Ubers Cloyster



Overview
########

With access to Rapid Spin, two types of entry hazards, strong multi-hit moves, and Shell Smash, Cloyster carves itself a very specific niche in XY Ubers. It is particularly useful as a lead for offensive teams due to its ability to control entry hazard setup. Cloyster sets itself apart from all of its competitors because of its offensive presence, which helps it defeat many spinblockers and other entry hazard users. Additionally, its colossal base 180 Defense allows it to take neutral physical hits easily, even without investment. However, Cloyster will be brought down to its Focus Sash by almost any special attack, and it is often unable to do its job against bulky opponents. Moreover, Cloyster is largely useless outside of this niche; the abundance of support Arceus formes with Will-O-Wisp and the popularity of Kyogre render it ineffective as a sweeper in comparison to in BW. Regardless, when used correctly, Cloyster is an excellent asset to offensive teams.


Offensive Support
########
name: Offensive Support
move 1: Icicle Spear
move 2: Rapid Spin
move 3: Shell Smash
move 4: Spikes / Toxic Spikes / Explosion
ability: Skill Link
item: Focus Sash
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly

Moves
========

Icicle Spear will always hit five times thanks to Skill Link, making it a fully accurate 125 Base Power STAB move that will OHKO frail leads such as Deoxys-A straight through their Focus Sash. This forces them to choose between attacking Cloyster and bringing it down to its own Focus Sash, settling for a single layer of entry hazards, or switching out; each of these scenarios will usually allow Cloyster to either remove the opposing entry hazard user with Icicle Spear and/or their entry hazards with Rapid Spin, or simply switch out and come back in later with its Focus Sash still intact. At the cost of physical bulk, Shell Smash allows Cloyster to pose an immediate danger to bulkier leads and most spinblockers with Icicle Spear while maintaining the threat of Rapid Spin and entry hazards. For example, a +2 Icicle Spear will easily OHKO Groudon and Deoxys-S, while bringing support Dialga to its knees.

The choice between Spikes and Toxic Spikes is mainly one of personal preference. In general, Toxic Spikes is preferable on teams that struggle with certain setup sweepers, such as Substitute + Calm Mind Arceus formes lacking Recover. However, as Cloyster will generally only manage to get a single layer down, if any, Toxic Spikes should not be used on status-heavy teams, as normal poison status can potentially protect an opposing Pokemon that needs to be paralyzed, burned, or put to sleep. Alternatively, Explosion is a viable option in the last slot, as at +2 it is able to OHKO all but the physically bulkiest variants of Ho-Oh and Kyogre.

Set Details
========

Maximum Attack investment allows Icicle Spear to hit as hard as possible, while maximum Speed investment with a Jolly nature lets Cloyster outrun the entire unboosted metagame after a Shell Smash. It also allows Cloyster to outspeed several Pokemon with a higher but uninvested base Speed stat, such as Groudon, Dialga, and Deoxys-D. A Focus Sash ensures that Cloyster is able to use Rapid Spin if necessary.

Usage Tips
========

The purpose of using Cloyster is to guarantee a single removal of entry hazards, specifically Stealth Rock, as well as to KO or severely weaken the opponent's entry hazard setter or spinblocker. Cloyster should generally be led with, but if it is not matched up against its desired target, it should be switched out in order to preserve its Focus Sash. However, it should be brought back in immediately once the entry hazard user shows up later in the game in order to threaten to use Rapid Spin and maintain offensive momentum. It's important to note that Cloyster does not necessarily need to KO the opponent's entry hazard user if it is slow, but simply weaken it to the point where its teammates can deal with it at any given moment before it gets another chance to set up. Thus, Cloyster's number one priority should be ensuring that its side of the field is free of all entry hazards when it faints. Finally, do not expect Cloyster to be able to set up its own entry hazards every game, as that is not its primary objective. However, using Spikes or Toxic Spikes punishes switches effectively, and the ability to stack them will often force the opponent to deal with them quickly. Also, on occasion, having a layer of Spikes or Toxic Spikes up may be more beneficial than using Rapid Spin, though this is entirely matchup based.

Team Options
========

Cloyster requires little to no support of its own, but it should be used on offensive teams alongside Pokemon that absolutely require Stealth Rock off of their side of the field. Ho-Oh is the main reason behind Cloyster's use, and it is a nightmare to play against when not plagued by Stealth Rock. Incidentally, Cloyster works well on sun teams because of its ability to threaten many bulky Ground-types that give them trouble, such as Landorus-T. Explosion is highly recommended if Cloyster is used on a sun team, as it can surprise Kyogre by OHKOing it at +2. Good Pokemon to pair with Cloyster also include those that appreciate its capacity to soften up or KO specific spinblockers. Extreme Killer Arceus is a notable example of this, able to plow through many teams that have a weakened or fainted Giratina forme.


Other Options
########

Cloyster does not have many other worthwhile options. Rock Blast hits Ho-Oh, Kyurem-W, and the odd Shuckle lead, but it is less useful overall than Explosion. Ice Shard provides Cloyster with a priority move, but it is too weak to be of much use.

A full-on sweeping set utilizing a moveset of Shell Smash, Icicle Spear, Rock Blast, and Hydro Pump with a Life Orb or King's Rock equipped is usable, but such a set leaves Cloyster very prone to being burned or walled. More importantly, it will see very few opportunities to set up, though it can be done against Choice-locked Ice-type moves or with Wobbuffet support.


Checks & Counters
########

**Physically Bulky Tanks**: Nearly anything that can take an Icicle Spear will beat Cloyster one-on-one, but Cloyster's main jobs are spinning away entry hazards, weakening opposing Stealth Rock users, and optimally getting a layer of Spikes or Toxic Spikes down. Therefore, Pokemon that can stop it from doing these things are ideal, as is not allowing Cloyster to weaken or KO one's Stealth Rock user.

**Priority Users**: Once Cloyster is down to its Focus Sash, it can easily be picked off by priority moves even after using Shell Smash. Using priority may also deprive Cloyster of chances to use Rapid Spin before fainting.

