Dusknoir (GP 2/2)

Shame That

TAKE IT ALL OR LEAVE IT
is a Contributor Alumnusis a Battle Simulator Moderator Alumnus
Why does nobody like me

(Taking over from Battlestar. The original can be found here)

[Overview]

<p>With the transition from DPP to BW, Dusknoir's pre-evolution, Dusclops, received a buff to its defenses in the form of Eviolite. Disheartened and jealous, Dusknoir stomped off to sulk in the dismal hole that is RU. However, it is in the dark that Dusknoir truly found a place to shine. Dusknoir has an incredible base 135 Defense and Special Defense, allowing it to tank hits from RU offensive behemoths such as Archeops and Gallade. Dusknoir certainly isn't a slouch offensively either, wielding a decent base 100 Attack stat capable of dealing some solid damage. Top this off with a large movepool and the banning of a huge counter in Sableye, it would seem as if nothing can stop Dusknoir. However, Dusknoir is still sad about its lack of instant reliable recovery, often leaving it victim to entry hazards or causing it to be whittled away by status. Dusknoir has also been cursed with a terrible base 45 HP stat, meaning it must heavily invest into its defenses in order to retain good bulk. But despite these shortcomings, Dusknoir still remains a prominent threat in the RU tier, both offensively and defensively.</p>

[SET]
name: Tank
move 1: Will-O-Wisp
move 2: Pain Split
move 3: Earthquake / Rock Slide
move 4: Shadow Sneak
item: Leftovers
nature: Careful
evs: 252 HP / 4 Def / 252 SpD

[SET COMMENTS]

<p>With a good defensive typing, great defensive stats, and semi-reliable instant recovery, Dusknoir makes an obvious choice for a tank. Will-O-Wisp is basically essential, as it is a fantastic status inflicting move, and can cushion Dusknoir against physical attackers, which is especially beneficial since its Defense has little investment in this set. Pain Split allows Dusknoir to share its HP with its opponent, acting as Dusknoir's only real means of recovery. While Dusknoir's crippling depression hits like a truck at first, the opponent soon gets used to it, meaning Pain Split can become shaky and inconsistent as your opponents HP drops. Earthquake hits Steel-types for super effective damage, while also taking care of most Fire-, Rock-, and Electric-types. However, Rock Slide is an option, as while it misses out on hitting Electric-types, it allows Dusknoir to hit Moltres, Lampent and Archeops for super effective damage. Shadow Sneak is used in the last slot, as it gives Dusknoir a STAB priority move while acting as a way to finish off heavily crippled opponents.</p>

[ADDITIONAL COMMENTS]

<p>The EVs are fairly self explanatory. Maximum Special Defense investment is used, as Will-O-Wisp already provides enough defense against phsyical attackers, while HP is maximized to give Dusknoir that extra bulk it so dearly needs. It is possible to maximize Defense, as such high Defense in conjunction with Will-O-Wisp would leave Dusknoir taking very little physical damage. However, this is not recommended, as it leaves Dusknoir far more vulnerable to Special Attackers. Leftovers are the item of choice, as the small amount of extra recovery can be extremely helpful. Seismic Toss is an option, as sometimes Dusknoir's Attack stat just doesn't cut it. This also allows Dusknoir to hit every Pokemon in the game for unresisted damage when used with Shadow Sneak, though this hardly makes a difference to Seismic Toss.</p>

<p>Despite its incredible defenses, Dusknoir can't exactly mow through teams all by itself, so team support is vital. A cleric can be of incredible help, as status problems can tear right through Dusknoir. Pokemon such as Altaria, Uxie, Lilligant or Miltank can provide cleric support; Dusknoir even covers Miltank's weakness to Fighting-type attacks, whilst Miltank returns the favor with an immunity to Ghost-type attacks. While Pressure is a fine and dandy ability, Dusknoir often spends its summer days wishing it had Levitate so it would be able to ignore Spikes like Gengar and other Ghost-types. To compensate for this, Rapid Spin can be extremely helpful, protecting Dusknoir from the damage it has so much trouble recovering. While Claydol shares common Dark- and Ghost-type weaknesses with Dusknoir, it also makes for a fantastic Rapid Spin user, and is able to set up Stealth Rock to aid in Dusknoir's attempts to whittle its opponents down.</p>


[SET]
name: SubPunch
move 1: Substitute
move 2: Focus Punch
move 3: Pain Split
move 4: Shadow Sneak
item: Leftovers
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

[SET COMMENTS]

<p>While the last set focused completely on Dusknoir's defensive capabilities, this set takes a more offensive approach. While Dusknoir may not have the incredible strength of Golurk, its Focus Punch can still smash holes in the opponent's team. Being statused has always been a major problem for Dusknoir, destroying him inside out. Rather than have a cleric cure him, this Dusknoir uses Substitute to try and block any status aimed at him, stopping himself from becoming crippled in the first place. Once behind a Substitute, Dusknoir can use Pain Split to heal himself and hurt the enemy before firing off Focus Punches. Shadow Sneak acts as a much needed STAB priority move, and is a reliable way to kill off a weakened opponent. While this set may have maximum HP investment, it has very little investment into defenses, and its moves are designed to function best behind a Substitute, so it is near vital to keep a rhydon doll up at all times.</p>

[ADDITIONAL COMMENTS]

<p>Once again, the EVs are fairly self explanatory. Maximum HP is used mainly to bolster the size of Dusknoir's Substitutes while giving the added bonus of extra bulk. Maximum Attack investment and an Adamant nature are used to let Dusknoir's Shadow Sneak and Focus Punch hit as hard as possible. When behind its Substitute, Dusknoir can hit every Pokemon in the game for unresisted damage, thanks to the incredible coverage of Fighting- and Ghost-type attacks. Although not as direly needed as with the Tank set, clerics can still be of a great assistance since Dusknoir could always accidentally switch in on a status inflicting move. Altaria, Uxie and Miltank all make solid choices, Miltank standing out a little more due to its great type synergy with Dusknoir. Rapid Spin support is also of huge assistance, as Dusknoir cannot afford to lose 25% health upon switching in, and then 25% again upon using Substitute. Claydol, despite its shared weaknesses with Dusknoir, can spin away hazards whilst being able to set up Stealth Rock to punish opponents switching in, making it easier for Dusknoir to punch through his enemies. If the similiar typing is off-putting, Hitmonlee or Hitmonchan are also able users of Rapid Spin. Neither can set up entry hazards, but both can deal great damage, softening up opponents for Dusknoir to take on later.</p>

[Other Options]

<p>Out of all of the other options Dusknoir can abuse, Trick Room would have to be the most potent. Dusknoir's lousy speed can let it outpace most of the metagame in Trick Room, and its sheer bulk allows it to easily set up Trick Room later in the match. Dusknoir can use Gravity, which can work extremely well with entry hazards, as foes that are normally immune to spikes due to an ability or a flying typing will now take 25% every time they switch in. Gravity also gives Will-O-Wisp 100% accuracy and allows Earthquake to hit opponents normally immune to it, such as Moltres. DynamicPunch is also an option for use with Gravity; however, at this point, the idea becomes more of a novelty, as DynamicPunch only has 82% accuracy in Gravity.</p>

<p>Calm Mind may seem like a fantastic idea, as it can be used with a Bold nature and maximum defense EVs to make Dusknoir incredibly bulky. Calm Mind can also allow Dusknoir to take advantage of its special movepool, consisting of moves such as Dark Pulse, Ice Beam and Focus Blast. However, with Dusknoirs dissapointing base 65 Special Attack stat, it is normally better off taking advantage of its base 100 Attack stat. If being statused is a terrifying prospect to you, or if Pain Split doesn't feel reliable enough, Dusknoir can use a set consisting of Rest and Sleep Talk; however, this leaves it with only two moves to use for the last slots, so choose wisely. If walls are a huge problem, Dusknoir can use Toxic instead of Will-O-Wisp in an attempt to stall them out. Destiny Bond is a viable option, as it allows Dusknoir to take down an opponent with it, or force some switches to rack up entry hazard damage.</p>

[Checks and Counters]

<p>If there is one thing that terrifies Dusknoir, it's Taunt. When taunted, Dusknoir can only choose from its very limited range of attacks to try and defeat its foes, often causing it to be crushed in the process, unless it switches. Statuses are another great way to beat Dusknoir; although most sets carry a way to combat statuses, they still hate to go up against them. Entry hazards can be a huge problem for Dusknoir, as it can have trouble recovering the health it loses upon switching in. Toxic Spikes are especially potent, as they combine two of Dusknoir's weaknesses into one move. On the offensive side, a powerful pokemon that can hit Dusknoir for super effective damage will usually get the job done. Sharpedo and Crawdaunt make excellent examples, crushing Dusknoir with their super effective STAB moves.</p>
 

Shame That

TAKE IT ALL OR LEAVE IT
is a Contributor Alumnusis a Battle Simulator Moderator Alumnus
Please tell me if I've done anything wrong, this is my first analysis written.

Otherwise, I think this is ready for GP checks.
 

November Blue

A universe where hot chips don't exist :(
is a Contributor Alumnus
Wow, this is really well written! Pretty impressive for a first analysis. I don't see anything wrong with it, and I'm going to GP check it now.

Stand by...
 
Add Remove
[Overview]

<p>With the transition from DPP to BW, Dusknoir's lower pre-(hyphen)evolution, Dusclops, recieived a buff to its defenses in the form of Eviolite. Disheartened and jealous, Dusknoir stomped off to sulk in the dismal hole that is RU. However, it is in the dark that Dusknoir truly found a place to shine. Dusknoir has incredible an base 135 Defense and Special Defense stats, allowing it to tank hits from RU offensive behemoths such as Archeops and Gallade. Dusknoir certainly isn't a slouch offensively either, wielding a decent base 100 Attack stat capable of dealing some solid damage. Top this off with a large movepool and the removal banning of a huge counter in Sableye, it would seem as if nothing can stop Dusknoir. However, Dusknoir is still sad about its lack of instant reliable recovery, often leaving it victim to entry hazards or causing it to be whittled away by status. Dusknoir has also been cursed with a terrible base 45 HP stat, meaning it must heavily invest into its defenses in order to retain good bulk. But despite these shortcomings, Dusknoir still remains as a prominent threat in the RU tier, both offensively and defensively.</p>

[SET]
name: Tank
move 1: Will-O-Wisp
move 2: Pain Split
move 3: Earthquake / Rock Slide
move 4: Shadow Sneak
item: Leftovers
nature: Careful
evs: 252 HP / 4 Def / 252 SpD

[SET COMMENTS]

<p>With a good defensive typing, great defensive stats, and semi-reliable instant recovery, Dusknoir makes an obvious choice for a tank. Will-O-Wisp is basically essential, as it is a fantastic status inflicting move, and can cushion Dusknoir against physical attackers, as which is especially beneficial since its Defense has little investment in this set. Pain Split allows Dusknoir to share its low self-esteem about its HP with its opponent, acting as a Dusknoir's only real means of recovery. While Dusknoir's crippling depression hits like a truck at first, the opponent soon gets used to it, meaning Pain Split can become shaky and inconsistent as your opponents HP drops. Earthquake hits Steel-types for super effective damage, while also taking care of most Fire-, Rock-, and Electric-types. However, Rock Slide is an option, as while it misses out on hitting Electric-types, it allows Dusknoir to hit Moltres, Lampent and Archeops for super effective damage. Shadow Sneak is used in the last slot, as it gives Dusknoir a STAB priority move while acting as a way to finish off heavily crippled opponents.</p>

