[SET]
name: Entry Hazard Setter (God)
move 1: Stealth Rock
move 2: Sticky Web
move 3: Encore
move 4: Infestation / Toxic
item: Mental Herb
ability: Sturdy
nature: Careful
evs: 248 HP / 8 Def / 252 SpD
[SET COMMENTS]
Shuckle as a god is used almost exclusively for the stats it passes to receivers. Beyond that, Shuckle sets Stealth Rock and Sticky Web to support its teammates. Stealth Rock is significantly better on Shuckle god teams, which tend to be bulkier and not need Sticky Web support as much. Encore deters setup sweepers from using Shuckle as setup bait and can lock foes into a move that allows teammates to switch in safely. Infestation traps foes, dealing consistent chip damage to them, and pairs well with Encore to switch in teammates and gain momentum; Toxic is also an option to help spread status. Mental Herb prevents Shuckle from outright losing to Taunt users like Yveltal and Tapu Fini by guaranteeing it can set one entry hazard, which can be pivotal in certain matchups. Sturdy protects Shuckle from OHKOs against foes like Kartana and setup sweepers, while its EVs let Shuckle tank hits from special setup sweepers like Lunala and Galarian Moltres, both of which can be threatening for Shuckle teams.
As a non-Uber Pokemon, Shuckle must be used in the HP slot in order to pass its stats. Luckily, its base 20 HP would be an albatross anyway. While Shuckle itself is a liability to most teams, it shines as a god due passing exceptional base 230 Defense and Special Defense. These high defensive stats can hyper-charge two Pokemon to cover almost the entire tier. Some example Defense receivers would be Calm Mind Clefable, Corviknight, and Galarian Slowking. Special Defense receivers are much more varied, with offensive Pokemon like Rillaboom and Kartana turning into potent setup sweepers, and physically defensive Pokemon like Slowbro and Hippowdon becoming blanket checks to both physical and special attackers. However, Shuckle teams are slightly restricted by needing Pokemon to receive its terrible Attack, Special Attack, and Speed. It's wise to pick Pokemon that are naturally good without receiving any boosted stats. Using strong special attackers in the Attack slot like Tapu Koko, Blacephalon, Gengar, and Heatran allows the team to keep offensive pressure, while strong physical attackers like Weavile, Landorus-T, Kartana, and Blaziken fit in the Special Attack slot well. For the Speed slot, Pokemon like Slowbro, Landorus-T, and Mandibuzz can still perform their roles with lowered Speed, provide slow pivoting to get wallbreakers in, and are helpful against Trick Room.
[CREDITS]
- Written by: [[in the hills, 324242]]
- Quality checked by: [[longhiep341, 500884], [UT, 523866]]
- Grammar checked by: [[Adeleine, 517429]]
name: Entry Hazard Setter (God)
move 1: Stealth Rock
move 2: Sticky Web
move 3: Encore
move 4: Infestation / Toxic
item: Mental Herb
ability: Sturdy
nature: Careful
evs: 248 HP / 8 Def / 252 SpD
[SET COMMENTS]
Shuckle as a god is used almost exclusively for the stats it passes to receivers. Beyond that, Shuckle sets Stealth Rock and Sticky Web to support its teammates. Stealth Rock is significantly better on Shuckle god teams, which tend to be bulkier and not need Sticky Web support as much. Encore deters setup sweepers from using Shuckle as setup bait and can lock foes into a move that allows teammates to switch in safely. Infestation traps foes, dealing consistent chip damage to them, and pairs well with Encore to switch in teammates and gain momentum; Toxic is also an option to help spread status. Mental Herb prevents Shuckle from outright losing to Taunt users like Yveltal and Tapu Fini by guaranteeing it can set one entry hazard, which can be pivotal in certain matchups. Sturdy protects Shuckle from OHKOs against foes like Kartana and setup sweepers, while its EVs let Shuckle tank hits from special setup sweepers like Lunala and Galarian Moltres, both of which can be threatening for Shuckle teams.
As a non-Uber Pokemon, Shuckle must be used in the HP slot in order to pass its stats. Luckily, its base 20 HP would be an albatross anyway. While Shuckle itself is a liability to most teams, it shines as a god due passing exceptional base 230 Defense and Special Defense. These high defensive stats can hyper-charge two Pokemon to cover almost the entire tier. Some example Defense receivers would be Calm Mind Clefable, Corviknight, and Galarian Slowking. Special Defense receivers are much more varied, with offensive Pokemon like Rillaboom and Kartana turning into potent setup sweepers, and physically defensive Pokemon like Slowbro and Hippowdon becoming blanket checks to both physical and special attackers. However, Shuckle teams are slightly restricted by needing Pokemon to receive its terrible Attack, Special Attack, and Speed. It's wise to pick Pokemon that are naturally good without receiving any boosted stats. Using strong special attackers in the Attack slot like Tapu Koko, Blacephalon, Gengar, and Heatran allows the team to keep offensive pressure, while strong physical attackers like Weavile, Landorus-T, Kartana, and Blaziken fit in the Special Attack slot well. For the Speed slot, Pokemon like Slowbro, Landorus-T, and Mandibuzz can still perform their roles with lowered Speed, provide slow pivoting to get wallbreakers in, and are helpful against Trick Room.
[CREDITS]
- Written by: [[in the hills, 324242]]
- Quality checked by: [[longhiep341, 500884], [UT, 523866]]
- Grammar checked by: [[Adeleine, 517429]]
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