Doubles DPP Dusclops

ryo yamada2001

ryo yamada2001
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[SET]
name: Trick Room
move 1: Trick Room
move 2: Rain Dance
move 3: Helping Hand
move 4: Night Shade / Shadow Sneak
item: Mail / Sitrus Berry
ability: Pressure
nature: Relaxed
evs: 252 HP / 96 Def / 160 SpD
ivs: 0 Spe

[SET COMMENTS]
  • Dusclops is only used as a Trick Room setter for Clamperl. Dusclops is preferred over Dusknoir in this role for its lower Speed tier, allowing it to set Rain Dance under Trick Room before Clamperl attacks, thus boosting its Muddy Water, which can be further amplified with Helping Hand. Dusclops's utility is better achieved by bulkier Trick Room setters with more favorable typing, but alongside Clamperl it becomes a fearsome unevolved combination.
  • Dusclops will often lead and set up Trick Room on the first turn and set up Rain Dance on the next while trying to bring in Clamperl safely. Rain Dance also undoes Tyranitar's sand, which leaves it less bulky and thus vulnerable to Clamperl's attacks.
  • A Helping Hand-boosted Muddy Water in Rain leaves practically no switch-ins to Clamperl, capable of 2HKOing all but Kingdra and Ludicolo. Once the Clamperl has fainted, Dusclops can still make itself useful by using Helping Hand to boost common partner's attacks like Rhyperior's Rock Slide and Machamp's Dynamic Punch.
  • Night Shade gives Dusclops a slight offensive presence, as it chips foes with consistent damage, beating passive foes such as Cresselia in isolation, while Shadow Sneak is used to break Focus Sash, allowing its teammates to guarantee KOs on frail threats.
  • Mail prevents Choice item Latias and Rotom-A from using Trick, which would otherwise severely disrupt Dusclops's game plan. Those same foes may attack Dusclops expecting Mail; Sitrus Berry helps offset some of this damage and extends Dusclops's longevity in general. Lastly, Dusclops can carry a Colbur Berry to live a Crunch from Choice Band Tyranitar it otherwise can't, though this is a less consistent option than the aforementioned items.
  • The given EV spread lives Choice Specs Rotom-A's Shadow Ball with the remainder of EVs put in Defense.
  • Dusclops's niche synergy with Clamperl is the only reason for using it, and, as such, they should always be paired. Clamperl Trick Room is a dedicated archetype that benefits from additional Trick Room setters with Rain Dance such as Cresselia, which also has Helping Hand. Dusclops enables Trick Room attackers such as Rhyperior and Machamp, boosting their high damage output with Helping Hand. Dusclops often finds itself as a lead with Mew, which can immobilize foes with its Fake Out and Taunt while also getting to use Explosion freely because of Dusclops's Ghost typing.
[CREDITS]
Written by:
https://www.smogon.com/forums/members/ryo-yamada2001.192134/
Quality checked by:
https://www.smogon.com/forums/members/zee.501951/
https://www.smogon.com/forums/members/daawesomedude1.228280/
Grammar checked by:
https://www.smogon.com/forums/members/ken.594478/
 
Last edited:
[SET]
name: Trick Room
move 1: Trick Room
move 2: Rain Dance
move 3: Helping Hand
move 4: Shadow Sneak / Night Shade
item: Mail / Sitrus Berry
ability: Pressure
nature: Relaxed
evs: 252 HP / 96 Def / 160 SpD
ivs: 0 Spe

