PU Shuckle

UberSkitty

Assist Skitty was banned from NatDex Ubers
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QC: A Yogibears / The Big MZ / Jklioe
GP: A Cake Wearing A Hat / The Dutch PlumberJack



[OVERVIEW]

Shuckle's great bulk and access to Stealth Rock give it a niche over other Sticky Web setters. The rest of its movepool furthers this, with good support moves such as Encore, Knock Off, and Infestation. Shuckle's amazing base 230 defenses and tolerable Bug / Rock typing give it a good amount of longevity, allowing it to more easily set up entry hazards and not always serve simply as a suicide lead. It also lets Shuckle perform well on both hyper and bulky offensive teams. However, the rest of its stats are utterly atrocious, with absolutely no offensive presence, the lowest base Speed in the game, and a low HP stat that its defenses do not appreciate. Furthermore, it faces a good amount of competition from other Sticky Web setters, such as Smeargle and Leavanny. On top of their much higher Speed stats, Smeargle has a better support movepool with access to moves such as Spore and Taunt to give it an easier matchup against slower foes and Nuzzle to cripple faster foes. Leavanny provides an offensive presence that threatens entry hazard removers such as Skuntank and has support moves of its own such as Magic Coat, which helps against opposing leads and Taunt users. Despite this, Shuckle maintains its niche with its much better bulk, which allows it to set both hazards more reliably than Smeargle, and its access to Stealth Rock, unlike Leavanny, which allows it to also pressure bulkier teams that do not mind Sticky Web. Shuckle's bulk and access to Sturdy also allow it to hold a Mental Herb, although the item can only be used once. However, this makes it less reliant on predictions through moves such as Spore and Magic Coat to get up hazards against Taunt users like Pyroar and Alolan Persian.

[SET]
name: Sticky Web Setter
move 1: Sticky Web
move 2: Stealth Rock
move 3: Encore
move 4: Toxic / Knock Off / Infestation
item: Mental Herb
ability: Sturdy
nature: Calm
evs: 248 HP / 8 Def / 252 SpD

[SET COMMENTS]
Moves
========

Sticky Web provides support for Shuckle's teammates, slowing down all of the opponent's grounded Pokemon, which can help against faster threats and allows the team to more efficiently overwhelm the opponent. Stealth Rock is another way for Shuckle to help out its teammates, weakening foes as they switch. This is especially useful against Flying-types like Swanna, which are immune to Sticky Web, and bulkier teams that do not mind the Speed decrease. Encore can lock Pokemon such as Mesprit and Regirock into moves like Stealth Rock so that Shuckle can set up its entry hazards more easily. It also gives Shuckle a way to deal with foes that may try to set up on it such as Kingler, but Shuckle should stay wary of Z-Move users like Alolan Raticate and Lycanroc, which can bypass Encore for a turn. Toxic gives Shuckle a way to deal a decent amount of damage over time and can be used to whittle down bulkier foes such as Spiritomb and Eelektross that can potentially give its teammates trouble. Knock Off is another way to weaken these bulkier threats, as well as Eviolite users like Clefairy and Ferroseed. It can also cripple Choice Scarf users such as Togedemaru and Primeape, as their Choice Scarf would otherwise cancel out Sticky Web's Speed decrease. Finally, Infestation traps Pokemon Shuckle can use as setup fodder such as Kangaskhan. It goes well with Encore, as it can trap Pokemon that are locked into a preferred move. It also deals some chip damage each turn, giving it a similar effect to Toxic, albeit less intense. Both Knock Off and Infestation are notably not stopped by Taunt.

Set Details
========

Maximum EVs in HP and Special Defense with a Calm nature allow Shuckle to better take special hits from Pokemon such as Pyroar and Aurorus so it can more reliably set up entry hazards. Mental Herb gives Shuckle one-time protection from Taunt and Encore users like Weezing, Alolan Persian, and lead Aurorus, which almost guarantees it will be able to set up at least one of its hazards. Sturdy further ensures this, allowing it to take at least one hit from powerful attackers that could otherwise OHKO Shuckle like Kingler and Choice Band Aggron, as well as potential critical hits.

Usage Tips
========

Shuckle is a dedicated lead, so it should be sent out first to get up its entry hazards as soon as possible. Against opposing balance and offense, its primary goal should be to set up Sticky Web before Stealth Rock, as its teammates will often benefit from the foes' Speed drops. However, if facing a more defensive team, Stealth Rock should be your priority, as bulky Pokemon care little about Sticky Web's Speed decrease. Shuckle can be used as an outright suicide lead if you do not fear the opponent's hazard removal. In this case, if it manages to set up both hazards, it should use its remaining turns to utilize its support moves like Toxic and Knock Off to cripple the opposing team as much as it can. On bulky offense teams, after setting up hazards, Shuckle can be withdrawn and saved for later to reset the hazards if need be, utilize its support moves, check certain threats, or simply be used as death fodder. A similar strategy can be used if Shuckle is matched up against a Pokemon such as Kingler, as due to the predictability of leading Shuckle, the opponent may try to lead with a Pokemon that has a good matchup against it. Another option in such situations is to not lead with Shuckle but instead lead with a Pokemon that has a better matchup while saving Shuckle for a later opportunity to switch in and set up the hazards. If the opponent leads with a Pokemon that can potentially set up, like Calm Mind or Stealth Rock Clefairy or Shell Smash Carracosta, Encore is an option to go for first turn. Shuckle can use the locked foe as a chance to set up its hazards, or even disable them from switching with Infestation. This can also be used as an opportunity for Shuckle to switch into a more offensive teammate. However, be wary that the opponent may just switch out for a better matchup, making Encore fail altogether. Finally, Shuckle can help against Trick Room and weather teams, as it can utilize its low Speed to Encore the opposing lead into moves like Rain Dance and Stealth Rock, and even trap them with Infestation to waste turns. Weather teams also do not appreciate Sticky Web.

Team Options
========

Shuckle should be run on Sticky Web-based offensive teams. Such teams generally include decently fast setup sweepers, such as Kingler, Alolan Raticate, and Gorebyss, that can take advantage of the Sticky Web to more easily sweep with less fear of being outsped. Faster setup sweepers such as Lilligant, Jynx, and Zangoose and other faster Pokemon such as Pyroar and Floatzel similarly appreciate being able to more reliably outspeed foes, specifically Choice Scarf users such as Primeape and Togedemaru. Finally, slower wallbreakers such as Ursaring and Shiftry benefit from Sticky Web, as they can supply immediate power without having to fear being easily revenge killed. Primeape and Pawniard both run Defiant, which allows them to switch in against and take advantage of Defog users like Skuntank and Silvally-Fairy. They also often pressure the opponent into being more hesitant to use Defog altogether. Ghost-types like Oricorio-G and Haunter can block the other form of entry hazard removal in Rapid Spin and can help against Defiant Primeape. Although they take a decent amount from Stealth Rock, Flying-types like Swanna and Oricorio-G are immune to Sticky Web, making them large threats to these teams. Therefore, Pokemon that can check them such as Manectric and Choice Scarf Togedemaru can come in handy.

[STRATEGY COMMENTS]
Other Options
=============

A physically defensive spread can be run to better wall physical attackers, although Shuckle's natural physical bulk and typing already allow it to wall Pokemon such as Kangaskhan and Spiritomb. Rock Tomb is an alternate option for one of Shuckle's support moves, as it lowers the Speed of the opponent's lead as well as any Flying-types, which are immune to Sticky Web. However, Rock Tomb is much more situational compared to Shuckle's other support moves, especially because Flying-types can just switch out to reset their Speed and are already bothered by Shuckle's other support moves. Leftovers increases Shuckle's longevity, but without a Mental Herb, Shuckle is left much more vulnerable to Taunt and Encore. Rest is another way to accomplish this, but it can be easily taken advantage of by foes, forces Shuckle to lose out on a support move, and drains all momentum, which is counterproductive on an offensive team. However, Rest can be run on a dedicated trapping set that utilizes Infestation. On bulkier teams, Shuckle can utilize its high defenses and good support movepool to run a more defensive oriented set, replacing Sticky Web with another of its support moves. However, this is generally better accomplished by Pokemon like Regirock with its better defensive typing.

Checks and Counters
===================

**Taunt Users**: Due to the Mental Herb's single-use nature, Taunt restricts Shuckle to only setting one of its two entry hazards for the time being. It also disables Shuckle's ability to use many of its support moves, such as Encore and Toxic. Pokemon such as Weezing, Alolan Persian, and Sableye are all examples of Taunt users. After using Taunt, Weezing can also use Shuckle as fodder to set up Toxic Spikes.

**Entry Hazard Removers**: Pokemon with access to hazard removal like Skuntank, Swanna, Hitmonchan, and Silvally-Fairy can discard Shuckle's entry hazards, although they can be crippled by utility moves such as Encore and Infestation.

