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Crustle

In-battle formes

HP:70
Attack:95
Defense:125
Sp. Atk:65
Sp. Def:75
Speed:45
Min (-ve nature, 0 IVs)85
Default126
Max Neutral189
Max Positive207
Max Neutral (+1)283
Max Positive (+1)310
Max Neutral (+2)378
Max Positive (+2)414
PU
Crustap207
Shell Smash189

Evolutions

Strategies

  • en
Formats:
Written by pancake and Dundies

Overview

Crustle has access to Shell Smash, making it a solid Pokemon in the PU metagame by transforming it into a threatening sweeper. Crustle also has access to Sturdy, Stealth Rock, and Spikes, making it a solid hazard-stacking leads in the tier. In addition, it has a strong offensive presence with its access to the EdgeQuake combination, which makes Crustle hard to check because the two moves hit almost all of the tier neutrally, especially when combined with X-Scissor. However, Crustle's typing gives it weaknesses to common types such as Water and Rock while only granting it resistances to Normal- and Poison-type moves. As a result, Crustle has trouble with many threats in the PU metagame, and its weakness to Stealth Rock limits the number of times that Crustle can switch in. Despite Crustle having decent defenses, its poor defensive typing along with its lack of a form of recovery hinder its defensive capabilities. Crustle is also very slow for a sweeper, being outsped by Choice Scarf users such as Simipour and Rotom-F and fast Pokemon like Electrode and Ninjask, even at +2. As a suicide lead, Crustle faces competition from other leads in the tier such as Smeargle, Golem, and Rampardos. However, Golem and Rampardos do not have access to Spikes, and Smeargle has little to no offensive presence nor can utilise Custap Berry, giving Crustle a notable niche over all of them in the PU metagame.

Crustap

Move 1
Move 2
  • Spikes
    Hurts grounded foes on switch-in. Max 3 layers.
    TypeGround
Move 3
  • Stone Edge
    High critical hit ratio.
    TypeRock
    CategoryPhysical
    Power100 BP
    Accuracy80%
Move 4
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%

Moves

Stealth Rock is a solid way of weakening foes upon switching in, and thanks to Sturdy, Crustle is able to set it reliably. Spikes is another form of entry hazard that can deal more damage to Steel-types and can be used in tandem with Stealth Rock. Stone Edge is a strong STAB move that allows Crustle to take on common hazard removers such as Vullaby and Armaldo. Knock Off is a powerful move that is able to weaken checks to Crustle and other wallbreakers by getting rid of items like Eviolite and Leftovers. Earthquake is able to hit Steel-types like Mawile and Probopass for super effective damage; otherwise, Crustle wouldn't be able to touch them. Finally, X-Scissor can be used to hit Grass-types like Tangela, Quilladin, and Leafeon for extra damage. Otherwise, those Pokemon would be able to easily KO or set up on Crustle.

Set Details

Maximum EVs in Speed ensure that the most entry hazards possible are set by outspeeding opposing Pokemon like Probopass, Relicanth, and Roselia. Maximum EVs in Attack let Crustle keep offensive pressure and deal damage to hazard removers like Vullaby and Swanna. A Jolly nature is used in order to outspeed maximum Speed Adamant Golem. The combination of Sturdy and Custap Berry allows Crustle to get up two entry hazards almost all of the time, if need be. If you do not need more entry hazards, Custap Berry can also allow Crustle to deal a lot of damage to the foe with Stone Edge or Knock Off before it faints.

Usage Tips

You can use Crustle as a lead, as Stealth Rock and Spikes are more effective when they are set early. Look at your opponent's team before you choose to either set entry hazards (and decide which ones to set) or get off damage on opposing Pokemon instead. For example, if they have three Flying-type Pokemon on their team, it is vital to get up Stealth Rock, but Spikes are unnecessary. If you are facing offense, you may not need to get up Spikes because they usually would not get any crucial KOs that would not be gotten from just Stealth Rock. If the opposing lead is a Golem, it might be better to break Golem's Sturdy rather than set a second hazard. Look out for priority users such as Floatzel and Monferno, as they outprioritize Custap Berry's activation.

Team Options

This Crustle set works best as a suicide lead on hyper offense, as entry hazards can weaken the walls that are typical of balance teams and allow your Pokemon to sweep. Sweepers and wallbreakers like Stoutland, Mawile, and Ninetales appreciate the hazards that Crustle sets. In addition, sweepers like Monferno that appreciate weakening of Flying-types enjoy Crustle's Stealth Rock support, making them great partners. Spinblockers such as Misdreavus and Dusknoir work well with Crustle, as they can sometimes prevent the hazards that Crustle sets from being removed. Pawniard and Purugly are also great partners for Crustle, as their ability, Defiant, punishes opposing Defog users.

Shell Smash

Move 1
Move 2
  • Stone Edge
    High critical hit ratio.
    TypeRock
    CategoryPhysical
    Power100 BP
    Accuracy80%
Move 3
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 4
  • X-Scissor
    No additional effect.
    TypeBug
    CategoryPhysical
    Power80 BP
    Accuracy100%

Moves

Shell Smash doubles Crustle's Attack and Speed, turning it into a very threatening late-game sweeper. Stone Edge, being Crustle's strongest STAB move, deals a lot of damage to anything that doesn't resist it. Earthquake is a solid coverage move that allows Crustle to hit Steel-types such as Pawniard and KO Pokemon such as Stunfisk and Golem after a Shell Smash boost. X-Scissor gains STAB and hits Pokemon such as Tangela that can shrug off Stone Edge and Earthquake after a Shell Smash boost.

