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Official artwork of Shiftry

#0275

Shiftry

Gen III

Wicked Pokémon

GrassDark

Pokédex entry · Ruby

SHIFTRY is a mysterious POKéMON that is said to live atop towering trees dating back over a thousand years. It creates terrific windstorms with the fans it holds.

Height
1.3 m
Weight
59.6 kg
Base EXP
216
Growth
Medium slow
Catch rate

45/255Medium

Friendship

70/255

Base stats

HP90Attack100Defense60Speed80Sp. Def60Sp. Atk90
HP
90
Attack★
100
Defense
60
Speed
80
Sp. Def
60
Sp. Atk
90

Total 480

High

EV yield +3 Attack

Real ranges (IV 0–31 · EV 0–252 · nature included)

MinMax
HP150197
Attack94167
Defense58123
Speed76145
Sp. Def58123
Sp. Atk85156
Total521911

About Shiftry

Ludicolo is Hoenn’s other bipedal plant, the one that dances. Here, the opposite happens. The acorn line ends in a wooden creature with a white mane, a long nose and tall, two-pronged sandals: a tengu, the Japanese mountain spirit traditionally depicted as a surly guardian of the forest and executioner of anyone who enters without permission.

Pokédex entries repeat two ideas. One is wind. Its hands are shaped like leaves and work as fans, generating currents of 30 m/s capable of lifting houses, and one description adds that the air comes out freezing cold. The other is mind-reading: “it can read its opponent’s thoughts and act accordingly”, a line that appears both when it is described as a feared monster of the forest and when it is called its guardian. It lives in the canopies of ancient trees, moving stealthily, and generally prefers to be left alone.

It is 1.3 m tall and weighs 59.6 kg, more than its stick-like silhouette would suggest. Its official category is Wicked Pokémon, with no qualifications. It caps a line that starts with an acorn, Seedot, evolves into Nuzleaf at level 14 and is completed with a Leaf Stone.

Combat analysis

×4

Double weakness

Bug
×2

Weakness

FireIceFightingPoisonFlyingFairy
×½

Resistance

WaterElectricGrassGroundGhostDark
×0

Immunity

Psychic

Shiftry in depth

Darkness plus tengu

The Japanese name, ダーテング, is a direct combination of “dark” and “tengu”. English goes in a different direction: shifty, meaning suspicious or untrustworthy, plus tree. Other localisations drop the wordplay and say the source out loud — Tengulist in German, Tengalice in French.

The design follows the konoha-tengu to the letter, the arboreal variant of the creature: a body that looks carved from wood, a white mane, a prominent nose and feet wearing what are essentially tengu-geta, the single-raised-tooth sandals that mark the mountain ascetic in Japanese iconography. The leaf fans come from there too; in legends, the tengu uses a feather fan to unleash gales. The fact that the Pokédex describes it lifting houses with its hands is not poetic licence from the writer, but the character’s original function.

The Ability they changed

For years, its second Ability was Early Bird, which reduced the duration of sleep and was useful for nothing except in combination with Rest. In Generation IX it became Wind Rider, a change with real consequences: immunity to wind moves removes attacks that used to deal it genuine damage, and the Attack boost comes for free when the opponent uses them. Learning Hurricane at 110 power and Air Slash from the very start also fits that idea, even if it uses them on its weaker special side. Pickpocket remains its Hidden Ability and is an odd one — it steals the foe’s held item when hit — but it is a poor fit for something that really does not want to be taking hits.

What the stone takes away

The problem with stone evolutions is always the same, and here it is extreme. Its entire level-up list consists of five entries: Leaf Blade, which it already has before evolving, followed by Sunny Day, Air Slash, Payback and Hurricane, all at level 1. After that, nothing. Everything else comes from TMs or breeding, so in a normal playthrough the important decision is not when to evolve it, but how long to let Nuzleaf grow first.

The other Grass and Dark

Generation III introduced the Grass/Dark combination and used it twice, in this line and in Cacturne. They share the seven weaknesses, the double Bug vulnerability and the habit of fainting before they can finish the job. The difference is in the approach: one is built around the desert and slow poison, while the other is built around wind and a clean hit. Neither solves the type’s underlying flaw, which is having the worst possible defensive profile alongside the game’s best resistances in the wrong slots — Water, Ground, Electric and Ghost — while the opponent’s X-Scissor does the rest.

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