GG Shuckle (Receiver) (QC 2/2) (GP 1/1)

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

[SET COMMENTS]
Shuckle's unique access to both Stealth Rock and Sticky Web makes it a good dedicated hyper offense lead. Sticky Web is usually used first, as teams with Shuckle appreciate offensive threats being crippled; however, Stealth Rock is more useful against defensive builds. Encore prevents foes from taking advantage of Shuckle's passivity and potentially gives a teammate free setup opportunities against Pokemon locked into Rapid Spin or Defog. With an HP increase, Final Gambit can take out many offensive threats if Shuckle is at full HP and provide a teammate with a free switch in. Mental Herb guarantees at least one entry hazard, even against a Taunt user such as Tornadus-T or Heatran, while Red Card prevents Shuckle from being setup fodder. Sturdy prevents Shuckle from being OHKOed by powerful attacks from Pokemon such as Araquanid.

Shuckle should only be used in hyper offense teams that can make full use of Sticky Web and Stealth Rock. Rayquaza, Pheromosa, and Mewtwo are the most common gods to pair with Shuckle and all significantly bolster its HP; In particular, Sticky Web can patch up the middling Speed of Rayquaza and its Speed receivers Pokemon that deter Rapid Spin and Defog are necessary, making Ghost-type spinblockers like Mimikyu and Polteageist as well as Defiant Pokemon like Bisharp and Galarian Zapdos great choices. Other powerful offensive threats such as Galarian Moltres, Victini, Galarian Slowking, and Weavile can keep up the pressure to overwhelm the opposing team; in particular, the former three take advantage of Sticky Web to outspeed foes.

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

While Knock Off can be useful, it's usually outclassed by Shuckle's main options. Shuckle can opt for the Attack slot to threaten Defoggers like Tornadus-T and Ho-Oh with Stone Edge or utilize the Speed slot to outpace more defensive Pokemon; however, these slots are better utilized by offensive teammates.

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

**Magic Bounce**: Espeon, Hatterene, and Xatu prevent Shuckle from setting entry hazards with Magic Bounce and force it to use Final Gambit.

**Trick and Swicheroo Users**: Tapu Fini, Alolan Persian, and Calyrex-I can cripple Shuckle by giving it a Choice item, forcing it to switch out after it's Choice-locked into Stealth Rock or Sticky Web and potentially let its teammates be weakened; this also enables opposing entry hazard removers.

**Taunt**: Even with Mental Herb, Taunt prevents Shuckle from setting a second entry hazard. However, most Taunt users don't appreciate a Final Gambit from HP-donated Shuckle.

**Strong Attackers**: While nothing relevant can OHKO Shuckle with an HP donation, Choice Band Urshifu-R and Nihilego can 2HKO Shuckle, preventing an extra entry hazard layer and weakening Final Gambit. The former can also OHKO Shuckle that don't have an HP donation.

[CREDITS]
- Written by: [[longhiep341, 500884]]
- Quality checked by: [[pannuracotta, 517892], [beauts, 484270]]
- Grammar checked by: [[Isaiah, 375662]]
 
Last edited:

pannu

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[SET]
name: Lead (HP)
move 1: Stealth Rock
move 2: Sticky Web
move 3: Final Gambit
move 4: Encore
item: Mental Herb
ability: Sturdy / Contrary
nature: Bold
evs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]
Shuckle's unique access to both Stealth Rock and Sticky Web makes it a good dedicated lead. Sticky Web is usually prioritised to be set first, as teams with Shuckle are usually appreciate offensive threats being crippled. However Stealth Rock is more useful against defensive builds. Encore prevents foes from taking advantage of Shuckle's passivity, which also gives a teammate free setup opportunities against Pokemon that spam Rapid Spin or Defog. With an HP increase, Final Gambit can take out many offensive threats if Shuckle is at full HP while also creating a free switch-in. Mental Herb is the item of choice to guarantee at least one entry hazard even against a Taunt user Mention one or two. Sturdy does the same against powerful attacks, but since only a very few Pokemon can OHKO Shuckle with an HP donation, like? Contrary can be used instead to punish Defog. i think this sounds terrible

Shuckle should only be used in hyper offense teams that can make full use of its entry hazards. Rayquaza, Pheromosa, and Mewtwo are the most common gods to pair with Shuckle and can all significantly bolster its HP. In particular, Sticky Web can patch up Rayquaza's and its Speed receivers middling Speed. Pokemon that deter Rapid Spin and Defog are necessary, making Ghost-types Spinblockers like Mimikyu and Polteageist, as well as Defiant Pokemon in Bisharp and Galarian Zapdos, great choices. Other powerful offensive threats such as Galarian Moltres, Victini, Galarian Slowking, and Weavile can keep up the pressure to overwhelm the oppsing team. mention that shuckles webs will specifically let pokemon that struggle with their speed tier work better