**Spinblockers**: Ghost Arceus and Aegislash can take a +2 Icicle Spear and are immune to Explosion, while Sableye can burn Cloyster with Prankster Will-O-Wisp. However, all other viable Ghost-types barring physically defensive Giratina are OHKOed by a boosted Icicle Spear.

**Darkrai**: Darkrai can put Cloyster to sleep and threaten to OHKO it in spite of its Focus Sash thanks to Bad Dreams.

**Heatran**: Heatran takes little from Cloyster's attacks barring a rare Water-type move and can OHKO it if Lava Plume burns. It can then proceed to set up Stealth Rock.

**Jirachi**: With Thunder Wave and Iron Head, Jirachi can ensure its own Stealth Rock stays up against Cloyster. Cloyster also can't hit Jirachi nearly hard enough to OHKO it without a significant amount of prior damage.

**Forretress**: Forretress can set up its own hazards and spin away any that Cloyster uses, then use Volt Switch and bring out a Ghost-type.

**Skarmory**: Skarmory works similarly to Forretress and is able to clear away Cloyster's entry hazards with Defog and set up its own. It can also use Whirlwind to force Cloyster out and remove any Shell Smash boosts.

**Entry Hazard Removal**: In the event that Cloyster manages to get its own entry hazards down, Rapid Spin or Defog users can remove them. However, Defog should not be used if there are entry hazards on the opponent's side of the field, as it will remove them as well.


Overview
########

  • Very specific niche as a supporter/lead on offensive teams, can remove hazards with Rapid Spin and defeat many spinblockers
  • Particularly useful as a short-term solution to hazards, i.e. a hazard remover with offensive presence that doesn't drop momentum
  • Also has access to Spikes and Toxic Spikes, and once again has offensive presence unlike many other users
  • Massive Defense, though it is OHKOed by almost any special attack
  • Not very useful outside of this niche -- for example, the Defog buff means support Arceus with Will-O-Wisp is everywhere, making a sweeping set much less effective than in BW

Offensive Support
########
name: Offensive Support
move 1: Icicle Spear
move 2: Rapid Spin
move 3: Shell Smash
move 4: Spikes / Toxic Spikes / Explosion
ability: Skill Link
item: Focus Sash
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly

Moves
========

  • Icicle Spear will always hit for maximum damage thanks to Skill Link, turning it into a fully accurate 125 BP move that can KO frail leads through Focus Sash and threaten bulky Ground-types
  • Rapid Spin removes the opponent's hazards; Cloyster is able to beat many spinblockers with Icicle Spear
  • Shell Smash increases the power of Icicle Spear and allows Cloyster to outspeed Deoxys-S in particular, guaranteeing the ability to spin away its hazards
  • The choice between Spikes and Toxic Spikes is down to personal preference, but as Cloyster will usually only be able to get one layer down (if any), Toxic Spikes should not be used on status-reliant teams
  • Explosion can also be used in the last slot and is able to OHKO many things after a Shell Smash, namely Kyogre

Set Details
========

  • Max Attack lets Icicle Spear (and Explosion if used) hit as hard as possible, max Speed allows Cloyster to outspeed many walls and hazard users (e.g. Groudon, Dialga) without a Shell Smash, Focus Sash is to survive any hit and be able to use Rapid Spin

Usage Tips
========

  • Lead with it, OHKO frail things through Sash (e.g. Deoxys-A, Smeargle) and hurt things in general with Shell Smash/Icicle Spear
  • Use hazards if given the opportunity (or explode on something), but do not expect to be able to repeatedly switch in throughout the match to use hazards
  • Cloyster's #1 priority is ensuring that there are no hazards on its side of the field when it faints, so make sure that happens
  • Cloyster does not necessarily need to KO the opponent's SR/hazard user, especially if it's something like Dialga (which it probably won't be able to KO), it just needs to do enough damage such that the hazard user is weak enough for the rest of Cloyster's (offensive) team to stop it from getting hazards up if it comes in later

Team Options
========

  • Doesn't require support of its own, use it on offensive teams with Pokemon that absolutely need hazards removed (Ho-Oh)
  • Using it on offensive teams is also key for pressuring hazard users that Cloyster cannot KO itself
  • Cloyster is particularly good on sun teams as it can beat Ground-types that give them trouble. Explosion is also very helpful for sun teams, as it can OHKO Kyogre after a boost
  • Take advantage of what Cloyster has the potential to KO or severely damage outside of SR users (for example, softening up or KOing the opponent's Giratina/Giratina-O can allow Extreme Killer Arceus to sweep easily)

Other Options
########

  • Rock Blast
  • Ice Shard
  • Sweeping set with Shell Smash/Icicle Spear/Rock Blast/Hydro Pump and a Life Orb, though it will get few opportunities to set up (examples: Wobbuffet support, Choice-locked Ice-type moves)

Checks & Counters
########

  • Pretty much anything that can take an Icicle Spear will beat Cloyster one-on-one, but its main jobs are spinning away hazards, weakening opposing hazard users, and optimally getting a layer of hazards down itself, so Pokemon that can stop it from doing these things are ideal
  • Don't let Cloyster weaken your SR user
  • Priority users that can KO Cloyster once it's down to its Focus Sash are the best way to deal with it
  • Ghost Arceus and Aegislash can stop it from spinning, Mega Gengar and the Giratina formes also can but are OHKOed by a boosted Icicle Spear (barring physically defensive Giratina)
  • Darkrai can put Cloyster to sleep and threaten to OHKO it through Focus Sash thanks to Bad Dreams
  • Heatran takes little from Cloyster's attacks barring a boosted Rock Blast or a rare Water-type move and can OHKO it if Lava Plume burns
  • Jirachi can ensure its own Stealth Rock stays up with Thunder Wave + Iron Head
  • Forretress takes little from Icicle Spear and spins away any hazards Cloyster sets up, and Volt Switch will also actually do a good chunk of damage. Skarmory works similarly with Defog
  • Wobbuffet can Encore anything but Icicle Spear and turn Cloyster into setup bait (it can't KO it by Countering Icicle Spear, though)
  • Hazard removal of your own is helpful in the event that Cloyster manages to get hazards down
 