**Z-Move Setup Sweepers**: Pokemon such as Lycanroc, Alolan Raticate, Carracosta, and Gorebyss can essentially use Shuckle as setup fodder without much fear of Encore, as even if it switches out, their Z-Moves allow them to break through Encore for a single turn. These sweepers can be hard for the rest of the team to revenge kill for various reasons, such as their naturally high Speed, access to priority, ability to boost their Speed with Shell Smash, and use of Substitute, respectively.

**Strong Attackers**: Pokemon that can 2HKO Shuckle such as Floatzel, Golem, Ludicolo, and Choice Band Mudsdale can limit it to setting up only one of its entry hazards. If Sturdy is broken, Kingler and Choice Band Aggron can OHKO Shuckle. Aggron is also notable because it is immune to Toxic and its non-Choice Band variants run Taunt.
 
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I did not succumb...
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QC: ? / ? / ?
GP: ? / ?



[OVERVIEW]

  • With access to both Sticky Web and Stealth Rock, Shuckle’s niche is as a lead on offensive teams. The rest of its movepool furthers this, with good support moves such as Encore, Knock Off, and Infestation.
  • Shuckle’s tolerable defensive Bug- and Rock-typing and amazing base 230 defenses gives it a good amount of longevity, allowing it to more easily set up hazards, and means it does not always have to serve simply as a suicide lead. (being a lead on hyper offensive teams and being saved for later is a contradiction. you'd almost never try and set twice on hyper offense) (i'd say how it, unlike smeargle and leavanny, can actually be used on archetypes like bulky offense too)
  • However, the rest its stats are utterly atrocious, with absolutely no offensive presence, being tied for the lowest Speed in the game, and a low HP stat that its defenses do not appreciate.
  • Furthermore, it faces a good amount of competition from other Sticky Web setters, such as Smeargle and Leavanny. Smeargle has a better support movepool with access to move such as Spore while Leavanny provides an offensive presence, and both with much higher Speeds. Despite this, Shuckle maintains its niche with its much better longevity, and access Stealth Rock in Leavanny’s case. (leavanny also has magic coat too)
  • Furthermore (further-furthermore :o. furthermore-ception), Shuckle’s bulk and access to Sturdy allow it to hold the Mental Herb, unlike the other two. This makes Shuckle less easily stopped by Taunt users such as Weezing and Archeops, although it still struggles against them due to the Mental Herb’s singal usage. (leavanny can play the 50/50 with magic coat against both and smeargle just spores the weezing, so i'd maybe look over this point again. i do get where you are coming from though)

[SET]
name: Sticky Web Setter
move 1: Sticky Web
move 2: Stealth Rock
move 3: Encore
move 4: Toxic / Knock Off / Infestation
item: Mental Herb
ability: Sturdy
nature: Calm
evs: 248 HP / 8 Def / 252 SpD

[SET COMMENTS]
Moves
========

  • Sticky Web provides support for Shuckle’s teammates, slowing down all of the opponent’s grounded Pokemon, which can help against faster threats. (this allows hyper offense teams to overwhelm the opponent way more efficiently)
  • Stealth Rock is another way for Shuckle to help out its teammates, weakening foes as they switch. This is especially useful against Flying-types like Archeops and Swanna, who are immune to Sticky Web. (for offensive teams this stops focus sash and sturdy mons being annoying)
  • Encore locks the opponent into using move, which is ideally for foes that Shuckle can set up its hazards against, locking Pokemon such as Mesprit and Regirock into moves like Stealth Rock. It also gives Shuckle a way to deal with foes that may try to set up on it such as Alolan Raticate and Kingler. (be wary that raticate is almost always z move, meaning it can basically bop something for free through encore)
  • Toxic gives Shuckle a way to deal a decent amount of damage over time, and can be used to whittle down bukier foes such as Palossand and Eelektross, which can give its teammates trouble.
  • Knock Off is another way to deal with these bulkier threats, as well as Eviolite users like Clefairy and Ferroseed. It can also cripple Choice Scarf users such as Primeape and Pyroar, as their Choice Scarf would otherwise cancel out Sticky Web’s Speed decrease. (doesn't actually deal with them, it more cripples them. not quite sure if primeape or pyroar would switch in against shuckle, though an argument could be made for primeape as it can nab the defiant boost from sticky web being on the field)
  • Infestation traps the opponent, which is useful to trap Pokemon it can use as setup fodder such as Stoutland. It goes well with Encore, as it can trap Pokemon locked into a preferred move. It also deals some chip damage each turn, which helps whittle down Pokemon like Weezing. Both Knock Off and Infestation are notably not stopped by Taunt. (not a fan of this point. on the surface it seems okay until you realise weezing gets free turns to set up toxic spikes, which can mess a lot of these teams up)

Set Details
========

  • Maximum EVs in HP and Special Defense Defense with a Calm nature allow Shuckle to better take special hits from Pokemon such as Pyroar and Aurorus, so it can more reliably set up hazards.
  • Mental Herb gives Shuckle a one-time protection from Taunt and Encore users like Weezing, Alolan Persian, and Lead Aurorus, which almost guarantees it will be able to set up at least one of its hazards. (namely sticky web, which is always first priority)
  • Sturdy further ensures this, allowing it to take at least one hit from powerful attackers that could otherwise OHKO Shuckle like Kingler and Choice Band Aggron, as well as potential critical hits. (this basically ensures webs every time)

Usage Tips
========

  • Shuckle should be sent out first to get up its hazards as soon as possible. (it's a dedicated lead 99% of the time)
  • Against opposing balance and offensive teams, its primary goal should be to set up Sticky Web before Stealth Rock, as its teammates will often prefer the extra Speed. (well it'd rephrase this to they benefit from the speed drop, because not everything loses speed)
  • However, if facing a more defensive team, Stealth Rock should be your priority, as bulky Pokemon care little of Sticky Web’s Speed decrease.
  • After setting up hazards, Shuckle can be withdrawn and saved for later to reset the hazards if need be, utilize its support moves, or simply be used as death fodder. (this would be more for bulky offensive teams, as hyper offensive pokemon rarely want to switch into attacks)
  • It can also be used as an outright suicide lead if you do not fear the opponent’s hazard removal. In this case, if it manages to set up both hazards, it should use its remaining turns to utilize its support moves like Toxic and Knock Off to cripple the opposing team as much as it can. (switch this point with the point above)
  • If the opponent leads with a Pokemon that can potentially use setup, like Clefairy’s Stealth Rock and Carracosta’s Shell Smash, Encore is an option to go for first turn. It can use the locked foe as a chance to set up its hazards, or even disable them from switching with Infestation. This can also be used as an opportunity for Shuckle to switch into a more offensive teammate. However, be wary that the opponent may just switch out for a better matchup, making Encore fail altogether. (to be honest, you'd rather knock off clefairy or just set up in front of it. what's it actually going to do to you? unless it's the calm mind set that is, which you'd then use encore on)
  • Finally, due to Shuckle's predictability as a lead, be wary the opponent will often send out a Pokemon with a good matchup. You can use this to your advantage, utilizing Shuckle as a lure, and instead leading with a Pokemon with a good matchup against their check. (any examples? almost all the time shuckle is still the best choice as it guaruntees sticky webs)
  • shuckle can actually be semi useful against trick room teams and weather teams. due to its low speed it can either encore the opponent and lock them into trick room, or infestation trap them too. weather teams dont exactly enjoy sticky webs.

Team Options
========

  • Shuckle works best on offensive teams, often built around Sticky Web. (already explained in the overview, so no need to repeat)
  • This includes decently fast setup users such as Alolan Raticate and Gorebyss, who can take advantage of the Sticky Web, as it allows them to more easily sweep without having to fear being outsped.
  • Wallbreakers like Stoutland and Magmortar also benefit from the foes’ Speed decrease, as it enables them to outspeed otherwise faster threats such as Primeape. (both are still slower than choice scarf primeape)
  • Sticky Web also makes faster Pokemon such as Archeops and Pyroar harder to be revenge killed by Choice Scarf users such as Togedemaru and Manectric.
  • Primeape and Pawniard both run Defiant, which allows them to switch in against and take advantage of Defog users like Skuntank and Silvally-Fairy. They also often make the opponent more hesitant to use Defog altogether. (it puts constant pressure on them yeah)
  • Ghost-types like Haunter and Golurk can block the other form of hazard removal in Rapid Spin. (you wouldn't really use golurk on hyper offense as its main job is an offensive stealth rock setter, which shuckle already has covered) (you also pretty much need a ghost-type or such to not lose to defiant primeape)
  • Although they take a decent amount from Stealth Rock, Flying-types like Swanna and Oricorio-G are immune to Sticky Web, making them large threats to these teams. Therefore, Pokemon who can serve as their checks such as Alolan Raichu and Oricorio-E can come in handy. (again, oricorio-e wouldn't really feature on offense, and if oricorio-g is using a choice scarf then alolan raichu becomes a non-check)
not a bad section but i think you need to focus on more offensive pokemon here. lilligant, zangoose, kingler, etc. should be featured. even pokemon like jynx and such.