[ADDITIONAL COMMENTS]

<p>The EVs are fairly self explanatory. Maximumized Special Defense investment is used, (comma) as Will-O-Wisp already provides enough defense against phsyical attackers, while HP is maximized HP is used to give Dusknoir that extra bulk it so dearly needs. It is possible to maximize Defense, as such high Defense in conjunction with Will-O-Wisp would leave Dusknoir taking very little physical damage. However, this is not reccomended, as it leaves Dusknoir far more vulnerable to Special Attackers. Leftovers are the item of choice, as the small amount of extra recovery can be extremely helpful. Seismic Toss is an option, as sometimes Dusknoir's Attack stat just doesn't cut it. This also allows Dusknoir to hit every Pokemon in the game for unresisted damage when used with Shadow Sneak, though this hardly makes a difference to Seismic Toss.</p>

<p>Despite its incredible defenses, Dusknoir can't exactly mow through teams all by itself, so and team support is vital. A cleric can be of incredible help, as status problems can tear right through Dusknoir. Pokemon such as Altaria, Uxie, Lilligant or Miltank can provide cleric support; Dusknoir even covers Miltank's weakness to Fighting-type attacks, whilst Miltank returns the favour with an immunity to Ghost-type attacks. While Pressure is a fine and dandy ability, Dusknoir often spends its summer days wishing it had Levitate, (comma) so it would be able to ignore Spikes like Gengar and other Ghost-types. To compensate for this, Rapid Spin can be extremely helpful, protecting Dusknoir from the damage it has so much trouble recovering. While Claydol shares common Dark- and Ghost-type weaknesses with Dusknoir, it also makes for a fantastic Rapid Spin user, and is able to set up Stealth Rock to aid in Dusknoir's attempts to whittle its opponents down.</p>


[SET]
name: SubPunch
move 1: Substitute
move 2: Focus Punch
move 3: Pain Split
move 4: Shadow Sneak
item: Leftovers
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

[SET COMMENTS]

<p>While the last set focused completely on Dusknoir's defensive capabilities, this set takes a more offensive approach. While Dusknoir may not have the incredible strength of Golurk, its Focus Punch can still smash holes in the its opponent'(apostrophe)s team. Being statused has always been a major problem for Dusknoir, destroying him inside out. Rather than have a cleric cure him, this Dusknoir uses Substitute to try and block any status aimed at him, stopping himself from becoming crippled in the first place. Once behind a Substitute, Dusknoir can use Pain Split to heal himself and hurt the enemy, (comma) before firing off Focus Punches. Shadow Sneak acts as a much needed STAB priority move, and is a reliable way to kill off a weakened opponent. While this set may have maximum HP investment, it has very little investment into defenses, and its moves are designed to function best behind a Substitute, so it is near vital to keep a rhydon doll up at all times.</p>

[ADDITIONAL COMMENTS]

<p>Once again, the EVs are fairly self explanatory. Maximum HP is used mainly to bolster the size of Dusknoir's Substitutes, (comma) while giving the added bonus of extra bulk. Maximum Attack investment and an Adamant nature are used to let Dusknoir's Shadow Sneak and Focus Punch hit as hard as possible. When behind its Substitute, Dusknoir can hit every Pokemon in the game for unresisted damage, thanks to the incredible coverage of Fighting- and Ghost-type attacks. Although not as direly needed as with the Tank set, clerics can still be of a great assistance since if Dusknoir could always accidentally switches in on a status inflicting move. Altaria, Uxie and Miltank all make solid choices, Miltank standing out a little more so due to its great type synergy with Dusknoir. Rapid Spin support is also of huge assistance, as Dusknoir cannot afford to lose 25% health upon switching in, and then 25% again upon using Substitute. Claydol, despite its shared weaknesses with Dusknoir, can spin away hazards whilst being able to set setting up Stealth Rock to punish opponents switching in, making it easier for Dusknoir to punch through his enemies. If the similiar typing is off-putting, Hitmonlee or Hitmonchan are also able users of Rapid Spin. Neither can set up entry hazards, but both can deal great damage, softening up opponents for Dusknoir to take on later.</p>

