Ubers Shuckle [GP: 2/2]

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Minority

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arms like spaghetti
attack weak, defenses are heavy
sticky webs are now ready


[Overview]

Shuckle is known for being the only Sticky Web setter that's able to run a held item that's not Focus Sash thanks to Sturdy. Additionally, it doubles as a Stealth Rock setter and has good moves conducive to suicide leading such as Encore and Final Gambit. Shuckle also has fairly good bulk, thereby usually requiring an actual offensive Pokemon to have any chance at 2HKOing it. Its niche in providing Sticky Web support turns already threatening offensive Pokemon into neigh unstoppable behemoths, but unfortunately Shuckle is otherwise disposable and unlikely to play any further role. Because of this, Shuckle requires offense teams to structure themselves using five Pokemon and restricts building, since a spinner and spinblocker are highly desirable. Sticky Web is also a fairly matchup-dependent playstyle that relies upon the opposing team not having enough tools to stop or dispose of the hazard.

[SET]
name: Sticky Web
move 1: Sticky Web
move 2: Stealth Rock
move 3: Encore
move 4: Final Gambit
item: Mental Herb / Red Card
ability: Sturdy
nature: Bold
evs: 252 HP / 136 Def / 120 SpD

[SET COMMENTS]

Shuckle's set and spread are designed to optimize chances at setting and keeping Sticky Web and, if possible, Stealth Rock as well. 120 Special Defense EVs allow Shuckle to always avoid the 2HKO from Xerneas's Moonblast, with the remaining EVs put into physical bulk to help defend against the tier's common offensive threats. Mental Herb lets Shuckle ignore the first use of Taunt, allowing it to still get at least one type of hazard up. Alternatively, Red Card forces out an attacker with a good matchup against Shuckle to one that might have a weaker one, which can also help against setup sweepers and spinners. Encore lets Shuckle lock its foe into a singular predictable pattern, which is essential for being able to set hazards and keep them up. Final Gambit ensures Shuckle is allowed to faint and keep momentum into an offensive threat once its purpose of setting hazards is complete.

The purpose of Shuckle is to provide Sticky Web support for powerful offensive threats that are exceptionally difficult to check when given a speed advantage; some of the best Pokemon to utilize this support are Calyrex-S, Yveltal, Rayquaza, and Zekrom. Due to the nature of maintaining Sticky Web and combating opposing hazards, it is highly desirable to have a spinner such as Regieleki, Excadrill, or Pheromosa for anti-hazard support and a spinblocker such ass Calyrex-S or Lunala. Offense teams need to role compress very well to accommodate Shuckle's neigh irrelevant defensive utility, so Pokemon such as Eternatus and Necrozma-DM are important.

[STRATEGY COMMENTS]
Other Options
====

Custap Berry effectively gives Shuckle an extra move the turn after Sturdy is activated but is typically less consistent than the items previously discussed. Rocky Helmet punishes Rapid Spin and physical attackers and allows Shuckle to function as a slightly more useful death fodder, but it otherwise makes setting and keeping its entry hazards up more difficult. Toxic can surprise and punish bulky attackers and certain defensive Pokemon that may try to use Defog. Infestation traps foes and pairs well with Encore, locking setup sweepers or recovery move users to provide a free turn for a teammate.

Checks and Counters
====

**Xatu**: Magic Bounce deflects entry hazards, and Shuckle has no tools to overcome this matchup.

**Entry Hazard Removers**: Although Shuckle has some tools to challenge Defoggers and spinners, they nevertheless eliminate Shuckle's hazards or remain a threat to its hazards throughout a game. Defoggers include Yveltal, Xerneas, Giratina, Lugia, Ho-Oh, Skarmory, and Corviknight, and spinners include Excadrill, Regieleki, Pheromosa, and Cloyster. Teams with two Defoggers can even switch between them to stall out Shuckle's Encore PP.

**Secondary Move Effects**: There are a few secondary move effects that, while RNG dependent, are capable of preventing Shuckle from setting hazards before being KOed. For example, Yveltal's Dark Pulse and Necrozma-DM's Iron Head can induce flinching.

**Necrozma-DM and Kyogre**: These are the two most common Pokemon with the power and type advantage to bring Shuckle down to 1 HP in a single turn, thereby preventing it from getting off more than a single move.

**Pokemon Immune to Sticky Web**: Pokemon such as Yveltal, Ho-Oh, Giratina-O, and Rayquaza, as well as Ditto and any Pokemon holding Heavy-Duty Boots, are immune to the Speed drop from Sticky Web, increasing their chance to remove Sticky Web or merely threaten Sticky Web teams.

