• Hi all. We have had reports of member's signatures being edited to include malicious content. You can rest assured this wasn't done by staff and we can find no indication that the forums themselves have been compromised.

    However, remember to keep your passwords secure. If you use similar logins on multiple sites, people and even bots may be able to access your account.

    We always recommend using unique passwords and enable two-factor authentication if possible. Make sure you are secure.
  • Be sure to join the discussion on our discord at: Discord.gg/serebii
  • If you're still waiting for the e-mail, be sure to check your junk/spam e-mail folders

Community POTW #62

Status
Not open for further replies.

Usatoday

Eternal God
Here's a set that works when partnered with an eviolite chansey

Shuckle @ Leftovers
Ability Sturdy
Nature Impish
Evs 252 HP 252 SDEF 6 DEF
Guard Split
Rest
Protect
Toxic
 

Kraleck

Well-Known Member
Contrary. All of Shuckle's stat boosts become stat drops and vice versa. However, it lacks any moves that can benefit from it.

Rock Polish + Gyro Ball reaps a few benefits from Contrary.

Shuckle, Shuckle, Blast, and Buckle
Ability: Contrary
Stats: Brave, Max defenses, rest HP
Moves: Power Trick, Gyro Ball, Rock Blast (Egg), Rock Polish

Strategy: Come in during Trick Room (or have a Doubles/Triples partner use it) and set up a few Contrary Rock Polishes. Once ready, Power Trick and sweep. Rock Blast helps with Substitutes and Focus Sashes while Gyro Ball is your bread-and-butter Move.
 
Great idea!

Everyday I'm Shucklling
@leftovers
Impish/Bold/ the nature with - speed + defense (forgot it's name)
Sturdy
252 HP/252 Defense/4 Sp.defense
-Toxic
-Knock off
-encore/safe guard/power split/sandstorm/stealth rock
-Rest/Protect

Support shunkle: Toxic is the best way to beat a foe by shunkle means.
Knock off is to troll taunters by removing their precious leftovers/life orb/lum berry anything..

The third slot is for supporting the team: encore is good for: stalling and letting a team mate set up, safe guard protect you and your team from satus for 5 turns.. useful, power split (> bug struggle) cut all offenses, sand storm is so special atacks act to you like they act to blissey- useless.. and stealth rock is... stealth rock

the next spot is for staling rest is shunkle's sole recovery move and protect helps with: predicting and toxic damage.

now DANCE shunkle!

Do I get paid for making names for movesets? :3
 

Charizard Lizzy

BARRELS!!!
In all honestly, I’m a skeptic when it comes to this turtle, but this comment is affected by the fact I spend most of my time in Double Battles. I can only recall seeing a Shuckle in Doubles use Gastro Acid on my Serene Grace Togekiss, and maybe it using Power Split on my Garchomp. But then again, both of those instances don’t sound like the best use of Shuckle. Anyways...

Base 20 HP is horrible, but the insane base 230 Defense and Special Defense does balance things out a bit more. However, base 10 Attack and Special Attack and base 5 Speed means that under normal circumstances this thing isn’t really going to do much outside of being a wall.


Abilities:
Sturdy – With full health, Shuckle can’t be OHKO’ed. A very nice ability, this is one of the best choices.

Gluttony – Shuckle eats its held Berry earlier than usual. Being that Leftovers are far better to choose for healing Shuckle with, this ability won’t see any use.

Contrary – Reverses the positive and negative effects of stats done to Shuckle (both by itself and others). This is one of the coolest abilities around, but it’s a shame that Shuckle doesn’t have any moves to take advantage of this. This ability would work best in Doubles and Triples as its allies could assist it in activating its effects.

;213;
Power Trick
Item: Rocky Helmet
Ability: Sturdy
EVs: 252 Def / 252 Sp. Def / 4 HP
Nature: Relaxed (+Def, - Spd) / Sassy (+Sp. Def, -Spd)
- Power Trick
- Stone Edge/Rock Slide
- Earthquake
- Return?

Let’s get one thing out of the way: yes, this set is insane to use. Power Trick swaps Shuckle’s Defense with its Attack, meaning it will now have base 230 Attack but base 10 Defense. This means that you are the most delicate glass cannon in the universe. If you can pull it off, you will deal some massive damage. No matter what, you need, NEED Trick Room support if you ever hope for Shuckle to even attempt surviving with base 5 Speed. This cannot be stressed enough.

