
arms like spaghetti
attack weak, defenses are heavy
sticky webs are now ready
[Overview]
Shuckle is known for being the only Sticky Web setter that's able to run a held item that's not Focus Sash thanks to Sturdy. Additionally, it doubles as a Stealth Rock setter and has good moves conducive to suicide leading such as Encore and Final Gambit. Shuckle also has fairly good bulk, thereby usually requiring an actual offensive Pokemon to have any chance at 2HKOing it. Its niche in providing Sticky Web support turns already threatening offensive Pokemon into neigh unstoppable behemoths, but unfortunately Shuckle is otherwise disposable and unlikely to play any further role. Because of this, Shuckle requires offense teams to structure themselves using five Pokemon and restricts building, since a spinner and spinblocker are highly desirable. Sticky Web is also a fairly matchup-dependent playstyle that relies upon the opposing team not having enough tools to stop or dispose of the hazard.
[SET]
name: Sticky Web
move 1: Sticky Web
move 2: Stealth Rock
move 3: Encore
move 4: Final Gambit
item: Mental Herb / Red Card
ability: Sturdy
nature: Bold
evs: 252 HP / 136 Def / 120 SpD
[SET COMMENTS]
Shuckle's set and spread are designed to optimize chances at setting and keeping Sticky Web and, if possible, Stealth Rock as well. 120 Special Defense EVs allow Shuckle to always avoid the 2HKO from Xerneas's Moonblast, with the remaining EVs put into physical bulk to help defend against the tier's common offensive threats. Mental Herb lets Shuckle ignore the first use of Taunt, allowing it to still get at least one type of hazard up. Alternatively, Red Card forces out an attacker with a good matchup against Shuckle to one that might have a weaker one, which can also help against setup sweepers and spinners. Encore lets Shuckle lock its foe into a singular predictable pattern, which is essential for being able to set hazards and keep them up. Final Gambit ensures Shuckle is allowed to faint and keep momentum into an offensive threat once its purpose of setting hazards is complete.
The purpose of Shuckle is to provide Sticky Web support for powerful offensive threats that are exceptionally difficult to check when given a speed advantage; some of the best Pokemon to utilize this support are Calyrex-S, Yveltal, Rayquaza, and Zekrom. Due to the nature of maintaining Sticky Web and combating opposing hazards, it is highly desirable to have a spinner such as Regieleki, Excadrill, or Pheromosa for anti-hazard support and a spinblocker such ass Calyrex-S or Lunala. Offense teams need to role compress very well to accommodate Shuckle's neigh irrelevant defensive utility, so Pokemon such as Eternatus and Necrozma-DM are important.
[STRATEGY COMMENTS]
Other Options
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Custap Berry effectively gives Shuckle an extra move the turn after Sturdy is activated but is typically less consistent than the items previously discussed. Rocky Helmet punishes Rapid Spin and physical attackers and allows Shuckle to function as a slightly more useful death fodder, but it otherwise makes setting and keeping its entry hazards up more difficult. Toxic can surprise and punish bulky attackers and certain defensive Pokemon that may try to use Defog. Infestation traps foes and pairs well with Encore, locking setup sweepers or recovery move users to provide a free turn for a teammate.
Checks and Counters
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**Xatu**: Magic Bounce deflects entry hazards, and Shuckle has no tools to overcome this matchup.
**Entry Hazard Removers**: Although Shuckle has some tools to challenge Defoggers and spinners, they nevertheless eliminate Shuckle's hazards or remain a threat to its hazards throughout a game. Defoggers include Yveltal, Xerneas, Giratina, Lugia, Ho-Oh, Skarmory, and Corviknight, and spinners include Excadrill, Regieleki, Pheromosa, and Cloyster. Teams with two Defoggers can even switch between them to stall out Shuckle's Encore PP.
**Secondary Move Effects**: There are a few secondary move effects that, while RNG dependent, are capable of preventing Shuckle from setting hazards before being KOed. For example, Yveltal's Dark Pulse and Necrozma-DM's Iron Head can induce flinching.
**Necrozma-DM and Kyogre**: These are the two most common Pokemon with the power and type advantage to bring Shuckle down to 1 HP in a single turn, thereby preventing it from getting off more than a single move.
**Pokemon Immune to Sticky Web**: Pokemon such as Yveltal, Ho-Oh, Giratina-O, and Rayquaza, as well as Ditto and any Pokemon holding Heavy-Duty Boots, are immune to the Speed drop from Sticky Web, increasing their chance to remove Sticky Web or merely threaten Sticky Web teams.
[CREDITS]
- Written by: [[Minority, 222996]]
- Quality checked by: [[Manaphy, 50695], [SiTuM, 274590]]
- Grammar checked by: [[Rabia, 336073], [DC, 449990]]
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