[CREDITS]
- Written by: [[Minority, 222996]]
- Quality checked by: [[Manaphy, 50695], [SiTuM, 274590]]
- Grammar checked by: [[Rabia, 336073], [DC, 449990]]
 
Last edited:

Manaphy

Throughout heaven and earth, I alone am family guy
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The default of web setters, able to run a held item that's not a Focus Sash thanks to Sturdy
This may have been true at the start of SS but I would say it’s definitely not true now, especially at high level play. Shuckle to me seems like a greed option, because it has both Sticky Webs and Stealth Rock; it’s effectiveness is often determined by if you are able to get a choke from your opponent and get a free Rocks or Encore up.
Recently other Webs setters like Galvantula and especially Slurpuff have been growing in prominence.

Shuckle is extremely slow and thus will more than likely get 2HKO’d by some of the most common mons in the meta, like NDM and Kyogre. Because of this, in practical terms, Shuckle usually does not do much more than set-up webs and die, even with Red Card. Galvantula, on the other hand, can spread paralysis or hit hard with Thunder, while Slurpuff can Misty Explosion and play mindgames with Magic Coat to potentially get more hazards or reflect a Taunt. One of Shuckle’s niches in comparison with these mons is that with Mental Herb, Shuckle will guarentee a Sticky Webs lay, which is especially relevant for Hyper Offense teams that include Froslass or Aerodactyl leads that could Taunt Galvantula or play mindgames with Slurpuff. But for playing against balance builds, it’s pretty debatable at best if Shuckle has a niche there.

Some things other things worth noting
-I forget the exact spread, but Shuckle will want enough Special Defense investment, as otherwise Geomancy Xerneas can force a 50/50 against Shuckle between 2HKOing it with Moonblast or Geo’ing on it’s Webs.
-If the opposing team has two Defog users, usually Ho-Oh and Yveltal (although Corv could do it), it can be difficult for Shuckle to get hazards down as the two mons can switch between each other to Defog and stall out Encore PP.
-its not super common but another mention could be Iron Head for the flinch chance, some NDM run it for PP/flinch chance, especially twave sets
 

SiTuM

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**Magic Bounce**: Magic Bounce deflects hazards and Shuckle has no tools to overcome this ability. The best user is Xatu, but Hatterene and Espeon have his ability as well despite being very rare.
not sure if mentioning hatterene and espeon is very useful, they're not relevant in the slightest, xatu already coming close to being unviable

idk if its just me but i feel like you should mention dusk mane more in this analysis, 3/4 of the games i played/witnessed with lead shuckle just ended up in dusk mane clicking sunsteel strike twice and getting quickly shuckle out of the way, as there are not a lot of mons that are able to do the same.

this is good otherwise.

QC 2/2
 

Manaphy

Throughout heaven and earth, I alone am family guy
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idk if its just me but i feel like you should mention dusk mane more in this analysis, 3/4 of the games i played/witnessed with lead shuckle just ended up in dusk mane clicking sunsteel strike twice and getting quickly shuckle out of the way, as there are not a lot of mons that are able to do the same.
Agree with this statement, it’s important to mention shuckle’s flaws against Balance at least a lil bit. Everything else looks gud
 

Minority

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This analysis has had its single mention of Zacian-H removed. Please let me know if any additional information needs updating, otherwise this is once again ready for GP.
 

Rabia

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[Overview]

Shuckle is known for being the only web Sticky Web setter that's able to run a held item that's not a Focus Sash thanks to Sturdy. Additionally, it doubles as a Stealth Rock setter and has good moves conducive to suicide leading such as Encore and Final Gambit. Shuckle also has fairly good bulk,(AC) thereby usually requiring an actual offensive Pokemon to have any chance at 2HKOing it. Its niche in providing webs Sticky Web support turns already threatening offensive Pokemon into neigh unstoppable behemoths, but unfortunately Shuckle is otherwise disposable and unlikely to play any further role. Because of this,(AC) Shuckle requires offense teams to structure themselves using five Pokemon and restricts building,(AC) since a spinner and spinblocker are highly desirable. Sticky Web is also a fairly matchup-dependent playstyle that relies upon the opposing team not having enough tools to stop or dispose of webs the hazard.

