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Shuckle illustrazione della pagina moveset
#0213

Moveset e set competitivi di Shuckle

Shuckle ツボツボ

I moveset di Shuckle coprono 8 generazioni e 26 formati con 32 set in totale. Ogni set elenca mosse, abilità, oggetto, natura, EV e tipo Teracristal con analisi, e può essere copiato con un clic.

Bug Rock Generation II
Generazione
8
Formato
26
set
32

Moveset competitivi e set di Shuckle

Set della generazione 9 (Formato 2 · 2 set)

Suicide Lead

NatDex Ubers Generazione 9
Oggetto
Mental Herb
Natura
Bold
Tipo Teracristal
Steel
EV
PS 248 / Difesa 136 / Dif. Spec. 124
IV
Attacco 0
Mosse
  • Final Gambit Fighting Speciale
    Potenza — Precisione 100 PP 5
  • Encore Normal Stato
    Precisione 100 PP 5
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Analisi

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.