[Other Options]

<p>Out of all of the other options Dusknoir can abuse, Trick Room would have to be the most potent. Dusknoir's lousy speed can let it outpace most of the metagame in Trick Room, and its sheer bulk allows it to easily set up Trick Room later in the match. Dusknoir can use Gravity, which can work extremely well with entry hazards, as foes that are normally immune to spikes due to an ability or a flying typinge will now take 25% every time they switch in. Gravity also gives Will-O-Wisp 100% accuracy and allows Earthquake to hit opponents normally immune to it, (comma) such as Moltres. DynamicPunch is also an option for use with Gravity; however, at this point, the idea becomes more of a novelty, as DynamicPunch only has 82% accuracy in Gravity.</p>

<p>Calm Mind may seem like a fantastic idea, as it can be used with a Bold nature and maximimumzed defense EVs to make Dusknoir incredibly bulky. Calm Mind can also allow Dusknoir to take advantage of its special movepool, consisting of moves such as Dark Pulse, Ice Beam and Focus Blast. However, with Dusknoirs dissapointing base 65 Special Attack stat, it is normally better off taking advantage of its base 100 Attack stat. If being statused is a terrifying prospect to you, or if Pain Split doesn't feel reliable enough, Dusknoir can use a set consisting of Rest and Sleep Talk; however, this leaves it with only two moves to use for the last slots, so choose wisely. If walls are a huge problem, Dusknoir can use Toxic instead of Will-O-Wisp, (comma) in an attempt to stall them out. Destiny Bond is a viable option, as it allows Dusknoir to take down an opponent with it, or force some switches to rack up entry hazard damage.</p>

[Checks and Counters]

<p>If there is one thing that terrifies Dusknoir, it'(apostrophe)s Taunt. When taunted, Dusknoir can only choose from its very limited range of attacks to try and defeat its foes, often causing it to be crushed in the process, (comma) unless it switches. Statuses are another great way to beat Dusknoir; although most sets carry a way to combat statuses, they still hate to go up against them. Entry hazards can be a huge problem for Dusknoir, as it can have trouble recovering the health it loses upon switching in. Toxic Spikes are especially potent, as they combine two of Dusknoir's weaknesses into one move. On the offensive attacking side of counters, a powerful pokemon that can hit Dusknoir for super effective damage will usually get the job done. Sharpedo and Crawdaunt make excellent examples, crushing Dusknoir with their super effective STAB moves.</p>



GP Approved 1/2
 
Amateur GP check

Why does nobody like me

(Taking over from Battlestar. The original can be found here)

[Overview]

<p>With the transition from DPP to BW, Dusknoir's pre-evolution, Dusclops, received a buff to its defenses in the form of Eviolite. Disheartened and jealous, Dusknoir stomped off to sulk in the dismal hole that is RU. However, it is in the dark that Dusknoir truly found a place to shine. Dusknoir has an incredible base 135 Defense and Special Defense, allowing it to tank hits from RU offensive behemoths such as Archeops and Gallade. Dusknoir certainly isn't a slouch offensively either, wielding a decent base 100 Attack stat capable of dealing some solid damage. Top this off with a large movepool and the banning of a huge counter in Sableye, it would seem as if nothing can stop Dusknoir. However, Dusknoir is still sad about its lack of instant reliable recovery, often leaving it victim to entry hazards or causing it to be whittled away by status. Dusknoir has also been cursed with a terrible base 45 HP stat, meaning it must heavily invest into its defenses in order to retain good bulk. But despite these shortcomings, Dusknoir still remains a prominent threat in the RU tier, both offensively and defensively.</p>

[SET]
name: Tank
move 1: Will-O-Wisp
move 2: Pain Split
move 3: Earthquake / Rock Slide
move 4: Shadow Sneak
item: Leftovers
nature: Careful
evs: 252 HP / 4 Def / 252 SpD

