The Double Evolution Trigger
Nincada possesses a unique branching evolution that results in two distinct Pokémon simultaneously. To initiate this process, you must raise
Nincada to Level 20. This triggers the standard evolution into
Ninjask, a Bug/Flying type.
To acquire
Shedinja alongside
Ninjask, two strict conditions must be met at the exact moment of evolution. First, you must have a maximum of five Pokémon in your active party, leaving one slot completely empty. Second, you must have at least one standard Poké Ball in your bag.
The type of Poké Ball matters. Great Balls, Ultra Balls, Premier Balls, and other variants will fail to capture
Shedinja. This specific Poké Ball requirement was introduced in Generation 4; in the original Ruby and Sapphire games, only the empty party slot was necessary.
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Ninjask: Competitive Role & Verdict
Ninjask operates as a dedicated Fast Pivot or Baton Pass enabler. With a staggering Base 160 Speed and the Speed Boost ability, it naturally outpaces nearly the entire unboosted metagame.
Its primary competitive strategy involves using Protect to guarantee a Speed Boost trigger, followed by Swords Dance, and finally Baton Pass to transfer these stat increases to a slower, bulkier sweeper. In lower tiers, it can run Choice Band to act as a hit-and-run physical attacker using U-turn.
- Pros: Unmatched natural Speed tier. Guaranteed priority pivoting with Speed Boost. Excellent utility movepool including Defog and U-turn.
- Cons: 4x weakness to Stealth Rock strips 50% of its HP upon switching in. Base 90 Attack fails to secure OHKOs against neutral targets. Base 61/45/50 bulk guarantees it dies to almost any unresisted hit.
Verdict: 4/10.
Ninjask is highly linear and entirely reliant on Heavy-Duty Boots. It excels on dedicated Baton Pass teams where permitted, but falls flat in standard offensive builds due to its fragility and vulnerability to priority moves like Extreme Speed or Ice Shard.
Shedinja: Competitive Role & Verdict
Shedinja functions as a Gimmick Wall and highly specialized pivot. Its signature ability, Wonder Guard, renders it completely immune to all direct damaging moves that are not super effective. As a Bug/Ghost type, it is only weak to Fire, Flying, Rock, Ghost, and Dark.
Because its maximum HP is permanently locked at 1,
Shedinja survives purely on its immunities. It completely walls specific legendary threats like
Kyogre if they lack an optimal coverage move. Players use it to force switches and spread status conditions like Will-O-Wisp or Toxic.
- Pros: Immune to 13 out of 18 attack types. Can completely shut down choice-locked attackers. Excellent pivot for absorbing Water, Normal, Fighting, and Ground attacks.
- Cons: Dies instantly to any entry hazard (Stealth Rock, Spikes). Instantly KO'd by Sandstorm, Hail, Poison, Burn, Leech Seed, or Rocky Helmet recoil. Requires absolute perfection in team hazard control.
Verdict: 5/10.
Shedinja is a high-risk, high-reward hard counter. It is terrible for casual playthroughs but holds a specific niche in high-level competitive stall teams. It absolutely requires Heavy-Duty Boots to negate its fatal hazard weakness.
Stat, EV, and Move Inheritance
When
Shedinja materializes in your party, it acts as a perfect clone of the base
Nincada. It inherits
Nincada's exact Individual Values (IVs), Effort Values (EVs), and Nature. If your
Nincada is shiny, both
Ninjask and
Shedinja will be shiny.
This inheritance creates a unique EV training scenario. Any EVs invested into
Nincada's HP stat are completely wasted on
Shedinja, as its HP is hardcoded to remain at 1 regardless of EVs, IVs, or level. Players building a
Nincada for
Shedinja should exclusively invest 252 EVs into Attack and 252 into Speed.
Shedinja also copies the exact moveset
Nincada knows at the moment of evolution. If
Nincada learns a move at Level 20,
Ninjask will attempt to learn it first. If you allow
Ninjask to learn the move,
Shedinja will inherit it as well. This was historically used to pass Swords Dance to
Shedinja in Generation 3 by delaying evolution to Level 25, though modern Move Relearners make this workaround obsolete.
Team Building and Synergy
Deploying either
Ninjask or
Shedinja dictates your entire team structure. Both Pokémon share a fatal weakness to Stealth Rock. While Heavy-Duty Boots provide a modern solution, losing the item to Knock Off immediately compromises both units.
Your team must include aggressive hazard control. Magic Bounce users like
Hatterene or
Xatu are optimal, as they reflect hazards before they land. Alternatively, reliable Defoggers such as
Corviknight or Rapid Spin users like
Excadrill are mandatory partners.
For
Shedinja specifically, you must also control the weather. Pairing
Shedinja with
Tyranitar or
Hippowdon is a fatal error, as their Sand Stream abilities will KO
Shedinja at the end of the turn.
Shedinja pairs best with bulky Steel or Dark types that resist its specific weaknesses, allowing for safe pivoting when the opponent brings in a Fire or Ghost type attacker.
EVOLUTION CHAIN
SPRITE GALLERY
Related Pokémon guides
Competitive Strategies
Frequently Asked Questions About Nincada's Evolution
Does Shedinja need a specific Poké Ball to appear?
Yes, from Generation 4 onwards, you must have at least one standard Poké Ball in your bag. Great Balls, Ultra Balls, and specialty balls will not work. In Generation 3, only the empty party slot was required.
Can Shedinja have more than 1 HP?
No. Shedinja's maximum HP is permanently locked to 1. HP EVs, maxed IVs, and leveling up have zero mathematical effect on this stat. Even using Dynamax in Generation 8 keeps its HP at exactly 1.
Does Shedinja copy Nincada's shiny status?
Yes. If the Nincada you evolve is shiny, both the resulting Ninjask and the newly generated Shedinja will be shiny. They will also share the exact same Nature and IV spread.
What happens if my party is full at Level 20?
If you have six Pokémon in your party when Nincada reaches Level 20, it will evolve into Ninjask normally, but Shedinja will not spawn. You cannot obtain Shedinja later from that specific Ninjask.