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Minority

Numquam Vincar
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Just some quick thoughts

- Has to lead, and is therefore a predictable lead
- Taunt bait against some common leads
- Strong as hell, and can actually take some physical hits
- Looks like a pussy

Also what is the possibility of using Rock Blast. There are only two immediate consequences of running it that I see.
#1: You lose the ability to either set hazards or blow them away
#2: Foe Ditto can now counter you

I think the biggest thing that Cloyster has going for it is it's ability to rip through many of the tier's best physical walls after a single set up turn. Here is how it fares against the best of what the tier has to offer:

+2 252 Atk Cloyster Icicle Spear (5 hits) vs. 248 HP / 252+ Def Yveltal: 510-600 (112 - 131.8%) -- guaranteed OHKO
+2 252 Atk Cloyster Icicle Spear (5 hits) vs. 248 HP / 252+ Def Groudon: 390-460 (96.7 - 114.1%) -- approx. 87.5% chance to OHKO
+2 252 Atk Cloyster Icicle Spear (5 hits) vs. 252 HP / 252+ Def Giratina: 420-510 (83.3 - 101.1%) -- approx. 93.8% chance to OHKO after 1 layer of Spikes
+2 252 Atk Cloyster Icicle Spear (5 hits) vs. 252 HP / 252+ Def Ferrothorn: 200-240 (56.8 - 68.1%) -- guaranteed 2HKO
+2 252 Atk Cloyster Rock Blast (5 hits) vs. 252 HP / 252+ Def Ho-Oh: 680-820 (163.4 - 197.1%) -- guaranteed OHKO

+2 252 Atk Cloyster Icicle Spear (5 hits) vs. 252 HP / 144 Def Arceus-Rock: 255-300 (57.4 - 67.5%) -- guaranteed 2HKO

Watch out for this:
252 Atk Cloyster Icicle Spear (5 hits) vs. 252 HP / 252+ Def Unaware Quagsire: 135-165 (34.2 - 41.8%) -- approx. 70.1% chance to 3HKO after Leftovers recovery
+2 252 Atk Cloyster Rock Blast (5 hits) vs. 252 HP / 252+ Def Kyogre: 170-205 (42 - 50.7%) -- guaranteed 3HKO after Leftovers recovery
 

PISTOLERO

I come to bury Caesar, not to praise him.
What do you think of the oldschool Icicle Spear/Rock Blast/Hydro Pump/Shell Smash set of last generation? if i remember correctly, it can kill any type-weak Arceus type (Grass, Flying, Fire, Rock etc) at +2, as well as being able to OHKO neutral ones (Steel, Psychic, Fairy etc - maybe not Water though as it has to be hit with Rock Blast) after SR with rain-boosted Hydro Pump. this obviously requires Naive nature but Cloyster's SpDef is so low anyways...

in fact, i went away and calculated it, and:

-6 56+ SpA Dialga Draco Meteor vs. -1 4 HP / 0 SpD Cloyster: 160-189 (66.1 - 78%) -- 25% chance to OHKO after Stealth Rock

so you can't set up Shell Smash on -2, -4 or even -6 Draco Meteor (probably the most common stat-dropping move you'll see). Just a note to show you how awful that Special Defense is.

To be honest, you may as well write Special Moves in C&C...

+2 252 Atk Cloyster Icicle Spear (5 hits) vs. 252 HP / 0 Def Dialga: 285-335 (70.5 - 82.9%) -- guaranteed 2HKO after Leftovers recovery

and lead Dialga wins against you, it can just toxic you to break the obvious Sash then Fire Blast away. This does obviously mean no SR from the time dragon, so you kindof have done your job there :)

If you run more of a sweeper than a dedicated lead, things to consider are Life Orb (more power + it guarantees quite a few OHKOes at +2), White Herb (takes priority better), setup opportunities eg through Encore support, Screens etc. Also, due to the fact that Scarf Pokemon are slower this generation, you should maybe check to see whether neutral nature Cloyster at +2 speed outspeeds them or not - that way you can outspeed everything relevant and kill stuff more easily.

jolly nature Cloyster: at +0 has 262 speed. at +2 has 524 speed.

neutral nature at +0 has 239 speed. at +2 has 478 speed, which outspeeds:

base 90 Scarfs with +speed nature (they hit 459)

neutral nature AND +speed base 150 speed tier members (the mighty Deoxys-Nodon'tuseme - Nayrz thinking of you there buddy :D)

and also outspeeds +speed Scarf Kyurem-W.

It does, however, miss out on:

+speed base 98 (Hydreigon... lol)

+speed base 99 (yvetal, Xerneas)

and everything higher (can't really think of any relevant Scarfs above Palkia, which shouldn't be Scarf anyway)

so there you go, there are your +2 speed tiers :)

if you run jolly you will outspeed:

scarf Terrakion

and +2 Xerneas - who never runs more speed than it takes to outspeed Scarf Terrakion. Jolly also means that at +0, youll be outspeeding GeoXern without any boosts, which is something to keep in mind (and it was immensely satisfying to Smash in front of GeoXern, chew through its Substitute with Icicle Spear and kill it off - however, it's obviously not something to rely on).


I'm not sure whether QC will approve a Shell Smash Sweeper set though, so they'd be the ones to ask - I hope that I helped you in working out these speed tiers :)
 
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Minority Suspect
I don't think you realize how good it is as a lead. What you said about it being predictable, it's only true to an extent. The moveset is predictable, but nothing else about Cloyster is predictable. Cloyster is an incredibly useful tool versus offensive teams. If you're using deoxys lead, you have to choose between hazards or taunt, otherwise you risk being swept by cloyster. Also, it beats most of leads, since it can just smash on hazards and kill the setter, then spin before going down. The common ghosts hate getting owned by +2 icicle spear and becoming weakened for ekiller sweep (cloyster+ekiller are almost always on the same team).

You can consider rock blast>icicle spear to deal with shuckle better and completely raping Ho-Oh trying to lead on you. So maybe consider slashing that on.