[STRATEGY COMMENTS]
Other Options
=============

  • A physically Defensive spread of 248 HP / 252 Def / 8 SpD can be run to better wall physical attackers, although Shuckle’s natural physical bulk and typing already allows it to wall a good amount of them such as Stoutland and Spiritomb.
  • Rock Tomb is an alternate option for one of Shuckle’s support move, as it lowers the Speed of the opponent’s lead, as well as any Flying-types. However, this is much more situation compared to its other support moves, and Flying-types can just switch out to reset their Speed. (shuckle also has piss weak attack and almost every flying-type can just be abused or annoyed by its other moves)
  • Leftovers increases Shuckle’s longevity, but without the Mental Herb, Shuckle is left much more vulnerable to Taunt and Encore. Rest is another way to accomplish this, but can be easily abused by the opponents and forces Shuckle to lose out on a support move. (rest is also counterproductive to hyper offensive teams and drains all momentum)
  • On bulkier teams, Shuckle can run a Defensive set, utilizing its high Defenses and good support movepool. However, this is generally better accomplished by Pokemon like Regirock and Carbink. (because bug-type sucks defensively lul)
  • dedicated trapping set with something like rest
  • contrary shell smash ig

Checks and Counters
===================

**Taunt Users**: Due to the Mental Herb’s singal usage, Taunt restricts Shuckle to only setting one of its two hazards for the time being. It also disables Shuckle’s ability to use many of its support moves, bar such as Encore and Toxic (bar such?). This can be accomplished by Pokemon such as Weezing, Alolan Persian, and Magmortar. After Taunt, Weezing can also use Shuckle as fodder to set up Toxic Spikes.

**Hazard Removers**: Pokemon with access to hazard removal like Skuntank, Swanna, Hitmonchan, and Silvally-Fairy can discard Shuckle’s entry hazards, although can be crippled by Shuckle’s utility such as Encore and Infestation.

**Rock-types**: Rock-types such as Stone Edge Archeops, Carracosta, Lycanroc, and Golem can 2HKO Shuckle with their respective STAB moves, meaning it is only able to set up one entry hazard. Furthermore, Carracosta and Lycanroc can set up on Shuckle with correct predictions. Aggron is especially notable as its Choice Band set can OHKO Shuckle if Sturdy is broken, and is even immune to Toxic.

**Water-types**: Similar to Rock-types, Water-types such as Floatzel, Kingler, Ludicolo, and Gorebyss can 2HKO Shuckle, limiting it to only one of its two hazards. Said Water-types can also use Shuckle to set up with correct predictions against Encore.
Looks good. QC 1/3. Ass slap stamp as requested by allstarapology.
eVyIhCW.gif
 

MZ

And now for something completely different
is a Site Content Manager Alumnusis a Top Team Rater Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
QC: A Yogibears / ? / ?
GP: ? / ?



[OVERVIEW]

  • With access to both Sticky Web and Stealth Rock, Shuckle’s niche is as a lead on offensive teams. The rest of its movepool furthers this, with good support moves such as Encore, Knock Off, and Infestation. emphasize rocks, cuz that's its main niche over leavanny/masq. and then also mention how it can set both semi-reliably because bulk to differentiate from smeargle. can also worry about this when it happens later, but the differentiation is the biggest bit of the overview and isn't entirely clear there either
  • Shuckle’s tolerable defensive Bug- and Rock-typing and amazing base 230 defenses gives it a good amount of longevity, allowing it to more easily set up hazards, and means it does not always have to serve simply as a suicide lead but can also be used on archetypes like bulky offense.
  • However, the rest its stats are utterly atrocious, with absolutely no offensive presence, being tied for the lowest Speed in the game, and a low HP stat that its defenses do not appreciate.
  • Furthermore, it faces a good amount of competition from other Sticky Web setters, such as Smeargle and Leavanny. Smeargle has a better support movepool with access to move such as Spore while Leavanny provides an offensive presence alongside Magic Coat, and both with much higher Speeds. Despite this, Shuckle maintains its niche with its much better longevity, and access Stealth Rock in Leavanny’s case.
  • Shuckle's bulk and access to Sturdy also allow it to hold the Mental Herb, albeit with its single usage. However, this makes it less reliant on predictions through moves such as Spore and Magic Coat to face Taunt users like Pyroar and Alolan Persian set up hazards.

[SET]
name: Sticky Web Setter
move 1: Sticky Web
move 2: Stealth Rock
move 3: Encore
move 4: Toxic / Knock Off / Infestation
item: Mental Herb
ability: Sturdy
nature: Calm
evs: 248 HP / 8 Def / 252 SpD

[SET COMMENTS]
Moves
========

  • Sticky Web provides support for Shuckle’s teammates, slowing down all of the opponent’s grounded Pokemon, which can help against faster threats and allows the team to more efficiently overwhelm the opponent.
  • Stealth Rock is another way for Shuckle to help out its teammates, weakening foes as they switch. This is especially useful against Flying-types like Swanna, who are immune to Sticky Web.
  • Encore locks the opponent into using move, which is ideally for foes that Shuckle can set up its hazards against, locking Pokemon such as Mesprit and Regirock into moves like Stealth Rock. It also gives Shuckle a way to deal with foes that may try to set up on it such as Kingler, but should stay wary of Z-move users like Alolan Raticate, who can bypass Encore for a turn.
  • Toxic gives Shuckle a way to deal a decent amount of damage over time, and can be used to whittle down bukier foes such as Spiritomb and Eelektross, which can give its teammates trouble.
  • Knock Off is another way to deal with these bulkier threats, as well as Eviolite users like Clefairy and Ferroseed. It can also cripple Choice Scarf users such as Togedemaru and Primeape, as their Choice Scarf would otherwise cancel out Sticky Web’s Speed decrease.
  • Infestation traps the opponent, which is useful to trap Pokemon it can use as setup fodder such as Stoutland. It goes well with Encore, as it can trap Pokemon locked into a preferred move. It also deals some chip damage each turn, giving it a similar effect as Toxic, albeit less reliably. Both Knock Off and Infestation are notably not stopped by Taunt.

Set Details
========

  • Maximum EVs in HP and Special Defense Defense with a Calm nature allow Shuckle to better take special hits from Pokemon such as Pyroar and Aurorus, so it can more reliably set up hazards.
  • Mental Herb gives Shuckle a one-time protection from Taunt and Encore users like Weezing, Alolan Persian, and Lead Aurorus, which almost guarantees it will be able to set up at least one of its hazards.
  • Sturdy further ensures this, allowing it to take at least one hit from powerful attackers that could otherwise OHKO Shuckle like Kingler and Choice Band Aggron, as well as potential critical hits.

Usage Tips
========

  • Shuckle is a dedicated lead so it should be sent out first to get up its hazards as soon as possible.
  • Against opposing balance and offensive teams, its primary goal should be to set up Sticky Web before Stealth Rock, as its teammates will often benefit from the Speed drop.
  • However, if facing a more defensive team, Stealth Rock should be your priority, as bulky Pokemon care little of Sticky Web’s Speed decrease.
  • It can also be used as an outright suicide lead if you do not fear the opponent’s hazard removal. In this case, if it manages to set up both hazards, it should use its remaining turns to utilize its support moves like Toxic and Knock Off to cripple the opposing team as much as it can.
  • On bulky offense teams, after setting up hazards, Shuckle can be withdrawn and saved for later to reset the hazards if need be, utilize its support moves, or simply be used as death fodder. this is also a reasonable strat if they've got somth like kingler u dont wanna lead against, but ur confident u can get shuckle in on their stoutland or somth. basically expanding on not always mindlessly leading with it 100% of the time would be good
  • If the opponent leads with a Pokemon that can potentially use setup, like Clefairy’s Calm Mind or Stealth Rock and Carracosta’s Shell Smash, Encore is an option to go for first turn. It can use the locked foe as a chance to set up its hazards, or even disable them from switching with Infestation. This can also be used as an opportunity for Shuckle to switch into a more offensive teammate. However, be wary that the opponent may just switch out for a better matchup, making Encore fail altogether.
  • Finally, Shuckle can help against Trick Room and weather teams, as it can utilize its low Speed to Encore the opposing lead into moves like Rain Dance and Stealth Rock, and even trap them with Infestation. Weather teams furthermore do not appreciate Sticky Web.