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

A defensive set with Contrary and Shell Smash seems appealing, but it's extremely passive and vulnerable to Taunt and Trick, as well as Tapu Fini and Tapu Koko's terrains to block Rest.
Toxic, Infestation, Knock Off, and Red Card are options over Encore and Final Gambit, but they are generally not as useful. Similarly, Shuckle can opt for Attack or Speed slot to threaten Defoggers like Tornadus-T and Ho-Oh with Stone Edge or outpace more defensive Pokemon, however these slots are better utilized by offensive teammates.

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

**Magic Bounce**: Espeon, Hatterene, Xatu completely negate Shuckle's usefulness and force it to use Final Gambit to trade KOs.

**Trick and Swicheroo**: Tapu Fini, Alolan Persian, and Calyrex-I can cripple Shuckle with Trick, forcing it to switch out and potentially let its switch-in be damaged, as well as allowing entry hazard removers to undo its work more easily.

**Taunt**: Even with Mental Herb, Taunt prevents Shuckle from setting a second entry hazard. However, most Taunt users don't appreciate a full power Final Gambit.

**Strong Attackers**: While almost impossible to be OHKOed, Choice Band Urshifu-R and Nihilego can 2HKO Shuckle, preventing an extra entry hazard layer and weakening Final Gambit.

[CREDITS]
- Written by: [[longhiep341, 500884]]
- Quality checked by: [[pannuracotta, 517892], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]
1/2
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hayedenn

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

[SET COMMENTS]
Shuckle's unique access to both Stealth Rock and Sticky Web makes it a good dedicated hyper-offense lead. Sticky Web is usually prioritised to be set first, as teams with Shuckle usually appreciate offensive threats being crippled. However, Stealth Rock is more useful against defensive builds. Encore prevents foes from taking advantage of Shuckle's passivity, which also gives and potentially gives a teammate free setup opportunities against Pokemon that spam locked into Rapid Spin or Defog. With an HP increase, Final Gambit can take out many offensive threats if Shuckle is at full HP while also creating a free switch-in. Mental Herb is the item of choice to guarantee at least one entry hazard even against a Taunt user such as Tornadus-T and Heatran, while Red Card prevents Shuckle from being freely set-up on. Sturdy does the same against powerful attacks, but only a very few Pokemon can OHKO Shuckle with an HP donation, notably Araquanid. prevents Shuckle from being OHKO'd by powerful attacks from Pokemon such as Araquanid.

Shuckle should only be used in hyper offense teams that can make full use of its entry hazards access to Sticky Web and Stealth Rock. Rayquaza, Pheromosa, and Mewtwo are the most common gods to pair with Shuckle and can all significantly bolster its HP. In particular, Sticky Web can patch up Rayquaza's and its Speed receivers middling Speed. Pokemon that deter Rapid Spin and Defog are necessary, making Ghost-types Spinblockers like Mimikyu and Polteageist, as well as Defiant Pokemon in Bisharp and Galarian Zapdos, great choices. Other powerful offensive threats such as Galarian Moltres, Victini, Galarian Slowking, and Weavile can keep up the pressure to overwhelm the opposing team, especially the former three as they take advantage of Sticky Web well to outspeed more foes.

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

Toxic, Infestation, Knock Off, and Red Card are options over Encore and Final Gambit, but they are generally not as useful. Similarly, Shuckle can opt for Attack or Speed slot to threaten Defoggers like Tornadus-T and Ho-Oh with Stone Edge or outpace more defensive Pokemon, however these slots are better utilized by offensive teammates. rephrase this to say "shuckle can opt for an atk donation to threaten flying with stone edge or a speed slot to outpace defensive pokemon" (in the words you used)

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

**Magic Bounce**: Espeon, Hatterene, and Xatu completely negate Shuckle's usefulness prevent Shuckle from setting hazards with Magic Bounce and force it to use Final Gambit to trade KOs.

**Trick and Swicheroo**: Tapu Fini, Alolan Persian, and Calyrex-I can cripple Shuckle with Trick, forcing it to switch out after its locked into Stealth Rock or Sticky Web and potentially let its switch-in be damaged, as well as allowing entry hazard removers to undo its work more easily.