And as for the sweeper set, idk. I'm just not a fan of it. There's other stuff in meta that are just as threatening and doesn't require as much as assistance to set up. I mean, I guess it can be cute with wobbuffet support and sweep team without priority or bulky water. But it doesn't have much going for it IMO.
 
LustrousPalkia, orch pretty much covered my thoughts on a sweeping set -- the only opportunities you'll really get to set up are on Choiced Ice moves or with Wobbuffet support. I left it in OO, and I suspect it'll end up staying there.

Minority Suspect, I may end up giving Rock Blast a mention in the Moves section instead of just OO. It's good for Ho-Oh (and I guess Kyurem-W and Shuckle), but it doesn't do enough damage to Kyogre without a Life Orb unfortunately.
 
Mention it is good on Sun teams in general; Ho-Oh, Victini, Reshiram, etc all enjoy Cloyster's Rapid Spin support and Cloyster's Ice STAB destroys the Ground-types that can frustrate Sub teams so much, such as Lando-T. Explosion is very nice on such teams in the last slot to ambush Kyogre that attempt to wall you.

Mention Jirachi in Checks and Counters. Variants with both Thunder Wave and Stealth Rock can wall and paralyze you while fishing for paralysis, ensuring Stealth Rock stays up (Groudon can deal with Jirachi of course). Forretress deserves special mention as well.

Keep the Offensive Shell Smash set in OO, it isn't very good in this Defog metagame since it has a hard time OHKOing bulky Arceus, Xerneas, etc and gets OHKOed in return by something as simple as a neutral support Arceus's Judgment.

QC 1/3
 

Inspirited

There is usually higher ground.
is a Contributor Alumnus
Rock Blast viable for beating Shuckle leads? Lol
I know this wasn't the most serious post ever, but even Rock Blast only has a 25% chance (not factoring in accuracy) to 2HKO 4 Def / 248 HP Shuckle. It could be justifiable for OHKOing Impish / defensive Band Ho-Oh After SS (Explosion is already mentioned though lol) but it is overall not worth it at all imo.
 
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Minority

Numquam Vincar
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I know this wasn't the most serious post ever, but even Rock Blast only has a 25% chance (not factoring in accuracy) to 2HKO 4 Def / 248 HP Shuckle.
This isn't including the probability of getting a crit either. With Skill Link I believe the probability of getting one of the strikes as a crit is around 25%, and lower (but still far from difficult) to get multiple crits, meaning that chances are you are going to get that 2HKO. I actually looked it up and there is a thread on Smogon that has the probabilities:

187.5 Base power: 72,458%
5 consecutive hits 0 critical hits

206.25 Base power: 24.14%
5 consecutive hits 1 critical hits

225 Base power: 3.18%
5 consecutive hits 2 critical hits

243.75 Base power: 0.215%
5 consecutive hits 3 critical hits

262.5 Base power: 0.007%
5 consecutive hits 4 critical hits

281.25 Base power: 0.000095%
5 consecutive hits 5 critical hits

These figures are with the gen VI crit nerf and after STAB (I did the cals and updated the BP but the probabilities are the same). Divide them by 1.5 to get the BP for Rock Blast. I think this is another major draw for using Cloyster over other sweepers as multi-hit attacks are very frightening.
 

Inspirited

There is usually higher ground.
is a Contributor Alumnus
This isn't including the probability of getting a crit either. With Skill Link I believe the probability of getting one of the strikes as a crit is around 25%, and lower (but still far from difficult) to get multiple crits, meaning that chances are you are going to get that 2HKO. I actually looked it up and there is a thread on Smogon that has the probabilities:

187.5 Base power: 72,458%
5 consecutive hits 0 critical hits

206.25 Base power: 24.14%
5 consecutive hits 1 critical hits

225 Base power: 3.18%
5 consecutive hits 2 critical hits

243.75 Base power: 0.215%
5 consecutive hits 3 critical hits

262.5 Base power: 0.007%
5 consecutive hits 4 critical hits

281.25 Base power: 0.000095%
5 consecutive hits 5 critical hits

These figures are with the gen VI crit nerf and after STAB (I did the cals and updated the BP but the probabilities are the same). Divide them by 1.5 to get the BP for Rock Blast. I think this is another major draw for using Cloyster over other sweepers as multi-hit attacks are very frightening.
That is a very handy chart actually, the crit doesn't really add too much to the 2HKO percentage though:

- 25 x 1.24 = 31% chance to 2HKO (not including accuracy)
- 90 x 0.9 x 0.25 x 1.24 = ~25% to 2HKO with one crit (this is factoring in the accuracy on both attempts)
I have little experience calculating statistics like this but this is the most logical way I could think of. Tell me if the math is wrong (this is why I'm showing it).

~25% chance is still not worth running it imo since it is also match up reliant against web teams, otherwise you have an almost useless moveslot where hazards / Explosion could should be (you need Icicle Spear on any Cloyster imo). It might deserve a very slight moves mention, but I really don't think it should be there at all on the Rapid Spin set. This is all up to QC though.
sorry for all of this unnecessary conversation. What have I started X_X
 
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Minority

Numquam Vincar
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Or you could just run Adamant as LustrousPalkia mentioned since you only miss out on Geo Xern and Scarf Terrakion (<- this is nothing).

252+ Atk Cloyster Rock Blast (5 hits) vs. 252 HP / 4 Def Shuckle: 120-150 (49.1 - 61.4%) -- approx. 91% chance to 2HKO after Leftovers recovery

+2 252+ Atk Cloyster Rock Blast (5 hits) vs. 252 HP / 4 Def Shuckle: 230-280 (94.2 - 114.7%) -- approx. 93.8% chance to OHKO


~ acc(0.9 x 0.9) x crit(1.2414 x 1.2414) x bp(91)
~ acc(0.81) x crit(1.54107396) x bp(91)
~ acc(0.81) x (113.5925616) but crit x bp has to be = or < 100
~ acc(0.81) x (100)
~ approx. (It's actually a tiny bit less than this) 81% to 2HKO Shuckle with 252+ Rock Blast with accuracy and crits accounted for
~ therefore approx. (Again it's slightly lower) 90% to OHKO Shuckle with +2 252+ Rock Blast accuracy and crits accounted for


I hope my math is right but so long as you run Adamant, Shuckle is not a problem a majority of the time. A better question would be: is Rock Blast worth not having access to Spikes / Explosion?

