Ever since
this thread about Torment, I've been trying to come up with some sets that could utilize it effectively. I eventually came up with this Cloyster set.
Torment Cloyster
• Clamp
• Protect
• Torment
• Toxic Spikes
Item: Leftovers
Ability: Shell Armor
Nature: Impish
EVs: 252 HP, 252 SpDef, 6 Speed
Near the beginning of the match, it should be swicthing in and out while setting up two layers of Toxic Spikes. Once the spikes are out, it can begin stalling effectively. Since Cloyster walls certain kinds of hits very well and others very poorly, it can prompt a few switches. The idea is to hit a Pokémon switching in with Torment. When they hit Cloyster with the move that would damage it the most, it uses Protect. It requires good prediction, but their health is being whittled away while they try to get an attack through Torment and Protect. Clamp prevents opponents with recovery moves from switching in and out and resetting the Toxic damage.
I've tried the set a bit on PBR Wi-Fi and it works pretty well. At best, it goes something like this:
Cloyster uses Torment during a switch-in or setup move.
Opposing Pokémon takes first bit of toxic damage.
Cloyster uses Protect during big attack.
Opposing Pokémon takes second bit of toxic.
Cloyster uses Clamp while opposing Pokémon hits it with a secondary move or sets up again.
Opposing Pokémon takes third bit of toxic and hopefully some Clamp damage.
Opponent tries to outpredict me by not using its big attack this round. Uses a secondary attack or sets up again.
Cloyster uses Clamp again if it missed or if it does any appreciable damage to the opponent. Otherwise it wastes a turn in some fashion.
Opponent takes fourth turn of toxic and Clamp damage
Cloyster uses Protect while opponent attacks with big attack.
Opponent takes fifth turn of Toxic and is KO'd unless it had Leftovers or has been recovering health in some way. If it had Leftovers, it's KO'd next turn. Cloyster can switch out on the turn that the opponent loses the last of its health if desired.
In addition to walling most physical attacks well, it can also take Surfs and Ice Beams thanks to its EVs in SpDefense. Also, at 35 power, Clamp actually takes a fair clip of damage off of frail Fire-types, for what that's worth. Shell Armor is a big help, preventing a nasty crit from messing up your stall.
It does, of course, have weaknesses. Opposing Poison-types that don't fly or levitate remove the Toxic Spikes. Flying, levitating, and Steel-type opponents don't get poisoned at all. Finally, there are Pokémon that have more than one move that can severely damage Cloyster. So this Cloyster isn't meant to sweep teams. I have found it to be an effective addition to a stalling team, however. What tier you use it in is up to you; it depends on how brave you are.
If another Pokémon on your team can put down Toxic Spikes, that move can be replaced with Toxic, Rapid Spin, Ice Beam, Surf, Barrier, or Explosion. Of course, if something else can put down Toxic Spikes, you could use another Pokémon for this same set (like a Dusknoir or Steelix with Bind, for example).
I apologize for the lengthy post. Questions, comments, and criticisms are appreciated.