>>24712038In Gen 3, if you held back a Nincada from evolving until 45, Shedinja could learn Baton Pass, since it shared the same moveset as the Ninjask. After Gen 3, this was changed to have Shedinja stick to its own path of moves.
A player was able to make a team that consistently gets to the top of the ladder with Seismitoad, Talonflame, Mega Sableye, Shedinja, Togekiss, and Dugtrio. Baton Pass Shedinja is important for forcing out things like Keldeo and most stallbreakers while keeping momentum up, and if the team can't deal with a certain Pokemon, yet the Pokemon can't break Shedinja, Baton Pass's 64 PP helps the user stall out the problem Pokemon, since 64 + the turn going back into Shedinja means at least 128 turns of stall minimum. Things like Protect and wasting Will-O-Wisp PP help too.
I say it should be removed, rather than adapted around, on the basis that the developers thought to remove it from continuity in the games.
>>24712166It's about using Shedinja as a pivot. For example, the opponent sends out Specs Kingdra in the Rain, and you have the team mentioned above. You switch into Shedinja because Kingdra wouldn't carry a move able to hit it. Knowing the opponent will switch, Shedinja can Baton Pass to send in whatever is able to address the next Pokemon. Should the opponent decide not to switch, Shedinja's speed on using Baton Pass lets the opponent go first and waste their attack/turn, while even though you Baton Pass out, you can switch it right back in.