Shedinja • Sword & Shield Pokédex

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Shedinja

Shedinja

Shedinja's Type

BUG
GHOST

Shedinja's Pokédex #s

Galar #
106
National #
292

Shedinja's Base Stats

HP:
1
Attack:
90
Defense:
45
Sp. Atk:
30
Sp. Def:
30
Speed:
40
Total:
236

Misc. Info

Egg Groups:
Mineral
EXP At Lv. 100:
600,000
EV Yield:
2 HP

Shedinja's Abilities

Here are what abilities Shedinja can possibly have, along with their effects.
Wonder Guard
Shedinja is immune to damaging moves unless they are super effective against it.

Weaknesses & Resistances

Below is a list of what Shedinja's weakness and resistance is to various types.
FIRE
FLYING
ROCK
GHOST
DARK
½
GRASS
POISON
GROUND
BUG
immune
NORMAL
FIGHTING

Shedinja's Evolution Line

Below you'll find a list of all Pokémon Shedinja evolves from or into, along with its evolution method.
Nincada
Nincada
starting form
Ninjask
Ninjask
at level 20
Shedinja
Shedinja
Have Poké Ball + free space in party when Nincada evolves

Shedinja's Moves

Below is a list of all of the moves that Shedinja can learn, along with what level it learns the move, the TM or TR number, and what egg moves it can learn, if any. Hover over a move (desktop/laptop) or click the ? button next to the move (mobile/tablet) to find out more about the move.

Level Up Moves

Here are all of the moves Shedinja learns via level up. Anything marked "Evo." means it learns it upon evolving. If the level is 1, it can be relearned at a Pokémon Center.
Lv. Move Type Category Power Acc.% PP Target Info
1
Shadow Claw
Has a higher critical hit rate. (+1 stage.)
GHOST
PHYSICAL
70 100% 15 One Target
1
Grudge
If Shedinja is knocked out before its next action, the attacker loses all PP of the move it used.
GHOST
STATUS
-- -- 5 User
1
Mud-Slap
100% chance of lowering the target's Accuracy by one stage.
GROUND
SPECIAL
20 100% 10 One Target
1
Metal Claw
Has a 10% chance of raising Shedinja's Attack by one stage.
STEEL
PHYSICAL
50 95% 35 One Target
1
Dig
Can't be hit on the first turn, attacks on the second turn.
GROUND
PHYSICAL
80 100% 10 One Target
1
Scratch
Damages the target.
NORMAL
PHYSICAL
40 100% 35 One Target
1
Sand Attack
Lowers the target's Accuracy by one stage.
GROUND
STATUS
-- 100% 15 One Target
1
Harden
Raises Shedinja's Defense by one stage.
NORMAL
STATUS
-- -- 30 User
1
False Swipe
Cannot knock out a Pokémon.
NORMAL
PHYSICAL
40 100% 40 One Target
15
Confuse Ray
Confuses the target.
GHOST
STATUS
-- 100% 10 One Target
23
Absorb
Heals Shedinja by half the damage dealt.
GRASS
SPECIAL
20 100% 25 One Target
29
Shadow Sneak
Has higher priority.
GHOST
PHYSICAL
40 100% 30 One Target
36
Fury Swipes
Hits the target two to five times in a row.
NORMAL
PHYSICAL
18 80% 15 One Target
43
Mind Reader
The next move used by Shedinja will always hit the target.
NORMAL
STATUS
-- -- 5 One Target
50
Shadow Ball
20% chance of lowering the target's Sp. Def by one stage.
GHOST
SPECIAL
80 100% 15 One Target
57
Spite
Lowers the target's PP of its last used move.
GHOST
STATUS
-- 100% 10 One Target
64
Phantom Force
Can't be hit on the first turn, attacks on the second turn. Gets around Protect/Detect/etc.
GHOST
PHYSICAL
90 100% 10 One Target