Post #100 < Post #69
 

shrang

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Couple of small things:
1) Mention King's Rock in OO
2) Make sure to just mention that you're not going to get both Spikes/spin off at once, pick one or the other, whichever's more important on a match-match basis.

Otherwise qc 3/3
 
ty shrang. I'm going to go ahead and move this into GP now, but I'll also ask Hack He Must to look at it at some point since he pretty much invented the set lol
 

Electrolyte

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Overview
########

With access to Rapid Spin, two types of entry hazards, strong multi-hit moves, and Shell Smash, Cloyster carves itself a very specific niche in XY Ubers. It is particularly useful as a lead for offensive teams to lead with as both a short-term solution to opposing entry hazards and as a hazard user of their own. due to its ability to control entry hazard setup. Cloyster sets itself apart from all other entry hazard controlling Pokemon because of its offensive presence, which helps it defeat many other spinblockers and entry hazard users. Rapid Spin users by virtue of its ability to defeat many spinblockers and entry hazard users alike, while also differentiating itself from other users of Spikes and Toxic Spikes with its imposing offensive presence. Additionally, its colossal base 180 Defense allows it to take neutral physical hits easily, even without investment. However, Cloyster will be brought down to its Focus Sash by almost any special attack, and is often unable to do its job against bulky opponents. Moreover, Cloyster is largely useless outside of this niche; the abundance of support Arceus formes with Will-O-Wisp and the popularity of Kyogre render it ineffective as a sweeper in comparison to in BW. Regardless, when used correctly, Cloyster is an excellent asset to offensive teams.


Offensive Support
########
name: Offensive Support
move 1: Icicle Spear
move 2: Rapid Spin
move 3: Shell Smash
move 4: Spikes / Toxic Spikes / Explosion
ability: Skill Link
item: Focus Sash
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly

Moves
========

Icicle Spear will always hit five times thanks to Skill Link, becoming a fully accurate 125 Base Power STAB move that will OHKO frail leads such as Deoxys-A straight through their Focus Sash. This forces them to choose between attacking Cloyster and bringing it down to its own Focus Sash, settling for a single layer of hazards, or switching out; each of these scenarios will usually allow Cloyster to either remove the opposing entry hazard user with Icicle Spear and/or their entry hazards with Rapid Spin, or simply switch out itself and come back in later with its Focus Sash still intact. At the cost of physical bulk, Shell Smash allows Cloyster to pose an immediate danger to bulkier leads and most spinblockers with Icicle Spear while maintaining the threat of Rapid Spin. For example, a +2 Icicle Spear will easily OHKO Groudon and Deoxys-S, while bringing support Dialga to its knees.

The choice between Spikes and Toxic Spikes is mainly one of personal preference. In general, Toxic Spikes is preferable on teams that struggle with certain setup sweepers, such as Substitute + Calm Mind Arceus formes lacking Recover. However, as Cloyster will generally only manage to get a single layer down, if any, Toxic Spikes should not be used on status-heavy teams, as normal poison status can potentially protect an opposing Pokemon that needs to be paralyzed, burned, or put to sleep. Alternatively, Explosion is a viable option in the last slot, and at +2 is able to OHKO all but the physically bulkiest variants of Ho-Oh and Kyogre.

Set Details
========

Maximizing Cloyster's Attack stat allows its Icicle Spear to hit as hard as possible, while maximum Speed investment lets Cloyster outrun the entire unboosted metagame after a Shell Smash. It also allows Cloyster to outspeed several Pokemon with a higher but uninvested base Speed stat, such as Groudon, Dialga, and Deoxys-D. A Focus Sash ensures that Cloyster is able to use Rapid Spin if necessary.

Usage Tips
========

As mentioned in the Overview, The (try not to reference the overview in other sections) purpose of using Cloyster is to guarantee a single the short-term (idrk how to word this either, but being specific is better than being vague) removal of certain entry hazards, specifically Stealth Rock, as well as to KO or severely weaken the opponent's entry hazard setter or spinblocker. Cloyster should generally be led with, but if it is not matched up against its desired target, it should be switched out in order to preserve its Focus Sash. However, it should be brought in immediately once the entry hazard user shows up later in the game in order to threaten to use Rapid Spin and maintain offensive momentum regardless. It's important to note that Cloyster does not necessarily need to KO the opponent's entry hazard user if it is slow, but simply weaken it to the point where its teammates can deal with it at any given moment before it gets another chance to lay down entry hazards set up. Thus, Cloyster's number one priority should be ensuring that its side of the field is free of all entry hazards when it faints. Finally, do not expect Cloyster to be able to set up its own entry hazards every game, as that is not its primary objective. However, using Spikes or Toxic Spikes punishes switches effectively, and the ability to stack them will often force the opponent to deal with them threat quickly. Also, on occasion, having a layer of Spikes or Toxic Spikes up may be more beneficial than using Rapid Spin, though this is entirely match-up based.

Team Options
========

Cloyster requires little to no support of its own, but it should be used on offensive teams alongside certain Pokemon that absolutely require Stealth Rock off their side of the field. Ho-Oh is the main reason behind Cloyster's use, and is a nightmare to play against when not plagued by Stealth Rock. Incidentally, Cloyster works well on sun teams because of its ability to threaten many bulky Ground-types that give them trouble, such as Landorus-T. Explosion is highly recommended if Cloyster is used on a sun team, as it can surprise Kyogre by OHKOing it at +2. Good Pokemon to pair with Cloyster also include those that appreciate its capacity to soften up or KO specific spinblockers. Extreme Killer Arceus is a notable example of this, and is able to plow through many teams that have a weakened or fainted Giratina forme.