[SET COMMENTS]

<p>With a good defensive typing, great defensive stats, and semi-reliable instant recovery, Dusknoir makes an obvious choice for a tank. Will-O-Wisp is basically essential, as it is a fantastic status inflicting move, and can cushion Dusknoir against physical attackers, which is especially beneficial since its Defense has little investment in this set. Pain Split allows Dusknoir to share its HP with its opponent, acting as a Dusknoir's only real means of recovery. While Dusknoir's crippling depression hits like a truck at first, the opponent soon gets used to it, meaning Pain Split can become shaky and inconsistent as your opponents HP drops. Earthquake hits Steel-types for super effective damage, while also taking care of most Fire-, Rock-, and Electric-types. However, Rock Slide is an option, as while it misses out on hitting Electric-types, it allows Dusknoir to hit Moltres, Lampent and Archeops for super effective damage. Shadow Sneak is used in the last slot, as it gives Dusknoir a STAB priority move while acting as a way to finish off heavily crippled opponents.</p>

[ADDITIONAL COMMENTS]

<p>The EVs are fairly self explanatory. Maximum Special Defense investment is used, as Will-O-Wisp already provides enough defense against phsyical attackers, while HP is maximized to give Dusknoir that extra bulk it so dearly needs. It is possible to maximize Defense, as such high Defense in conjunction with Will-O-Wisp would leave Dusknoir taking very little physical damage. However, this is not recommended, as it leaves Dusknoir far more vulnerable to Special Attackers. Leftovers are the item of choice, as the small amount of extra recovery can be extremely helpful. Seismic Toss is an option, as sometimes Dusknoir's Attack stat just doesn't cut it. This also allows Dusknoir to hit every Pokemon in the game for unresisted damage when used with Shadow Sneak, though this hardly makes a difference to Seismic Toss.</p>

<p>Despite its incredible defenses, Dusknoir can't exactly mow through teams all by itself, so team support is vital. A cleric can be of incredible help, as status problems can tear right through Dusknoir. Pokemon such as Altaria, Uxie, Lilligant or Miltank can provide cleric support; Dusknoir even covers Miltank's weakness to Fighting-type attacks, whilst Miltank returns the favor with an immunity to Ghost-type attacks. While Pressure is a fine and dandy ability, Dusknoir often spends its summer days wishing it had Levitate so it would be able to ignore Spikes like Gengar and other Ghost-types. To compensate for this, Rapid Spin can be extremely helpful, protecting Dusknoir from the damage it has so much trouble recovering. While Claydol shares common Dark- and Ghost-type weaknesses with Dusknoir, it also makes for a fantastic Rapid Spin user, and is able to set up Stealth Rock to aid in Dusknoir's attempts to whittle its opponents down.</p>


[SET]
name: SubPunch
move 1: Substitute
move 2: Focus Punch
move 3: Pain Split
move 4: Shadow Sneak
item: Leftovers
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

[SET COMMENTS]

<p>While the last set focused completely on Dusknoir's defensive capabilities, this set takes a more offensive approach. While Dusknoir may not have the incredible strength of Golurk, its Focus Punch can still smash holes in the opponent's team. Being statused has always been a major problem for Dusknoir, destroying him inside out. Rather than have a cleric cure him, this Dusknoir uses Substitute to try and block any status aimed at him, stopping himself from becoming crippled in the first place. Once behind a Substitute, Dusknoir can use Pain Split to heal himself and hurt the enemy before firing off Focus Punches. Shadow Sneak acts as a much needed STAB priority move, and is a reliable way to kill off a weakened opponent. While this set may have maximum HP investment, it has very little investment into defenses, and its moves are designed to function best behind a Substitute, so it is near vital to keep a rhydon doll up at all times.</p>

[ADDITIONAL COMMENTS]