TM Moves

Here are all of the moves that Shedinja can learn via TM (Technical Machine). These moves can be taught an unlimited number of times once the TM is obtained.
TM Move Type Category Power Acc.% PP Target Info
TM08
Hyper Beam
Requires a turn to recharge (unless it misses).
NORMAL
SPECIAL
150 90% 5 One Target
TM09
Giga Impact
Requires a turn to recharge (unless it misses).
NORMAL
PHYSICAL
150 90% 5 One Target
TM11
Solar Beam
Charges for a turn, attacks on the second turn. No charge time in the sun; half damage in the rain.
GRASS
SPECIAL
120 100% 10 One Target
TM15
Dig
Can't be hit on the first turn, attacks on the second turn.
GROUND
PHYSICAL
80 100% 10 One Target
TM21
Rest
Shedinja restores its HP to full and falls asleep for two turns.
PSYCHIC
STATUS
-- -- 10 User
TM23
Thief
Damages the target and steals its held item.
DARK
PHYSICAL
60 100% 25 One Target
TM24
Snore
Can only be used while asleep. 30% chance of making the target flinch.
NORMAL
SPECIAL
50 100% 15 One Target
TM25
Protect
Protects Shedinja from attacks for a turn. Low chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TM28
Giga Drain
Heals Shedinja by half the damage dealt.
GRASS
SPECIAL
75 100% 10 One Target
TM32
Sandstorm
Changes the weather to a sandstorm for 5 turns.
ROCK
STATUS
-- -- 10 Entire Field
TM34
Sunny Day
Changes the weather to sunny for 5 turns.
FIRE
STATUS
-- -- 5 Entire Field
TM38
Will-O-Wisp
Burns the target.
FIRE
STATUS
-- 85% 15 One Target
TM39
Facade
Does double damage if Shedinja is poisoned, burned, or paralyzed.
NORMAL
PHYSICAL
70 100% 20 One Target
TM65
Shadow Claw
Has a higher critical hit rate. (+1 stage.)
GHOST
PHYSICAL
70 100% 15 One Target
TM76
Round
Deals double damage if Round has already been used and causes any other Pokémon using Round to use it immediately afterward.
NORMAL
SPECIAL
60 100% 15 One Target
TM77
Hex
Deals double damage if the target is affected by a major status condition.
GHOST
SPECIAL
65 100% 10 One Target
TM86
Phantom Force
Can't be hit on the first turn, attacks on the second turn. Gets around Protect/Detect/etc.
GHOST
PHYSICAL
90 100% 10 One Target
TM94
False Swipe
Cannot knock out a Pokémon.
NORMAL
PHYSICAL
40 100% 40 One Target

TR Moves

Here are all of the moves that Shedinja can learn via TR (Technical Record). These moves can be taught only once per TR, but TRs can be obtained in the Wild Area.
TR Move Type Category Power Acc.% PP Target Info
TR12
Agility
Raises Shedinja's Speed by two stages.
PSYCHIC
STATUS
-- -- 30 User
TR18
Leech Life
Heals Shedinja by half the damage dealt.
BUG
PHYSICAL
80 100% 10 One Target
TR20
Substitute
Costs 25% of Shedinja's max HP. Sets up a Substitute to block effects and damage.
NORMAL
STATUS
-- -- 10 User
TR26
Endure
Will survive any hit with at least 1 HP left this turn. 50% chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TR27
Sleep Talk
Can only be used while asleep. Uses one of Shedinja's moves at random.
NORMAL
STATUS
-- -- 10 User
TR33
Shadow Ball
20% chance of lowering the target's Sp. Def by one stage.
GHOST
SPECIAL
80 100% 15 One Target
TR38
Trick
Switches Shedinja's held item with the target's.
PSYCHIC
STATUS
-- 100% 10 One Target
TR60
X-Scissor
Damages the target.
BUG
PHYSICAL
80 100% 15 One Target
TR61
Bug Buzz
10% chance of lowering the target's Sp. Def by one stage.
BUG
SPECIAL
90 100% 10 One Target
TR83
Ally Switch
Switches places with Shedinja for the rest of the battle.
PSYCHIC
STATUS
-- -- 15 User

Egg Moves

Here are all of the moves that Shedinja can learn as Egg Moves. In the case of evolved Pokémon, it shows what Egg Moves it can learn in its lowest evolutionary stage.
Move Type Category Power Acc.% PP Target Info
EGG
Gust
Does double damage against targets using Bounce, Fly, or Sky Drop.
FLYING
SPECIAL
40 100% 35 One Target
EGG
Night Slash
Has a higher critical hit rate. (+1 stage.)
DARK
PHYSICAL
70 100% 15 One Target
EGG
Bug Bite
Does double damage if the target has a Berry and then Shedinja consumes that Berry immediately.
BUG
PHYSICAL
60 100% 20 One Target
EGG
Final Gambit
Does damage equal to Shedinja's remaining HP and then Shedinja faints.
FIGHTING
SPECIAL
varies 100% 5 One Target
EGG
Flail
Does more damage when Shedinja's HP is low.
NORMAL
PHYSICAL
varies 100% 15 One Target

Where to Find Shedinja

If you're looking for where to find Shedinja, you'll find the various methods listed down below, along with any notes or special locations. This should help you figure out how to get Shedinja in Pokémon Sword & Shield. (Currently the encounters do not show most "strong" static encounters or Max Raid Battles.)

Special Ways to Get Shedinja

Shedinja will appear in your party when your Nincada evolves into Ninjask, but only if you have at least one empty space in your party as well as a Poké Ball in your inventory. The Shedinja will have the same nature and moves as the Ninjask.
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