“Sir, we’ve gotten reports of you unlawfully capturing Shuckles to use in death games where they are taught sets that purposefully cause there untimely demise”
[SET]
name: Suicide Lead
move 1: Final Gambit
move 2: Encore
move 3: Stealth Rock
move 4: Sticky Web
item: Mental Herb
ability: Sturdy
nature: Bold
evs: 252 HP / 252 Def / 4 SpDef
tera type: Steel
[SET COMMENTS]
* Shuckle is an extremely passive Pokemon with a poor typing, preventing it from contributing much midgame. However, thanks to its huge bulk, great ability in Sturdy, and ways to maintain momentum in Final Gambit and Encore, Shuckle is an excellent suicide lead for hyper offense teams.
* Final Gambit allows Shuckle to safely bring in an ally such as Zacian-C and Arceus-Ground after 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.
* Tera Steel blocks Mortal Spin attempts from Glimmora and Smeargle. However, Terastillizing Shuckle should not be done in most cases unless the opposition has no other form of hazard removal. Tera Steel is only useful against opposing hyper offense teams with those leads, as balance and stall teams usually have hazard removal such as Giratina-O and Ho-Oh that Shuckle cannot block.
* Shuckle should prioritize getting up Sticky Web against opposing hyper offense teams, offensive teams, and balance. Against slower teams such as stall and Trick Room, Stealth Rock will be more useful. Getting up hazards against Trick Room is harder due to Hatterene. The best play is to not lead with Shuckle and leans with Necrozma-DM instead, as it can burn Hatterene’s Trick Room thanks to resisting Calyrex-I and Melmetal’s STAB moves. Shuckle should instead attempt to set Stealth Rock against Calyrex-I, allowing Shuckle to burn a turn of Trick Room in the process.
* If Shuckle survives the first few turns by bringing a teammate in for free with Encore, it can continue to provide value by being sacked to safety switch in a teammate or to burn a turn of opposing Trick Room or Psychic Terrain from Tapu-Lele.
* Pokemon that appreciate Sticky Web support from Shuckle such as 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.
[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/anchor9.652323/
Quality checked by:
https://www.smogon.com/forums/members/bobsican.434487/
https://www.smogon.com/forums/members/s0a0m0i0.604820/
Grammar checked by:
[SET]
name: Suicide Lead
move 1: Final Gambit
move 2: Encore
move 3: Stealth Rock
move 4: Sticky Web
item: Mental Herb
ability: Sturdy
nature: Bold
evs: 252 HP / 252 Def / 4 SpDef
tera type: Steel
[SET COMMENTS]
* Shuckle is an extremely passive Pokemon with a poor typing, preventing it from contributing much midgame. However, thanks to its huge bulk, great ability in Sturdy, and ways to maintain momentum in Final Gambit and Encore, Shuckle is an excellent suicide lead for hyper offense teams.
* Final Gambit allows Shuckle to safely bring in an ally such as Zacian-C and Arceus-Ground after 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.
* Tera Steel blocks Mortal Spin attempts from Glimmora and Smeargle. However, Terastillizing Shuckle should not be done in most cases unless the opposition has no other form of hazard removal. Tera Steel is only useful against opposing hyper offense teams with those leads, as balance and stall teams usually have hazard removal such as Giratina-O and Ho-Oh that Shuckle cannot block.
* Shuckle should prioritize getting up Sticky Web against opposing hyper offense teams, offensive teams, and balance. Against slower teams such as stall and Trick Room, Stealth Rock will be more useful. Getting up hazards against Trick Room is harder due to Hatterene. The best play is to not lead with Shuckle and leans with Necrozma-DM instead, as it can burn Hatterene’s Trick Room thanks to resisting Calyrex-I and Melmetal’s STAB moves. Shuckle should instead attempt to set Stealth Rock against Calyrex-I, allowing Shuckle to burn a turn of Trick Room in the process.
* If Shuckle survives the first few turns by bringing a teammate in for free with Encore, it can continue to provide value by being sacked to safety switch in a teammate or to burn a turn of opposing Trick Room or Psychic Terrain from Tapu-Lele.
* Pokemon that appreciate Sticky Web support from Shuckle such as 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.
[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/anchor9.652323/
Quality checked by:
https://www.smogon.com/forums/members/bobsican.434487/
https://www.smogon.com/forums/members/s0a0m0i0.604820/
Grammar checked by:
Last edited: