Shuckle

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    dpmfa213Shuckle dpmfa213



    Link utili:

    png Scheda di Shuckle sull'Ombra Notturna
    png Commenti di Shuckle sull'Ombra Notturna
    gif Shuckle su Serebii
    png Shuckle su Smogon
    png Torna all'indice generale delle schede Pokemon dell'Ombra Notturna



    dpmfa213

    Vigore

    Vigore ora funziona come un Focalnastro, non facendo andare KO il Pokémon ma facendolo rimanere ad 1 PS se colpito quando aveva tutti i PS. Questa abilitŕ puň essere riattivata se i PS vengono riportati al valore massimo.

    Voracitŕ

    Bacche che si attivano quando i PS del pokčmon sono bassi si attiveranno quando al Pokčmon resta il 50% o meno dei suoi PS massimi anzichč il 25% o meno0

    Inversione
    Mondo Dei Sogni

    Inverte i cambi di statistiche, per esempio verdebufera anzichč diminuire l'attacco, lo aumenta.



    Tipo

    Tier

    :coleottero: :roccia:

    RU



    StatMin-MinMaxMax+
    PS
    20
    -181244-
    Att
    10
    5056119130
    Dif
    230
    446496559614
    Att Sp
    10
    5056119130
    Dif Sp
    230
    446496559614
    Vel
    5
    4146109119



    Nome MovesetStrumentoAbilitŕNatura
    Durable TurtleAvanziVoracitŕScaltra


    MosseEVs
    ~ Riposo
    ~ Tossina
    ~ Ripeti
    ~ Privazione / Protezione / Levitaroccia
    248 Ps / 252 Dif / 8 Dif Sp


    With its pathetic HP balanced by its insane defenses, Shuckle is one-of-a-kind when it comes to walling both physical and special attacks. Although its offensive stats are almost nonexistent, Shuckle has a number of handy support moves in its arsenal. It is important that this set is paired with sandstorm, which will grant Shuckle a 1.5x Special Defensive boost thanks to its Rock-typing. This attribute makes Shuckle that much more difficult to take down and differentiates it from a selection of other Ground- and Steel-type walls who also perform well in the sandy weather.

    The inability to use an instant recovery move is a pain, so Shuckle must make use of Rest and Leftovers to keep itself healthy. In lieu of any form of offense, Shuckle can use Encore to help its team by forcing out those who would set up on it, such as Calm Mind Slowbro or Swords Dance Absol. Toxic is Shuckle's main method of harming an opponent, and it works quite well with sandstorm in preying on opponents' HP. The combination of Toxic + Encore is highly effective since Encore tends to cripple Pokemon who are undeterred by the effects of Toxic (Rest + Sleep Talkers, Substitute users, and so on). Knock Off strips Leftovers from Pokemon, speeding up residual damage, and prevents Shuckle from becoming complete Taunt fodder. Shuckle has two other viable options. Protect helps it scout opposing attacks and gives an extra turn for both sandstorm and Toxic to take their toll on Shuckle's opponent. Shuckle also makes a reliable Stealth Rock user, but you are better off going with either Knock Off or Protect since Shuckle will always want to be able to do something during the extra turns it has.

    In order to defeat Shuckle, one can take advantage of its low HP. Stealth Rock will remove 25% of its health right off the bat, and Seismic Toss and Night Shade will each 3HKO Shuckle. Taunt users will shut Shuckle down, rendering all of its moves except Knock Off useless. If they can set up as well, they will always beat Shuckle one-on-one; Drapion is a perfect example of this. Yet another way to defeat Shuckle is with high-powered, super effective moves such as Relicanth's Head Smash and Milotic's Surf. Another option to defeat Shuckle is to nullify any sandy weather in play. Since Shuckle relies on sandstorm to boost its special defense, Sunny Day, Rain Dance, or hail will seriously threaten its status as a special wall. Furthermore, STAB attacks boosted by Sunny Day and Rain Dance will usually 2HKO, if not OHKO, Shuckle. Essentially, ideal counters should be able to reasonably damage or disable Shuckle and not mind Toxic or Knock Off.