[SET]
name: Sticky Web
move 1: Sticky Web
move 2: Stealth Rock
move 3: Encore
move 4: Final Gambit
item: Mental Herb / Red Card
ability: Sturdy
nature: Bold
evs: 252 HP / 136 Def / 120 SpD

[SET COMMENTS]

Shuckle's set and spread are designed to optimize chances at setting and keeping Sticky Web (RC) and,(AC) if possible, Stealth Rock as well. 120 Special Defense EVs allow Shuckle to always avoid the 2HKO from Xerneas's Moonblast, with the remaining EVs put into physical bulk to help defend against the tier's common offensive threats. A Mental Herb lets Shuckle ignore the first use of Taunt, allowing it to still get at least one type of hazard up even in such a matchup. Alternatively, a Red Card forces out an attacker with a good matchup against Shuckle to one that might have a weaker one, which can also help against setup sweepers and spinners. Encore lets Shuckle lock its foe into a singular predictable pattern, which is essential for being able to set hazards and keep them up. Final Gambit ensures Shuckle is allowed to faint and keep momentum into an offensive threat once its purpose of setting hazards is complete.

The purpose of Shuckle is to provide Sticky Web support for powerful offensive threats that are exceptionally difficult to check when given a speed advantage; some of the best Pokemon to utilize this support are Calyrex-SR, Yveltal, Rayquaza, and Zekrom. Due to the nature of maintaining webs Sticky Web and combating opposing hazards, it is highly desirable to have a spinner as anti-hazard support, such as Regieleki, Excadrill, or Pheromosa, as well as a spinblocker such as Calyrex-SR or Lunala. Offense teams need to role compress very well to accommodate Shuckle's neigh irrelevant defensive utility, so Pokemon such as Eternatus and Necrozma-DM are important.

[STRATEGY COMMENTS]
Other Options
====

A Custap Berry effectively gives Shuckle an extra move the turn after Sturdy is activated (RC) but is typically less consistent than the items previously discussed. A Rocky Helmet punishes Rapid Spin and physical attackers and allows Shuckle to function as a slightly more useful death fodder, but it otherwise makes setting and keeping its entry hazards up more difficult. Toxic can surprise and punish bulky attackers and certain defensive Pokemon that may try to use Defog. Infestation traps opponents foes and pairs well with Encore, locking setup sweepers or recover recovery move users to provide a free turn for offense a teammate.

Checks and Counters
====

**Xatu**: Magic Bounce deflects hazards,(AC) and Shuckle has no tools to overcome this matchup.

**Anti-Hazard Entry Hazard Removers**: Although Shuckle has some tools to challenge Defoggers and Rapid Spinners spinners, they nevertheless eliminate Shuckle's hazards (RC) or remain a threat to its hazards at a latter point throughout a game. Defoggers include Yveltal, Xerneas, Giratina, Lugia, Ho-Oh, Skarmory, and Corviknight, and Rapid Spinners spinners include Excadrill, Regieleki, Pheromosa, and Cloyster. On teams with two defoggers, they Teams with two Defoggers can even switch between each other them to stall out Shuckle's Encore PP.

**Secondary Attack Move Effects**: There are a few secondary attack move effects that, while RNG dependent, are capable of preventing Shuckle from being able to set setting hazards before being KOed. Some of these include Yveltal's Dark Pulse and Necrozma-DM's Iron Head. For example, Yveltal's Dark Pulse and Necrozma-DM's Iron Head can induce flinching. (You're referencing the effect, not the move itself, so it's worth actually noting what these moves do.)

**Necrozma-DM and Kyogre**: Although they cannot deny Shuckle's Sticky Web (You just told me Necrozma-DM can deny Shuckle its Sticky Web in the previous bullet. Why are you now telling me it can't?), they are the two most common Pokemon with the power and type advantage to bring Shuckle down to 1 HP in a single turn, thereby preventing it from getting off more than a single attack move.

**Pokemon Immune to Sticky Web**: Pokemon such as Yveltal, Ho-Oh, Giratina-O, and Rayquaza, as well as Ditto and any Pokemon holding Heavy-Duty(AH) Boots,(AC) will be are immune to the Speed drop from Sticky Web, either increasing their chance to remove Sticky Web or merely pose as threats to threaten Sticky Web teams.

[CREDITS]
- Written by: [[Minority, userid1]]
- Quality checked by: [[Manaphy, userid1], [SiTuM, userid2]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]

Fill in the credits and read my comments. GP 1/2 when done.
 

DC

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AC = Add Comma, RC = Remove Comma, AH = Add Hyphen, RH = Remove Hyphen

[Overview]

Shuckle is known for being the only Sticky Web setter that's able to run a held item that's not Focus Sash thanks to Sturdy. Additionally, it doubles as a Stealth Rock setter and has good moves conducive to suicide leading such as Encore and Final Gambit. Shuckle also has fairly good bulk, thereby usually requiring an actual offensive Pokemon to have any chance at 2HKOing it. Its niche in providing Sticky Web support turns already threatening offensive Pokemon into neigh unstoppable behemoths, but unfortunately Shuckle is otherwise disposable and unlikely to play any further role. Because of this, Shuckle requires offense teams to structure themselves using five Pokemon and restricts building, since a spinner and spinblocker are highly desirable. Sticky Web is also a fairly matchup-dependent playstyle that relies upon the opposing team not having enough tools to stop or dispose of the hazard.

[SET]
name: Sticky Web
move 1: Sticky Web
move 2: Stealth Rock
move 3: Encore
move 4: Final Gambit
item: Mental Herb / Red Card
ability: Sturdy
nature: Bold
evs: 252 HP / 136 Def / 120 SpD

[SET COMMENTS]

Shuckle's set and spread are designed to optimize chances at setting and keeping Sticky Web and, if possible, Stealth Rock as well. 120 Special Defense EVs allow Shuckle to always avoid the 2HKO from Xerneas's Moonblast, with the remaining EVs put into physical bulk to help defend against the tier's common offensive threats. A Mental Herb lets Shuckle ignore the first use of Taunt, allowing it to still get at least one type of hazard up even in such a matchup. Alternatively, a Red Card forces out an attacker with a good matchup against Shuckle to one that might have a weaker one, which can also help against setup sweepers and spinners. Encore lets Shuckle lock its foe into a singular predictable pattern, which is essential for being able to set hazards and keep them up. Final Gambit ensures Shuckle is allowed to faint and keep momentum into an offensive threat once its purpose of setting hazards is complete.

The purpose of Shuckle is to provide Sticky Web support for powerful offensive threats that are exceptionally difficult to check when given a speed advantage; some of the best Pokemon to utilize this support are Calyrex-S, Yveltal, Rayquaza, and Zekrom. Due to the nature of maintaining Sticky Web and combating opposing hazards, it is highly desirable to have a spinner as anti-hazard support, such as Regieleki, Excadrill, or Pheromosa, as well as a spinblocker such as Calyrex-S or Lunala spinner such as Regieleki, Excadrill, or Pheromosa for anti-hazard support and a spinblocker such as Calyrex-S or Lunala. Offense teams need to role compress very well to accommodate Shuckle's neigh irrelevant defensive utility, so Pokemon such as Eternatus and Necrozma-DM are important.

[STRATEGY COMMENTS]
Other Options
====

A Custap Berry effectively gives Shuckle an extra move the turn after Sturdy is activated but is typically less consistent than the items previously discussed. A Rocky Helmet punishes Rapid Spin and physical attackers and allows Shuckle to function as a slightly more useful death fodder, but it otherwise makes setting and keeping its entry hazards up more difficult. Toxic can surprise and punish bulky attackers and certain defensive Pokemon that may try to use Defog. Infestation traps foes and pairs well with Encore, locking setup sweepers or recovery move users to provide a free turn for a teammate.

Checks and Counters
====

**Xatu**: Magic Bounce deflects entry hazards, and Shuckle has no tools to overcome this matchup.

**Entry Hazard Removers**: Although Shuckle has some tools to challenge Defoggers and spinners, they nevertheless eliminate Shuckle's hazards or remain a threat to its hazards throughout a game. Defoggers include Yveltal, Xerneas, Giratina, Lugia, Ho-Oh, Skarmory, and Corviknight, and spinners include Excadrill, Regieleki, Pheromosa, and Cloyster. Teams with two Defoggers can even switch between them to stall out Shuckle's Encore PP.

**Secondary Move Effects**: There are a few secondary move effects that, while RNG dependent, are capable of preventing Shuckle from setting hazards before being KOed. For example, Yveltal's Dark Pulse and Necrozma-DM's Iron Head can induce flinching.

**Necrozma-DM and Kyogre**: These are the two most common Pokemon with the power and type advantage to bring Shuckle down to 1 HP in a single turn, thereby preventing it from getting off more than a single move.

**Pokemon Immune to Sticky Web**: Pokemon such as Yveltal, Ho-Oh, Giratina-O, and Rayquaza, as well as Ditto and any Pokemon holding Heavy-Duty Boots, are immune to the Speed drop from Sticky Web, increasing their chance to remove Sticky Web or merely threaten Sticky Web teams.

[CREDITS]
- Written by: [[Minority, 222996]]
- Quality checked by: [[Manaphy, 50695], [SiTuM, 274590]]
- Grammar checked by: [[Rabia, 336073], [username2, userid2]]
GP 2/2. [DC, 449990]
 
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