Anyways, in the way of offense, Stone Edge and Earthquake form the famous Edgequake combo; Rock Slide can be used for better accuracy. The fourth slot could have Return as a maxed happiness Shuckle will surely overkill anything that doesn’t resist its power.

I decided the Rocky Helmet may come in handy in case your opponent takes advantage of Shuckle’s now terrible Defense with a direct Physical attack; dealing passive damage for direct attacks could potentially break an opponent’s Focus Sash or Sturdy.

You definitely want Sturdy as the ability option so you can survive a lethal hit.

;213;
Toxic staller
Item: Leftovers
Ability: Sturdy
EVs: 252 Def / 252 Sp. Def / 4 HP
Nature: Relaxed/Sassy
- Toxic
- Protect/Rest/Substitute
- Stealth Rock
- Struggle Bug

Drain away your opponent’s health with Toxic while Shuckle stands tall with its huge bulk. Protect allows more stalling for Toxic damage and Leftovers recovery. Rest could also be used to recover health, although having to sleep for two turns may not be so appealing. Substitute could add even more bulk as well as protect Shuckle from status conditions and Leech Seed. Stealth Rock can deal extra damage on opponents switching in. Finally, so that you have something to use in case Taunt is thrown your way, Struggle Bug is recommended more for how it lowers the target’s Special Defense, meaning Shuckle in a sense can provide Special Attack “boosts” to its allies.

-----------------------
Contrary doesn't affect stat changes CAUSED by you, it only affects stat changes against you.

You're confusing Contrary with Defiant.
 
Rock Polish + Gyro Ball reaps a few benefits from Contrary.

Not really since Gyro Ball already hits max power against even slow things like Ferrothorn and Reuniclus. Not like anything takes much damage from Shuckle's Gyro Ball.

Do I get paid for making names for movesets? :3

Not until I get paid for writing the POTW.
 

Charizard Lizzy

BARRELS!!!
Rock Polish + Gyro Ball reaps a few benefits from Contrary.

Shuckle, Shuckle, Blast, and Buckle
Ability: Contrary
Stats: Brave, Max defenses, rest HP
Moves: Power Trick, Gyro Ball, Rock Blast (Egg), Rock Polish

Strategy: Come in during Trick Room (or have a Doubles/Triples partner use it) and set up a few Contrary Rock Polishes. Once ready, Power Trick and sweep. Rock Blast helps with Substitutes and Focus Sashes while Gyro Ball is your bread-and-butter Move.

Hilarious. -6 your Speed, and Gyro Ball continues to stayed capped at 150 base power. Woooo divide by zero!
 

MetalCrow

Well-Known Member
Ok, so if you're able to get Shuckle to +6 Attack w/ an attack boosting nature and everything then it caps out at 520 attack without damaging it's defenses too much at all... That's about the same results as running Power Trick...so, there! A safer alternative, and puts that random Baton Passer of yours to good use too
 

ClefairyRox

Nintendo Fan
Rock Polish + Gyro Ball reaps a few benefits from Contrary.

Shuckle, Shuckle, Blast, and Buckle
Ability: Contrary
Stats: Brave, Max defenses, rest HP
Moves: Power Trick, Gyro Ball, Rock Blast (Egg), Rock Polish

Strategy: Come in during Trick Room (or have a Doubles/Triples partner use it) and set up a few Contrary Rock Polishes. Once ready, Power Trick and sweep. Rock Blast helps with Substitutes and Focus Sashes while Gyro Ball is your bread-and-butter Move.

That's true, but honestly... Who's going to outslow Shuckle besides some very slow Cursers (ie Munchlax)?
 

pika250

Well-Known Member
Ok, so if you're able to get Shuckle to +6 Attack w/ an attack boosting nature and everything then it caps out at 520 attack without damaging it's defenses too much at all... That's about the same results as running Power Trick...so, there! A safer alternative, and puts that random Baton Passer of yours to good use too

Speaking of which, Shell Smash Gorebyss as a Baton Passer? Problem is, they are best in conflicting weathers (Shuckle in the sandstorm, Gorebyss in the rain) and Shuckle is actually the slowest of all Pokémon (base 5, tied with Munchlax), not only that, Shell Smash lowers its defenses as well (unless it has White Herb), which exposes its base 20 hp (which is shared by the much frailer Pichu!), unless Gorebyss has got both Iron Defense and Amnesia to correct the drops, which leaves Gorebyss with no attacking moves (and thus easily shut down by a taunt)! You're probably better off just passing three Swords Dances anyway.