Team Options
========

  • Many offensive Pokemon benefit from Shuckle's Sticky Web support. rather, something like "shuckle fits exclusively on webs HO"
  • This includes decently fast setup users such as Kingler, Alolan Raticate, and Gorebyss, who can take advantage of the Sticky Web as it allows them to more easily sweep without having to fear being outsped.
  • Faster setup users such as Lilligant, Jynx, and Zangoose similarly appreciate being able to more reliably outspeed the foe, specifically Choice Scarf Users such as Primeape and Togedemaru. Similar applies for faster Pokemon in general such as Pyroar and Floatzel.
  • Slower wallbreakers such as Stoutland and Shiftry can supply immediate power without having to fear being easily revenge killed.
  • Primeape and Pawniard both run Defiant, which allows them to switch in against and take advantage of Defog users like Skuntank and Silvally-Fairy. They also often pressure the opponent into being more hesitant to use Defog altogether.
  • Ghost-types like Oricorio-G and Haunter can block the other form of hazard removal in Rapid Spin and can help against Defiant Primeape.
  • Although they take a decent amount from Stealth Rock, Flying-types like Swanna and Oricorio-G are immune to Sticky Web, making them large threats to these teams. Therefore, Pokemon who can serve as their checks such as Manectric and Choice-Scarf Togedemaru can come in handy.

[STRATEGY COMMENTS]
Other Options
=============

  • A physically Defensive spread of 248 HP / 252 Def / 8 SpD only bother specifying spreads if they're not obvious/are quite specific. just saying physically defensive is sufficient here can be run to better wall physical attackers, although Shuckle’s natural physical bulk and typing already allows it to wall a good amount of them such as Stoutland and Spiritomb.
  • Rock Tomb is an alternate option for one of Shuckle’s support move, as it lowers the Speed of the opponent’s lead, as well as any Flying-types. However, this is much more situation compared to its other support moves, especially since Flying-types can just switch out to reset their Speed and are already bothered by Shuckle's other support moves.
  • Leftovers increases Shuckle’s longevity, but without the Mental Herb, Shuckle is left much more vulnerable to Taunt and Encore. Rest is another way to accomplish this, but can be easily abused by the opponents, forces Shuckle to lose out on a support move, and drains all momentum, which is counterproductive when on an offensive team. Rest can be run on a dedicated trapping set that utilizes Infestation.
  • On bulkier teams, Shuckle can run a Defensive set, utilizing its high Defenses and good support movepool. However, this is generally better accomplished by Pokemon like Regirock and Carbink with their better defensive types. didn't u already say this with the phys def bullet up top?
  • Finally, a combination of Contrary and Shell Smash may seem good as it can further boost Shuckle's defenses. But this set is actually awful as it accomplishes little while being easily stopped through various means such as Taunt and Substitute.

Checks and Counters
===================

**Taunt Users**: Due to the Mental Herb’s singal usage, Taunt restricts Shuckle to only setting one of its two hazards for the time being. It also disables Shuckle’s ability to use many of its support moves, such as Encore and Toxic. This can be accomplished by Pokemon such as Weezing, Alolan Persian, and Sableye. After Taunt, Weezing can also use Shuckle as fodder to set up Toxic Spikes.

**Hazard Removers**: Pokemon with access to hazard removal like Skuntank, Swanna, Hitmonchan, and Silvally-Fairy can discard Shuckle’s entry hazards, although can be crippled by Shuckle’s utility such as Encore and Infestation.

**Rock-types**: Rock-types such as Carracosta, Lycanroc, and Golem can 2HKO Shuckle with their respective STAB moves, meaning it is only able to set up one entry hazard. Furthermore, Carracosta and Lycanroc can set up on Shuckle with correct predictions. Aggron is especially notable as its Choice Band set can OHKO Shuckle if Sturdy is broken, non-Choice Band variants run Taunt, and it is even immune to Toxic.

**Water-types**: Similar to Rock-types, Water-types such as Floatzel, Kingler, Ludicolo, and Gorebyss can 2HKO Shuckle, limiting it to only one of its two hazards. Said Water-types can also use Shuckle to set up with correct predictions against Encore.
stamp.gif
2/3
 
QC: A Yogibears / The Big MZ / ?
GP: ? / ?



[OVERVIEW]

Sticky Web alongside Stealth Rock and great bulk give Shuckle its niche over other Sticky Web setters. The rest of its movepool furthers this, with good support moves such as Encore, Knock Off, and Infestation. Shuckle’s amazing base 230 defenses and tolerable Bug- and Rock-typing give it a good amount of longevity, allowing it to more easily set up hazards, and means it does not always have to serve simply as a suicide lead. It also lets Shuckle perform well on both hyper and bulky offensive teams. However, the rest its stats are utterly atrocious, with absolutely no offensive presence, being tied for the lowest Speed in the game, and a low HP stat that its defenses do not appreciate. Furthermore, it faces a good amount of competition from other Sticky Web setters, such as Smeargle and Leavanny. Smeargle has a better support movepool with access to move such as Spore while Leavanny provides an offensive presence alongside Magic Coat, and both with much higher Speeds Regarding the part where you've mentioned moves they have over Shuckle, I would go into some brief detail about them and apply them into situations in which they can outshine the utility options that Shuckle have, since it's easy to go "well they're just different types of utility moves, big deal?" from an initial glance with the possible exception of Spore in a general sense. Despite this, Shuckle maintains its niche with its much better bulk, which allows it to set both hazards more reliably than Smeargle, and has access to Stealth Rock unlike Leavanny which gives it more value in matchups where webs are less useful, which is significant. Shuckle's bulk and access to Sturdy also allow it to hold the Mental Herb, albeit with its single usage. However, this makes it less reliant on predictions through moves such as Spore and Magic Coat to face Taunt users like Pyroar and Alolan Persian and set up hazards.

[SET]
name: Sticky Web Setter
move 1: Sticky Web
move 2: Stealth Rock
move 3: Encore
move 4: Toxic / Knock Off / Infestation
item: Mental Herb
ability: Sturdy
nature: Calm
evs: 248 HP / 8 Def / 252 SpD

[SET COMMENTS]
Moves
========

Sticky Web provides support for Shuckle’s teammates, slowing down all of the opponent’s grounded Pokemon, which can help against faster threats and allows the team to more efficiently overwhelm the opponent. Stealth Rock is another way for Shuckle to help out its teammates, weakening foes as they switch. This is especially useful against Flying-types like Swanna, who are immune to Sticky Web You also may want to add on about how it's also Shuckle's strongest support option against archetypes that don't mind webs. Encore locks the opponent into using move, which is ideally for foes that Shuckle can set up its hazards against, locking Pokemon such as Mesprit and Regirock into moves like Stealth Rock. It also gives Shuckle a way to deal with foes that may try to set up on it such as Kingler, but should stay wary of Z-move users like Alolan Raticate and Lycanroc, who can bypass Encore for a turn. Toxic gives Shuckle a way to deal a decent amount of damage over time, and can be used to whittle down bukier foes such as Spiritomb and Eelektross, which can potentially give its teammates trouble. Knock Off is another way to weaken these bulkier threats, as well as Eviolite users like Clefairy and Ferroseed. It can also cripple Choice Scarf users such as Togedemaru and Primeape, as their Choice Scarf would otherwise cancel out Sticky Web’s Speed decrease. Finally, Infestation traps the opponent, which is useful to trap Pokemon it can use as setup fodder such as Stoutland. It goes well with Encore, as it can trap Pokemon locked into a preferred move. It also deals some chip damage each turn, giving it a similar effect as Toxic, albeit less reliably. Both Knock Off and Infestation are notably not stopped by Taunt.

Set Details
========

Maximum EVs in HP and Special Defense Defense with a Calm nature allow Shuckle to better take special hits from Pokemon such as Pyroar and Aurorus, so it can more reliably set up hazards. Mental Herb gives Shuckle a one-time protection from Taunt and Encore users like Weezing, Alolan Persian, and Lead Aurorus, which almost guarantees it will be able to set up at least one of its hazards. Sturdy further ensures this, allowing it to take at least one hit from powerful attackers that could otherwise OHKO Shuckle like Kingler and Choice Band Aggron, as well as potential critical hits.

Usage Tips
========

Shuckle is a dedicated lead so it should be sent out first to get up its hazards as soon as possible. Against opposing balance and offensive teams, its primary goal should be to set up Sticky Web before Stealth Rock, as its teammates will often benefit from the foes' Speed drops. However, if facing a more defensive team, Stealth Rock should be your priority, as bulky Pokemon care little of Sticky Web’s Speed decrease. Shuckle can be used as an outright suicide lead if you do not fear the opponent’s hazard removal. In this case, if it manages to set up both hazards, it should use its remaining turns to utilize its support moves like Toxic and Knock Off to cripple the opposing team as much as it can. On bulky offense teams, after setting up hazards, Shuckle can be withdrawn and saved for later to reset the hazards if need be, utilize its support moves, or simply be used as death fodder or check certain threats like kanga and skuntank. A similar strategy can be used if Shuckle is put into a bad matchup such as Kingler, as due to the predictability of leading Shuckle the opponent may try to lead with a good matchup against it. Another option in such situations is to not lead with Shuckle, but instead a Pokemon that has a better matchup, while saving Shuckle for a later opportunity to switch in and set up the hazards. If the opponent leads with a Pokemon that can potentially use setup, like Clefairy’s Calm Mind or Stealth Rock and Carracosta’s Shell Smash, Encore is an option to go for first turn. Shuckle can use the locked foe as a chance to set up its hazards, or even disable them from switching with Infestation. This can also be used as an opportunity for Shuckle to switch into a more offensive teammate. However, be wary that the opponent may just switch out for a better matchup, making Encore fail altogether. Finally, Shuckle can help against Trick Room and weather teams, as it can utilize its low Speed to Encore the opposing lead into moves like Rain Dance and Stealth Rock, and even trap them with Infestation to waste turns. Weather teams furthermore do not appreciate Sticky Web.

