GG Shuckle (God) [Done]

in the hills

spreading confusion
is a Top Artistis a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
[SET]
name: Entry Hazard Setter (God)
move 1: Stealth Rock
move 2: Sticky Web
move 3: Encore
move 4: Infestation / Toxic
item: Mental Herb
ability: Sturdy
nature: Careful
evs: 248 HP / 8 Def / 252 SpD

[SET COMMENTS]
Shuckle as a god is used almost exclusively for the stats it passes to receivers. Beyond that, Shuckle sets Stealth Rock and Sticky Web to support its teammates. Stealth Rock is significantly better on Shuckle god teams, which tend to be bulkier and not need Sticky Web support as much. Encore deters setup sweepers from using Shuckle as setup bait and can lock foes into a move that allows teammates to switch in safely. Infestation traps foes, dealing consistent chip damage to them, and pairs well with Encore to switch in teammates and gain momentum; Toxic is also an option to help spread status. Mental Herb prevents Shuckle from outright losing to Taunt users like Yveltal and Tapu Fini by guaranteeing it can set one entry hazard, which can be pivotal in certain matchups. Sturdy protects Shuckle from OHKOs against foes like Kartana and setup sweepers, while its EVs let Shuckle tank hits from special setup sweepers like Lunala and Galarian Moltres, both of which can be threatening for Shuckle teams.

As a non-Uber Pokemon, Shuckle must be used in the HP slot in order to pass its stats. Luckily, its base 20 HP would be an albatross anyway. While Shuckle itself is a liability to most teams, it shines as a god due passing exceptional base 230 Defense and Special Defense. These high defensive stats can hyper-charge two Pokemon to cover almost the entire tier. Some example Defense receivers would be Calm Mind Clefable, Corviknight, and Galarian Slowking. Special Defense receivers are much more varied, with offensive Pokemon like Rillaboom and Kartana turning into potent setup sweepers, and physically defensive Pokemon like Slowbro and Hippowdon becoming blanket checks to both physical and special attackers. However, Shuckle teams are slightly restricted by needing Pokemon to receive its terrible Attack, Special Attack, and Speed. It's wise to pick Pokemon that are naturally good without receiving any boosted stats. Using strong special attackers in the Attack slot like Tapu Koko, Blacephalon, Gengar, and Heatran allows the team to keep offensive pressure, while strong physical attackers like Weavile, Landorus-T, Kartana, and Blaziken fit in the Special Attack slot well. For the Speed slot, Pokemon like Slowbro, Landorus-T, and Mandibuzz can still perform their roles with lowered Speed, provide slow pivoting to get wallbreakers in, and are helpful against Trick Room.

[CREDITS]
- Written by: [[in the hills, 324242]]
- Quality checked by: [[longhiep341, 500884], [UT, 523866]]
- Grammar checked by: [[Adeleine, 517429]]
 
Last edited:
Add Remove Conjecture
[SET]
name: God Entry Hazard Setter (God)
move 1: Stealth Rock
move 2: Sticky Web
move 3: Encore
move 4: Infestation
item: Mental Herb
ability: Sturdy
nature: Careful
evs: 248 HP / 8 Def / 252 SpD

[SET COMMENTS]
Shuckle as a god is used almost exclusively for the stats it passes to receivers. Beyond that, Shuckle acts as an entry hazard setter, using Stealth Rock and Sticky Web to support its teammates. Stealth Rock is significantly better in terms of application on Shuckle teams, as the structure of Shuckle god teams tend to not need Sticky Web support as much. Encore deters setup sweepers from using Shuckle as setup bait and can be used to lock opponents into a move that allows teammates to switch in safely. Infestation traps opponents, dealing consistent chip damage to them and pairs well with Encore to switch in teammates and gain momentum. Mental Herb prevents Shuckle from outright losing to Taunt users, which can be pivotal in certain matchups. Sturdy protects Shuckle from OHKO against foes like Kartana and setup sweepers, while its EVs let Shuckle take less damage from Pokemon like Clefable and Yveltal. Maybe you can say which matchups does Mental Herb come in handy in? And why specially defensive is better than physically defensive

