Hello everyone and welcome to my 95th analysis, this time featuring Shallinar.
Overview: Shallinar has a good Base Speed and a move even modern attackers are jealous of - an extra turn attack that gives her Double Damage. However, Shallinar's stats except for Speed are bad and her other moves are outclassed heavily by modern attackers, and she belongs to just one book which heavily limits her usage.
Inner Fire is what keeps this set together: it's an extra turn move that gives Shallinar Double Damage. Flame Piercer is a 0 CD Base 60 move, which is perfect after Inner Fire to do serious damage. Fire Storm has low Base Power but it tries to make up for this by applying Burn to its targets. Shallinar has no more good moves left, so for the last slot the best of the worst is chosen. Burning Corruption is a momentum killer for yourself, but if you can find the time to use it, it will boost the power of Flame Piercer and Fire Storm, especially if you combine it with Inner Fire - Flame Piercer will probably kill whatever non-tank target it has in this scenario.
2 Strength 1 Speed with Life Mutations is a standard for attackers, but since Shallinar has Inner Fire, 3 Strength can be used to give Shallinar a chance to one-shot with just Inner Fire and Flame Piercer. She will be able to match other 3 Strength users too, thanks to her Base Speed.
Teammate Options: If you give her Damage Boost before she moves, she will essentially get Triple Damage when that's combined with Inner Fire. For more Teammate options, check out this article.
Countering Shallinar: Blocking Inner Fire, be it with Nanovirus or discouraging her through Anticipation, will make Shallinar pitifully weak when compared to any other attacker. For more Counter options, check out this article.