Hilarious. -6 your Speed, and Gyro Ball continues to stayed capped at 150 base power. Woooo divide by zero!

The lowest possible speed (with -speed nature) at Level 100 is 13, and -6 means divide by 4, then floor, for a speed of 3, which even a Level 1 unmodified, even with -speed nature, outruns!
 

jr0904

Beginning Trainer
..Seriously, though, don't use Power Trick. Sweep nearly anything? Not when you're so slow.

Yes you can. How? just 3 words. TRICK ROOM SUPPORT!!!!!!!!

Bascially all of it's offensive sets that dont include Gyro Ball , is meant for trick room.
 

Ilan

Well-Known Member
Rock Polish + Gyro Ball reaps a few benefits from Contrary.

Shuckle, Shuckle, Blast, and Buckle
Ability: Contrary
Stats: Brave, Max defenses, rest HP
Moves: Power Trick, Gyro Ball, Rock Blast (Egg), Rock Polish

Strategy: Come in during Trick Room (or have a Doubles/Triples partner use it) and set up a few Contrary Rock Polishes. Once ready, Power Trick and sweep. Rock Blast helps with Substitutes and Focus Sashes while Gyro Ball is your bread-and-butter Move.

That means that if I use ANY level 1 pokemon with gyro ball it will kill everything.. it doesn't work like this...

Fun fact: Shunkle can do the most damage of every pokemon EVER doing like 400 billion to level 1 ledyba with defense curled +6, power tricked metronomed, flower gifted, helping handed Rollout!

but seriously how the hell can THIS happen?

@Pika: people use Close Combat although the defense drops and don't care at all..
 
Last edited:
That is exactly how Contrary works... Superpower Spinda gets +Atk,+Def. Leaf Storm Serpentine gets +2 SpAtk. Growl on a Shuckle gets +Atk. Anything that would raise/lower stats does the reverse.

Anything that raises or lowers your stats is reversed. Growl will still lower the foe's Attack. Unless you mean the foe uses Growl against you.

Edit:
Oh nevermind I read your other post again.
 

Missingno. Master

Poison-type Trainer
The Great Wall Of Berry Juice
Shuckle@Leftovers
Impish nature
Sturdy
252 HP/252 Sp. Def/4 Defense
~Toxic
~Power Split
~Wrap
~Protect

Shuckle is the king of extremes; extremely high defenses, extremely low offenses, Speed, and HP. With those defenses, you might be wondering why Shuckle isn't one of the great walls of our time. For an answer, look at its HP stat. Facepalm worthy, it is. This set, however, takes advantage of Shuckle's greatest assets, and even a few of its downsides. Toxic, obviously, badly poisons the foe. Power Split... here's where it gets good. It tallies up Shuckle's offensive stats with the target's offensive stats and averages them out. And given how insignificant Shuckle's Attack and Special Attack are, this is not unlike cutting the foe's offensive stats in half while adding a crapload to Shuckle's own. Wrap, in addition to benefiting from Shuckle's increased Attack, serves to hold the opponent in battle, to allow Toxic (and possibly Sandstorm) damage to rack up. Protect furthers this, and also gives Shuckle a free turn of Leftovers recovery.

Item is obvious. Ability is the best choice, as even with its behemoth defenses, stuff can still potentially one-shot Shuckle. Not a lot of stuff, but still. Better than Gluttony at any rate.

Power Trickle
Shuckle@Muscle Band
Relaxed nature
Sturdy
252 Defense/252 Sp. Def/4 HP
~Power Trick
~Gyro Ball
~Stone Edge
~Bug Bite

Power Trick is an amazing move. Swaps Shuckle's Defense stat with its Attack stat. Which, with full investment, like you see here, results in an Attack stat of 614. Sweet crap. Combine that with Shuckle's low Speed, and Gyro Ball will be your main attack. Stone Edge and Bug Bite are for STAB.

Item further boosts Shuckle's insane stats. Ability is essential to ensure that Shuckle doesn't get OHKO'd by a physical move, an all-too-real possibility.

