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Shuckle illustration de la page movesets
#0213

Movesets et sets compétitifs de Shuckle

Shuckle ツボツボ

Les movesets de Shuckle couvrent 8 générations et 26 formats avec 32 sets au total. Chaque set liste capacités, talent, objet, nature, EVs et type Téracristal avec analyse, et peut être copié en un clic.

Bug Rock Generation II
Génération
8
Format
26
set
32

Movesets compétitifs et sets de Shuckle

Sets de la génération 9 (Format 2 · 2 set)

Suicide Lead

NatDex Ubers Génération 9
Objet
Mental Herb
Nature
Bold
Type Téracristal
Steel
EVs
PV 248 / Défense 136 / Déf. Spé. 124
IVs
Attaque 0
Capacités
  • Final Gambit Fighting Spécial
    Puissance — Précision 100 PP 5
  • Encore Normal Statut
    Précision 100 PP 5
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Analyse

Shuckle is an extremely passive Pokemon with a poor typing, preventing it from contributing much mid-game. However, thanks to its decent bulk, great ability in Sturdy, and ways to maintain momentum in Final Gambit and Encore, it is an excellent suicide lead for hyper offense teams. Final Gambit allows Shuckle to safely bring in an ally such as Zacian-C or Arceus-Ground after entry hazards are set. Encore prevents Shuckle from being easily set up on by threats such as Arceus-Ground, Zacian-C, and Mega Salamence while additionally providing switch-in opportunities for teammates. The given EV spread allows Shuckle to avoid a 2HKO from Life Orb Yveltal's Dark Pulse, preventing the latter from denying Sticky Web with flinches. The rest is dumped into Defense. Tera Steel blocks Mortal Spin attempts from Glimmora and Smeargle. However, Terastallizing Shuckle should not be done in most cases unless the opponent has no other form of entry hazard removal. This means Tera Steel is only useful against opposing hyper offense teams with these Mortal Spin leads, as balance and stall teams usually have other hazard removal means like Giratina-O and Ho-Oh that Shuckle cannot block. Shuckle should prioritize getting Sticky Web up against opposing hyper offense, offense, and balance teams. Against slower teams such as stall and Trick Room teams, Stealth Rock is more useful. Though, setting entry hazards up against Trick Room teams is harder due to Hatterene. The best play is to lead with Necrozma-DM instead, as it can burn Hatterene's Trick Room turns thanks to its resistance to Calyrex-I's and Melmetal's STAB moves. Shuckle should instead attempt to set Stealth Rock up against Calyrex-I, burning a turn of Trick Room in the process. If Shuckle survives the first few turns by letting a teammate in with Encore, it can continue to provide value by being sacrificed to safely switch in a teammate or to burn a turn of Trick Room from Hatterene or Psychic Terrain from Tapu Lele. Pokemon that appreciate Sticky Web support from Shuckle like Swords Dance Arceus formes, Primal Kyogre, Primal Groudon, and Eternatus make excellent teammates. Shuckle cannot keep entry hazards up against common Defoggers such as Giratina-O, Yveltal, and Ho-Oh due to its passivity, so teammates that can threaten these Pokemon such as Zacian-C and Meteor Beam Eternatus are appreciated.