Other Options
########

Cloyster does not have many other worthwhile options. Rock Blast hits Ho-Oh, Kyurem-W, and the odd Shuckle lead, but is less useful overall than Explosion. Ice Shard provides Cloyster with a priority move, but is too weak to be of much use.

A full-on sweeping set utilizing a moveset of Shell Smash, Icicle Spear, Rock Blast, and Hydro Pump with a Life Orb or King's Rock equipped is usable, but leaves Cloyster very prone to being burned or walled. More importantly, it will see very few opportunities to set up, though it can be done on against Choice-locked Ice-type moves or with Wobbuffet support.


Checks & Counters
########
**Physically Bulky Tanks**: Nearly anything that can take an Icicle Spear will beat Cloyster one-on-one, but its main jobs are spinning away entry hazards, weakening opposing Stealth Rock users, and optimally getting a layer of Spikes or Toxic Spikes down itself. Therefore, Pokemon that can stop it from doing these things are ideal, as is not allowing Cloyster to weaken or KO one's Stealth Rock user. (Everything should be in threatlist format.)

**Priority Users**: Once Cloyster is down to its Focus Sash, it can easily be picked off by priority moves even after using Shell Smash.

**Spinblockers**: Ghost Arceus and Aegislash can take a +2 Icicle Spear and are immune to Explosion, while Sableye can burn Cloyster with Prankster Will-O-Wisp. However, all other viable Ghost-types barring physically defensive Giratina are OHKOed by a boosted Icicle Spear.

**Darkrai**: Darkrai can put Cloyster to sleep and threaten to OHKO it in spite of its Focus Sash thanks to Bad Dreams.

**Heatran**: Heatran takes little from Cloyster's attacks barring a rare Water-type move and can OHKO it if Lava Plume burns, and then proceed to set up Stealth Rock.

**Jirachi**: With Thunder Wave, Jirachi can ensure its own Stealth Rock stays up against Cloyster.

**Forretress**: Forretress can set up its own hazards and spin away any that Cloyster uses, then use Volt Switch and bring out a Ghost-type.

**Skarmory**: Skarmory works similarly to Forretress, and is able to remove Cloyster's entry hazards with Defog and set up its own. It can also use Whirlwind to force Cloyster out and remove nullify any Shell Smash boosts.

**Wobbuffet**: Wobbuffet can Encore any of Cloyster's moves and turn it into setup bait, though it can't KO Cloyster by using Counter against Icicle Spear.

**Entry Hazard Removal**: In the event that Cloyster manages to get its own entry hazards down, Rapid Spin or Defog users can remove them. However, Defog should not be used if there are entry hazards on your opponent's side of the field, as it will remove them also. Cloyster's side of the field, as its purpose is to keep them off of it.


Nice job as usual i1338

GP 1/2

 
Last edited:

tehy

Banned deucer.
amcheck

Maybe in the checks and counters, you should mention some physical tanks that deal with cloyster well? That whole section is really nonspecific about that, although you do mention arceus earlier on.

Overview
########

With access to Rapid Spin, two types of entry hazards, strong multi-hit moves, and Shell Smash, Cloyster carves itself a very specific niche in XY Ubers. It is particularly useful as a lead for offensive teams due to its ability to control entry hazard setup. Cloyster sets itself apart from all other entry hazard -controlling Pokemon because of its offensive presence, which helps it defeat many spinblockers and other entry hazard users. Additionally, its colossal base 180 Defense allows it to take neutral physical hits easily, even without investment. However, Cloyster will be brought down to its Focus Sash by almost any special attack, and is often unable to do its job against bulky opponents. Moreover, Cloyster is largely useless outside of this niche; the abundance of support Arceus formes with Will-O-Wisp and the popularity of Kyogre render it ineffective as a sweeper in comparison to in BW. Regardless, when used correctly, Cloyster is an excellent asset to offensive teams.


Offensive Support
########
name: Offensive Support
move 1: Icicle Spear
move 2: Rapid Spin
move 3: Shell Smash
move 4: Spikes / Toxic Spikes / Explosion
ability: Skill Link
item: Focus Sash
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly

Moves
========

Icicle Spear will always hit five times thanks to Skill Link, becomaking it a fully accurate 125 Base Power STAB move that will OHKO frail leads such as Deoxys-A straight through their Focus Sash. This forces them to choose between attacking Cloyster and bringing it down to its own Focus Sash, settling for a single layer of hazards, or switching out; each of these scenarios will usually allow Cloyster to either remove the opposing entry hazard user with Icicle Spear and/or their entry hazards with Rapid Spin, or simply switch out and come back in later with its Focus Sash still intact. At the cost of physical bulk, Shell Smash allows Cloyster to pose an immediate danger to bulkier leads and most spinblockers with Icicle Spear, while maintaining the threat of Rapid Spin and entry hazards. For example, a +2 Icicle Spear will easily OHKO Groudon and Deoxys-S, while bringing support Dialga to its knees.

The choice between Spikes and Toxic Spikes is mainly one of personal preference. In general, Toxic Spikes is preferable on teams that struggle with certain setup sweepers, such as Substitute + Calm Mind Arceus formes lacking Recover. However, as Cloyster will generally only manage to get a single layer down, if any, Toxic Spikes should not be used on status-heavy teams, as normal poison status can potentially protect an opposing Pokemon that needs to be paralyzed, burned, or put to sleep. Alternatively, Explosion is a viable option in the last slot, and at +2 is able to OHKO all but the physically bulkiest variants of Ho-Oh and Kyogre.

Set Details
========

Maximizing Cloyster's Attack stat allows its Icicle Spear to hit as hard as possible, while maximum Speed investment lets Cloyster outrun the entire unboosted metagame after a Shell Smash. It also allows Cloyster to outspeed several Pokemon with a higher but uninvested base Speed stat, such as Groudon, Dialga, and Deoxys-D. A Focus Sash ensures that Cloyster is able to use Rapid Spin if necessary.

