| National Dex 213 |
Johto Dex 166 |
Hoenn Dex 356 |
Sinnoh Dex - |
| HP: | |
| Attack: | |
| Defense: | |
| Sp. Att: | |
| Sp. Def: | |
| Speed: |
| Shuckle Basic |
| Strengths and Weaknesses This table shows the strenths and weaknesses of this Pokemon, numbers less than one means the effect of those types of attacks are reduced by that factor, and numbers greater than one are increased by that factor. So for example, if the number is 2, then this Pokemon will incur about twice the damage as normal, 0.5, only half the normal damage. |
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| Level Moves | Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this. | |||||||
| Move | Level | Type | Class | Power | Accuracy | PP | Description | Games |
|---|---|---|---|---|---|---|---|---|
| Constrict | 1 | normal | physical | 10 | 100% | 35 | The foe is attacked with long, creeping tentacles or vines. It may also lower the target's Speed. | II III IV |
| Withdraw | 1 | water | none | 0 | 100% | 40 | The user withdraws its body into its hard shell, raising its Defense stat. | II III IV |
| Wrap | 9 | normal | physical | 15 | 85% | 20 | A long body or vines are used to wrap and squeeze the foe for two to five turns. | III |
| Encore | 14 | normal | none | 0 | 100% | 5 | The user compels the foe to keep using only the move it last used for two to six turns. | II III IV |
| Safeguard | 23 | normal | none | 0 | 100% | 25 | The user creates a protective field that prevents status problems for five turns. | II III |
| Bide | 28 | normal | physical | n/a | 100% | 10 | The user endures attacks for two turns, then strikes back to cause double the damage taken. | II III |
| Rest | 37 | psychic | none | 0 | 100% | 10 | The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. | II III |
| Bug Bite | 40 | bug | physical | 60 | 100% | 20 | The user bites the foe. If the foe is holding a Berry, the user eats it and gains its effect. | pl |
| Gastro Acid | 40 | poison | none | 0 | 100% | 10 | The user hurls up its stomach acids on the foe. The fluid eliminates the effect of the foe's ability. | IV |
| Power Trick | 48 | psychic | none | 0 | 0% | 10 | The user employs its psychic power to switch its Attack with its Defense stat. | IV |
| Egg Moves | Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this. | ||||||
| Move | Type | Class | Power | Accuracy | PP | Description | Games |
|---|---|---|---|---|---|---|---|
| Acupressure | normal | none | 0 | 0% | 30 | The user applies pressure to stress points, sharply boosting one of its stats. | IV |
| Helping Hand | normal | none | 0 | 100% | 20 | A move that boosts the power of the ally's attack in a Double Battle. | IV |
| Knock Off | dark | physical | 20 | 100% | 20 | The user slaps down the foe's held item, preventing the item from being used during the battle. | IV |
| Mud-Slap | ground | special | 20 | 100% | 10 | The user hurls mud in the foe's face to inflict damage and lower its accuracy. | IV |
| Sand Tomb | ground | physical | 15 | 70% | 15 | The user traps the foe inside a harshly raging sandstorm for two to five turns. | IV |
| Sweet Scent | normal | none | 0 | 100% | 20 | A sweet scent that lowers the foe's evasiveness. It also lures wild Pokemon if used in grass, etc. | II III IV |
| Tutor Moves | Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this. | ||||||
| Move | Type | Class | Power | Accuracy | PP | Description | Games |
|---|---|---|---|---|---|---|---|
| Body Slam | normal | physical | 85 | 100% | 15 | The user drops onto the foe with its full body weight. It may leave the foe paralyzed. | fr lg e |
| Defense Curl | normal | none | 0 | 100% | 40 | The user curls up to conceal weak spots and raise its Defense stat. | e |
| Double-Edge | normal | physical | 120 | 100% | 15 | A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. | fr lg e |
| Endure | normal | none | 0 | 100% | 10 | The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession. | e |
| Mimic | normal | none | 0 | 100% | 10 | The user copies the move last used by the foe. The move can be used for the rest of the battle. | fr lg e |
| Mud-Slap | ground | special | 20 | 100% | 10 | The user hurls mud in the foe's face to inflict damage and lower its accuracy. | e |
| Rock Slide | rock | physical | 75 | 90% | 10 | Large boulders are hurled at the foe to inflict damage. It may also make the target flinch. | fr lg e |
| Rollout | rock | physical | 30 | 90% | 20 | The user continually rolls into the foe over five turns. It becomes stronger each time it hits. | e |
| Sleep Talk | normal | none | 0 | 100% | 10 | While it is asleep, the user randomly uses one of the moves it knows. | e |
| Snore | normal | special | 40 | 100% | 15 | An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch. | e |
| Substitute | normal | none | 0 | 100% | 10 | The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. | fr lg e |
| Swagger | normal | none | 0 | 90% | 15 | The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. | e |
| Machine Moves | Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this. | |||||||