Other options:
*A gimmicky combination of Encore and Bide is possible, but far too easy to switch out of. Plus, high HP is preferable for any sort of counterattacking technique.
*Earthquake is a viable option over Bug Bite on the Power Trick set for more coverage.

Abilities:
*Sturdy: Shuckle can't be OHKO'd. Despite its incredible defenses, this is its best ability, due to its HP letting it down a bit.
*Gluttony: Shuckle consumes pinch berries starting at 50% HP. Shuckle has no need for pinch berries and therefore no need for Gluttony.
*Contrary: Shuckle's Hidden Ability. Anything that would increase its stats lowers them and vice versa. An excellent ability in the right hands; Shuckle is not the right hands. It has no moves which lower its own stats. It makes Rock Polish seem like an appealing option on the Power Trick set, to boost Gyro Ball, but really, Shuckle's gonna be unleashing that move at full power regardless most of the time. Unreleased, but nobody actually cares.


Partners:
You'd really do well to have a sandstorm going at all times with Shuckle, so Tyranitar, Hippowdon, hell, even Hippopotas, they all make for good Shuckle partners. And the Power Trick set is just screaming for Trick Room support.

Counters:
Steel-types wall the defensive set to hell and back, and the attacking set as well if you're not running Earthquake. Even so, Skarmory walls any Shuckle any time anywhere.

Opinion:
A very cool concept, though I must ask what they were smoking when they programmed its stats into the game.

Prediction for next week:
Weezing
 
Yes you can. How? just 3 words. TRICK ROOM SUPPORT!!!!!!!!

Bascially all of it's offensive sets that dont include Gyro Ball , is meant for trick room.

But it's too complicated. After Power Trick (or was it Power Swap), Shuckle gets 600+ Attack which sounds cool. But a LO SD Scizor can boost its Attack to 700+ with just one Swords Dance. Not only that but Scizor has STAB + Technician priority Bullet Punch to go along with that Attack. So a TR Power Trick Shuckle isn't THAT threatening and is sorta a waste of effort to try and set up. But I guess it could still work....kinda....
 
Shuckle is a cute little guy, but that's basically all he has going for him, unfortunately. It's gargantuan defenses are counter-balanced by his abysmal HP and his lack of reliable recovery, and he has no offensive presence. However, he does have a pretty unique support movepool.


Aw shucks, it's Shuckle!

Shuckle @ Leftovers
Trait: Sturdy
EVs: 252 HP/4 Def/252 SDef
Calm Nature (+ SDef, -Atk)
- Stealth Rock
- Encore
- Toxic
- Rest

Special wall for Sandstorm. This thing hits 921 Special Defense in Sand, which is quite bulky. Stealth Rock is standard on many things, and is probably the best move in the game. Encore is useful for forcing switches, not like Shuckle would use them. Toxic is Shuckle's only method of offense, and Rest because few things can 3HKO Shuckle on the special side.
 

Sceptile Leaf Blade

Nighttime Guardian
Shuckle was pretty useless in past gens, but I have a sort of gimmicky set here that might actually work:

SwaggerShuckle @ Leftovers
Relaxed nature (+Def, -Speed)
252 HP, 128 Def, 128 Sp.Def
Trait: Sturdy
-Swagger
-Power Split
-Wrap
-Return / Body Slam / Earthquake

Use this in Sandstorm for maximum effect. The idea is simple, come in on something that isn't really threatening but is also not immediately scared of Shuckle, use Wrap to trap the foe. Then use Swagger to double the foes attack and confuse them. Then use Power Split to absorb their insanely boosted attack stat, while your helpless foe is still trapped in your Wrap, struggling with a confusion status. Then proceed to attack with your 4th move. Wrap is preferred over Sand Tomb because it has better accuracy, and it's not like the base power of that move actually matters significantly when launched from Shuckle. Apart from accuracy, the choice could depend on what you want to be immune to your trap, ghosts or flyers.

It's gimmicky as Shuckle stays the slowest fully evolved pokémon in the game, it is still vulnerable to attack from pokémon after the first one you KO, and a lot of foes will probably switch to something that can actually threaten Shuckle as they see it coming in, since Shuckle usually doesn't pose an immediate threat.
 