As a non-Uber Pokemon, Shuckle must be used in the HP slot in order to pass its stats.
While Shuckle itself is a liability to most teams, it shines as a god due to the unusual stats it passes. While it passes terrible stats in Attack, Special Attack, and Speed, it passes 230 base Defense and Special Defense. These high defensive stats allows for Shuckle teams to have two hyper-charged Pokemon that can cover almost the entire tier. Some examples of Defense receivers for Shuckle would be Calm Mind Clefable, Corivknight, and Galarian Slowking. Special Defense receivers are much more varied with offensive Pokemon like Rillaboom and Kartana turning into potent setup sweepers or physically defensive Pokemon like Slowbro and Hippowdon becoming blanket checks to both physical and special attackers. While Shuckle does pass amazing defensive stats, teams with it as their god are slightly restricted by finding Pokemon to fit into the low receiving stats. To do this, it's wise to pick Pokemon that are naturally good without receiving any boosted stats. Using strong special attackers in the Attack slot like Tapu Koko, Blacephalon, Gengar, and Heatran allows the team to keep offensive pressure, while strong physical attackers like Weavile, Landorus-T, Kartana, and Blaziken fit in the Special Attack slot well. For the Speed slot, Pokemon like Slowbro, Landorus-T, and Mandibuzz that can still perform their roles with a lowered Speed stat are ideal. I'd add that these give them slow pivot and help deal with Trick Room as well.

[CREDITS]
- Written by: [[in the hills, 324242]]
- Quality checked by: [[longhiep341, 500884], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]
QC has never been this easy, QC 1/2
 

UT

Roaring 20s, tossing pennies in the pool
is a Site Content Manageris a Top Team Rateris a Battle Simulator Administratoris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Smogon Discord Contributoris a Top Contributoris a Top Smogon Media Contributoris a Dedicated Tournament Hostis a Tiering Contributor Alumnus
Appeals + C&C Lead
add remove conjecture
[SET]
name: Entry Hazard Setter (God)
move 1: Stealth Rock
move 2: Sticky Web
move 3: Encore
move 4: Infestation / Toxic
item: Mental Herb
ability: Sturdy
nature: Careful
evs: 248 HP / 8 Def / 252 SpD

[SET COMMENTS]
Shuckle as a god is used almost exclusively for the stats it passes to receivers. Beyond that, Shuckle acts as an entry hazard setter, using Stealth Rock and Sticky Web to support its teammates. Stealth Rock is significantly better in terms of application on Shuckle teams, as the structure of Shuckle god teams tend to not need Sticky Web support as much. Encore deters setup sweepers from using Shuckle as setup bait and can be used to lock opponents into a move that allows teammates to switch in safely. Infestation traps opponents, dealing consistent chip damage to them and pairs well with Encore to switch in teammates and gain momentum; Toxic is also an option to help spread status. Mental Herb prevents Shuckle from outright losing to Taunt users like Yveltal and Tapu Fini by guaranteeing it can set one entry hazard, which can be pivotal in certain matchups. Sturdy protects Shuckle from OHKO against foes like Kartana and setup sweepers, while its EVs let Shuckle tank special setup sweepers like Lunala and Galarian Moltres, both of which can be threatening for Shuckle teams.

As a non-Uber Pokemon, Shuckle must be used in the HP slot in order to pass its stats. While Shuckle itself is a liability to most teams, it shines as a god due to the unusual stats it passes. While it passes terrible stats in Attack, Special Attack, and Speed, it passes 230 base Defense and Special Defense. These high defensive stats allows for Shuckle teams to have two hyper-charged Pokemon that can cover almost the entire tier. Some examples of Defense receivers for Shuckle would be Calm Mind Clefable, Corivknight, and Galarian Slowking. Special Defense receivers are much more varied with offensive Pokemon like Rillaboom and Kartana turning into potent setup sweepers or and physically defensive Pokemon like Slowbro and Hippowdon becoming blanket checks to both physical and special attackers. While Shuckle does pass amazing defensive stats, teams with it as their god are slightly restricted by finding Pokemon to fit into the low receiving stats. To do this, it's wise to pick Pokemon that are naturally good without receiving any boosted stats. Using strong special attackers in the Attack slot like Tapu Koko, Blacephalon, Gengar, and Heatran allows the team to keep offensive pressure, while strong physical attackers like Weavile, Landorus-T, Kartana, and Blaziken fit in the Special Attack slot well. For the Speed slot, Pokemon like Slowbro, Landorus-T, and Mandibuzz can still perform their roles with lowered Speed, provide slow pivoting to get wallbreakers in, and are helpful against opposing Trick Room.

