Dusclops [QC 0/3]

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Joim

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Put here awesome Dusclops analysis.

[Overview]

<p>If MC Hammer died and turned into a Ghost-type Pokemon, he would be a Dusclops. With the advent of Eviolite, Dusclops is one of the few Pokemon that see more usage than their evolutions, this time thanks to its preposteroulsy high bulk. As it would say if it could talk: you can't touch this. Its great bulk comes with a great weakness, though; it's Taunt bait and unable to provide offensive presence whatsoever.</p>

name: Support
move 1: Will-O-Wisp
move 2: Night Shade / Pain Split
move 3: Helping Hand
move 4: Trick Room
item: Eviolite
ability: Pressure
nature: Bold
EVs: 252 HP / 252 Def / 4 SpD
IVs: 0 Spe

[Set Comments]

<p>Let the hits come. Honestly, Dusclops is so slow there's no reason to use it outside of Trick Room.</p>
  • Incredibly bulky, takes shit damage from common moves such as Earthquake, Rock Slide, and even Surf and Blizzard.
  • Only way to stop it from setting Trick Room is either to use Taunt or to focus a double Gem-powered attack on it with the enough raw power to KO it. The first is easier.
  • Typing allows it to laugh at Hitmontop's face and the immunty to Fake Out makes it an excellent supporting Pokemon once the Taunt users are dealt with.
  • Night Shade makes it not total Taunt bait and allows it to deal some consistent, albeit puny damage.
  • Can use Pain Split or even Rest as recovery. Given its small HP stat, the first will give him a lot of recovery while dealing serious damage, but then you're serious Taunt bait. If you use Pain Split, set you need to set your HP IV to 0 and use a spread of 252 Def / 252 SpD.
  • Tyranitar's strong Crunch and Scrafty pose danger to Dusclops. Be wary of them.
[Additional Comments]
  • EV spread to have maximum physical bulk to take the common spread physical attacks.
  • You can use Will-O-Wisp and use a maximum special defense bulk set, but then you have to burn one by one the opponents and hope you don't miss. Coupled with Intimidate, physical bulk makes Dusclops unable to be fainted against physical attacking enemies, being able to survive long enough to spread Will-O-Wisp and use Helping Hand several times.
  • All Trick Room users are acquaintances of Dusclops: Heatran, Chandelure, Hippowdon, Tyranitar, and Gastrodon.
  • 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. (yes this is from VGC analysis, but it's still true and I'm lazy)
[Other Options]

  • Dusclops can use Sunny Day and Rain Dance to support weather teams.
  • It has access to Fire Punch.
  • It can use Seismic Toss, but Chandelure will laugh at you then.
  • It has Protect, but honestly, you don't need it to survive a turn.
  • Confuse Ray
  • Destiny Bond
  • Curse
  • Grudge

[Checks and Counters]

  • Taunt
  • Dark-types
 
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I was writing and I kinda forgot I still had to QC, so whatever. This is ready for the first QCs. Pardon the lazyness on the last part, I'm about to board lol
 
stampqc

(QC Approved 1/3)


good work, nothing really stands out to me here, Dusclops is really a one trick wonder. But add the taunters like Thundurus, Gyarados, Haxorus, among others. Ice beam should probably be listed as a OO as well. It does more then night shade would to certain Pokemon, Salamence, Landorus-t come to mind.
 
chandelure gets a special place on the counters list imo—can imprison or taunt (or roll with) tr, immune to WoW, and 252+ SpA Ghost Gem Chandelure Shadow Ball vs. 252 HP / 4 SpD Eviolite Dusclops: 248-294 (87.32 - 103.52%) -- 25% chance to OHKO

for that matter i'd probably ev to survive that hit, which would be 252 hp / 204 def / 52 spd

overview is a bit too silly, and missing some crucial information: mention both its fake out immunity. also, mention that though it has higher bulk than dusknoir, it loses out on its item slot (which is big when you love mental herb)

dont set your hp iv to 0 thats maybe the worst idea ive ever heard and not worth it

mention both follow me and your own prankster taunt (sableye, genies) as good partners since they stop the taunt on dusky

scrafty doesnt really pose a danger to dusclops, its crunch is weak as hell even before a burn and intimidate/fake out dont matter: 252+ Atk Dark Gem Scrafty Crunch vs. 252 HP / 204+ Def Eviolite Dusclops: 140-168 (49.29 - 59.15%)
 
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Yea, change Dusclop's spread to 252 HP / 204 Def / 52 SpD, as Pwnemon suggested. Dusclops's bulk is incredible, and you should highlight this in your analysis.

Survives a Ghost Gem Shadow Ball from Modest Chandelure
Survives a LO Psycho Boost from Rash Deoxys-A
Survives a Dark Gem Crunch from Adamant Tyranitar after sand damage
5/16 chance at surviving a CB / Fire Gem V-create from Adamant Victini in the sun

Disable deserves an AC mention, preventing the opponent from attacking Dusclop's partner with a powerful move. Imprison deserves an OO mention, imo - with Dusclop's bulk, it can prevent people from using common moves like Earthquake / Protect for a long time.
 
Imprison needs a C&C mention as Dusclops can do fuck all to must users of Imprison.


also please don't mention fire punch in OO. uinvested BP 75 unSTAB'd move off of 70 atttack is going to do literally nothing.

seriously

0 Atk Dusclops Fire Punch vs. 252 HP / 0 Def Scizor: 160-192 (46.51 - 55.81%) -- 76.17% chance to 2HKO

that's fucking pathetic.

Likewise please remove Curse, 50% HP for 25% hp a turn on the opponent that can be negated by swapping out is so fucking not worth it I cannot begin to describe the myraid of ways in which it is not worth it.

Grudge should also be removed as Destiny Bond completely, 100% outclasses in literally every scenario.
 
Grudge should also be removed as Destiny Bond completely, 100% outclasses in literally every scenario.
Not true. You might use Grudge on a Choice Specs Rotom-Wash along with Mean Look, locking it into Struggle, then you switch in Hitmontop and Volcarona, and Quiver Dance for the win. :>>>>

In terms of other options, I guess Taunt has its merits, while u r incredibly slow, with some prediction it might pay off sometimes. You should also replace Confuse Ray with Swagger, which apart from the 10% miss rate is better. We also have Gravity to play with, if you are keen on running GravRoom or something. That is more or less it though.

For Checks & Counters, I'd specify particular Taunt users, Thundurus, Tornadus, Terrakion, Sableye, etc.
Chandelure deserves a special mention, it can Imprison Trick Room, then blow you sky high dish out some solid damage with Shadow Ball.
 
locking this due to inactivity. Joim you can re-open it once you're ready to work on this again
 
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