1
Attack: 90
85 - 156 166 - 306
Defense: 45
45 - 106 85 - 207
Sp.Atk: 30
31 - 90 58 - 174
Sp.Def: 30
31 - 90 58 - 174
Speed: 40
40 - 101 76 - 196
Total: 236   Other Pokémon with this total  
  • Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.
  • Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.


Shedinja Ratings
Availability
2 Stars
Matchups
2 Stars
Movepool
3 Stars
Survivability
2 Stars
Type Usefulness
1 Star
Team Role
3.5 Stars
Offensive Utility
3.5 Stars
Defensive Utility
0.5 Stars
Tankiness
0.5 Stars
Fun Factor
5 Stars


Overall
2 Stars
  • What Nature do I want? For Arceus' sake, you NEED Adamant! If not, any Attack-boosting nature will do. Raising Speed is highly unnecessary given Shedinja's unique ability. In all honesty, the worst stat to raise is Special Attack unless you're planning on running Giga Drain for some odd reason.
  • At what point in the game should I be evolved? A bit before fighting Wattson is best.
  • How good is Shedinja in a Nuzlocke? An oddball. It's excellent for the enemies that can't touch it, of course, and then it can't touch a lot of enemies at all. It's a very black-and-white Pokémon: it either rocks the place or it doesn't, and if it doesn't, it will die in one hit.

Nincada's type matchups:

  • Weaknesses: Fire, Ice, Water, Flying
  • Resistances: Fighting, Poison, Ground
  • Immunities: Electric
  • Neutralities: Normal, Grass, Bug, Rock, Psychic, Ghost, Dark, Dragon, Steel

Shedinja's type matchups:

  • Weaknesses: Flying, Rock, Ghost, Fire, Dark
  • Resistances: None
  • Immunities: Normal, Fighting, Poison (Wonder Guard), Ground (Wonder Guard), Bug (Wonder Guard), Steel (Wonder Guard), Water (Wonder Guard), Grass (Wonder Guard), Electric (Wonder Guard), Psychic (Wonder Guard), Ice (Wonder Guard), Dragon (Wonder Guard)
  • Neutralities: None