>>37569740Baton pass is 100% more important for Shedinja than something even as pitiful as 2 HP. Dying to SR + Sandstorm or any 2 layers of hazards, and using half your HP for a sub is not going to bring it out of ZU.
On top of that, Shedinja is awful in doubles. Some of the best spread moves in the tier (Snarl, Rock Slide, Heat Wave, Aerilate Hyper Voice) bypass Wonder Guard, and it straight up loses to about half of the top 50 of any national dex VGC format. 2HP isn't moving it anywhere.
>>3756979513 immunities sounds scary until you put it into perspective that there are plenty of Pokemon with large natural bulk and good typing that are effectively immune to 10+ types to begin with. Shedinja still dying in 1 hit to anything that gets past Wonder Guard, still vulnerable to all forms of hazards, and still has pitiful offenses to back up those immunities. It'd be much worse than something like SubToxic Aegislash, a set that wouldn't be good enough to
>>37569810252 SpA Tapu Lele Hidden Power Fire vs. 252 HP / 0 SpD Shedinja: 322-380 (121.9 - 143.9%) (30 base HP)
You need about base 50 before you live even the literal weakest coverage options. You need about base 250 to start living STAB SE attacks. You're basically never living anything if rocks are up either way.
>>37569831If you boost its HP only a little, like to 30, then virtually nothing changes compared to current Shedinja stall (aka unviable). The only thing that you can reliably get up vs Sheddy stall before to kill it that you can't now is Sandstorm. On top of that, old Sheddy stall relied HEAVILY on Baton Pass + Arena Trap, but both elements of that combo are banned now. Unless you boosted its HP up into the 200+ range, you're probably not changing Shedinja enough to bring Sheddy stall back into OU meta. If you do boost it that much, it'd probably be an entirely different type of team running it, probably for Final Gambit.
>>37571334>base 40 agilitywew lad