Dusclops

Eraddd

One Pixel
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[Overview]

<p>With the introduction of Eviolite, it seems Dusclops has surpassed its older brother, Dusknoir, as the premier Trick Room setter in the VGC metagame. Furthermore, with its myriad of 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.</p>

[SET]
name: Trick Room
move 1: Helping Hand
move 2: Will-O-Wisp
move 3: Trick Room
move 4: Night Shade
item: Eviolite
ability: Pressure
nature: Sassy
evs: 252 HP / 4 Def / 252 SpDef
ivs: 0 Spe

[SET COMMENTS]
<p>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.</p>

[ADDITIONAL COMMENTS]

<p>252 HP EVs are used to boost Dusclops's relatively low HP stat to reasonable levels. 252 Special Defense EVs are used, as Will-O-Wisp already helps to cushion Dusclops against physical attacks. The only item that should be considered for Dusclops is Eviolite; this is the crucial component that allows Dusclops to be considered over Dusknoir, as the latter does everything much more effectively when Dusclops is not holding an Eviolite. When using Helping Hand, it is not advised for the partner to use spread moves that hit Dusclops in the process, such as Earthquake and Surf, as Dusclops has no reliable way of recovering HP. Any teammate that can take advantage of Trick Room and can use spread moves is a friend of Dusclops; Chandelure, Hippowdon, Tyranitar, Heatran, and Gastrodon (with Muddy Water) all function well under Trick Room and are able to use spread moves that are further boosted by Helping Hand. Teammates that also resist Dark-type attacks such as Steel-, Dark-, and Fighting-types are greatly helpful; Intimidate Hitmontop is one useful teammate, as it can switch into Dark-type attacks aimed at Dusclops, and in the event that Dusclops is unable to use Will-O-Wisp, can lower the enemy's Attack stat.</p>

[Other Options]

<p>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, Dusclop 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.</p>

[Checks and Counters]

<p>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.</p>
 
For a Pain Splitter 6hp/252def/252sp.def is much better to decrease the amount of damage from weather and maximize pain split's use.


Dusclops@eviolite
Nature:(Depends on your defensive preference)
EV's: 6hp/252def/252sp.def
1.Pain Split
2.Toxic
3.Will-O-wisp
4.Trick Room/Night Shade/Protect

Pretty much this allows you to inflict status conditions on everything and cripple popular physical sweepers while having a form of healing via pain split. Having a low base HP makes pain split stronger and using pain split while your opponent gets wasted away by status will keep Dusclops in the game long enough to seriously bruise your opponents team.

If you do not have nightshade you are taunt bait and I recommend pairing up with something like Whimsicott who is the fastest Prankster out there with access to Safeguard to prevent Taunts.
 
talked on irc. set looks good, expand on teammates and oo (everything that doesnt work with hh). remove snatch, i would rather w-o-w, tr, or even night shade a tornadus / booster. also remove substitute, its already taunt bait, and loves to have as much hp as possible.

after changes are made qc 1 / 2 xd
 
looks good, just take out the mention of the other ev spread if youre using the 252/252 one

QC 2/2
 
*Amerture GP Placeholder* Will do after Dusknoir(Which is 100000x better than Dusclops, sorry :P


REMOVE ADD COMMENTS

[Overview]
<p>With the introduction of Eviolite in this new generation, it seems Dusclops has superseded surpassed its older brother evolution, Dusknoir, as the the premier Trick Room setter in the VGC metagame. With its high defenses further boosted by holding an Eviolite, Dusclops becomes one of the most reliable Trick Room setters in VGC 2012. Furthermore, with its myriad of 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 with the ability to set up Trick Room almost always.</p>

[SET]
name: Trick Room
move 1: Helping Hand
move 2: Will-O-Wisp
move 3: Trick Room
move 4: Night Shade
item: Eviolite
nature: Sassy
ability: Pressure
nature: Sassy
evs: 252 HP / 4 Def / 252 SpDef SpD
ivs: 0 Spe

[SET COMMENTS]
<p>One of the more common ways teams use in order to try stop Trick Room from going up is by fainting the Trick Room user; with Dusclops’s Dusclops’ incredible bulk along with Eviolite, this is almost always foiled KOing Dusclops is difficult to do, since Dusclops will almost always survive the two hits attacks and get Trick Room up, unless the attacks were super effective. , unless the said attacks are super effective attacks from those with high Attack or Special Attack stats such as Tyranitar and Zoroark. Will-O-Wisp is used to cripple physical attackers such as Tyranitar and Garchomp, cutting their Attack by half, further boosting Dusclops’s Dusclops’ ability to tank physical attacks. Helping Hand is used to support Dusclops’s Dusclops’ teammate; users of spread moves such as Heat Wave and Rock Slide enjoy the extra boost in power provided by Helping Hand, and Helping Hand usually allows attacks that would normally not OHKO, reach that critical plateau. Finally, Night Shade allows Dusclops to dish out consistent damage, while preventing it from being completely shut down by Taunt.</p>

