Shuckle [QC 0/2] [GP 0/1]

[SET]
name: Entry Hazard Lead
move 1: Sticky Web
move 2: Stealth Rock
move 3: Encore
move 4: Infestation / Final Gambit
item: Red Card
ability: Sturdy
nature: Bold
evs: 248 HP / 252 Def / 8 SpD

[SET COMMENTS]

With access to both Sticky Web and Stealth Rock along with its incredible bulk, Shuckle performs the niche role as an entry hazard lead in the OU metagame. Sturdy allows Shuckle to take any hit and guarantees either Sticky Web or Stealth Rock setup during battle. Red Card is the ideal item to phaze out and disrupt Pokemon that threaten Shuckle with super effective attacks. Sticky Web enables Shuckle's otherwise slower teammates to outpace faster grounded Pokemon. Stealth Rock chips opposing Pokemon attempting to switch into battle. Encore can lock opposing Pokemon into non-attacking moves, which allows Shuckle's teammates to take advantage by switching in safely. Infestation can prevent opposing Pokemon from switching and inflict residual damage. The combination of Encore and Infestation allows Shuckle to trap foes and ease problematic match ups for its teammates. Alternatively, Final Gambit can used for momentum to allow Shuckles' teammates to switch in safely, which is useful on hyper offensive teams.

Magic Bounce users such as Hatterene completely shut down Shuckle's attempt to set up hazards, so Pokemon such as Aegislash and Bisharp are great checks against them. Furthermore, Bisharp can punish foes attempting to use Defog with its Defiant ability and provide immediate offensive pressure. Swords Dance users such as Rillaboom and Mimikyu appreciate Shuckle's Sticky Web to threaten out slower Pokemon and grant them the opportunity to setup a Swords Dance during battle. Potential setup sweepers such as Azumarill, Hawlucha, and Cloyster also appreciate Shuckle's hazards to wear down faster threats and provide opportunities to set up and sweep during battle. Shuckle benefits from Ghost-type teammates such as Dragapult and Gengar as they can block Rapid Spin and keep its hazards from leaving battle.


[CREDITS]
- Written by: [hmsa2012, 386290]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]
 
Last edited:
Ready for QC.

My small concern for QC is the possibility of Mental Herb being a second ideal item. While Taunt is relatively small in this gen compared to last gen due to HDB, the rise of Trick means can cripple Shuckle. Mental Herb grants Shuckle immunity from Trick for one turn. Should this be mentioned?
 

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