Usage Tips
========

The purpose of using Cloyster is to guarantee a single removal of entry hazards, specifically Stealth Rock, as well as to KO or severely weaken the opponent's entry hazard setter or spinblocker. Cloyster should generally be led with, but if it is not matched up against its desired target, it should be switched out in order to preserve its Focus Sash. However, it should be brought back in immediately once the entry hazard user shows up later in the game in order to threaten to use Rapid Spin and maintain offensive momentum. It's important to note that Cloyster does not necessarily need to KO the opponent's entry hazard user if it is slow, but simply weaken it to the point where its teammates can deal with it at any given moment before it gets another chance to set up. Thus, Cloyster's number one priority should be ensuring that its side of the field is free of all entry hazards when it faints. Finally, do not expect Cloyster to be able to set up its own entry hazards every game, as that is not its primary objective. However, using Spikes or Toxic Spikes punishes switches effectively, and the ability to stack them will often force the opponent to deal with them quickly. Also, on occasion, having a layer of Spikes or Toxic Spikes up may be more beneficial than using Rapid Spin, though this is entirely match-up based.

Team Options
========

Cloyster requires little to no support of its own, but should be used on offensive teams alongside Pokemon that absolutely require Stealth Rock off their side of the field. Ho-Oh is the main reason behind Cloyster's use, and is a nightmare to play against when not plagued by Stealth Rock. Incidentally, Cloyster works well on sun teams because of its ability to threaten many bulky Ground-types that give them trouble, such as Landorus-T. Explosion is highly recommended if Cloyster is used on a sun team, as it can surprise Kyogre by OHKOing it at +2. Good Pokemon to pair with Cloyster also include those that appreciate its capacity to soften up or KO specific spinblockers. Extreme Killer Arceus is a notable example of this, and is able to plow through many teams that have a weakened or fainted Giratina forme.


Other Options
########

Cloyster does not have many other worthwhile options. Rock Blast hits Ho-Oh, Kyurem-W, and the odd Shuckle lead, but is less useful overall than Explosion. Ice Shard provides Cloyster with a priority move, but is too weak to be of much use.

A full-on sweeping set utilizing a moveset of Shell Smash, Icicle Spear, Rock Blast, and Hydro Pump with a Life Orb or King's Rock equipped is usable, but leaves Cloyster very prone to being burned or walled. More importantly, it will see very few opportunities to set up, though it can be done against Choice-locked Ice-type moves or with Wobbuffet support.


Checks & Counters
########

**Physically Bulky Tanks**: Nearly anything that can take an Icicle Spear will beat Cloyster one-on-one, but its main jobs are spinning away entry hazards, weakening opposing Stealth Rock users, and optimally getting a layer of Spikes or Toxic Spikes down. Therefore, Pokemon that can stop it from doing these things are ideal, as is not allowing Cloyster to weaken or KO one's Stealth Rock user.

**Priority Users**: Once Cloyster is down to its Focus Sash, it can easily be picked off by priority moves even after using Shell Smash.

**Spinblockers**: Ghost Arceus and Aegislash can take a +2 Icicle Spear and are immune to Explosion, while Sableye can burn Cloyster with Prankster Will-O-Wisp. However, all other viable Ghost-types barring physically defensive Giratina are OHKOed by a boosted Icicle Spear.

**Darkrai**: Darkrai can put Cloyster to sleep and threaten to OHKO it in spite of its Focus Sash thanks to Bad Dreams.

**Heatran**: Heatran takes little from Cloyster's attacks barring a rare Water-type move and can OHKO it if Lava Plume burns, and then proceed to set up Stealth Rock.

**Jirachi**: With Thunder Wave and Iron Head, Jirachi can ensure its own Stealth Rock stays up against Cloyster.

**Forretress**: Forretress can set up its own hazards and spin away any that Cloyster uses, then use Volt Switch and bring out a Ghost-type.

**Skarmory**: Skarmory works similarly to Forretress, and is able to clear away Cloyster's entry hazards with Defog and set up its own. It can also use Whirlwind to force Cloyster out and remove any Shell Smash boosts.

**Wobbuffet**: Wobbuffet can Encore any of Cloyster's moves and turn it into setup bait, though it can't KO Cloyster by using Counter against Icicle Spear.

**Entry Hazard Removal**: In the event that Cloyster manages to get its own entry hazards down, Rapid Spin or Defog users can remove them. However, Defog should not be used if there are entry hazards on the opponent's side of the field, as it will remove them as well.
 
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complete legitimacy

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Overview
########

With access to Rapid Spin, two types of entry hazards, strong multi-hit moves, and Shell Smash, Cloyster carves itself a very specific niche in XY Ubers. It is particularly useful as a lead for offensive teams due to its ability to control entry hazard setup. Cloyster sets itself apart from all other entry hazard controlling Pokemon of its competitors because of its offensive presence, which helps it defeat many spinblockers and other entry hazard users. Additionally, its colossal base 180 Defense allows it to take neutral physical hits easily, even without investment. However, Cloyster will be brought down to its Focus Sash by almost any special attack, and it is often unable to do its job against bulky opponents. Moreover, Cloyster is largely useless outside of this niche; the abundance of support Arceus formes with Will-O-Wisp and the popularity of Kyogre render it ineffective as a sweeper in comparison to in BW. Regardless, when used correctly, Cloyster is an excellent asset to offensive teams.


Offensive Support
########
name: Offensive Support
move 1: Icicle Spear
move 2: Rapid Spin
move 3: Shell Smash
move 4: Spikes / Toxic Spikes / Explosion
ability: Skill Link
item: Focus Sash
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly

Moves
========

Icicle Spear will always hit five times thanks to Skill Link, becoming making it a fully accurate 125 Base Power STAB move that will OHKO frail leads such as Deoxys-A straight through their Focus Sash. This forces them to choose between attacking Cloyster and bringing it down to its own Focus Sash, settling for a single layer of hazards, or switching out; each of these scenarios will usually allow Cloyster to either remove the opposing entry hazard user with Icicle Spear and/or their entry hazards with Rapid Spin, or simply switch out and come back in later with its Focus Sash still intact. At the cost of physical bulk, Shell Smash allows Cloyster to pose an immediate danger to bulkier leads and most spinblockers with Icicle Spear while maintaining the threat of Rapid Spin. For example, a +2 Icicle Spear will easily OHKO Groudon and Deoxys-S, while bringing support Dialga to its knees.