[ADDITIONAL COMMENTS]
<p>252 HP EVs are used to boost Dusclops’s Dusclops’ relatively low HP stat to reasonable levels. 252 Special Defense EVs are used as Will-O-Wisp allows Dusclops to tank physical attacks more effectively, allowing Dusclops to invest in its Special Defense. The only item that should be considered for Dusclops is Eviolite; this is the crucial component that allows Dusclops to be considered over Dusknoir, as the latter does everything much more effectively when Dusclops is not holding an Eviolite. When using Helping Hand, it is not advised that the partner use spread moves such as Earthquake and Surf, as they will hurt Dusclops also, as it has no reliable way of recovering HP. Any teammate that can take advantage of Trick Room, and can also use spread moves is a friend of Dusclops; Chandelure, Hippowdon, Tyranitar, Heatran, and Gastrodon (with Muddy Water) all function well under Trick Room and are able to use spread moves that’s further boosted by Helping Hand. Teammates who also resist Dark-type attacks such as Steel-, Dark-, and Fighting-types are greatly helpful; Intimidate Hitmontop is one useful teammate, as it can switch into Dark-type attacks aimed at Dusclops, and in the event that Dusclops is unable to use Will-O-Wisp, can lower the enemy’s Attack stat.</p>

[Other Options]
<p>Dusclops can also run an anti-Trick Room set by using Imprison over Night Shade, shutting the opponent’s Trick Room user. Seismic Toss is an option over Night Shade, as the difference between them is nominal, except for immunities; be warned however, as Chandelure is immune to both Will-O-Wisp and Seismic Toss, which are Dusclops’s Dusclops’ 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 DusclopDusclops as a total Taunt bait. Furthermore, with its defenses, Dusclop usually has no need for Protect, as it is able to easily survive most hits, while its partner can take out the threat; therefore, it is better off using Helping Hand, rather than using Protect. Pain Split is Dusclops’s Dusclops’ only method of recovery; if Pain Split is used, Dusclop Dusclops 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. Finally, Grudge or Destiny Bond, while gimmicky, are available usuable options.</p>

[Checks and Counters]
<p>The best way to shut down Dusclops is by using Taunt, as it renders Dusclop Dusclops unable to use its supporting techniques and set up Trick Room, while making Night Shade or Seismic Toss its only option. Failing Without 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.</p>

Real Nice Writing here :D
 
Added a few of the edits, added another sentence on Dusclops's immunity to Fake Out. Needs more edits please!
 
eradddumb

[Overview]
<p>With the introduction of Eviolite in this new generation, it seems Dusclops has surpassed its older brother, Dusknoir, as the premier Trick Room setter in the VGC metagame. With its high defenses further boosted by holding an Eviolite, Dusclops becomes one of the most reliable Trick Room setters in VGC 2012. kindddddddda repetitive, change Furthermore, with its myriad of 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 with the ability to set up Trick Room almost always. also kinddddddda repetitive, change</p>

[SET]
name: Trick Room
move 1: Helping Hand
move 2: Will-O-Wisp
move 3: Trick Room
move 4: Night Shade
item: Eviolite
ability: Pressure
nature: Sassy
evs: 252 HP / 4 Def / 252 SpDef
ivs: 0 Spe

[SET COMMENTS]
<p>One of the more common ways teams use in order 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, since Dusclops will almost always survive the two hits and get Trick Room up, unless the said attacks are super effective attacks from those with high Attack or Special Attack stats such as Tyranitar and Zoroark. Furthermore, 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 Dusclops is allowed to set up Trick Room without hindrance. its typing protects Dusclops from this method and allows Dusclops to set up Trick Room without hindrance. Will-O-Wisp is used to cripple physical attackers such as Tyranitar and Garchomp, cutting their Attack by 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, and Helping Hand usually allows attacks that would normally not OHKO,[remove comma] reach that critical plateau. Finally, Night Shade allows Dusclops to dish out consistent damage, while preventing it from being completely shut down by Taunt.</p>

