Shuckle is the only Pokemon in NU capable of setting up Sticky Web and Stealth Rock, making it a great asset to hyper offense teams. Due to Shuckle's ability, Sturdy, it is able to hold a Mental Herb and prevent Taunt users from blocking it from setting up its entry hazards. Unfortunately, it is incredibly passive and can become a liability against bulkier teams that don't care about Sticky Web. Finally, Shuckle struggles immensely against Xatu, as Xatu prevents Shuckle from doing its job by bouncing back the entry hazards that it sets up.
[SET]
name: Entry Hazard Setter
move 1: Stealth Rock
move 2: Sticky Web
move 3: Encore
move 4: Knock Off / Infestation / Toxic
item: Mental Herb
ability: Sturdy
nature: Careful
evs: 252 HP / 4 Def / 252 SpD
[SET COMMENTS]
Moves
========
Stealth Rock is needed on every competitive team, and Shuckle's amazing base 230 Defense and Special Defense stats allow it to set up Stealth Rock and Sticky Web on most Pokemon in the tier. Sticky Web lowers the foe's Speed by one stage upon switching in; this allows strong wallbreakers with a slow Speed tier to become much more threatening. Encore prevents Shuckle from being bait for setup sweepers like Barbaracle. Knock Off works great as a last move, since it removes the foe's item. Knock Off also helps against Xatu to waste its Colbur Berry; this makes it easier for Drapion and Sneasel to Pursuit trap Xatu. Shuckle can also use Knock Off to remove Golbat's Eviolite when it wants to use Defog, which makes Golbat more frail and its job of Defogging a lot harder when Shuckle's hazards are up. Infestation is another option, racking up damage against foes while also trapping the target. Infestation also allows Shuckle to trap foes that are locked into a move with Encore and then safely set up Sticky Web and Stealth Rock or switch into a heavy-hitting foe. Toxic is also an option, crippling spinners like Cryogonal, Hitmontop, and Hitmonlee, making their job of getting rid of hazards over time a great deal harder. However, Toxic turns Shuckle into deadweight against Steel- and Poison-types.
Set Details
========
252 HP and Special Defense EVs alongside a Careful nature maximize Shuckle's special bulk, allowing it to almost always take two Scalds from Omastar, thus enabling it to set up both of its entry hazards against it. Mental Herb is needed to have a chance against Pokemon with Taunt, Trick, and status moves; this allows Shuckle to get at least one of its two hazards up. Sturdy ensures that Shuckle doesn't get OHKOed, which further allows it to set up one hazard.
Usage Tips
========
Use Shuckle as a lead to set up both entry hazards, and try to use either Encore or Shuckle's last move to make Shuckle somewhat useful after it sets up the hazards. If it's needed and you don't see any hazard control on the opponent's side, don't hesitate to use Shuckle as fodder after you have set up your hazards if one of your Pokemon needs to get a free switch. If you do see hazard removal on the opponent's team, you should save Shuckle until it's able to set up hazards again if possible and if necessary. Only set up Stealth Rock before Sticky Web when the opponent has a Pokemon that is 4x weak to Stealth Rock, like Scyther or Charizard, or if the opponent has more then one Pokemon that is immune to Sticky Web. Otherwise, make sure to set up Sticky Web first.
When Shuckle lays down its entry hazards, its job is mostly done, but if there are still free turns to use Shuckle and you don't want to switch it out, Shuckle can either use Knock Off to get rid of as many of the opposing team's items as possible or Encore to get a free switch to a counter. Make sure to use Encore when you predict that the foe will use a setup move or either Rapid Spin or Defog, which forces the foe to switch out next turn, allowing Shuckle to set up hazards again; however, if the foe stays in, switch to a wallbreaker and get a heavy hit off.
Team Options
========
Shuckle should be used alongside Pokemon that have high attacking stats and decent Speed stats such as Meloetta, Machamp, Toxicroak, Houndoom, Hitmonlee, Absol, Vivillon, and Vanilluxe, as they love to take advantage of Sticky Web. Another Pokemon that is almost always necessary is Braviary, as its Defiant ability punishes Defog users, which are types of Pokemon that Shuckle dislikes. Ghost-types are also great with Shuckle, since they are able to spinblock. Absol is especially a good teammate, as the support that Shuckle provides with Sticky Web mitigates Absol's poor Speed, allowing it to further take advantage of its titanic Attack stat.
[STRATEGY COMMENTS]
Other Options
=============
Shuckle can run Power Trick and Stone Edge in its last two moveslots, making Xatu think twice before carelessly switching into it; however, this makes Shuckle very frail on the physical side and in general is quite gimmicky.
Checks and Counters
===================
**Xatu**: Magic Bounce invalidates Shuckle's job, and Shuckle has nothing to hit Xatu back with because of its pitiful Attack stat. However, Shuckle can somewhat bypass this by trapping Xatu with Infestation and switching into a Pursuit user.
**Super Effective Moves**: Pokemon such as Samurott, Barbaracle, and Rhydon with strong super effective moves are able to 2HKO Shuckle, preventing it from getting more than one entry hazard up.
**Magic Coat Users**: Magic Coat bounces back the hazards that Shuckle sets up, disabling it from performing its main use on the team. Luckily, the only user in the tier is Uxie, but Uxie is still common enough for this to be an issue.
**Z-Move Setup Sweepers**: Setup sweepers like Dragon Dance Scrafty and Shell Smash Barbaracle will have a Z-Move most of the time. This is important because even when they're locked into their setup move with Encore, they can still bypass Encore and use their Z-Move, which means that they can still hit your switch-in.