The choice between Spikes and Toxic Spikes is mainly one of personal preference. In general, Toxic Spikes is preferable on teams that struggle with certain setup sweepers, such as Substitute + Calm Mind Arceus formes lacking Recover. However, as Cloyster will generally only manage to get a single layer down, if any, Toxic Spikes should not be used on status-heavy teams, as normal poison status can potentially protect an opposing Pokemon that needs to be paralyzed, burned, or put to sleep. Alternatively, Explosion is a viable option in the last slot, and as at +2 it is able to OHKO all but the physically bulkiest variants of Ho-Oh and Kyogre.

Set Details
========

Maximizing Cloyster's Attack stat allows its Icicle Spear to hit as hard as possible, while maximum Speed investment lets Cloyster outrun the entire unboosted metagame after a Shell Smash. It also allows Cloyster to outspeed several Pokemon with a higher but uninvested base Speed stat, such as Groudon, Dialga, and Deoxys-D. A Focus Sash ensures that Cloyster is able to use Rapid Spin if necessary.

Usage Tips
========

The purpose of using Cloyster is to guarantee a single removal of entry hazards, specifically Stealth Rock, as well as to KO or severely weaken the opponent's entry hazard setter or spinblocker. Cloyster should generally be led with, but if it is not matched up against its desired target, it should be switched out in order to preserve its Focus Sash. However, it should be brought back in immediately once the entry hazard user shows up later in the game in order to threaten to use Rapid Spin and maintain offensive momentum. It's important to note that Cloyster does not necessarily need to KO the opponent's entry hazard user if it is slow, but simply weaken it to the point where its teammates can deal with it at any given moment before it gets another chance to set up. Thus, Cloyster's number one priority should be ensuring that its side of the field is free of all entry hazards when it faints. Finally, do not expect Cloyster to be able to set up its own entry hazards every game, as that is not its primary objective. However, using Spikes or Toxic Spikes punishes switches effectively, and the ability to stack them will often force the opponent to deal with them quickly. Also, on occasion, having a layer of Spikes or Toxic Spikes up may be more beneficial than using Rapid Spin, though this is entirely match-up (remove hyphen) based.

Team Options
========

Cloyster requires little to no support of its own, but should be used on offensive teams alongside Pokemon that absolutely require Stealth Rock off of their side of the field. Ho-Oh is the main reason behind Cloyster's use, and it is a nightmare to play against when not plagued by Stealth Rock. Incidentally, Cloyster works well on sun teams because of its ability to threaten many bulky Ground-types that give them trouble, such as Landorus-T. Explosion is highly recommended if Cloyster is used on a sun team, as it can surprise Kyogre by OHKOing it at +2. Good Pokemon to pair with Cloyster also include those that appreciate its capacity to soften up or KO specific spinblockers. Extreme Killer Arceus is a notable example of this, and is able to plow through many teams that have a weakened or fainted Giratina forme.


Other Options
########

Cloyster does not have many other worthwhile options. Rock Blast hits Ho-Oh, Kyurem-W, and the odd Shuckle lead, but is less useful overall than Explosion. Ice Shard provides Cloyster with a priority move, but it is too weak to be of much use.

A full-on sweeping set utilizing a moveset of Shell Smash, Icicle Spear, Rock Blast, and Hydro Pump with a Life Orb or King's Rock equipped is usable, but such a set leaves Cloyster very prone to being burned or walled. More importantly, it will see very few opportunities to set up, though it can be done against Choice-locked Ice-type moves or with Wobbuffet support.


Checks & Counters
########

**Physically Bulky Tanks**: Nearly anything that can take an Icicle Spear will beat Cloyster one-on-one, but its Cloyster's main jobs are spinning away entry hazards, weakening opposing Stealth Rock users, and optimally getting a layer of Spikes or Toxic Spikes down. Therefore, Pokemon that can stop it from doing these things are ideal, as is not allowing Cloyster to weaken or KO one's Stealth Rock user.

**Priority Users**: Once Cloyster is down to its Focus Sash, it can easily be picked off by priority moves even after using Shell Smash.

**Spinblockers**: Ghost Arceus and Aegislash can take a +2 Icicle Spear and are immune to Explosion, while Sableye can burn Cloyster with Prankster Will-O-Wisp. However, all other viable Ghost-types barring physically defensive Giratina are OHKOed by a boosted Icicle Spear.

**Darkrai**: Darkrai can put Cloyster to sleep and threaten to OHKO it in spite of its Focus Sash thanks to Bad Dreams.

**Heatran**: Heatran takes little from Cloyster's attacks barring a rare Water-type move and can OHKO it if Lava Plume burns, and it can then proceed to set up Stealth Rock.

**Jirachi**: With Thunder Wave, Jirachi can ensure its own Stealth Rock stays up against Cloyster.

**Forretress**: Forretress can set up its own hazards and spin away any that Cloyster uses, then use Volt Switch and bring out a Ghost-type.

**Skarmory**: Skarmory works similarly to Forretress, (remove comma) and is able to clear away Cloyster's entry hazards with Defog and set up its own. It can also use Whirlwind to force Cloyster out and remove any Shell Smash boosts.

**Wobbuffet**: Wobbuffet can Encore any of Cloyster's moves and turn it into setup bait, though it can't KO Cloyster by using Counter against Icicle Spear.

**Entry Hazard Removal**: In the event that Cloyster manages to get its own entry hazards down, Rapid Spin or Defog users can remove them. However, Defog should not be used if there are entry hazards on the opponent's side of the field, as it will remove them as well.
Worked over tehy's check, but he has a couple more things that you may want to look at; I left them out because they're borderline content-related, and I don't know enough about XY Ubers to include them in my check.

A recurring mistake was that when using a comma to connect a compound sentence, you need another subject after the "and." You don't have to put a new subject if you don't use a comma, however.

GP 2/2
 
Just remove Wob from counters.

If you wanna put more examples of things that can take boosted attacks then Kyogre and WoW are fine. Otherwise good job!
 
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