Team Options
========

Shuckle should be run on Sticky Web-based hyper and bulky offensive teams. Such teams include decently fast setup users such as Kingler, Alolan Raticate, and Gorebyss, who can take advantage of the Sticky Web as it allows them to more easily sweep with less fear of being outsped. Faster setup users such as Lilligant, Jynx, and Zangoose similarly appreciate being able to more reliably outspeed the foe, specifically Choice Scarf users such as Primeape and Togedemaru. Similar applies for faster Pokemon in general such as Pyroar and Floatzel. Finally, Slower wallbreakers such as Stoutland and Shiftry benefit from Sticky Web as they can supply immediate power without having to fear being easily revenge killed. Primeape and Pawniard both run Defiant, which allows them to switch in against and take advantage of Defog users like Skuntank and Silvally-Fairy. They also often pressure the opponent into being more hesitant to use Defog altogether. Ghost-types like Oricorio-G and Haunter can block the other form of hazard removal in Rapid Spin and can help against Defiant Primeape. Although they take a decent amount from Stealth Rock, Flying-types like Swanna and Oricorio-G are immune to Sticky Web, making them large threats to these teams. Therefore, Pokemon who can serve as their checks such as Manectric and Choice-Scarf Togedemaru can come in handy.

[STRATEGY COMMENTS]
Other Options
=============

On Shuckle's lead set, a physically Defensive spread can be run to better wall physical attackers, although Shuckle’s natural physical bulk and typing already allow it to wall a good amount of them such as Stoutland and Spiritomb. Rock Tomb is an alternate option for one of Shuckle’s support moves, as it lowers the Speed of the opponent’s lead, as well as any Flying-types. However, this is much more situational compared to its other support moves, especially since Flying-types can just switch out to reset their Speed and are already bothered by Shuckle's other support moves. Leftovers increases Shuckle’s longevity, but without the Mental Herb, Shuckle is left much more vulnerable to Taunt and Encore. Rest is another way to accomplish this, but can be easily abused by the opponents, forces Shuckle to lose out on a support move, and drains all momentum, which is counterproductive when on an offensive team. Although Rest can be run on a dedicated trapping set that utilizes Infestation. On bulkier teams, Shuckle can run a Defensive set, utilizing its high Defenses and good support movepool. However, this is generally better accomplished by Pokemon like Regirock with its better defensive typing. Finally, a combination of Contrary and Shell Smash may seem good as it can further boost Shuckle's defenses. But this set is actually awful as it accomplishes little while being easily stopped through various means such as Taunt and Substitute.

Checks and Counters
===================

**Taunt Users**: Due to the Mental Herb’s singal usage, Taunt restricts Shuckle to only setting one of its two hazards for the time being. It also disables Shuckle’s ability to use many of its support moves, such as Encore and Toxic. This can be accomplished by Pokemon such as Weezing, Alolan Persian, and Sableye. After Taunt, Weezing can also use Shuckle as fodder to set up Toxic Spikes.

**Hazard Removers**: Pokemon with access to hazard removal like Skuntank, Swanna, Hitmonchan, and Silvally-Fairy can discard Shuckle’s entry hazards, although can be crippled by Shuckle’s utility such as Encore and Infestation.

**Rock-types**: Rock-types such as Carracosta, Lycanroc, and Golem can 2HKO Shuckle with their respective STAB moves, meaning it is only able to set up one entry hazard. Furthermore, Carracosta and Lycanroc can set up on Shuckle with correct predictions. Aggron is especially notable as its Choice Band set can OHKO Shuckle if Sturdy is broken, non-Choice Band variants run Taunt, and it is even immune to Toxic.

**Water-types**: Similar to Rock-types, Water-types such as Floatzel, Kingler, Ludicolo, and Gorebyss can 2HKO Shuckle, limiting it to only one of its two hazards. Said Water-types can also use Shuckle to set up with correct predictions against Encore.

I would also probably add a section about Z-Move Setup Sweepers, as many of them are able to function as powerful threats that can very likely net a kill while also safely setting up against Shuckle and forcing it to switch. Even if it switches, they can still bypass the effects of Encore and hit the switch-in with a boosted Z-move. Good examples are Lycanroc, Carracosta, Gorebyss, who are either naturally fast, can boost their speed, or can do other things like set up Sub, making them threats to the rest of the team.
:afrostar: 3/3 Good job, friend! :afrostar:
 

Aaronboyer

Something Worth Fighting For
is a Contributor to Smogon
This is an AM GP Check, so only Implement What You Want
ADD REMOVE (COMMENTS)

[OVERVIEW]

Sticky Web alongside Stealth Rock and great bulk give Shuckle its niche over other Sticky Web setters. The rest of its movepool furthers this, with good support moves such as Encore, Knock Off, and Infestation. Shuckle’s amazing base 230 defenses and tolerable Bug- and Rock-typing give it a good amount of longevity, allowing it to more easily set up hazards, and means it does not always have to serve simply as a suicide lead. It also lets Shuckle perform well on both hyper and bulky offensive teams. However, the rest its stats are utterly atrocious, with absolutely no offensive presence, being tied for the lowest Speed in the game, and a low HP stat that its defenses do not appreciate. Furthermore, it faces a good amount of competition from other Sticky Web setters, such as Smeargle and Leavanny. On top of their much highers higher Speeds Speed stats, Smeargle has a better support movepool with access to move such as Spore and Taunt, which give gives it an easier matchup against slower foes,(RC) and Nuzzle to cripple faster foes. Leavanny provides an offensive presence that threatens hazard removers such as Skuntank and has support moves of its own such as Magic Coat, which helps against opposing leads and Taunt users. Despite this, Shuckle maintains its niche with its much better bulk, which allows it to set both hazards more reliably than Smeargle, and has access to Stealth Rock,(AC) unlike Leavanny, allowing it to still pressure bulkier teams that do not mind Sticky Web. Shuckle's bulk and access to Sturdy also allow it to hold the Mental Herb, albeit with its single usage. However, this makes it less reliant on predictions through moves such as Spore and Magic Coat to face Taunt users like Pyroar and Alolan Persian and set up hazards.

[SET]
name: Sticky Web Setter
move 1: Sticky Web
move 2: Stealth Rock
move 3: Encore
move 4: Toxic / Knock Off / Infestation
item: Mental Herb
ability: Sturdy
nature: Calm
evs: 248 HP / 8 Def / 252 SpD

[SET COMMENTS]
Moves
========

Sticky Web provides support for Shuckle’s teammates, slowing down all of the opponent’s grounded Pokemon, which can help against faster threats and allows the team to more efficiently overwhelm the opponent. Stealth Rock is another way for Shuckle to help out its teammates, weakening foes as they switch. This is especially useful against Flying-types like Swanna, who are immune to Sticky Web, and bulkier teams that do not mind the Speed decrease. Encore locks the opponent into using a move, which is ideally for foes that Shuckle can set up its hazards against, locking Pokemon such as Mesprit and Regirock into moves like Stealth Rock. It also gives Shuckle a way to deal with foes that may try to set up on it such as Kingler,(RC) but should stay wary of Z-move users like Alolan Raticate and Lycanroc-Midday, who can bypass Encore for a turn. Toxic gives Shuckle a way to deal a decent amount of damage over time,(RC) and can be used to whittle down bukier bulkier foes such as Spiritomb and Eelektross, which can potentially give its teammates trouble. Knock Off is another way to weaken these bulkier threats, as well as Eviolite users like Clefairy and Ferroseed. It can also cripple Choice Scarf users such as Togedemaru and Primeape, as their Choice Scarf would otherwise cancel out Sticky Web’s Speed decrease. Finally, Infestation traps the opponent, which is useful to trap Pokemon it can use as setup fodder such as Kangaskhan. It goes well with Encore, as it can trap Pokemon locked into a preferred move. It also deals some chip damage each turn, giving it a similar effect as Toxic, albeit less reliably. Both Knock Off and Infestation are notably not stopped by Taunt.

Set Details
========

Maximum EVs in HP and Special Defense Defense with a Calm nature allow Shuckle to better take special hits from Pokemon such as Pyroar and Aurorus, so it can more reliably set up hazards. Mental Herb gives Shuckle a one-time protection from Taunt and Encore users like Weezing, Alolan Persian, and Lead Aurorus, which almost guarantees it will be able to set up at least one of its hazards. Sturdy further ensures this, allowing it to take at least one hit from powerful attackers that could otherwise OHKO Shuckle like Kingler and Choice Band Aggron, as well as potential critical hits.