[CREDITS]
- Written by: [[in the hills, 324242]]
- Quality checked by: [[longhiep341, 500884], [UT, 523866]]
- Grammar checked by: [[username1, userid1]]

QC 2/2!

 

Adeleine

after committing a dangerous crime
is a Top Social Media Contributoris a Community Contributoris a Smogon Discord Contributoris a Top Contributoris a Smogon Media Contributoris a Battle Simulator Moderator Alumnus
at first i didnt realize this was GG and thought you were just a real shuckle lover
Add/Fix Remove Comment
(AC): Add Comma
[SET]
name: Entry Hazard Setter (God)
move 1: Stealth Rock
move 2: Sticky Web
move 3: Encore
move 4: Infestation / Toxic
item: Mental Herb
ability: Sturdy
nature: Careful
evs: 248 HP / 8 Def / 252 SpD

[SET COMMENTS]
Shuckle as a god is used almost exclusively for the stats it passes to receivers. Beyond that, Shuckle acts as an entry hazard setter, using sets Stealth Rock and Sticky Web to support its teammates. Stealth Rock is significantly better in terms of application on Shuckle teams, as the structure of on Shuckle god teams, which tend to be defensive and (I imagine? maybe clarify if im missing the point) not need Sticky Web support as much. Encore deters setup sweepers from using Shuckle as setup bait and can be used to lock opponents lock foes into a move that allows teammates to switch in safely. Infestation traps opponents, foes, dealing consistent chip damage to them, (AC) and pairs well with Encore to switch in teammates and gain momentum; Toxic is also an option to help spread status. Mental Herb prevents Shuckle from outright losing to Taunt users like Yveltal and Tapu Fini by guaranteeing it can set one entry hazard, which can be pivotal in certain matchups. Sturdy protects Shuckle from OHKO OHKOs against foes like Kartana and setup sweepers, while its EVs let Shuckle tank wall (I imagine? or like "tank hits from") special setup sweepers like Lunala and Galarian Moltres, both of which can be threatening for Shuckle teams.

As a non-Uber Pokemon, Shuckle must be used in the HP slot in order to pass its stats. Luckily, its base 20 HP would be an albatross anyway. (freely change for like diction and voice if you like, but i think this is generally worth mentioning) While Shuckle itself is a liability to most teams, it shines as a god due to the unusual stats it passes. While it passes terrible stats in Attack, Special Attack, and Speed, it passes 230 base passing exceptional base 230 Defense and Special Defense. These high defensive stats allows for Shuckle teams to have two hyper-charged Pokemon that can can hyper-charge two Pokemon to cover almost the entire tier. Some examples of Defense receivers for Shuckle example Defense receivers would be Calm Mind Clefable, Corivknight, Corviknight, and Galarian Slowking. Special Defense receivers are much more varied, (AC) with offensive Pokemon like Rillaboom and Kartana turning into potent setup sweepers, (AC) and physically defensive Pokemon like Slowbro and Hippowdon becoming blanket checks to both physical and special attackers. While Shuckle does pass amazing defensive stats, teams with it as their god are slightly restricted by finding Pokemon to fit into the low receiving stats. To do this, it's However, Shuckle teams are slightly restricted by needing Pokemon to receive its terrible Attack, Special Attack, and Speed. It's wise to pick Pokemon that are naturally good without receiving any boosted stats. Using strong special attackers in the Attack slot like Tapu Koko, Blacephalon, Gengar, and Heatran allows the team to keep offensive pressure, while strong physical attackers like Weavile, Landorus-T, Kartana, and Blaziken fit in the Special Attack slot well. For the Speed slot, Pokemon like Slowbro, Landorus-T, and Mandibuzz can still perform their roles with lowered Speed, provide slow pivoting to get wallbreakers in, and are helpful against opposing Trick Room.

[CREDITS]
- Written by: [[in the hills, 324242]]
- Quality checked by: [[longhiep341, 500884], [UT, 523866]]
- Grammar checked by: [[Adeleine, 517429]]
adeleine1.gif

GP Team done
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top