| Move | TM | Type | Class | Power | Accuracy | PP | Description | Games |
|---|---|---|---|---|---|---|---|---|
| Headbutt | TM02 | normal | physical | 70 | 100% | 15 | The user sticks its head out and rams straight forward. It may make the foe flinch. | II |
| Curse | TM03 | ? | none | 0 | 100% | 10 | A move that works differently for the Ghost type than for all the other types. | II |
| Calm Mind | TM04 | psychic | none | 0 | 100% | 20 | The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. | pl |
| Rollout | TM04 | rock | physical | 30 | 90% | 20 | The user continually rolls into the foe over five turns. It becomes stronger each time it hits. | II |
| Toxic | TM06 | poison | none | 0 | 85% | 10 | A move that leaves the target badly poisoned. Its poison damage worsens every turn. | II III IV |
| Hidden Power | TM10 | normal | special | n/a | 100% | 15 | A unique attack that varies in type and intensity depending on the Pokemon using it. | II III IV |
| Sunny Day | TM11 | fire | none | 0 | 0% | 5 | The user intensifies the sun for five turns, powering up Fire-type moves. | II III IV |
| Snore | TM13 | normal | special | 40 | 100% | 15 | An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch. | II |
| Protect | TM17 | normal | none | 0 | 0% | 10 | It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. | II III IV |
| Safeguard | TM20 | normal | none | 0 | 100% | 25 | The user creates a protective field that prevents status problems for five turns. | III IV |
| Frustration | TM21 | normal | physical | n/a | 100% | 20 | A full-power attack that grows more powerful the less the user likes its Trainer. | II III IV |
| Earthquake | TM26 | ground | physical | 100 | 100% | 10 | The user sets off an earthquake that hits all the Pokemon in the battle. | II III IV |
| Return | TM27 | normal | physical | n/a | 100% | 20 | A full-power attack that grows more powerful the more the user likes its Trainer. | II III IV |
| Dig | TM28 | ground | physical | 80 | 100% | 10 | The user burrows, then attacks on the second turn. It can also be used to exit dungeons. | II III IV |
| Mud-Slap | TM31 | ground | special | 20 | 100% | 10 | The user hurls mud in the foe's face to inflict damage and lower its accuracy. | II |
| Double Team | TM32 | normal | none | 0 | 100% | 15 | By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. | II III IV |
| Sludge Bomb | TM36 | poison | special | 90 | 100% | 10 | The user attacks by hurling filthy sludge at the foe. It may also poison the target. | II III IV |
| Sandstorm | TM37 | rock | none | 0 | 100% | 10 | A five-turn sand-storm is summoned to hurt all combatant types except Rock, Ground, and Steel. | II III IV |
| Rock Tomb | TM39 | rock | physical | 50 | 80% | 10 | Boulders are hurled at the foe. It also lowers the foe's Speed by preventing its movement. | III IV |
| Defense Curl | TM40 | normal | none | 0 | 100% | 40 | The user curls up to conceal weak spots and raise its Defense stat. | II |
| Facade | TM42 | normal | physical | 70 | 100% | 20 | An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. | III IV |
| Secret Power | TM43 | normal | physical | 70 | 100% | 20 | The user attacks with a secret power. Its added effects vary depending on the user's environment. | III IV |
| Rest | TM44 | psychic | none | 0 | 100% | 10 | The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. | II III IV |
| Attract | TM45 | normal | none | 0 | 100% | 15 | If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack. | II III IV |
| Endure | TM58 (TM20) | normal | none | 0 | 100% | 10 | The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession. | II IV |
| Rock Polish | TM69 | rock | none | 0 | 0% | 20 | The user polishes its body to reduce drag. It can sharply raise the Speed stat. | IV |
| Flash | TM70 (HM05) | normal | none | 0 | 100% | 20 | The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves. | II III IV |
| Stone Edge | TM71 | rock | physical | 100 | 80% | 5 | The user stabs the foe with a sharpened stone. It has a high critical-hit ratio. | IV |
| Gyro Ball | TM74 | steel | physical | n/a | 100% | 5 | The user tackles the foe with a high-speed spin. The slower the user, the greater the damage. | IV |
| Stealth Rock | TM76 | rock | none | 0 | 0% | 20 | The user lays a trap of levitating stones around the foe. The trap hurts foes that switch into battle. | IV |
| Captivate | TM78 | normal | none | 0 | 100% | 20 | If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat. | IV |
| Rock Slide | TM80 | rock | physical | 75 | 90% | 10 | Large boulders are hurled at the foe to inflict damage. It may also make the target flinch. | IV |
| Sleep Talk | TM82 (TM35) | normal | none | 0 | 100% | 10 | While it is asleep, the user randomly uses one of the moves it knows. | II IV |
| Natural Gift | TM83 | normal | physical | n/a | 100% | 15 | The user draws power to attack by using its held Berry. The Berry determines its type and power. | IV |
| Swagger | TM87 (TM34) | normal | none | 0 | 90% | 15 | The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. | II IV |
| Substitute | TM90 | normal | none | 0 | 100% | 10 | The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. | IV |
| Strength | HM04 | normal | physical | 80 | 100% | 15 | The foe is slugged with a punch thrown at maximum power. It can also be used to move boulders. | II III IV |
| Rock Smash | HM06 (TM08) | fighting | physical | 40 | 100% | 15 | The user slugs the foe with a shattering punch. It can also smash cracked boulders. | II III IV |
| d p |
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Uncommon Route 224. You need to have Emerald inserted into your DS when searching |
| pp |
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Sea |
| ru sa fr lg |
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Trade Via trading from Emerald, XD or Colosseum |
| e |
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Rare Safari Zone |
| g s c |
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Rare Cianwood City |
| co |
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One Deep King Agnol - Deep Colosseum |
| xd |
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Trade Trade Surskit with Duking in Pyrite Town |
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Member: IronFox722 this pokemon can be good, just dont use it as a defender its Hp is to low to make good use of its deffence, make it a power tricker, this is a pokemon you will have to build a team around
11 Jul 09 22:06
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| Member: Jestonster I double battle mine with Slaking and use Gastro Acid to let Slaking be the chief offensive pokemon (FINALLY without Truant!) while Shuckle can be the defensive pokemon. Toxic will poison most pokemon to death if Shuckle needed to do some dirty work. I thought that was the best strategy.. But stevew83 has a great one too for singles. I might have to try that one day!
8 Jun 09 23:54
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| Member: 619316 I discovered that shuckle could be a perfect pokemon in terms of attack and defense, so this is mine Nature:Impish Ability:Gluttony Item:Liechi Berry Moves: Power Trick Swagger Defense Curl Bug Bite
11 May 09 06:43
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Member: Twilight SHadow Best Pokemon ever in terms of defense. The best means of a tank in the game
28 Apr 09 07:14
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| Member: okjoek ok this is perfect for giving the enemy a headache for a nature mak sure it decreases attk or sp. attk for you will not need them but make sure it increases deff sp. deff or hp. item:leftovers sandstorm rest toxic protect warning if against a steel type i recomend switching out to a fire/ground/fighting pokemon
20 Feb 09 21:05
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| Member: try this (gluttoney ability) item- sitrus berry defense curl (for fighting types) toxic double team (to avoid one hit KO's) calm mind (against opponent's with attacks like these) now for sturdy items- toxic substitute calm mind (to increase mud slap' attack) mud slap (to help avoid physicals with the accuracy lost and dealt some damage)
13 Jan 09 23:21
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Member: pok3mon 2 u guys are seriously mad dont teach shuckle power trick it can handle things by being a wall perfectly teach it toxic stealth rock bide gastro acid it works briliantly
24 Oct 08 14:18
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| Member: Wes422 this pokemon goes great in a trick room team just use power swap and if you dont die hit it with a gyro ball =)
19 Aug 08 22:59
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| Member: stevew83 Great if you are against a Pokemon with only Special moves. If this is the case, a good moveset would be: EVs:252Def 252Sp.Def 6HP Ability:Gluttony Item:Liechi Berry Moves: Power Trick Earthquake Stone Edge Substitute Works brilliantly on a Trick Room team. Put up a Sub to begin, then use Power Trick. After putting up your 2nd Sub, Gluttony activaties the Liechi Berry once your HP goes down to half. This gives you an incredible Attack stat whilst still having a great Sp.Def. Awful HP is all that then lets Shuckle down.
9 Jul 08 19:38
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| Member: Pokhefan A good wall, but is weak against water, steel n' rock. As member One X said, he's new move power trick allows him to do great in double battle. If you want to use him ingame/wifi (wall) this is a good moveset: Stealth rock (to inflict damage on switching out foes) Encore (if the opponent attacks whit a attack like endure or sandstorm) Substitute/rest (to make sure that he don't faint) Toxic (simply poison the foe badly, one of my favourit attacks :) If rest make him hold a chesto berry, so he wakes up imideatly. Power trick is a good move, but he has really low attack so power trick is ONLY good when you fight a pokemon whit low attack...
13 May 08 08:25
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