[SET COMMENTS]
  • Dusclops is preferred over Dusknoir as a Trick Room setter for its lower Speed tier, allowing it to set Rain Dance under Trick Room before Clamperl attacks, thus boosting its Muddy Water, which can be further amplified with Helping Hand. Dusclops's utility is better achieved by bulkier Trick Room setters with more favorable typing, but alongside Clamperl it becomes a fearsome unevolved combination.
  • Dusclops will often lead and set up Trick Room on the first turn, and set up Rain Dance on the next while trying to bring in Clamperl safely. Rain Dance also undoes Tyranitar's sand, which leaves it less bulky and thus vulnerable to Clamperl's attacks.
  • A Helping Hand-boosted Muddy Water in Rain leaves practically no switch-ins to Clamperl, capable of 2HKOing all but Kingdra and Ludicolo. Helping Hand may also boost other common partners attacks like Rhyperior's Rock Slide and Machamp's Dynamic Punch, making them difficult to switch into. is it worth mentioning other partners should only be coming in once clamperl faints? i get this is the clops analysis but clops/clamperl is so vital to both of their functionings i cant imagine anyone sending in a machamp first
  • Shadow Sneak breaks Focus Sash, allowing its teammates to guarantee KOes on those frail threats. Night Shade may be used for a greater, but still negligible, offensive presence under Trick Room, as it chips foes with consistent damage. Shadow Punch is an alternate option that 2HKOes Latios, but Dusclops's damage output remains underwhelming. who is using this?? doesnt sound great i'd really prefer to remove it
  • Mail prevents Choice item set Latios and Rotom-A from using Trick, which would otherwise severely disrupt Dusclops's gameplan. Those same foes may attack into the Dusclops expecting Mail; Sitrus Berry helps offset some of this damage and extends Dusclops's longevity in general. Lastly, Dusclops can carry a Colbur Berry to live a Crunch from Choice Band Tyranitar it otherwise can't, though this is a less consistent option than the aforementioned.
  • The given EV spread lives a Choice Specs Latios Draco Meteor and Choice Specs Rotom-A Shadow Ball, and then maximizes maximizes generally refers to 252 in any stat, just best to say the leftovers are used in defense to further its bulk or something its Defense.
  • Dusclops's niche synergy with Clamperl is the only reason for using it, and as such they should always be paired. Clamperl Trick Room is a dedicated archetype that benefits from additional Trick Room setters with Rain Dance such as Cresselia, which also has Helping Hand. Dusclops enables Trick Room attackers such as Rhyperior and Machamp, boosting their high damage output with Helping Hand. Dusclops often finds itself as a lead with Mew, who can render foes immobilized with its Fake Out and Taunt, while also getting to use Explosion freely because of Dusclops's Ghost-typing.

yep its clops. qc dusclops eyes / duskull eyes
 
  • Only change I would recommend is mentioning that Dusclops is typically only used with Clamperl in the intro. It can be confusing for someone newer to see all the Clamperl mentions before getting to the synergy part at the very last paragraph. This also leads into why it's used instead of Dusknoir / other TR setters.

qc duskull eyes / duskull eyes :afrostar:
 
1/1 GP Team done
add remove comment
[SET]
name: Trick Room
move 1: Trick Room
move 2: Rain Dance
move 3: Helping Hand
move 4: Shadow Sneak / Night Shade
item: Mail / Sitrus Berry
ability: Pressure
nature: Relaxed
evs: 252 HP / 96 Def / 160 SpD
ivs: 0 Spe

[SET COMMENTS]
  • Dusclops is only used as a Trick Room setter for Clamperl. Dusclops is preferred over Dusknoir in this role for its lower Speed tier, allowing it to set Rain Dance under Trick Room before Clamperl attacks, thus boosting its Muddy Water, which can be further amplified with Helping Hand. Dusclops's utility is better achieved by bulkier Trick Room setters with more favorable typing, but alongside Clamperl it becomes a fearsome unevolved combination.
  • Dusclops will often lead and set up Trick Room on the first turn (rc) and set up Rain Dance on the next while trying to bring in Clamperl safely. Rain Dance also undoes Tyranitar's sand, which leaves it less bulky and thus vulnerable to Clamperl's attacks.
  • A Helping Hand-boosted Muddy Water in Rain leaves practically no switch-ins to Clamperl, capable of 2HKOing all but Kingdra and Ludicolo. Once the Clamperl has fainted, Dusclops can still make itself useful by Helping Hand boosting using Helping Hand to boost common partner's attacks like Rhyperior's Rock Slide and Machamp's Dynamic Punch.
  • Shadow Sneak breaks Focus Sash, allowing its teammates to guarantee KOes KOs on those frail threats. Night Shade may be used for a greater, but still negligible, offensive presence under Trick Room, as it chips foes with consistent damage.
  • Mail prevents Choice item set Latios and Rotom-A from using Trick, which would otherwise severely disrupt Dusclops's gameplan game plan. Those same foes may attack into the Dusclops expecting Mail; Sitrus Berry helps offset some of this damage and extends Dusclops's longevity in general. Lastly, Dusclops can carry a Colbur Berry to live a Crunch from Choice Band Tyranitar it otherwise can't, though this is a less consistent option than the aforementioned items.
  • The given EV spread lives a Choice Specs Latios's Draco Meteor and Choice Specs Rotom-A's Shadow Ball (rc) with the remainder of EVs put in Defense.
  • Dusclops's niche synergy with Clamperl is the only reason for using it, and, (ac) as such, (ac) they should always be paired. Clamperl Trick Room is a dedicated archetype that benefits from additional Trick Room setters with Rain Dance such as Cresselia, which also has Helping Hand. Dusclops enables Trick Room attackers such as Rhyperior and Machamp, boosting their high damage output with Helping Hand. Dusclops often finds itself as a lead with Mew, who which can render foes immobilized immobilize foes with its Fake Out and Taunt (rc) while also getting to use Explosion freely because of Dusclops's Ghost-typing Ghost typing.
don't forget to add credits :)
 