Set Details

Maximum Attack investment along with an Adamant nature is used to make Crustle as powerful as possible, while maximum Speed investment allows Crustle to outspeed Pokemon such as Jumpluff after a Shell Smash boost along with uninvested slower Pokemon like Politoed, Seaking, and Vullaby before a boost. White Herb offsets the Defense and Special Defense drops Crustle suffers from Shell Smash, letting it possibly take a hit from a Choice Scarf user, and allowing it to more comfortably set up on slower Pokemon. Sturdy allows Crustle to take any one hit at full health, giving it an opportunity to set up Shell Smash.

Usage Tips

Crustle should be saved for mid- or late-game when its checks, including faster Pokemon like Choice Scarf Rotom-F and bulkier Pokemon like Gourgeist-XL, have been removed. At this point, it can set up Shell Smash and sweep an opposing team. However, it can also wallbreak early-game. Crustle can be used to check Pokemon such as Stoutland and Ursaring, even taking advantage of them to set up Shell Smash. However, it does not appreciate Superpower or Close Combat and is not a great switch-in for these Normal-types unless you plan on setting up Shell Smash and sweeping right after. Take advantage of more passive Pokemon, such as defensive Altaria and Quilladin without Roar, to set up Shell Smash. However, as long as Crustle maintains Sturdy, it can set up on any Pokemon that it can outspeed and OHKO after a boost. Examples of Pokemon that fit into this category are Choice Band Dodrio, Simisear, and Stoutland. Be wary of opposing Choice Scarf users, as even after a Shell Smash boost, Crustle is outsped by Pokemon such as Choice Scarf Rotom-F and Choice Scarf Simipour. Fast Pokemon like Ninjask and Electrode can also outspeed it after a boost. Priority moves like Floatzel's Aqua Jet and Monferno's Mach Punch can easily pick off Crustle as well.

Team Options

Crustle appreciates wallbreakers such as Stoutland and Cacturne that can break down Pokemon such as Gourgeist-XL and Stunfisk, making it easier for Crustle to sweep. Pokemon such as Roselia and Stunfisk that can use entry hazards make for good partners for Crustle, as hazards are able to weaken checks to Crustle as they switch in. Bulky Grass-types such as Quilladin and Gourgeist-XL are able to take on Water-types such as Floatzel and Ground-types such as Golem, which Crustle struggles with. Memento from Pokemon such as Jumpluff can be helpful to grant easier setup opportunities for Crustle. In order to set up reliably, it is important for Crustle to maintain its Sturdy. As a result, hazard removers like Prinplup, Swanna, and Cryogonal help Crustle by letting it not have to switch into Stealth Rock or Spikes and keep its Sturdy.

Other Options

Rock Blast can be used over Stone Edge in order to gain accuracy, but in general, the loss of power is not appreciated. Toxic can be used to cripple Pokemon that commonly switch into Crustle, but extra coverage is usually better. A Jolly nature can be run on Shell Smash sets in order to outspeed Electrode after a boost, but generally Crustle appreciates the power that an Adamant nature provides. Endure can be used on the Crustap set in order to get up extra entry hazards against Pokemon that barely 2HKO it such as Rapidash, which would usually result in Crustle only getting up one hazard. However, this costs Crustle a moveslot that it can use for coverage, which is generally better. Defensive Crustle sets can be used, but they are almost always outclassed by other walls in the tier such as specially defensive Golem and physically defensive Relicanth.

Checks and Counters

Bulky Grass-types: Pokemon such as Tangela, Quilladin, and Gourgeist-XL can take both Stone Edge and Earthquake from Crustle and put it to sleep or burn it in response. However, Tangela and Quilladin do not appreciate their items being Knocked Off, and they both should watch out for X-Scissor.

Strong Special Attackers: Due to Crustle's mediocre Special Defense, strong special attackers like Floatzel and Kadabra can OHKO or 2HKO Crustle with their respective attacks. However, these Pokemon tend to not be as bulky and cannot usually switch into Crustle.

Faster Pokemon: Even with maximum Speed EVs, Crustle is slower than most of the metagame and is even outsped by some Pokemon after a Shell Smash boost, like Choice Scarf Rotom-F and Ninjask. These Pokemon can then OHKO or 2HKO Crustle and prevent it from setting up too many entry hazards. However, they cannot switch into Crustle.

Priority Users: After Crustle has been weakened, priority users such as Floatzel, Monferno, and Dusknoir can come in and KO it with their priority moves before Crustle can KO them.

Credits

Formats:

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
PP
5
Prevents the target from switching out.
 
Power
60
Accuracy
100%
PP
20
User steals and eats the target's Berry.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
40
Accuracy
95%
PP
20
Power doubles with each hit, up to 160.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
Accuracy
PP
15
Raises the user's Attack and accuracy by 1.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
Accuracy
PP
20
Attack depends on terrain (default Tri Attack).
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
80
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
25
Accuracy
90%
PP
10
Hits 2-5 times in one turn.
 
Power
Accuracy
PP
20
Raises the user's Speed by 2.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
10
Raises Atk/Sp. Atk of grounded Grass types by 1.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
100%
PP
15
Lowers the target's accuracy by 1.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
Accuracy
PP
15
Lowers Def, SpD by 1; raises Atk, SpA, Spe by 2.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
Removes the target's Ground immunity.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
PP
20
Hurts grounded foes on switch-in. Max 3 layers.
 
Power
Accuracy
PP
20
Hurts foes on switch-in. Factors Rock weakness.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
50
Accuracy
100%
PP
20
100% chance to lower the foe(s) Sp. Atk by 1.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
PP
20
Raises the user's Attack by 2.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
PP
10
Protects allies from multi-target damage this turn.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
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