Usage Tips
========

Shuckle is a dedicated lead so it should be sent out first to get up its hazards as soon as possible. Against opposing balance and offensive teams, its primary goal should be to set up Sticky Web before Stealth Rock, as its teammates will often benefit from the foes' Speed drops. However, if facing a more defensive team, Stealth Rock should be your priority, as bulky Pokemon care little of Sticky Web’s Speed decrease. Shuckle can be used as an outright suicide lead if you do not fear the opponent’s hazard removal. In this case, if it manages to set up both hazards, it should use its remaining turns to utilize its support moves like Toxic and Knock Off to cripple the opposing team as much as it can. On bulky offense teams, after setting up hazards, Shuckle can be withdrawn and saved for later to reset the hazards if need be, utilize its support moves, check certain threats, or simply be used as death fodder. A similar strategy can be used if Shuckle is put into a bad matchup such as Kingler, as due to the predictability of leading Shuckle the opponent may try to lead with a good matchup against it. Another option in such situations is to not lead with Shuckle, but instead,(AC) a Pokemon that has a better matchup, while saving Shuckle for a later opportunity to switch in and set up the hazards. If the opponent leads with a Pokemon that can potentially use setup, like Clefairy’s Calm Mind or Stealth Rock and Carracosta’s Shell Smash, Encore is an option to go for first turn. Shuckle can use the locked foe as a chance to set up its hazards, or even disable them from switching with Infestation. This can also be used as an opportunity for Shuckle to switch into a more offensive teammate. However, be wary that the opponent may just switch out for a better matchup, making Encore fail altogether. Finally, Shuckle can help against Trick Room and weather teams, as it can utilize its low Speed to Encore the opposing lead into moves like Rain Dance and Stealth Rock, and even trap them with Infestation to waste turns. Weather teams furthermore do not appreciate Sticky Web.

Team Options
========

Shuckle should be run on Sticky Web-based hyper and bulky offensive teams. Such teams include decently fast setup users such as Kingler, Alolan Raticate, and Gorebyss, who can take advantage of the Sticky Web as it allows them to more easily sweep with less fear of being outsped. Faster setup users such as Lilligant, Jynx, and Zangoose similarly appreciate being able to more reliably outspeed the foe, specifically Choice Scarf users such as Primeape and Togedemaru. Similar applies for faster Pokemon in general such as Pyroar and Floatzel. Finally, Slower wallbreakers such as Ursaring and Shiftry benefit from Sticky Web as they can supply immediate power without having to fear being easily revenge killed. Primeape and Pawniard both run Defiant, which allows them to switch in against and take advantage of Defog users like Skuntank and Silvally-Fairy. They also often pressure the opponent into being more hesitant to use Defog altogether. Ghost-types like Oricorio-G and Haunter can block the other form of hazard removal in Rapid Spin and can help against Defiant Primeape. Although they take a decent amount from Stealth Rock, Flying-types like Swanna and Oricorio-G are immune to Sticky Web, making them large threats to these teams. Therefore, Pokemon who can serve as their checks such as Manectric and Choice-Scarf Togedemaru can come in handy.

[STRATEGY COMMENTS]
Other Options
=============

On Shuckle's lead set, a physically Defensive spread can be run to better wall physical attackers, although Shuckle’s natural physical bulk and typing already allow it to wall a good amount of them such as Kangaskhan and Spiritomb. Rock Tomb is an alternate option for one of Shuckle’s support moves, as it lowers the Speed of the opponent’s lead, as well as any Flying-types. However, this is much more situational compared to its other support moves, especially since Flying-types can just switch out to reset their Speed and are already bothered by Shuckle's other support moves. Leftovers increases Shuckle’s longevity, but without the Mental Herb, Shuckle is left much more vulnerable to Taunt and Encore. Rest is another way to accomplish this, but can be easily abused by the opponents, forces Shuckle to lose out on a support move, and drains all momentum, which is counterproductive when on an offensive team. Although Rest can be run on a dedicated trapping set that utilizes Infestation. On bulkier teams, Shuckle can run a Defensive set, utilizing its high Defenses and good support movepool. However, this is generally better accomplished by Pokemon like Regirock with its better defensive typing. Finally, a combination of Contrary and Shell Smash may seem good as it can further boost Shuckle's defenses. But this set is actually awful as it accomplishes little while being easily stopped through various means such as Taunt and Substitute.

Checks and Counters
===================

**Taunt Users**: Due to the Mental Herb’s singal single usage, Taunt restricts Shuckle to only setting one of its two hazards for the time being. It also disables Shuckle’s ability to use many of its support moves, such as Encore and Toxic. This can be accomplished by Pokemon such as Weezing, Alolan Persian, and Sableye. After Taunt, Weezing can also use Shuckle as fodder to set up Toxic Spikes.

**Hazard Removers**: Pokemon with access to hazard removal like Skuntank, Swanna, Hitmonchan, and Silvally-Fairy can discard Shuckle’s entry hazards, although can be crippled by Shuckle’s utility such as Encore and Infestation.

**Z-Move Setup Sweepers**: Pokemon such as Lycanroc-Midday, Alolan Raticate, Carracosta, and Gorebyss can essentially use Shuckle as setup fodder without much fear of Encore, as even if it switches out, their Z-moves allow them to break through it for a single turn. These can be hard for the rest of the team to revenge kill for various reasons such as naturally high Speed, priority, Shell Smash, and Substitute respectively.

**Super-Effective or Powerful Pokemon**: Pokemon that can 2HKO Shuckle such as Floatzel, Golem, Ludicolo, and Choice Band Mudadale Mudsdale can limit Shuckle to setting up only one of its hazards. If Sturdy is broken, Kingler and Choice Banded Aggron can OHKO Shuckle. Aggron is especially notable, as it is immune to Toxic and its non-Choice Band variants run Taunt.
 
Last edited:

A Cake Wearing A Hat

moist and crusty
is a Community Leaderis a Community Contributoris a Top Contributoris a Smogon Media Contributoris a Dedicated Tournament Hostis a Battle Simulator Moderatoris a Site Content Manager Alumnusis a Top Social Media Contributor Alumnus
Random Battle Lead
add remove comments
[OVERVIEW]

Sticky Web alongside Stealth Rock and great bulk give Shuckle its Shuckle's great bulk and access to Stealth Rock give it a niche over other Sticky Web setters. The rest of its movepool furthers this, with good support moves such as Encore, Knock Off, and Infestation. Shuckle’s Shuckle's amazing base 230 defenses and tolerable Bug- and Rock-typing Bug / Rock typing give it a good amount of longevity, allowing it to more easily set up hazards, (RC) and means it does not always have to serve simply as a suicide lead. It also lets Shuckle perform well on both hyper and bulky offensive teams. However, the rest of its stats are utterly atrocious, with absolutely no offensive presence, being tied for (even if it's tied it does have the lowest speed in the game; including "being tied for" fucks w the parallelism) the lowest Speed in the game, and a low HP stat that its defenses do not appreciate. Furthermore, it faces a good amount of competition from other Sticky Web setters, such as Smeargle and Leavanny. On top of their much higher Speed stats, Smeargle has a better support movepool with access to move moves such as Spore and Taunt, (RC) to give it an easier matchup against slower foes and Nuzzle to cripple faster foes. Leavanny provides an offensive presence that threatens entry hazard removers such as Skuntank and has support moves of its own such as Magic Coat, which helps against opposing leads and Taunt users. Despite this, Shuckle maintains its niche with its much better bulk, allowing which allows it to set both hazards more reliably than Smeargle, and has its access to Stealth Rock, unlike Leavanny, which allows it to also pressure bulkier teams that do not mind Sticky Web. Shuckle's bulk and access to Sturdy also allow it to hold the a Mental Herb, albeit with its single usage although the item can only be used once. However, this makes it less reliant on predictions through moves such as Spore and Magic Coat to face Taunt users like Pyroar and Alolan Persian and set up hazards.

[SET]
name: Sticky Web Setter
move 1: Sticky Web
move 2: Stealth Rock
move 3: Encore
move 4: Toxic / Knock Off / Infestation
item: Mental Herb
ability: Sturdy
nature: Calm
evs: 248 HP / 8 Def / 252 SpD

[SET COMMENTS]
Moves
========

Sticky Web provides support for Shuckle’s Shuckle's teammates, slowing down all of the opponent’s opponent's grounded Pokemon, which can help against faster threats and allows the team to more efficiently overwhelm the opponent. Stealth Rock is another way for Shuckle to help out its teammates, weakening foes as they switch. This is especially useful against Flying-types like Swanna, who which are immune to Sticky Web, and bulkier teams that do not mind the Speed decrease. Encore locks the opponent into using move, which is ideally for foes that Shuckle can set up its hazards against, locking can lock Pokemon such as Mesprit and Regirock into moves like Stealth Rock so that Shuckle can set up its entry hazards more easily. It also gives Shuckle a way to deal with foes that may try to set up on it such as Kingler, but Shuckle should stay wary of Z-move Z-Move users like Alolan Raticate and Lycanroc-Midday, who Lycanroc, which can bypass Encore for a turn. Toxic gives Shuckle a way to deal a decent amount of damage over time and can be used to whittle down bulkier foes such as Spiritomb and Eelektross, (RC) which that can potentially give its teammates trouble. Knock Off is another way to weaken these bulkier threats, as well as Eviolite users like Clefairy and Ferroseed. It can also cripple Choice Scarf users such as Togedemaru and Primeape, as their Choice Scarf would otherwise cancel out Sticky Web’s Web's Speed decrease. Finally, Infestation traps the opponent foe, which is useful to trap Pokemon it can use as setup fodder such as Kangaskhan. It goes well with Encore, as it can trap Pokemon that are locked into a preferred move. It also deals some chip damage each turn, giving it a similar effect as to Toxic, albeit less reliably intense. Both Knock Off and Infestation are notably not stopped by Taunt.

Set Details
========

Maximum EVs in HP and Special Defense Defense with a Calm nature allow Shuckle to better take special hits from Pokemon such as Pyroar and Aurorus, (RC) so it can more reliably set up entry hazards. Mental Herb gives Shuckle a one-time protection from Taunt and Encore users like Weezing, Alolan Persian, and Lead lead Aurorus, which almost guarantees it will be able to set up at least one of its hazards. Sturdy further ensures this, allowing it to take at least one hit from powerful attackers that could otherwise OHKO Shuckle like Kingler and Choice Band Aggron, as well as potential critical hits.

Usage Tips
========

Shuckle is a dedicated lead, (AC) so it should be sent out first to get up its entry hazards as soon as possible. Against opposing balance and offensive teams offense, its primary goal should be to set up Sticky Web before Stealth Rock, as its teammates will often benefit from the foes' Speed drops. However, if facing a more defensive team, Stealth Rock should be your priority, as bulky Pokemon care little of about Sticky Web’s Web's Speed decrease. Shuckle can be used as an outright suicide lead if you do not fear the opponent’s opponent's hazard removal. In this case, if it manages to set up both hazards, it should use its remaining turns to utilize its support moves like Toxic and Knock Off to cripple the opposing team as much as it can. On bulky offense teams, after setting up hazards, Shuckle can be withdrawn and saved for later to reset the hazards if need be, utilize its support moves, check certain threats, or simply be used as death fodder. A similar strategy can be used if Shuckle is put into a bad matchup matched up against a Pokemon such as Kingler, as due to the predictability of leading Shuckle, (AC) the opponent may try to lead with a Pokemon that has a good matchup against it. Another option in such situations is to not lead with Shuckle, but instead lead with a Pokemon that has a better matchup, while saving Shuckle for a later opportunity to switch in and set up the hazards. If the opponent leads with a Pokemon that can potentially use setup, like Clefairy’s Calm Mind or Stealth Rock Clefairy and Carracosta’s Shell Smash Carracosta, Encore is an option to go for first turn. Shuckle can use the locked foe as a chance to set up its hazards, or even disable them from switching with Infestation. This can also be used as an opportunity for Shuckle to switch into a more offensive teammate. However, be wary that the opponent may just switch out for a better matchup, making Encore fail altogether. Finally, Shuckle can help against Trick Room and weather teams, as it can utilize its low Speed to Encore the opposing lead into moves like Rain Dance and Stealth Rock, and even trap them with Infestation to waste turns. Weather teams furthermore also do not appreciate Sticky Web.

Team Options
========

Shuckle should be run on Sticky Web-based hyper and bulky offensive teams. Such teams generally include decently fast setup users sweepers, (AC) such as Kingler, Alolan Raticate, and Gorebyss, who that can take advantage of the Sticky Web as it allows them to more easily sweep with less fear of being outsped. Faster setup users sweepers such as Lilligant, Jynx, and Zangoose and other faster Pokemon such as Pyroar and Floatzel similarly appreciate being able to more reliably outspeed the foe foes, specifically Choice Scarf users such as Primeape and Togedemaru. Similar applies for faster Pokemon in general such as Pyroar and Floatzel. Finally, Slower slower wallbreakers such as Ursaring and Shiftry benefit from Sticky Web, (AC) as they can supply immediate power without having to fear being easily revenge killed. Primeape and Pawniard both run Defiant, which allows them to switch in against and take advantage of Defog users like Skuntank and Silvally-Fairy. They also often pressure the opponent into being more hesitant to use Defog altogether. Ghost-types like Oricorio-G and Haunter can block the other form of entry hazard removal in Rapid Spin and can help against Defiant Primeape. Although they take a decent amount from Stealth Rock, Flying-types like Swanna and Oricorio-G are immune to Sticky Web, making them large threats to these teams. Therefore, Pokemon who that can serve as their checks check them such as Manectric and Choice-Scarf Choice Scarf Togedemaru can come in handy.

[STRATEGY COMMENTS]
Other Options
=============

On Shuckle's lead set, a A physically Defensive spread can be run to better wall physical attackers, although Shuckle’s Shuckle's natural physical bulk and typing already allow it to wall a good amount of them Pokemon such as Kangaskhan and Spiritomb. Rock Tomb is an alternate option for one of Shuckle’s Shuckle's support moves, as it lowers the Speed of the opponent’s opponent's lead, as well as any Flying-types, (AC) which are immune to Sticky Web. However, this Rock Tomb is much more situational compared to its other support moves, especially since because Flying-types can just switch out to reset their Speed and are already bothered by Shuckle's other support moves. Leftovers increases Shuckle’s Shuckle's longevity, but without the a Mental Herb, Shuckle is left much more vulnerable to Taunt and Encore. Rest is another way to accomplish this, but can be easily abused by the opponents it can be easily taken advantage of by foes, forces Shuckle to lose out on a support move, and drains all momentum, which is counterproductive when on an offensive team. Although However, Rest can be run on a dedicated trapping set that utilizes Infestation. On bulkier teams, Shuckle can run a Defensive defensive set, utilizing its high Defenses defenses and good support movepool. (Literally how is this at all different from the current set? You don't give any actual specifics as to what this "defensive set" is) However, this is generally better accomplished by Pokemon like Regirock with its better defensive typing. Finally, a combination of Contrary and Shell Smash may seem good as it can further boost Shuckle's defenses. But this set is actually awful as it accomplishes little while being easily stopped through various means such as Taunt and Substitute. (if it's awful then it's not viable and therefore shouldn't be in other options, a place for moves and sets that are generally suboptimal but have a defined tournament or ladder niche-approved by allstarapology)

Checks and Counters
===================

**Taunt Users**: Due to the Mental Herb’s single usage Herb's single-use nature, Taunt restricts Shuckle to only setting one of its two entry hazards for the time being. It also disables Shuckle’s Shuckle's ability to use many of its support moves, such as Encore and Toxic. This can be accomplished by Pokemon such as Weezing, Alolan Persian, and Sableye are all examples of Taunt users. After using Taunt, Weezing can also use Shuckle as fodder to set up Toxic Spikes.

**Entry Hazard Removers**: Pokemon with access to hazard removal like Skuntank, Swanna, Hitmonchan, and Silvally-Fairy can discard Shuckle’s Shuckle's entry hazards, although they can be crippled by Shuckle’s utility moves such as Encore and Infestation.

**Z-Move Setup Sweepers**: Pokemon such as Lycanroc-Midday Lycanroc, Alolan Raticate, Carracosta, and Gorebyss can essentially use Shuckle as setup fodder without much fear of Encore, as even if it switches out, their Z-moves Z-Moves allow them to break through it Encore for a single turn. These sweepers can be hard for the rest of the team to revenge kill for various reasons, (AC) such as their naturally high Speed, access to priority, ability to boost their Speed with Shell Smash, and use of Substitute, (AC) respectively.

**Super-Effective or Powerful Pokemon Pokemon That Can 2HKO Shuckle**: Pokemon that can 2HKO Shuckle such as Floatzel, Golem, Ludicolo, and Choice Band Mudsdale can limit Shuckle it to setting up only one of its entry hazards. If Sturdy is broken, Kingler and Choice Banded Band Aggron can OHKO Shuckle. Aggron is especially notable, as also notable because it is immune to Toxic and its non-Choice Band variants run Taunt.

