Overview
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One would think a Pokemon with monstrous defensive stats and horrible attacking stats would never find a place on hyper offense, but Shuckle makes for an excellent lead thanks to its access to Stealth Rock and Sticky Web. Also, because of Shuckle's access to Sturdy, it can run a Mental Herb to negate Taunt once, guaranteeing that it can set up at least one entry hazard. Because of its high defensive stats, it has the bulk to often set both entry hazards. Shuckle also has a great support movepool including access to Encore, Infestation, and Knock Off. Sadly, Shuckle is held back by its extremely low Speed and lack of offensive presence.
Holy Shuck!
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name: Holy Shuck!
move 1: Sticky Web
move 2: Stealth Rock
move 3: Encore
move 4: Toxic / Knock Off
ability: Sturdy
item: Mental Herb
evs: 248 HP / 252 Def / 8 SpD
nature: Bold
Moves
========
Sticky Web lowers the Speed of a foe switching in by one stage, allowing a slow, strong wallbreaker to become a threatening sweeper. Stealth Rock wears down foes, allowing your Pokemon to score OHKOs and 2HKOs they wouldn't otherwise. Encore locks the foe into the move that they last used, allowing you to easily switch in a Pokemon of your choice, as the foe is either forced to switch out or hit your Pokemon with a weak attack. Toxic is Shuckle's best way of dealing damage and can be used to wear down spinners and Defoggers with the exception of Forretress, Crobat, and Empoleon by spamming Stealth Rock and Sticky Web until Toxic KOes them. Knock Off can be used to remove the foe's item, but it deals very little damage. Finally, Infestation can be used to trap foes and has good synergy with Encore.
Set Details
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The EVs don't really do much for Shuckle, but extra Defense allows Shuckle to take multi-hit moves better, as they are all physical, and allows Shuckle to set up entry hazards against more threats. The combination of Sturdy and a Mental Herb guarantees that Shuckle is able to set up at least one layer of entry hazards, as Sturdy guarantees Shuckle survives one attack and Mental Herb grants a one-time immunity to Taunt or Encore.
Usage Tips
========
Shuckle is best used as a suicide lead for offensive teams that can take advantage of the lowered Speed of the foes. However, if you can keep Shuckle around for later in the game to switch in and set up switching opportunities using Encore, then that is a good course of action.
Team Options
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Strong wallbreakers such as Krookidile, Chandelure, Exploud, Lucario, Darmanitan, Machamp, and Heracross make for good partners for their ability to take advantage of Sticky Web and smash holes in the opponent's team. Chandelure gets a special mention for being able to spinblock thanks to its Ghost typing. Also, fast Taunt users such as Crobat and Mega Aerodactyl make for good partners for their ability to prevent the opponent from Defogging.
Other Options
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Though Shuckle should only be seriously used to set up Stealth Rock and Sticky Web, it does have a few other options. It can use Accupressure to set up and potentially sweep the opponent's team, but it is incredibly luck-reliant. Also, Power Split can be used to cripple incoming foes by cutting their attacking stats.
Checks & Counters
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**Magic Bounce Users**: Espeon, Mega Absol, and Xatu bounce back all of Shuckle's supporting moves and Shuckle can't do much at all to them.
**Entry Hazard Removers**: Users of Rapid Spin and Defog such as Blastoise, Tentacruel, Aerodactyl, Crobat, Empoleon, and the occasional Flygon can clear away Shuckle's entry hazards with ease.
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One would think a Pokemon with monstrous defensive stats and horrible attacking stats would never find a place on hyper offense, but Shuckle makes for an excellent lead thanks to its access to Stealth Rock and Sticky Web. Also, because of Shuckle's access to Sturdy, it can run a Mental Herb to negate Taunt once, guaranteeing that it can set up at least one entry hazard. Because of its high defensive stats, it has the bulk to often set both entry hazards. Shuckle also has a great support movepool including access to Encore, Infestation, and Knock Off. Sadly, Shuckle is held back by its extremely low Speed and lack of offensive presence.
Holy Shuck!
########
name: Holy Shuck!
move 1: Sticky Web
move 2: Stealth Rock
move 3: Encore
move 4: Toxic / Knock Off
ability: Sturdy
item: Mental Herb
evs: 248 HP / 252 Def / 8 SpD
nature: Bold
Moves
========
Sticky Web lowers the Speed of a foe switching in by one stage, allowing a slow, strong wallbreaker to become a threatening sweeper. Stealth Rock wears down foes, allowing your Pokemon to score OHKOs and 2HKOs they wouldn't otherwise. Encore locks the foe into the move that they last used, allowing you to easily switch in a Pokemon of your choice, as the foe is either forced to switch out or hit your Pokemon with a weak attack. Toxic is Shuckle's best way of dealing damage and can be used to wear down spinners and Defoggers with the exception of Forretress, Crobat, and Empoleon by spamming Stealth Rock and Sticky Web until Toxic KOes them. Knock Off can be used to remove the foe's item, but it deals very little damage. Finally, Infestation can be used to trap foes and has good synergy with Encore.