**Entry Hazard Removal**: Shuckle isn't able to threaten hazard removal at all, which almost always makes it Defog and Rapid Spin fodder.
[SET]
name: Entry Hazard Setter
move 1: Stealth Rock
move 2: Sticky Web
move 3: Encore
move 4: Knock Off / Infestation / Toxic
item: Mental Herb
ability: Sturdy
nature: Careful
evs: 252 HP / 4 Def / 252 SpD
[SET COMMENTS]
Moves
========
Stealth Rock is needed on every competitive team, and Shuckle's amazing base 230 Defense and Special Defense stats allow it to set up Stealth Rock and Sticky Web on most Pokemon in the tier. Sticky Web lowers the foe's Speed by one stage upon switching in; this allows strong wallbreakers with a slow Speed tier to become much more threatening. Encore prevents Shuckle from being bait for setup sweepers like Barbaracle. Knock Off works great as a last move, since it removes the foe's item. Knock Off also helps against Xatu to waste its Colbur Berry; this makes it easier for Drapion and Sneasel to Pursuit trap Xatu. Shuckle can also use Knock Off to remove Golbat's Eviolite when it wants to use Defog, which makes Golbat more frail and its job of Defogging a lot harder when Shuckle's hazards are up. Infestation is another option, racking up damage against foes while also trapping the target. Infestation also allows Shuckle to trap foes that are locked into a move with Encore and then safely set up Sticky Web and Stealth Rock or switch into a heavy-hitting foe. Toxic is also an option, crippling spinners like Cryogonal, Hitmontop, and Hitmonlee, making their job of getting rid of hazards over time a great deal harder. However, Toxic turns Shuckle into deadweight against Steel- and Poison-types.
Set Details
========
252 HP and Special Defense EVs alongside a Careful nature maximize Shuckle's special bulk, allowing it to almost always take two Scalds from Omastar, thus enabling it to set up both of its entry hazards against it. Mental Herb is needed to have a chance against Pokemon with Taunt, Trick, and status moves; this allows Shuckle to get at least one of its two hazards up. Sturdy ensures that Shuckle doesn't get OHKOed, which further allows it to set up one hazard.
Usage Tips
========
Use Shuckle as a lead to set up both entry hazards, and try to use either Encore or Shuckle's last move to make Shuckle somewhat useful after it sets up the hazards. If it's needed and you don't see any hazard control on the opponent's side, don't hesitate to use Shuckle as fodder after you have set up your hazards if one of your Pokemon needs to get a free switch. If you do see hazard removal on the opponent's team, you should save Shuckle until it's able to set up hazards again if possible and if necessary. Only set up Stealth Rock before Sticky Web when the opponent has a Pokemon that is 4x weak to Stealth Rock, like Scyther or Charizard, or if the opponent has more then one Pokemon that is immune to Sticky Web. Otherwise, make sure to set up Sticky Web first.
When Shuckle lays down its entry hazards, its job is mostly done, but if there are still free turns to use Shuckle and you don't want to switch it out, Shuckle can either use Knock Off to get rid of as many of the opposing team's items as possible or Encore to get a free switch to a counter. Make sure to use Encore when you predict that the foe will use a setup move or either Rapid Spin or Defog, which forces the foe to switch out next turn, allowing Shuckle to set up hazards again; however, if the foe stays in, switch to a wallbreaker and get a heavy hit off.
Team Options
========
Shuckle should be used alongside Pokemon that have high attacking stats and decent Speed stats such as Meloetta, Machamp, Toxicroak, Houndoom, Hitmonlee, Absol, Vivillon, and Vanilluxe, as they love to take advantage of Sticky Web. Another Pokemon that is almost always necessary is Braviary, as its Defiant ability punishes Defog users, which are types of Pokemon that Shuckle dislikes. Ghost-types are also great with Shuckle, since they are able to spinblock. Absol is especially a good teammate, as the support that Shuckle provides with Sticky Web mitigates Absol's poor Speed, allowing it to further take advantage of its titanic Attack stat.
[STRATEGY COMMENTS]
Other Options
=============
Shuckle can run Power Trick and Stone Edge in its last two moveslots, making Xatu think twice before carelessly switching into it; however, this makes Shuckle very frail on the physical side and in general is quite gimmicky.
Checks and Counters
===================
**Xatu**: Magic Bounce invalidates Shuckle's job, and Shuckle has nothing to hit Xatu back with because of its pitiful Attack stat. However, Shuckle can somewhat bypass this by trapping Xatu with Infestation and switching into a Pursuit user.
**Super Effective Moves**: Pokemon such as Samurott, Barbaracle, and Rhydon with strong super effective moves are able to 2HKO Shuckle, preventing it from getting more than one entry hazard up.
**Magic Coat Users**: Magic Coat bounces back the hazards that Shuckle sets up, disabling it from performing its main use on the team. Luckily, the only user in the tier is Uxie, but Uxie is still common enough for this to be an issue.
**Z-Move Setup Sweepers**: Setup sweepers like Dragon Dance Scrafty and Shell Smash Barbaracle will have a Z-Move most of the time. This is important because even when they're locked into their setup move with Encore, they can still bypass Encore and use their Z-Move, which means that they can still hit your switch-in.
**Entry Hazard Removal**: Shuckle isn't able to threaten hazard removal at all, which almost always makes it Defog and Rapid Spin fodder.
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