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Lumari

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[OVERVIEW]

Shuckle's great bulk and access to Stealth Rock give it a niche over other Sticky Web setters. The rest of its movepool furthers this, with good support moves such as Encore, Knock Off, and Infestation. Shuckle's amazing base 230 defenses and tolerable Bug / Rock typing give it a good amount of longevity, allowing it to more easily set up entry hazards and not always serve simply as a suicide lead. It also lets Shuckle perform well on both hyper and bulky offensive teams. However, the rest of its stats are utterly atrocious, with absolutely no offensive presence, the lowest base Speed in the game, and a low HP stat that its defenses do not appreciate. Furthermore, it faces a good amount of competition from other Sticky Web setters, such as Smeargle and Leavanny. On top of their much higher Speed stats, Smeargle has a better support movepool with access to moves such as Spore and Taunt to give it an easier matchup against slower foes and Nuzzle to cripple faster foes. Leavanny provides an offensive presence that threatens entry hazard removers such as Skuntank and has support moves of its own such as Magic Coat, which helps against opposing leads and Taunt users. Despite this, Shuckle maintains its niche with its much better bulk, which allows it to set both hazards more reliably than Smeargle, and its access to Stealth Rock, unlike Leavanny, which allows it to also pressure bulkier teams that do not mind Sticky Web. Shuckle's bulk and access to Sturdy also allow it to hold a Mental Herb, although the item can only be used once. However, this makes it less reliant on predictions through moves such as Spore and Magic Coat to face get up hazards against Taunt users like Pyroar and Alolan Persian and set up hazards.

[SET]
name: Sticky Web Setter
move 1: Sticky Web
move 2: Stealth Rock
move 3: Encore
move 4: Toxic / Knock Off / Infestation
item: Mental Herb
ability: Sturdy
nature: Calm
evs: 248 HP / 8 Def / 252 SpD

[SET COMMENTS]
Moves
========

Sticky Web provides support for Shuckle's teammates, slowing down all of the opponent's grounded Pokemon, which can help against faster threats and allows the team to more efficiently overwhelm the opponent. Stealth Rock is another way for Shuckle to help out its teammates, weakening foes as they switch. This is especially useful against Flying-types like Swanna, which are immune to Sticky Web, and bulkier teams that do not mind the Speed decrease. Encore can lock Pokemon such as Mesprit and Regirock into moves like Stealth Rock so that Shuckle can set up its entry hazards more easily. It also gives Shuckle a way to deal with foes that may try to set up on it such as Kingler, but Shuckle should stay wary of Z-Move users like Alolan Raticate and Lycanroc, which can bypass Encore for a turn. Toxic gives Shuckle a way to deal a decent amount of damage over time and can be used to whittle down bulkier foes such as Spiritomb and Eelektross that can potentially give its teammates trouble. Knock Off is another way to weaken these bulkier threats, as well as Eviolite users like Clefairy and Ferroseed. It can also cripple Choice Scarf users such as Togedemaru and Primeape, as their Choice Scarf would otherwise cancel out Sticky Web's Speed decrease. Finally, Infestation traps the foe, which is useful to trap Pokemon it Shuckle can use as setup fodder such as Kangaskhan. It goes well with Encore, as it can trap Pokemon that are locked into a preferred move. It also deals some chip damage each turn, giving it a similar effect to Toxic, albeit less intense. Both Knock Off and Infestation are notably not stopped by Taunt.

Set Details
========

Maximum EVs in HP and Special Defense with a Calm nature allow Shuckle to better take special hits from Pokemon such as Pyroar and Aurorus so it can more reliably set up entry hazards. Mental Herb gives Shuckle one-time protection from Taunt and Encore users like Weezing, Alolan Persian, and lead Aurorus, which almost guarantees it will be able to set up at least one of its hazards. Sturdy further ensures this, allowing it to take at least one hit from powerful attackers that could otherwise OHKO Shuckle like Kingler and Choice Band Aggron, as well as potential critical hits.

Usage Tips
========

Shuckle is a dedicated lead, so it should be sent out first to get up its entry hazards as soon as possible. Against opposing balance and offense, its primary goal should be to set up Sticky Web before Stealth Rock, as its teammates will often benefit from the foes' Speed drops. However, if facing a more defensive team, Stealth Rock should be your priority, as bulky Pokemon care little about Sticky Web's Speed decrease. Shuckle can be used as an outright suicide lead if you do not fear the opponent's hazard removal. In this case, if it manages to set up both hazards, it should use its remaining turns to utilize its support moves like Toxic and Knock Off to cripple the opposing team as much as it can. On bulky offense teams, after setting up hazards, Shuckle can be withdrawn and saved for later to reset the hazards if need be, utilize its support moves, check certain threats, or simply be used as death fodder. A similar strategy can be used if Shuckle matched up against a Pokemon such as Kingler, as due to the predictability of leading Shuckle, the opponent may try to lead with a Pokemon that has a good matchup against it. Another option in such situations is to not lead with Shuckle (RC) but instead lead with a Pokemon that has a better matchup (RC) while saving Shuckle for a later opportunity to switch in and set up the hazards. If the opponent leads with a Pokemon that can potentially use setup set up, like Calm Mind or Stealth Rock Clefairy and or Shell Smash Carracosta, Encore is an option to go for first turn. Shuckle can use the locked foe as a chance to set up its hazards, or even disable them from switching with Infestation. This can also be used as an opportunity for Shuckle to switch into a more offensive teammate. However, be wary that the opponent may just switch out for a better matchup, making Encore fail altogether. Finally, Shuckle can help against Trick Room and weather teams, as it can utilize its low Speed to Encore the opposing lead into moves like Rain Dance and Stealth Rock, and even trap them with Infestation to waste turns. Weather teams also do not appreciate Sticky Web.

Team Options
========

Shuckle should be run on Sticky Web-based offensive teams. Such teams generally include decently fast setup sweepers, such as Kingler, Alolan Raticate, and Gorebyss, that can take advantage of the Sticky Web to more easily sweep with less fear of being outsped. Faster setup sweepers such as Lilligant, Jynx, and Zangoose and other faster Pokemon such as Pyroar and Floatzel similarly appreciate being able to more reliably outspeed foes, specifically Choice Scarf users such as Primeape and Togedemaru. Finally, slower wallbreakers such as Ursaring and Shiftry benefit from Sticky Web, as they can supply immediate power without having to fear being easily revenge killed. Primeape and Pawniard both run Defiant, which allows them to switch in against and take advantage of Defog users like Skuntank and Silvally-Fairy. They also often pressure the opponent into being more hesitant to use Defog altogether. Ghost-types like Oricorio-G and Haunter can block the other form of entry hazard removal in Rapid Spin and can help against Defiant Primeape. Although they take a decent amount from Stealth Rock, Flying-types like Swanna and Oricorio-G are immune to Sticky Web, making them large threats to these teams. Therefore, Pokemon that can check them such as Manectric and Choice Scarf Togedemaru can come in handy.

[STRATEGY COMMENTS]
Other Options
=============

A physically defensive spread can be run to better wall physical attackers, although Shuckle's natural physical bulk and typing already allow it to wall Pokemon such as Kangaskhan and Spiritomb. Rock Tomb is an alternate option for one of Shuckle's support moves, as it lowers the Speed of the opponent's lead (RC) as well as any Flying-types, which are immune to Sticky Web. However, Rock Tomb is much more situational compared to its Shuckle's other support moves, especially because Flying-types can just switch out to reset their Speed and are already bothered by Shuckle's other support moves. Leftovers increases Shuckle's longevity, but without a Mental Herb, Shuckle is left much more vulnerable to Taunt and Encore. Rest is another way to accomplish this, but it can be easily taken advantage of by foes, forces Shuckle to lose out on a support move, and drains all momentum, which is counterproductive on an offensive team. However, Rest can be run on a dedicated trapping set that utilizes Infestation. On bulkier teams, Shuckle can utilize its high defenses and good support movepool to run a more defensive oriented set, replacing Sticky Web with another of its support moves. However, this is generally better accomplished by Pokemon like Regirock with its better defensive typing.

Checks and Counters
===================

**Taunt Users**: Due to the Mental Herb's single-use nature, Taunt restricts Shuckle to only setting one of its two entry hazards for the time being. It also disables Shuckle's ability to use many of its support moves, such as Encore and Toxic. Pokemon such as Weezing, Alolan Persian, and Sableye are all examples of Taunt users. After using Taunt, Weezing can also use Shuckle as fodder to set up Toxic Spikes.

**Entry Hazard Removers**: Pokemon with access to hazard removal like Skuntank, Swanna, Hitmonchan, and Silvally-Fairy can discard Shuckle's entry hazards, although they can be crippled by utility moves such as Encore and Infestation.

**Z-Move Setup Sweepers**: Pokemon such as Lycanroc, Alolan Raticate, Carracosta, and Gorebyss can essentially use Shuckle as setup fodder without much fear of Encore, as even if it switches out, their Z-Moves allow them to break through Encore for a single turn. These sweepers can be hard for the rest of the team to revenge kill for various reasons, such as their naturally high Speed, access to priority, ability to boost their Speed with Shell Smash, and use of Substitute, respectively.

**Pokemon That Can 2HKO Shuckle Strong Attackers**: Pokemon that can 2HKO Shuckle such as Floatzel, Golem, Ludicolo, and Choice Band Mudsdale can limit it to setting up only one of its entry hazards. If Sturdy is broken, Kingler and Choice Band Aggron can OHKO Shuckle. Aggron is also notable because it is immune to Toxic and its non-Choice Band variants run Taunt.
 
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