Hey guys. I was thinking of gimmicky Shuckle strats and was thinking of Power Trick and Trick Room as being a fun option. Awesomely, Oranguru gets Trick Room and also an exclusive move called Instruct. Now here's the plan.
Shuckle @ Life Orb
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Rock Slide
- Earthquake
- Power Trick
- Protect
Oranguru @ Leftovers
Ability: Telepathy
EVs: (haven't figured these out yet but tanky)
(not sure on nature either)
- Foul Play
- Psychic Terrain / Taunt / Protect
- Instruct
- Trick Room
On turn one, go for Power trick and Trick room. Then Shuckle Rock Slides. Then Oranguru uses instruct on Shuckle making him go for yet another Rock Slide. And the thing about Rock Slide is its 30% chance to flinch. With two Rock Slides, it's something like a 50% chance to flinch while doing STAB 75 BP Life Orb damage off of 230 Attack. If Shuckle decides to go for Earthquake, Oranguru has Telepathy. Priority kills Shuckle, so Psychic Terrain is there to help block that if needed (if you feel you don't need protect). Now, obviously, taunt shuts this all down so it's not amazing but if it gets set up, then it's an awesome gimmick!
EDIT: With it all set up and Oranguru using instruct, Shuckle kills Mega Kangaskhan in one turn. Hopefully, Psychic Terrain is set up too, otherwise sucker punch gives you a dead Shuckle...
252+ Atk Life Orb Shuckle Rock Slide vs. 4 HP / 0 Def Mega Kangaskhan: 107-126 (59.1 - 69.6%) -- guaranteed 2HKO
EDIT: Shuckle isn't in Alola it turns out but maybe I can use him later. A replacement for him seems to be Rampardos. Rampardos has SHeer Force, which means, although taking away the flinch, it does do a lot of damage with a Life Orb.