
- Helping Hand
- Icy Wind
- Sunny Day/Rain Dance
- Protect
@; leftovers
Kickass defenses? Icy Wind? I fucking love post-XD Dusclops. Icy WInd slows shit down, HH for sweeping assistance. Stick this thing on your weather team and watch it fly.

- Helping Hand
- Icy Wind
- Will-o-wisp
- Ice Beam/Counter
If you like stuff with Guts trait, this is your friday night man. Counter is a nice surprise for physical attackers, Ice Beam if you're scared of Aero/Sal/Zap/etc

- Imprison
- Earthquake
- HP Ghost
- Protect
@; Leftovers
The brainchild of MasamuneXGP. The 2vs2 variant of Dusclops serves to disable your opponent from using 3 of the 4 most common 2vs2 moves. Imprison will shut off ALL Hidden Power types. Things can get really evil with this thing and an exploder around.
Other Options:
Ice Beam on the Imprison set helps protect your ally against Ice Beam, perfect for Salamence. Will-o-wisp can work, but expect to see Lum Berry.
EVs:
For the Imprison set, use max HP. Concentrate somewhat on Attack, as he'll also be serving as somewhat of a physical attacker. Put some in speed so you can outspeed other Dusclops, and the rest towards the defenses.
Preferred Allies:
Exploders (Metagross, Regirock, etc), Salamence (guarded from surprise HP Ice)
Counters:
Other Dusclops, Kingdra/Omastar/Ludicolo, Gengar, Shedinja to some extent