shuckle for dummies
Shuckles base stats:
Ability- Sturdy
Stats:
HP: 20
Attack: 10
Defense: 230
Special attack: 10
Special defense: 230
Speed: 5
Example of a shuckle:
Shuckle @ leftovers/ focus sash/ chesto berry
Nature: Impish or relaxed.
EVs:
252 HP EVs
252 Defense EVs
4 Sp. Defense EVs
Ability- Sturdy
Move set:
Power Trick
Bug bite
Rest (If using chesto berry)/ encore/ gastro acid
Earthquake
Intro
Shuckle is an interesting little blob, inching his way up the tiers in our Metagame. Our favorite play-dough sculpture isn't playing around. He has a interesting trick up his sleeve; A power trick.
To the unfamiliar eye, Shuckle may be a simple tank with no value to the competitive world. Up until April 2006, this would have been true. With the addition of DPpt moves, Shuckle gets a whole new twist, you just can't miss. The success of Shuckle is almost completely based on a new move he can learn called Power Trick. When used; Power Trick switches the users Attack stat, with their defense stat. Shuckle has a max defense stat of 614. Starting to see it? Shuckle packs a powerful punch in that 2' frame.
Using shuckle:
Getting a strong setup with shuckle can take a few turns if you want him to sweep in peace. After Power swap, Shuckle is OHKO'd by most physical attacks. It would be pointless EVing Shuckle in attack, since his defense will still be nowhere near adequate after power trick. If you are playing in a tourney that allows quick claw, you might want to consider taking a chance with that. When I play shuckle, I use a fairly long setup that if executed correctly, can be a huge threat to the opponent. IMO, shuckle's main potential lies in double battles. The combo I go after looks like this:
Starting lineup for double battles w/shuckle:
Shuckle @ leftovers/ focus sash/ chesto berry
Nature: Impish or relaxed.
EVs:
252 HP EVs
252 Defense EVs
4 Sp. Defense EVs
Ability- Sturdy
Move set:
Power Trick
Bug bite
Rest (If using chesto berry)/ encore/ gastro acid
Earthquake
And
Gallade @ choice band
EV's:
252 Attack EV's
252 Speed EV's
4 HP EV's
Ability-
Move set:
Trick room
Swords dance
Ice punch
Close Combat.
How to use them:
So this is an example of a starting set w/shuckle.
Gallade is used for trick room with shuckle, and the other moves are for mid-battle. First turn, Shuckle uses power trick, and Gallade uses trick room. Most likely, both Shuckle and Gallade will survive T1. You now have a shuckle with 600+ attacks, and 100- defense. Rest + aspear/ lum are for restoring shuckle if he gets hit hard after using power trick. So now we have a full blast shuckle, highest speed in play (base speed of 5), and most likely highest attack. The next step is to keep shuckle safe. For turn 2, you are rather healing shuckle (rest), or sniping one of the opponents (obviously the one with the highest attack stat). Now, Instead of waiting on Gallade to possibly kill shuckle's potential murderers, you are going to send out a Togekiss. Notice I said Togekiss, and not a Pokémon with a certain move, or ability. Togekiss is the only of seven Pokémon who can use "Follow Me". "Follow Me" directs all attacks of the opponent, to the user, regardless of which Pokémon the attack was directed to.
Togekiss should be a bold nature, and should be Max EV'd in both defenses, and four in HP. Follow me has a speed priority of 3, so togekiss' fairly high speed (low w/trick room) shouldn't play as a factor. Now, you can have your bulky togekiss taking the shots for shuckle, while shuckle is sniping away at your opponent's roster. Plus, shuckle can earthquake without hurting togekiss (as you already knew).
Other options:
Shuckle can be play played many other ways, but I think that this way has the highest chance of executing correctly. Shuckles options are limited, but he's a high risk, high reward type pokemon.
Counters:
Many pokemon can counter shuckle, especially if you commit mistakes. Some mistakes will lead to shuckles defense being wide open, or shuckle not getting his speed "boosted" before sniping, the possibilities of messing up are not easy to avoid, and extra precaution is essential. Many type-machups are not good for shuckle in our metagame. Weaville can do massive damage. Aerial ace, and Ice shard can get shuckle before he gets his defense, and either one can, and most likely will OHKO him. These weaknesses are proof of shuckles high-risk-high-reward characteristic.
I hope you've enjoyed reading this article, and I hope you learned something if it wasn't too bad.