**Taunt**: Even with Mental Herb, Taunt prevents Shuckle from setting a second entry hazard. However, most Taunt users don't appreciate a full power Final Gambit.

**Strong Attackers**: While almost impossible to be OHKOed OHKO, Choice Band Urshifu-R and Nihilego can 2HKO Shuckle, preventing an extra entry hazard layer and weakening Final Gambit.

[CREDITS]
- Written by: [[longhiep341, 500884]]
- Quality checked by: [[pannuracotta, 517892], [beauts, 484270/]]
- Grammar checked by: [[username1, userid1]]
qc 2/2
 
Implemented with some further reviews on Discord.
Ready for GP Team . A note to whoever GP this, please refer to both this analysis and this one in the Other Options and Checks&Counters sections since they are all covered here.
 
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Isaiah

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

[SET COMMENTS]
Shuckle's unique access to both Stealth Rock and Sticky Web makes it a good dedicated hyper offense lead. Sticky Web is usually usedprioritised to be set first, as teams with Shuckle appreciate offensive threats being crippled;(semicolon).(period) Hhowever, Stealth Rock is more useful against defensive builds. (Shouldn't Sticky Web be first in the set, then?) Encore prevents foes from taking advantage of Shuckle's passivity and potentially gives a teammate free setup opportunities against Pokemon locked into Rapid Spin or Defog. With an HP increase, Final Gambit can take out many offensive threats if Shuckle is at full HP and provide a teammate with a free switch in. while also creating a free switch-in. Mental Herb is the item of choice to guarantees(add) at least one entry hazard,(comma) even against a Taunt user such as Tornadus-T andor Heatran, while Red Card prevents Shuckle from being setup fodder.freely set-up on. Sturdy prevents Shuckle from being OHKO'e(replace)d by powerful attacks from Pokemon such as Araquanid.

Shuckle should only be used in hyper offense teams that can make full use of its access to Sticky Web and Stealth Rock. Rayquaza, Pheromosa, and Mewtwo are the most common gods to pair with Shuckle and all significantly bolster its HP;(semicolon).(period) In particular, Sticky Web can patch up the middling Speed of Rayquaza and its Speed receivers. Rayquaza's and its Speed receivers middling Speed. Pokemon that deter Rapid Spin and Defog are necessary, making Ghost-types Ss(lowercase)pinblockers like Mimikyu and Polteageist,(comma) as well as Defiant Pokemon inlike Bisharp and Galarian Zapdos,(comma) great choices. Other powerful offensive threats such as Galarian Moltres, Victini, Galarian Slowking, and Weavile can keep up the pressure to overwhelm the opposing team;(semicolon),(comma) especiallyin particular, the former three as they take advantage of Sticky Web well to outspeed more foes.

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

Toxic and Knock Off are options over Encore, Infestation, and Final Gambit, but they are generally not as useful. Similarly, (It's unclear what's similar between this and the toxic/knock mention)Shuckle can opt for the Attack slot to threaten Defoggers like Tornadus-T and Ho-Oh with Stone Edge or utilize the Speed slot to outpace more defensive Pokemon;(semicolon),(comma) however,(comma) these slots are better utilized by offensive teammates.

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

**Magic Bounce**: Espeon, Hatterene, and Xatu prevent Shuckle from setting entry hazards with Magic Bounce and force it to use Final Gambit.

**Trick and Swicheroo users**: Tapu Fini, Alolan Persian, and Calyrex-I can cripple Shuckle by giving it a Choice itemwith Trick, forcing it to switch out after it's Choice-locked into Stealth Rock or Sticky Web and potentially let its teammates be weakened; this also enables opposing entry hazard removers. and potentially let its switch-in be damaged, as well as allowing entry hazard removers to undo its work more easily.

**Taunt**: Even with Mental Herb, Taunt prevents Shuckle from setting a second entry hazard. However, most Taunt users don't appreciate a Final Gambit from HP-donated Shuckle.

**Strong Attackers**: While almost impossible to OHKO Shuckle if it has an (made it less of an absolute->) Even with the added bulk from a HP donation, Choice Band Urshifu-R and Nihilego can 2HKO Shuckle, preventing an extra entry hazard layer and weakening Final Gambit. The former can evenalso OHKO Shuckle that don't havewithout an HP donation.

[CREDITS]
- Written by: [[longhiep341, 500884]]
- Quality checked by: [[pannuracotta, 517892], [beauts, 484270]]
- Grammar checked by: [[Isaiah, 375662]]

GP 1/1!
 
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