Set Details
========
The EVs don't really do much for Shuckle, but extra Defense allows Shuckle to take multi-hit moves better, as they are all physical, and allows Shuckle to set up entry hazards against more threats. The combination of Sturdy and a Mental Herb guarantees that Shuckle is able to set up at least one layer of entry hazards, as Sturdy guarantees Shuckle survives one attack and Mental Herb grants a one-time immunity to Taunt or Encore.
Usage Tips
========
Shuckle is best used as a suicide lead for offensive teams that can take advantage of the lowered Speed of the foes. However, if you can keep Shuckle around for later in the game to switch in and set up switching opportunities using Encore, then that is a good course of action.
Team Options
========
Strong wallbreakers such as Krookidile, Chandelure, Exploud, Lucario, Darmanitan, Machamp, and Heracross make for good partners for their ability to take advantage of Sticky Web and smash holes in the opponent's team. Chandelure gets a special mention for being able to spinblock thanks to its Ghost typing. Also, fast Taunt users such as Crobat and Mega Aerodactyl make for good partners for their ability to prevent the opponent from Defogging.
Other Options
########
Though Shuckle should only be seriously used to set up Stealth Rock and Sticky Web, it does have a few other options. It can use Accupressure to set up and potentially sweep the opponent's team, but it is incredibly luck-reliant. Also, Power Split can be used to cripple incoming foes by cutting their attacking stats.
Checks & Counters
########
**Magic Bounce Users**: Espeon, Mega Absol, and Xatu bounce back all of Shuckle's supporting moves and Shuckle can't do much at all to them.
**Entry Hazard Removers**: Users of Rapid Spin and Defog such as Blastoise, Tentacruel, Aerodactyl, Crobat, Empoleon, and the occasional Flygon can clear away Shuckle's entry hazards with ease.
Overview
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Holy Shuck!
########
name: Holy Shuck!
move 1: Sticky Web
move 2: Stealth Rock
move 3: Encore
move 4: Toxic / Knock Off
ability: Sturdy
item: Mental Herb
evs: 248 HP / 252 Def / 8 SpD
nature: Bold nature
Moves
========
Set Details
========
Usage Tips
========
Team Options
========
Other Options
########
Checks & Counters
########
**Magic Bounce Users**: Espeon, Mega Absol, and Xatu bounce back all of Shuckle's supporting moves and Shuckle can't do much at all to them.
**Entry Hazard Removers**: Users of Rapid Spin and Defog such as Blastoise, Tentacruel, Starmie, Aerodactyl, Crobat, Empoleon, and the occasional Flygon can clear away Shuckle's entry hazards with ease.
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- Stealth Rock + Sticky Web
- Can reliably set them because Mental Herb + Sturdy
- Can sometimes set both thanks to good bulk
- Good support movepool including Encore Infestation etc
- Slow
- No offensive presence
Holy Shuck!
########
name: Holy Shuck!
move 1: Sticky Web
move 2: Stealth Rock
move 3: Encore
move 4: Toxic / Knock Off
ability: Sturdy
item: Mental Herb
evs: 248 HP / 252 Def / 8 SpD
nature: Bold nature
Moves
========
- Sticky Web makes strong wallbreaker into incredible sweepers
- Stealth Rock wears down opponents and grants many OHKOs or 2HKOs they wouldn't get otherwise
- Encore locks the opponent into a move and makes it easy to switch in Pokemon of choice
- Toxic can be used to cripple an opponent (also best way of doing damage) and can wear down entry hazard removers by spamming Stealth Rock or Sticky Web until the foe is worn down (unless it's Crobat)
- Knock Off can be used to remove the opponents item and has no real offensive power
- Infestation traps opposing Pokemon and has good synergy with Encore
Set Details
========
- EVs don't really do much but max Defense helps against multi-hit moves as they're all physical
- Sturdy + Mental Herb guarantee at least one hazard because Sturdy let's Shuckle survive a hit and Mental Herb grants a one-time Taunt immunity
Usage Tips
========
- Best used as lead for offensive teams
- If you can keep it alive you can set up switch in opportunities for your team with Encore
Team Options
========
- Strong wallbreakers like Krookodile, Chandelure (also spinblocks), Lucario, Darmanitan and Machamp
- Pokemon that have Taunt to prevent Defog like Crobat
Other Options
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- Really should only set entry hazards
- Accupressure to set up
- Power Split
Checks & Counters
########
**Magic Bounce Users**: Espeon, Mega Absol, and Xatu bounce back all of Shuckle's supporting moves and Shuckle can't do much at all to them.
**Entry Hazard Removers**: Users of Rapid Spin and Defog such as Blastoise, Tentacruel, Starmie, Aerodactyl, Crobat, Empoleon, and the occasional Flygon can clear away Shuckle's entry hazards with ease.
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