[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]]
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: