>>22290957Yes, he's incredible in Doubles and Triples, mostly the latter.
I personally run one with... I forget the Nature, but something defensive that lowers an offense I'm sure. 252 HP is mandatory, then 252 into whatever defense you think he'll need more often (depends on the rest of your team).
Mine runs these moves:
Power Split - Used to nerf the biggest offensive threat on the other side hard, while making his own Attack somewhat usable. Usually I find a way to tank it until Shuckle moves, either by switch or a Fake Out/Wide Guard by my Hitmontop. I usually like to nerf the biggest threat to my Garchomp if he's my 3rd lead, or the spread attacker if I started defensively with Blissey out.
Guard Split - As I just mentioned using Blissey, you can probably guess what this is for. After a defensive boost like this, Blissey is virtually indestructible until she needs to switch, as even crits do not bypass the "boost". Also usable on my Garchomp to give him extra survivability for longer sweeps, or whatever else seems to make sense. It's best to switch out after using this, but Shuckle can even still take a hit because he's godly.
Sticky Web - Used on the second turn if Power Split needed to happen first, otherwise used right off the bat. The applications are obvious, though I find Flying types seem very common in Triples.
Rock Slide - Once he's Power Splitted with a tough guy, Shuckle no longer fears a late Taunt (Hitmontop usually prevents it on the first turn anyway) and is free to whittle away while tanking almost everything thrown at him. Best used when he's done his more important duties, but can really ravage an enemy team weak to Rock (many Triples teams lead in with Charizard Y). His insane defenses mean Heal Pulse will keep him alive a long time, if for some reason he needs to remain out.
Right, and he holds Leftovers and has Sturdy. Not like anything's OHKOing him anyway. Hope this blabbering helped, don't listen to these blasphemers.