    Bulky Water-types like Milotic and Quagsire are Shuckle's greatest partners. Their ability to cushion Water-, Steel-, and Rock- type attacks aimed at Shuckle is more than it can ask for. Having a phazer on your side is also a fantastic idea. Whirlwind Hariyama is a good partner because of its resistance to Rock-type attacks, and Thick Fat helps it shield Shuckle from threatening Fire Blasts. Shuckle's best defensive partner in OU is Empoleon, as it resists everything Shuckle is weak to. A Spinner can elevate Shuckle's tanking ability so it will not take 25% from Stealth Rock anymore. Successful Spinners include Hitmontop (who can deal with Steel-types, who are immune to Toxic), Claydol (who can take Rock-type attacks), and Blastoise (who can take Water- and Steel-type attacks). Shuckle's lack of instant recovery moves means that it greatly benefits from Wish support from a Pokemon like Chansey. Chansey can shield special attacks that can hurt Shuckle, while Shuckle can take physical hits that endanger Chansey. Shuckle proves to be an especially useful member of UU stall teams. A defensive core of Shuckle + bulky Water-type + bulky Steel-type can be moderately difficult to take down, especially if each Pokemon can heal in some way. Shuckle also causes a lot of switches, and to avoid being eaten alive by residual damage, opponents will generally send in Steel-types to weather both sandstorm and Toxic. Therefore, having Dugtrio or Magneton on your side to dispose of them is not a bad idea. Remember that sandstorm's set up and sustenance is critical, and you therefore must have either Hippopotas (in UU), Hippowdon, or Tyranitar (in OU) on your team. Remember that Shuckle is not infallible, and do not hesitate to switch it out of Pokemon who can 3HKO Shuckle and prevent it from using Rest to stall. Keep it healthy, and Shuckle will cause a mountain of problems to your opponent's team with no questions asked.



    Nome MovesetStrumentoAbilitŕNatura
    AcupressureAvanziVoracitŕDecisa / Scaltra / Cauta


    MosseEVs
    ~ Agopressione
    ~ Riposo
    ~ Pietrataglio / Frana
    ~ Terremoto
    248 Ps / 252 Att / 8 Dif


    This set strays from providing team support and instead focuses on beefing up Shuckle with the use of Acupressure. The move Acupressure randomly raises one of Shuckle's five non-HP stats, accuracy, or evasion by two stages. With enough boosts, Shuckle can literally turn into an invincible, unparalleled tank, or at the very least, be insanely difficult to defeat.

    The idea behind this set is simple: send Shuckle in late in the game (against something that can't touch it, of course), and begin using Acupressure, Resting when necessary. Pray for a boost in any stat except Shuckle's Special Attack and accuracy, and pray that you don't get hit by a critical hit. Once it has accumulated enough boosts in the necessary stats, Shuckle can begin attacking. Stone Edge is Shuckle's strongest STAB Attack, but since its low PP might be disadvantageous, Rock Slide is a fine substitution - it really is a question between PP or power. Earthquake completes the infamous EdgeQuake combo, resisted by few Pokemon in UU, and allows Shuckle to combat Steel-types. Leftovers is the preferred item to keep Shuckle healthy. Since you're praying for Acupressure to eventually maximize Shuckle's Attack, an Adamant nature is recommended. Impish and Careful natures can also be used should you wish for Shuckle to maintain more bulk. The EVs are designed to allow Shuckle to take hits from both attacking sides, while maximizing its overall attacking power.

    Once Shuckle has set fully set up, it's safe to say that it can triumph against nearly anything. However, you must still pay close attention to the opponent's party. The reason that Acupressure Shuckle should be used late in the game is to prevent it from being phazed. This Shuckle is most effective when it's your only Pokemon left. If it's not not, Shuckle will greatly benefit from Ingrain support that can sadly only be provided by Smeargle. Other than that, this set requires very little defensive support to function; Shuckle can heal itself with Rest and attack when it has enough Attack boosts. While Shuckle may be godlike in terms of taking hits, it's a whole different story when it comes to launching hits. Eliminating physical walls that can stall Shuckle out will help it out immensely. Dugtrio can be used to trap physically defensive opponents like Regirock, Registeel, and Steelix. Bulky Water- and Ground- types like Slowbro, Rhyperior, Torterra, and Claydol should not be the last Pokemon to duel with Shuckle. To deal with them, Venusaur is an excellent teammate. It should be noted that Shuckle's teammates for this set do not help it defensively, but offensively. Once all these threats that usually cause problems are eliminated, Shuckle can be sent in to finish the job.

    Toxic Spikes can also help this set; poison is useful to chip off opponents' health while Shuckle begins using Acupressure. Toxic Spikes support can be provided by special attacking Nidoking, who can take out many of Shuckle's physically defensive counters.