[ADDITIONAL COMMENTS]
<p>252 HP EVs are used to boost Dusclops’s relatively low HP stat to reasonable levels. 252 Special Defense EVs are used,[comma] as Will-O-Wisp allows Dusclops to tank physical attacks more effectively, allowing Dusclops to invest in its Special Defense. The only item that should be considered for Dusclops is Eviolite; this is the crucial component that allows Dusclops to be considered over Dusknoir, as the latter does everything much more effectively when Dusclops is not holding an Eviolite. When using Helping Hand, it is not advised that the partner use spread moves such as Earthquake and Surf, as they will hurt Dusclops also, as and it has no reliable way of recovering HP. Any teammate that can take advantage of Trick Room, and can also use spread moves confuseth is a friend of Dusclops; Chandelure, Hippowdon, Tyranitar, Heatran, and Gastrodon (with Muddy Water) all function well under Trick Room and are able to use spread moves that’s further boosted by Helping Hand. Teammates who that also resist Dark-type attacks such as Steel-, Dark-, and Fighting-types are greatly helpful; Intimidate Hitmontop is one useful teammate, as it can switch into Dark-type attacks aimed at Dusclops, and in the event that Dusclops is unable to use Will-O-Wisp, can lower the enemy’s Attack stat.</p>

[Other Options]

<p>Dusclops can also run an anti-Trick Room set by using Imprison over Night Shade, shutting the opponent’s Trick Room user. Seismic Toss is an option over Night Shade, as the difference between them is nominal, except for (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, Dusclop usually has no need for Protect, as it is able to easily survive most hits,[remove comma] while its partner can take out the threat; therefore, it is better off using Helping Hand, rather than using Protect. 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. Finally, Grudge or Destiny Bond, while gimmicky, are userable usable options.</p>

[Checks and Counters]

<p>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, while 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.</p>

ok should be ok, there is some repetition which you might want to investigate and remove
gpstamp
1/2
 
Made changes, adjusted sentences that were repetitive/confusing; feel free to comment further on the changes if they don't suit you.

LemoLAME
 
REMOVE ADD COMMENTS
[Overview]
[ADD SPACE]
<p>With the introduction of Eviolite, it seems Dusclops has surpassed its older brother, Dusknoir, as the premier Trick Room setter in the VGC metagame. When holding an Eviolite, Dusclops becomes one of the most reliable Trick Room setters in VGC 2012. [You just repeated yourself..] Furthermore, with its myriad of 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.</p>

[SET]
name: Trick Room
move 1: Helping Hand
move 2: Will-O-Wisp
move 3: Trick Room
move 4: Night Shade
item: Eviolite
ability: Pressure
nature: Sassy
evs: 252 HP / 4 Def / 252 SpDef
ivs: 0 Spe

[SET COMMENTS]
[ADD SPACE]
<p>One of the more common ways teams use in order to 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, unless the said attacks are super effective from those with high Attack or Special Attack stats such as 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,[Add Space]it is protected from this method and Dusclops is allowed 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, and Helping Hand usually as it can allows 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.</p>

[ADDITIONAL COMMENTS]
[ADD SPACE]
<p>252 HP EVs are used to boost Dusclops's relatively low HP stat to reasonable levels. 252 Special Defense EVs are used, as Will-O-Wisp already helps to cushion Dusclops against physical attacks allows Dusclops to tank physical attacks more effectively, allowing Dusclops to invest in its Special Defense. The only item that should be considered for Dusclops is Eviolite; this is the crucial component that allows Dusclops to be considered over Dusknoir, as the latter does everything much more effectively when Dusclops is not holding an Eviolite. When using Helping Hand, it is not advised that for the partner to use spread moves that hit Dusclops also in the process, such as Earthquake and Surf, as Dusclops has no reliable way of recovering HP. Any teammate that can take advantage of Trick Room,[Remove Comma] and can also use spread moves is a friend of Dusclops; Chandelure, Hippowdon, Tyranitar, Heatran, and Gastrodon (with Muddy Water) all function well under Trick Room and are able to use spread moves that's are further boosted by Helping Hand. Teammates that also resist Dark-type attacks such as Steel-, Dark-, and Fighting-types are greatly helpful; Intimidate Hitmontop is one useful teammate, as it can switch into Dark-type attacks aimed at Dusclops, and in the event that Dusclops is unable to use Will-O-Wisp, can lower the enemy's Attack stat.</p>

[Other Options]
[ADD SPACE]
<p>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, Dusclop usually has no need for Protect, as it is able to easily survive most hits while its partner can take out the threat; therefore, it is better off using Helping Hand, rather than using Protect. 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,[Add Comma[ but is quite unreliable. Finally, Grudge or Destiny Bond, while gimmicky, are useable viable options,[Add Comma] though they are quite gimmicky.</p>

[Checks and Counters]
[ADD SPACE]
<p>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.</p>

Good.

gpstamp
 
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