1/1 GP Team done
add remove comment
[SET]
name: Trick Room
move 1: Trick Room
move 2: Rain Dance
move 3: Helping Hand
move 4: Shadow Sneak / Night Shade
item: Mail / Sitrus Berry
ability: Pressure
nature: Relaxed
evs: 252 HP / 96 Def / 160 SpD
ivs: 0 Spe

[SET COMMENTS]
  • Dusclops is only used as a Trick Room setter for Clamperl. Dusclops is preferred over Dusknoir in this role for its lower Speed tier, allowing it to set Rain Dance under Trick Room before Clamperl attacks, thus boosting its Muddy Water, which can be further amplified with Helping Hand. Dusclops's utility is better achieved by bulkier Trick Room setters with more favorable typing, but alongside Clamperl it becomes a fearsome unevolved combination.
  • Dusclops will often lead and set up Trick Room on the first turn (rc) and set up Rain Dance on the next while trying to bring in Clamperl safely. Rain Dance also undoes Tyranitar's sand, which leaves it less bulky and thus vulnerable to Clamperl's attacks.
  • A Helping Hand-boosted Muddy Water in Rain leaves practically no switch-ins to Clamperl, capable of 2HKOing all but Kingdra and Ludicolo. Once the Clamperl has fainted, Dusclops can still make itself useful by Helping Hand boosting using Helping Hand to boost common partner's attacks like Rhyperior's Rock Slide and Machamp's Dynamic Punch.
  • Shadow Sneak breaks Focus Sash, allowing its teammates to guarantee KOes KOs on those frail threats. Night Shade may be used for a greater, but still negligible, offensive presence under Trick Room, as it chips foes with consistent damage.
  • Mail prevents Choice item set Latios and Rotom-A from using Trick, which would otherwise severely disrupt Dusclops's gameplan game plan. Those same foes may attack into the Dusclops expecting Mail; Sitrus Berry helps offset some of this damage and extends Dusclops's longevity in general. Lastly, Dusclops can carry a Colbur Berry to live a Crunch from Choice Band Tyranitar it otherwise can't, though this is a less consistent option than the aforementioned items.
  • The given EV spread lives a Choice Specs Latios's Draco Meteor and Choice Specs Rotom-A's Shadow Ball (rc) with the remainder of EVs put in Defense.
  • Dusclops's niche synergy with Clamperl is the only reason for using it, and, (ac) as such, (ac) they should always be paired. Clamperl Trick Room is a dedicated archetype that benefits from additional Trick Room setters with Rain Dance such as Cresselia, which also has Helping Hand. Dusclops enables Trick Room attackers such as Rhyperior and Machamp, boosting their high damage output with Helping Hand. Dusclops often finds itself as a lead with Mew, who which can render foes immobilized immobilize foes with its Fake Out and Taunt (rc) while also getting to use Explosion freely because of Dusclops's Ghost-typing Ghost typing.
don't forget to add credits :)
you are a hero your work for oldgens doubles ou analyses will not be forgotten
 
Most of it is very relevant to current dpp although I would argue is worth mentioning that sneak can be used paried with mew or scarf metagross to avoid potential annoying focus-sashers, otherwise it's always more interesting to run night shade, as 100 damage is not an insignificant amount in many situations, as you're able to win many 1v1 with multiple meta-relevant pokémon, other than being always yummy against opposing cresselia.
 
Night Shade lets Dusclops pose gives Dusclops a slight offensive presence, (ac) as it chips foes with consistent damage, letting it beating only changing this because the beginning of the sentence is slightly passive as well; you can keep the original if you prefer passive foes such as Cresselia in isolation, while Shadow Sneak is used to break Focus Sash, allowing its teammates to guarantee KOs on frail threats.

:toast:
 
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