<p>Once again, the EVs are fairly self explanatory. Maximum HP is used mainly to bolster the size of Dusknoir's Substitutes while giving the added bonus of extra bulk. Maximum Attack investment and an Adamant nature are used to let Dusknoir's Shadow Sneak and Focus Punch hit as hard as possible. When behind its Substitute, Dusknoir can hit every Pokemon in the game for unresisted damage, thanks to the incredible coverage of Fighting- and Ghost-type attacks. Although not as direly needed as with the Tank set, clerics can still be of a great assistance since Dusknoir could always accidentally switch in on a status inflicting move. Altaria, Uxie and Miltank all make solid choices, Miltank standing out a little more so due to its great type synergy with Dusknoir. Rapid Spin support is also of huge assistance, as Dusknoir cannot afford to lose 25% health upon switching in, and then 25% again upon using Substitute. Claydol, despite its shared weaknesses with Dusknoir, can spin away hazards whilst being able to set up Stealth Rock to punish opponents switching in, making it easier for Dusknoir to punch through his enemies. If the similiar typing is off-putting, Hitmonlee or Hitmonchan are also able users of Rapid Spin. Neither can set up entry hazards, but both can deal great damage, softening up opponents for Dusknoir to take on later.</p>

[Other Options]

<p>Out of all of the other options Dusknoir can abuse, Trick Room would have to be the most potent. Dusknoir's lousy speed can let it outpace most of the metagame in Trick Room, and its sheer bulk allows it to easily set up Trick Room later in the match. Dusknoir can use Gravity, which can work extremely well with entry hazards, as foes that are normally immune to spikes due to an ability or a flying typing will now take 25% every time they switch in. Gravity also gives Will-O-Wisp 100% accuracy and allows Earthquake to hit opponents normally immune to it, such as Moltres. DynamicPunch is also an option for use with Gravity; however, at this point, the idea becomes more of a novelty, as DynamicPunch only has 82% accuracy in Gravity.</p>

<p>Calm Mind may seem like a fantastic idea, as it can be used with a Bold nature and maximum defense EVs to make Dusknoir incredibly bulky. Calm Mind can also allow Dusknoir to take advantage of its special movepool, consisting of moves such as Dark Pulse, Ice Beam and Focus Blast. However, with Dusknoirs dissapointing base 65 Special Attack stat, it is normally better off taking advantage of its base 100 Attack stat. If being statused is a terrifying prospect to you, or if Pain Split doesn't feel reliable enough, Dusknoir can use a set consisting of Rest and Sleep Talk; however, this leaves it with only two moves to use for the last slots, so choose wisely. If walls are a huge problem, Dusknoir can use Toxic instead of Will-O-Wisp in an attempt to stall them out. Destiny Bond is a viable option, as it allows Dusknoir to take down an opponent with it, or force some switches to rack up entry hazard damage.</p>

[Checks and Counters]

<p>If there is one thing that terrifies Dusknoir, it's Taunt. When taunted, Dusknoir can only choose from its very limited range of attacks to try and defeat its foes, often causing it to be crushed in the process, unless it switches. Statuses are another great way to beat Dusknoir; although most sets carry a way to combat statuses, they still hate to go up against them. Entry hazards can be a huge problem for Dusknoir, as it can have trouble recovering the health it loses upon switching in. Toxic Spikes are especially potent, as they combine two of Dusknoir's weaknesses into one move. On the offensive side, a powerful pokemon that can hit Dusknoir for super effective damage will usually get the job done. Sharpedo and Crawdaunt make excellent examples, crushing Dusknoir with their super effective STAB moves.</p>


Couldn't find much wrong with it, well anything really, but very well written.
 

Nix_Hex

Uangaana kasuttortunga!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Battle Simulator Moderator Alumnus

gp 2/2
yeah.

Okay in future if you do a check with so few edits, make them bold and list at the end "These are the changes I made: (blah blah blah)" because it was almost impossible to see that you even made changes. Still a fine job!
 

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