    Nome MovesetStrumentoAbilitŕNatura
    Wrap TrapPresartigliVoracitŕCauta / Scaltra


    MosseEVs
    ~ Avvolgibotta
    ~ Ripeti
    ~ Pazienza
    ~ Riposo / Tossina
    48 Ps / 44 Dif / 216 Dif Sp


    Shuckle is obviously not a Pokemon known for KOing opponents, but this set defies that logic. A combination of Wrap + Encore transforms it into a mini-Wobbuffet, with defenses that even rival the Uber itself. This Shuckle, however, relies on moves that can only 4HKO it to win. If opponents have access to moves that can 3HKO it, then this set is nothing but worthless against them.

    Execution is simple - use Wrap to prevent an opponent from switching out while neutralizing their Leftovers recovery at the same time, and have a little fun. Encore is an important move to have on this set - if an opponent decides to set up, you can switch out to a Pokemon of your own to ensure a favorable match-up. If an opponent attacks, have Shuckle use Rest and Bide accordingly - Bide is the icing on the cake. After three turns, it combines any damage that Shuckle might have received and deals double the damage to the opponent. The opponent will usually die or be left with very low health; by this point, you can finish it off with a trapper or by repeating the Bide strategy once again. Toxic can be used in the place of Rest, as a combination of Wrap + Toxic + Rest can stall an opponent out if it is not immune to poison. Grip Claw is the preferred item as it ensures that Wrap will always last 5 turns, allowing Shuckle to successfully have enough time to use Bide. Leftovers can also be used to keep Shuckle in good shape, but Grip Claw is the better option most of the time. The EV spread is designed so that bulky Water-types that don't invest many EVs in Special Attack can only 4HKO Shuckle at the very best; examples of these are Lanturn, Quagsire, and Phione.

    As previously stated, Shuckle encounters problems against Pokemon who can use powerful moves to 3HKO it. Examples of these Pokemon include Milotic, Rampardos, Armaldo, and Ludicolo. Baton Passing a few defensive boosts can help aid Shuckle's survivability, but it should, for the most part, stay out of the way of these Pokemon, especially without the recovery provided by Leftovers. Stealth Rock will also limit Shuckle's tanking ability, as 25% of its health can seriously make a big difference. Pokemon equipped with a Shed Shell can also be problematic, as they can deal damage to Shuckle and switch out without having to worry about the effects of neither Wrap nor Bide.

    Toxic Spikes is infinitely useful on this set for a simple reason - Wrap prevents the opponent from switching out, and if they lack a recovery move, Shuckle can just keep using Wrap + Rest and wait until the poison takes its opponent out. Another important partner to have is a trapper such as Magneton or Dugtrio. They are useful because if Encore does force an opponent to continue using a set up move, Dugtrio or Magneton can kill it off while it can do nothing in return. Furthermore, if Shuckle is KOed after it has used Bide, chances are that the opponent is low on health. Pursuit users and trappers, like Drapion, Dugtrio, and Spiritomb can prevent these opponents from ever troubling your team again. This Shuckle also benefits from Wish support from Pokemon like Chansey - it will want instant recovery whenever it is low on health and switches in; sometimes it isn't fast enough to use Rest. In the same vein, Rapid Spin support provided by the likes of Hitmontop and Claydol can blow away debilitating Stealth Rock and Spikes. On most occasions, however, this Shuckle is a one-man army because it rarely requires any support except from what has already been mentioned.


    Opzioni Team



    Different Shuckle sets require very different forms of support, but all sets benefit from these: Rapid Spin support, Wish support, and sandstorm support. Stealth Rock takes away 25% of Shuckle's health whenever it switches in, and this will cause it to fall easier than if entry hazards were not in play at all. Successful spinners that pair well with Shuckle include Hitmontop (because it can deal with Steel-types that can tend to outstall Shuckle) and Blastoise (who can take Water- and Steel-type attacks). Shuckle's best Wish partner is Chansey, as it is able to wall special attacks directed at Shuckle, like Surf, while Shuckle can take physical attacks directed at Chansey, like Brick Break and Earthquake. As mentioned before, sandstorm increases Shuckle's Special Defense by 1.5x, which helps it take special attacks. Always have Hippopotas, Tyranitar, or Hippowdon on your side. Dual screens can also help it take hits like a complete champion, but most of the time Reflect and Light Screen are geared towards more offensive play.

    On the first set (Durable Turtle), where Shuckle is meant to be used as a wall, bulky Water-types are the perfect partners. Shuckle can withstand Grass Knots and Thunderbolts directed at Water-types, like Milotic or Blastoise, while the Water-types are in turn able to take Iron Heads, Surfs, and even Stone Edges aimed at Shuckle. In OU, Vaporeon is a perfect partner as it can provide not only Wish but also excellent defensive support. A phazer is also useful since it can send away anything that sets up on Shuckle. On the second set (Acupressure), where Shuckle generally requires very little support, offensive support can still assist it. Strong special attackers such as Moltres should be used to bring down your everyday physical walls, opponents that Shuckle hate to battle. In OU, Smeargle can help Baton Pass Ingrain, making it invincible once it has obtained a reasonable number of defensive boosts through the repeated use of Acupressure. On the third set (Wrap Trap), where Shuckle is meant to take hits, tank around, and retaliate, Shuckle benefits from entry hazard support. Hazards ensure that it can simply stall opponents out with a combination of Wrap + Rest. Pursuit and trap support should also be used. Pokemon like Dugtrio and Drapion can destroy any chances for weakened Pokemon to switch out, while being able to trap them if they are forced to use set up moves due to Encore's lasting effect.

    Altre Opzioni



    Shuckle's movepool isn't wide, and because of this, many of the other options it has are nothing but gimmicks. Power Trick reverses its defenses with its offenses, making Shuckle a foe to truly fear - this can be used in tandem with Acupressure to reach a godlike offensive state. A Defense Curl + Rollout combo is possible, but Shuckle is too slow to pull it off, and without any Attack boosts, it usually has too little power to be able to deal much damage anyway. Bug Bite lets it steal a Berry, but it doesn't really benefit from offensive Berries anyway. Protect + Dig + Toxic can be used to stall poison. Mud Slap can be used to reduce the opponent's accuracy and make Shuckle harder to hit. Body Slam is an option that can paralyze an opponent.

    EVs



    A rule of thumb is that Shuckle should have 248 HP EVs first before touching anything else. Do not maximize its HP, as you will limit its chances of being able to switch repeatedly into Stealth Rock. Then, focus on its Defense and Special Defense. On the Durable Turtle set, Defense EVs are maximized since Shuckle already gains a 1.5x boost from sandstorm (which should be used at all costs). To balance Shuckle's defenses, use a Careful or Impish nature and an EV spread of 248 HP / 228 x / 32 y, where x refers to the stat the nature does not boost, and y refers to the stat the nature does boost.

    Considerazioni



    Many walls are hard to defeat, but Shuckle is even harder to, as long as it is kept in good shape. A common misconception about Shuckle is that because of its nonexistent attack power, other Pokémon are free to set up on it to sweep. This is not entirely the case. Shuckle can Encore these stat-up moves, forcing their users to switch out or allowing you to bring in another Pokémon to attack. Even if you end up Encoring an attack move, Shuckle still has the godly defenses to take hits, and you can switch to something that resists it. This makes Shuckle very useful to teams that rely on resistances rather than walls.

    Shuckle works best with a certain amount of skill and prediction. For example, determining whether or not your opponent will use Substitute is key to determining whether to use Knock Off or Encore next. This determination is something that comes with experience.

    Counters



    Anything that doesn't mind having its item knocked off and can do an acceptable amount of damage to Shuckle is a good counter to it. Powerful Surfs and Stone Edges from Pokemon like Milotic and Rhyperior can also take it down. Ghost-types can wall the Wrap set with ease, but they are still vulnerable to a combination of Encore and Pursuit. Taunt + set up move users like Drapion win against Shuckle all the time. One of Shuckle's greater counters is Muk. With its Sticky Hold ability, immunity to Toxic, and access to Taunt, Muk completely shuts Shuckle down and can begin Cursing up to increase its Attack and Defense. Steel-types are immune to Toxic, which is probably Shuckle's greatest weapon in terms of dealing damage to opponents, but they will still risk having their items knocked off. Dugtrio can trap Shuckle even if it has its Substitute Encored; Shuckle's Knock Off will take a minimum of six hits to break it. Gastrodon can come in on Knock Off because of its Sticky Hold ability, but it must still beware of Toxic. Pokemon who can replace sandstorm with other forms of weather will limit Shuckle's tanking ability. Therefore, Pokemon like Abomasnow, Ludicolo, and Exeggutor should be checked before Shuckle is sent in.



    Edited by † Paul † - 9/11/2011, 20:21
     
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  2. ¬Hitomoshi
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1 replies since 21/1/2011, 20:00   356 views
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