ParaChomp

be your own guru
Yay, my favourite Pokemon! If you can, run the little guy in Sandstorm. Once Contrary is released, it's the best ability to use as it helps out with those odd incidences.

Standard Power Trick
Shuckle
Impish nature
Contrary
240 HP / 252 Def / 16 SpD
IVs: 0 Atk, 0 SpA
- Power Split
- Rock Slide / Toxic
- Substitute / Toxic / Encore
- Rest / Toxic / Encore

Typical stuff, Power Split to get an Attack boost while lowering the foe's offensive stats and then attack with Rock Slide. Entry hazards are much appreciated and worth while in the end. That said, it's worth considering Toxic unless one of your teammates has Toxic Spikes. It doesn't hurt Shuckle that much to for go Rock Slide. Substitute is useful as it blocks status moves. Rest is used for healing which works quite well behind a Substitute, however it is a bit unreliable so Wish support should be considered. Encore is also very useful in aiding the team. The EV Spread is simple, maximize Defence, maximum HP that allows a magic Leftovers number, and poor the rest into Special Defence. If not planning to be used in a Sandstorm, an EV spread of 240 HP / 36 Def / 232 SpD with an Impish nature can be considered. Minimizing the attack stats gives a larger plunder of the foe's attack stats through Power Share.

Defence Curl and Rollout
Shuckle
Calm nature
Sturdy
240 HP / 16 Def / 252 SpD
IVs: 0 Atk, 0 SpA
- Power Split
- Defence Curl
- Rollout
- Rest

This little guy can deliver a world of hurt. Since Defence Curl is being used, it is best to have maximum Special Defence, maximum HP that allows a magic Leftovers number, the rest of the EVs poured into Defence, and the Sturdy ability has to be used. Minimize the attack stats to offer a greater plunder through Power Split once again. With so much Special Defence, it is great to use in a Sandstorm. Rollout hurts a lot depending on what you used Power Trick on. Rest is to heal.

Off-topic, here's an old battle video showing the Rollout set at work.

These are pretty much the only 2 sets this analysis will need.
 

ASB

Weather Team Hater
I disagree with this portion of the initial post: "and, with Power Trick, can sweep and destroy nearly anything."
That would be quite awesome, but it could certainly only be done under Trick Room, as it is literally the slowest pokemon in the game, tied with Munchlax. Under trick room, this means it's a beast. So yeah, be sure to mention in the feature that as an offensive 'mon it's useless on anything but a Trick Room team (unless you plan on sweeping teams comprised of only Munchlax).
As far as defense is concerned, this thing is a tank. I could only imagine the monstrous things that would happen if this guy got Recover- even with just Lefties, he's annoying.
Subbing up with him would work well as he'd gain tons back from Leftovers- but, most importantly, it'll protect him from Taunt which shuts him down otherwise.

I could see him sand stalling well- give him Lefties, Rest, Toxic, Substitute, and then perhaps something like Wrap or Sand Tomb to trap the opponent. His Special Defense in sand will be monstrous, so you could run Relaxed and max his HP and Defense, throwing the 4 left over into SDef. Anyway, here's the set I'm thinking up...

- Substitute
- Toxic
- Rest
- Wrap / Sand Tomb
Item Attached: Leftovers
Ability: Sturdy
EVs and Nature:
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature (+Def, -Spe)

Sub up so you aren't Taunt bait, nobody's gonna be able to break your sub anytime soon anyway, and this lets you start healing from Leftovers right away. Use Toxic, it'll start to pile on damage in no time. After you've thrown up your last sub, rest, rinse, and repeat. When able, use your choice of Wrap or Sand Tomb to annoy your opponent even more as they are unable to switch out to something that can handle Shuckle. Leftovers will give you plenty of recovery.

EVs and Nature:
This is ideally run on a sand team, and sand will massively boost Shuckle's Special Defense. For this reason, 252 EVs are dumped into HP and Defense. The remaining EP is pretty arbitrary, it's just in SDef here because it'd be nigh useless anywhere else.
 

arashik

Supreme Scizor
shuckle sweeper

trick room
power trick
gyroball
toxic/rest

use trick room to make shuckle go faster. then use power trick and use gyroball. if needed ues toxic/rest for support.

sorry i didnt post a full reply, just the moveset, but i completely forgot the evs on my shuckle -_-
 
Status
Not open for further replies.
Top