Shedinja (Pokémon): Difference between revisions

→‎1 HP trivia: Missing period and Utility Umbrella negates Sandstorm.
(→‎Trivia: Updating outdated trivia.)
(→‎1 HP trivia: Missing period and Utility Umbrella negates Sandstorm.)
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* Shedinja is the only Pokémon that cannot gain any additional HP {{EV}}s.
* Shedinja is the only Pokémon that cannot gain any additional HP {{EV}}s.
** In [[Generation VI]], {{EV}}s in HP can be earned from [[Super Training]], though they have no effect for Shedinja.
** In [[Generation VI]], {{EV}}s in HP can be earned from [[Super Training]], though they have no effect for Shedinja.
* Having only 1 HP, Shedinja's {{stat|Defense}} and {{stat|Special Defense}} stats normally have no practical purpose in battle. However, if Shedinja receives a {{m|substitute}} through Baton Pass, its Defense and Special Defense are factored into damage the substitute takes. Shedinja's Defense and Special Defense stats also become relevant if a Pokémon uses {{m|Transform}} on it or if Shedinja uses {{m|Power Trick}} (via {{m|Mimic}}), or if an opponent has {{a|Download}}
* Having only 1 HP, Shedinja's {{stat|Defense}} and {{stat|Special Defense}} stats normally have no practical purpose in battle. However, if Shedinja receives a {{m|substitute}} through Baton Pass, its Defense and Special Defense are factored into damage the substitute takes. Shedinja's Defense and Special Defense stats also become relevant if a Pokémon uses {{m|Transform}} on it or if Shedinja uses {{m|Power Trick}} (via {{m|Mimic}}), or if an opponent has {{a|Download}}.
* From [[Generation IV]] onward, Shedinja is the only Pokémon that can knock itself out from full health with the recoil damage from {{m|Struggle}}.
* From [[Generation IV]] onward, Shedinja is the only Pokémon that can knock itself out from full health with the recoil damage from {{m|Struggle}}.
* Outside of battle, Shedinja immediately recovers from {{status|poison}} after four steps in [[Generation IV]]; in [[Generation III]], it will immediately faint after four steps.
* Outside of battle, Shedinja immediately recovers from {{status|poison}} after four steps in [[Generation IV]]; in [[Generation III]], it will immediately faint after four steps.
* Despite it being able to learn {{m|Substitute}}, {{m|Bide}}, and {{m|Rest}}, they will always fail; consequently, the only way Shedinja can have a substitute is via {{m|Baton Pass}}.
* Despite it being able to learn {{m|Substitute}}, {{m|Bide}}, and {{m|Rest}}, they will always fail; consequently, the only way Shedinja can have a substitute is via {{m|Baton Pass}}.
* Although Shedinja can learn {{m|Sandstorm}}, it cannot normally use the move without fainting as a result of damage from the sandstorm. Use of [[Safety Goggles]] allows this to be circumvented.
* Although Shedinja can learn {{m|Sandstorm}}, it cannot normally use the move without fainting as a result of damage from the sandstorm. Use of [[Safety Goggles]] or a [[Utility Umbrella]] allows this to be circumvented.
* If Shedinja uses {{m|Pain Split}} (via Mimic), it will cut the target's HP in half, similarly to {{m|Super Fang}}.
* If Shedinja uses {{m|Pain Split}} (via Mimic), it will cut the target's HP in half, similarly to {{m|Super Fang}}.
* Shedinja is the only Pokémon that has its HP restored to maximum when leveled up with a [[Rare Candy]] (prior to [[Generation VI]]) or revived with a [[Revive]].
* Shedinja is the only Pokémon that has its HP restored to maximum when leveled up with a [[Rare Candy]] (prior to [[Generation VI]]) or revived with a [[Revive]].
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