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How viable would Shedinja be with base 10 HP?

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Thread replies: 12
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Shedinja.png
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How viable would Shedinja be with base 10 HP?
>>
Shedinja is hardcoded to always have 1 HP, so nothing changes. Having a base 1 HP actually gives you way more than 1 HP at level 100.
>>
>>31766679
Shedinja wouldn't die instantly to hazards, weather, or status. That's all that changes
>>
>>31766688
OP's point went completely over your head. But, just for a second, assume it isn't hard coded to have 1 HP.

>>31766679
Do you mean if Shedinja always has 10 HP or it's base HP is 10 and it can increase like other Pokemons' HP stat?
>>
>>31766679
I see your base 10 HP and raise you 2 HP total.
>doesn't die to hazards
>doesn't die to weather
>can run leftovers to fully heal after taking its one hazard/residual hit
>can take a tox to the face with leftovers no sweat

>>31766694
That's absolutely massive for it.
>>
Pain Split/Endeavor sets would be less effective. What Shedinja really needs is for Wonder Guard also have the effects of Magic Guard (or at least protect it from Hazards and Weather).
>>
>>31766738
Mega Shedinja
+10HP
+90Atk

Magical Wonder Guard:
- Has the effects of both Magic and Wonder Guard.

Broken? Dare I say... Fun?
>>
>>31766820
whats the point it still dies to entry hazards
>>
>>31767671
>Magic Guard
>>
>>31767688
it gains magic guard AFTER going mega

which happens after swapping in

which is when the hazard damage applies
>>
>>31767688
>pebbles are up
>previous mon has fainted
>send in shedinja
>it dies
>never got to mega
>>
>>31767715
>>31767716
>waiting until bebbles are up
>not carrying a spinner/defogger to remove bebbles
Thread posts: 12
Thread images: 1


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