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Pokemon Brilliant Diamond and Shining Pearl Shedinja

Shedinja
Shed Pokémon

Pokemon Brilliant Diamond and Shining Pearl Shedinja is a Bug and Ghost Type Shed Pokémon, with a 5.9% Chance To Catch with a regular Pokeball. Shedinja can be found with Wonder Guard as an Ability and has a Erratic growth rate with a 2 HP EV Yield. We recommend the Adamant Nature, based on 236 combined Base Stats.

National Dex Pokemon

Shedinja Stats and Abilities

Based on Shedinja Base IVs we consider this pokemon F-Tier choice. Shedinja Highest IV Stat is Attack 90 and the Lowest being Special Attack 30.

Tier Stat Base Min Max
F
HP111
C
Attack90166306
F
Defense4585207
F
Special Attack3058174
F
Special Defense3058174
F
Speed4076196
F
Total236
Shedinja Detail
Best Nature
Adamant
+10% Attack
-10% Special Attack
Caught in the Wild Held Item Chance
Like/Dislikes
Likes: Spicy
Dislikes: Dry
EV Yield2 HP
Growth RateErratic
Catch Rate45 (5.9% with PokéBall, full HP)
Egg GroupsMineral
Egg Cycles15 (3,599–3,855 steps)
Abilities Description
Wonder Guard
Ability 1
Wonder Guard prevents damage from direct attacks unless they are super-effective. Shedinja is the only Pokémon to have this ability so this means that only Fire, Flying, Rock, Ghost and Dark moves will have an effect.

How To Evolve Shedinja in BDSP

Nincada can evolve into Shedinja Empty Slot in PartyLevel or Ninjask (Level 20).

Base Form Evolution Requirement First Evolution
Nincada
Level 20
Ninjask
Nincada
Empty Slot in PartyLevel
Shedinja

Where To Find Shedinja in BDSP

Shedinja has spawn locations in Pokemon Brilliant Diamond and Shining Pearl. You can find the Unevolved form Lv. , within the location using the method.

Underground Pokemon Spawns
After you reach Check Points in the game progression NEW Pokemon will begin to spawn in the Grand Underground.
Start = Default spawns in the Grand Underground
Strength = After obtaining the TM96 Strength
Defog = After obtaining the TM97 Defog
7th Badge = After obtaining the Icicle Badge from Candice
Waterfall = After obtaining the TM99 Waterfall
National = After obtaining the National Pokedex.
World Pokemon Spawns
Interact = Limited to one
Common = 20% ~ 100%
Uncommon = 5% ~ 20%
Rare = 1% ~ 5%
= Morning Time
= Day Time
= Night Time
Location How To Catch Pokemon Spawns
Eterna Forest
20 - 5%
Nincada
Lv. 11-12
Sunlit Cavern
National
Nincada
Lv. 16-63
Still-Water Cavern
National
Nincada
Lv. 16-63
Riverbank Cave
National
Nincada
Lv. 16-63
Grassland Cave
National
Nincada
Lv. 16-63

Pokemon Brilliant Diamond and Shining Pearl Shedinja Weakness

Shedinja is a Bug and Ghost Type pokemon. This will cause Shedinja to take More Damage from Flying, Rock, Fire, Ghost, Dark Type Moves, and Less Damage from Ground, Grass, Poison, Bug, Fighting, Normal Type moves.

Damage Types
4.0x
More Damage
2.0x
More Damage
Flying
Rock
Fire
Ghost
Dark
0.5x
Less Damage
Ground
Grass
Poison
Bug
0.25x
Less Damage
Immune to Damage
Fighting
Normal

What pokemon is Shedinja Weak Against?

Tier Pokemon
S
Lugia
S
Ho-Oh
S
Rayquaza
S
Dragonite
S
Tyranitar

What pokemon is Shedinja Strong Against?

Tier Pokemon
S
Arceus
S
Slaking
S
Groudon
S
Regigigas
S
Celebi
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Best Moves Shedinja in BDSP

Best Moveset for Shedinja Lv Up Moves based on Power.

Lvl Best Moves Type Class Power Acc PP Effect
64
Phantom Force
Physical
135
100 10 Disappears on first turn, attacks on second. Can strike through Protect/Detect.
1
Dig
Physical
80
100 10 Digs underground on first turn, attacks on second. Can also escape from caves.
50
Shadow Ball
Special
120
100 15 May lower opponent's Special Defense.
1
Shadow Claw
Physical
105
100 15 High critical hit ratio.

Best Moveset for Shedinja TM Moves based on Power.

TM Best Moves Type Class Power Acc PP Effect
TM68
Giga Impact
Physical
150
90 5 User must recharge next turn.
TM15
Hyper Beam
Special
150
90 5 User must recharge next turn.
TM22
Solar Beam
Special
120
100 10 Charges on first turn, attacks on second.
TM85
Dream Eater
Special
100
100 15 User recovers half the HP inflicted on a sleeping opponent.
STAB: (Same Type Attack Bonus) When a Pokemon uses a Move Type that is the Same as the Pokemon's Type, it will receive a 50% Bonus to Power. Moves Affected by this Highlighted in
Red Text
.

Shedinja Level Up Moves

List of Moves Shedinja can learn by reaching higher levels in Pokemon Brilliant Diamond and Shining Pearl.

