Enemy attacks lose one extra PP. Increases wild encounter rate.
Type Tier
Ghost UU
Level 50 Statistics (see level 5, 50, 100)
Min- Min Max Max+
- 115 147 -
81 90 122 134
135 150 182 200
72 80 112 123
135 150 182 200
40 45 77 84


With the introduction of Eviolite, Dusclops has surpassed its older brother, Dusknoir, as the premier Trick Room setter in the VGC metagame. Furthermore, with its myriad support moves such as Helping Hand, it does not become a deadweight on the team after fulfilling its role of setting up Trick Room. Dusclops should be considered for any Trick Room team looking for a reliable supporter.

Name Item Nature

Trick Room

Eviolite Sassy
Moveset IVs
~ Helping Hand
~ Will-O-Wisp
~ Trick Room
~ Night Shade
0 Spe
252 HP / 4 Def / 252 SpD

One of the more common ways teams try to stop Trick Room from going up is by fainting the Trick Room user; with Dusclops's incredible bulk along with Eviolite, outright KOing Dusclops is difficult to do, barring very strong attackers that can hit Dusclops super effectively, such as Tyranitar and Zoroark. Another common method used by opposing teams to stop Trick Room is to Fake Out the user; as Dusclops is immune to Normal-type attacks, it is protected from this method and is therefore able to set up Trick Room without hindrance. Will-O-Wisp is used to cripple physical attackers such as Tyranitar and Garchomp, cutting their Attack in half, further boosting Dusclops's ability to tank physical attacks. Helping Hand is used to support Dusclops's teammate; users of spread moves such as Heat Wave and Rock Slide enjoy the extra boost in power provided by Helping Hand, as it can allow attacks that would normally not OHKO opponents to reach that critical plateau. Finally, Night Shade allows Dusclops to dish out consistent damage, while preventing it from being completely shut down by Taunt.

Team Options & Additional Comments >>>

Other Options

Dusclops can also run an anti-Trick Room set by using Imprison over Night Shade, shutting down the opponent's Trick Room user. Seismic Toss is an option over Night Shade, as the difference between them is nominal (immunities to one or the other); be warned however, as Chandelure is immune to both Will-O-Wisp and Seismic Toss, which are Dusclops's two main avenues of dealing damage. Therefore, it is preferable to use Night Shade in order to hit the more common Chandelure. Protect can be used over Night Shade; however, this renders Dusclops as a total Taunt bait. Furthermore, with its defenses, Dusclops usually has no need for Protect, as it is able to easily survive most hits while its partner can take out the threat. Pain Split is Dusclops's only method of recovery; if Pain Split is used, Dusclop should use 0 HP EVs in order to maximize the amount of recovery it receives. Dusclops is also able to run Rain Dance and Sunny Day; however, its inability to hold weather lengthening items renders it a mediocre user. Confuse Ray can be used to stir up confusion in the enemy ranks, but is quite unreliable. Finally, Grudge or Destiny Bond are viable options, though they are quite gimmicky.

Checks and Counters

The best way to shut down Dusclops is by using Taunt, as it renders Dusclop unable to use its supporting techniques and set up Trick Room, making Night Shade or Seismic Toss its only option. Failing that, strong super effective attacks such as Crunch from Tyranitar, or Dark Pulse from Zoroark and Hydreigon are good ways to inflict a great deal of damage on Dusclops; however, beware of Will-O-Wisp from Dusclops if using a physical attacker to wear Dusclops down.