In RU:
58/109/112/48/48/109 ---->
68/119/122/58/58/119
Durant becomes a monster in Tier Shift; With Hustle and Wide Lens, it has the capabilities to sweep entire teams (given the chance), because it can catch a lot of dual-types off guard. Pair it up with Iron Defense and a Ground-type to cover Fire-types and you've got quite the monster here.
In RU:
58/50/145/95/105/30 ----->
68/60/155/105/115/40
Cofagrigus takes the title as the first of the Ghost-types to break 155 base Defense while Doublade beats it by getting 160 base Defense in Tier Shift. Nevertheless, a Calm Mind will quickly get its Special Defense on par with its Defense, while a Shadow Ball and Hidden Power [Fighting] will provide it with all the coverage it needs against big threats like Bisharp and Weavile for Dark-types. Will-O-Wisp will cripple most Physical attackers and sweepers while its at it too, and if combined with Hex, you've got a total powerhouse on your hands, and a big threat in this tier.
In NFE:
40/70/130/60/130/20 ----->
55/85/145/75/145/35
Tier Shift Dusclops with Eviolite is just unbelievably defensive. It's able to withstand a non-boosted Knock Off from Weavile, a +1 Knock Off from Bisharp, and 2 non-boosted Mega Launcher Dark Pulses from M-Blastoise. I have come up with an offensive Dusclops set that you may like (or at the very least find interesting to see). It's a prototype I've been working on for a little while:
Dusclops @ Eviolite
Ability: Pressure
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Shadow Sneak
- Ice Punch
- Calm Mind
- Brick Break/Earthquake
To give Dusclops' HP a little bit of a needed boost, I decided to invest 252 in its HP, which will bring it up to 284 at Level 100. Also, I feel it has a wide(r) Physical movepool, so I decided to allocate 252 Attack EVs, which brings it up to 262 with Adamant Nature. Still pretty mediocre for a Ghost-type, but very good for a wall of this magnitude. An extra 4 SpD EVs just for that little bit of extra survival and "OOMPH!" from the Eviolite boost. Its movepool consists mainly of 3 Physical Moves and 1 Status move (depending on what you decide to put for the fourth slot, you may end up having 2 Physical Moves and 2 Status moves, idc).
Shadow Sneak provides some useful priority and is Dusclops's main S.T.A.B. move, but it still doesn't beat Gale Wings Talonflame or Weavile's Ice Shard (or even Donphan's for that matter).
Ice Punch is there for coverage (and the occasional Golurk, of which I have not seen (yet)), and the occasional Freezing chance which has helped me out so much in so many battles.
Calm Mind will boost Dusclops's already monster-high Special Defense (which is all its going to be used for, no Special Attacks, really), and provides a good way for Dusclops to breeze past things like a couple of non-boosted Dark Pulses from the likes of Chandelure and get past Gengar. The fourth option, I'll leave it up to you:
Brick Break provides Dark-type coverage (Weavile, Bisharp, Scrafty, etc.), and
Earthquake is just there to get rid of threats like Heatran, and maybe even the occasional Ferrothorn could come on down, but likely chances are its going to have a Big Root attached when it leeches off of you.
One problem I've had was with Destiny Bond. I was never quite sure whether Destiny Bond would linger on for an extra turn like in some of the older games, but I figured "It was taking up an extra slot for a better move I could have. It's much better off on a faster Ghost-type," but does the lingering still work in Gen VI?