Lvl Move Desc
1
Shadow Claw
Power:
105
Acc: 100
PP: 15
Physical

High critical hit ratio.
1
Grudge
Power: —
Acc: —
PP: 5
Status

If the users faints after using this move, the PP for the opponent's last move is depleted.
1
Mud-Slap
Power: 20
Acc: 100
PP: 10
Special

Lowers opponent's Accuracy.
1
Metal Claw
Power: 50
Acc: 95
PP: 35
Physical

May raise user's Attack.
1
Dig
Power: 80
Acc: 100
PP: 10
Physical

Digs underground on first turn, attacks on second. Can also escape from caves.
1
Scratch
Power: 40
Acc: 100
PP: 35
Physical

1
Sand Attack
Power: —
Acc: 100
PP: 15
Status

Lowers opponent's Accuracy.
1
Harden
Power: —
Acc: —
PP: 30
Status

Raises user's Defense.
1
False Swipe
Power: 40
Acc: 100
PP: 40
Physical

Always leaves opponent with at least 1 HP.
15
Confuse Ray
Power: —
Acc: 100
PP: 10
Status

Confuses opponent.
23
Absorb
Power: 20
Acc: 100
PP: 25
Special

User recovers half the HP inflicted on opponent.
29
Shadow Sneak
Power:
60
Acc: 100
PP: 30
Physical

User attacks first.
36
Fury Swipes
Power: 18
Acc: 80
PP: 15
Physical

Hits 2-5 times in one turn.
43
Mind Reader
Power: —
Acc: —
PP: 5
Status

User's next attack is guaranteed to hit.
50
Shadow Ball
Power:
120
Acc: 100
PP: 15
Special

May lower opponent's Special Defense.
57
Spite
Power: —
Acc: 100
PP: 10
Status

The opponent's last move loses 2-5 PP.
64
Phantom Force
Power:
135
Acc: 100
PP: 10
Physical

Disappears on first turn, attacks on second. Can strike through Protect/Detect.
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Shedinja TM Moves

List of Moves Shedinja can learn using (TMs) Technical Machine Items.

TM Move Desc
TM11
Sunny Day
Power: —
Acc: —
PP: 5
Status

Makes it sunny for 5 turns.
TM15
Hyper Beam
Power: 150
Acc: 90
PP: 5
Special

User must recharge next turn.
TM17
Protect
Power: —
Acc: —
PP: 10
Status

Protects the user, but may fail if used consecutively.
TM19
Giga Drain
Power: 75
Acc: 100
PP: 10
Special

User recovers half the HP inflicted on opponent.
TM22
Solar Beam
Power: 120
Acc: 100
PP: 10
Special

Charges on first turn, attacks on second.
TM28
Dig
Power: 80
Acc: 100
PP: 10
Physical

Digs underground on first turn, attacks on second. Can also escape from caves.
TM30
Shadow Ball
Power:
120
Acc: 100
PP: 15
Special

May lower opponent's Special Defense.
TM32
Double Team
Power: —
Acc: —
PP: 15
Status

Raises user's Evasiveness.
TM37
Sandstorm
Power: —
Acc: —
PP: 10
Status

Creates a sandstorm for 5 turns.
TM40
Aerial Ace
Power: 60
Acc: —
PP: 20
Physical

Ignores Accuracy and Evasiveness.
TM42
Facade
Power: 70
Acc: 100
PP: 20
Physical

Power doubles if user is burned, poisoned, or paralyzed.
TM44
Rest
Power: —
Acc: —
PP: 10
Status

User sleeps for 2 turns, but user is fully healed.
TM46
Thief
Power: 60
Acc: 100
PP: 25
Physical

Also steals opponent's held item.
TM54
False Swipe
Power: 40
Acc: 100
PP: 40
Physical

Always leaves opponent with at least 1 HP.
TM58
Endure
Power: —
Acc: —
PP: 10
Status

Always left with at least 1 HP, but may fail if used consecutively.
TM61
Will-O-Wisp
Power: —
Acc: 85
PP: 15
Status

Burns opponent.
TM62
Bug Buzz
Power:
135
Acc: 100
PP: 10
Special

May lower opponent's Special Defense.
TM65
Shadow Claw
Power:
105
Acc: 100
PP: 15
Physical

High critical hit ratio.
TM68
Giga Impact
Power: 150
Acc: 90
PP: 5
Physical

User must recharge next turn.
TM70
Flash
Power: —
Acc: 100
PP: 20
Status

Lowers opponent's Accuracy.
TM81
X-Scissor
Power:
120
Acc: 100
PP: 15
Physical

The user slashes at the target by crossing its scythes or claws as if they were a pair of scissors. This move has a heightened chance of landing a critical hit.
TM82
Sleep Talk
Power: —
Acc: —
PP: 10
Status

User performs one of its own moves while sleeping.
TM85
Dream Eater
Power: 100
Acc: 100
PP: 15
Special

User recovers half the HP inflicted on a sleeping opponent.
TM87
Swagger
Power: —
Acc: 85
PP: 15
Status

Opponent becomes confused, but its Attack is sharply raised.
TM90
Substitute
Power: —
Acc: —
PP: 10
Status

Uses HP to creates a decoy that takes hits.
TM93
Cut
Power: 50
Acc: 95
PP: 30
Physical

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