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#1 |
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Banned deucer.
Join Date: Aug 2010
Posts: 629
In a desert far away.
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![]() HP:45 Attack:100 Defense: 135 Sp.Attack:65 Sp.Defense: 135 Speed:45 Notable Traits: Dusknoir easily said is a defensive Pokemon. It has access to Pain Split, which can heal itself and damage it's foe. Also Dusknoir is a big abuser of Will-O-Wisp, which helps it take physical damage better. It also has the option to plays other roles with gravity, pursuit, and disable. Dusknoir is, overall, a wall to be cautious around, able to easily block most sweepers. Standard-Noir Dusknoir@Leftovers Impish/Careful 252 HP/ 252 Def/ Sp.Def 4 -Will-O-Wisp -Pain Split - Shadow Sneak/ Shadow Punch - Return/Fire Punch This is pretty much the standard Dusknoir. You always want to max out its little HP. Pain is its main recovery option and great for weakening new Pokemon. Shadow Sneak is for priority to compensate its low speed. How Shadow punch may be used to stop the Double Team/ Minamizers/ Sand Attack users. Return is there for a fill in move and is the only move to hit normal types with. Other Options: You may consider running Dusknoir on a Special Defensive set due to the already strong physical defense with Will-O-Wisp. Unlikely seen set are offensive ones. You can consider running a Trick room set that fits well with him due to low speed. Another option is to use a subpunch Set, however other out class dusknoir. A lum berry can also be incorporated to get rid of status effect which cripple dusknoir. Rest and Sleep talk may be seen as well Counters: Dusknoir gets serverly crippled by status moves. Dusknoir can really have trouble with other ghost types. Most are on the special side which is dusknoir weak point. Chandelure is a large counter being able to switch in to a Will-O-wisp to suck it up, powering up a fire move. Anything that really can benefit from its status inducing moves is a counter. Last edited by Solace; Sep 6th, 2011 at 5:14:13 PM. |
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#2 |
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Join Date: May 2009
Posts: 1,206
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You listed the SpDef base stat twice.
Just sayin'.
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Pokemon Showdown Name: "Joel"
(Peaked at: 1745 / OU Standard) Pokemon Online Name: "James Bondage" (Peaked at: 1351 / WiFi OU Tier) I also occasionally do wifi battles. |
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#3 |
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Banned deucer.
Join Date: Aug 2010
Posts: 629
In a desert far away.
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Thank you for your cooperation.
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#4 | |
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pewpewpew
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Join Date: May 2010
Posts: 1,555
Bethesda, MD
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Quote:
Earthquake and Fire Punch are also good offensive options for Dusknoir, with excellent coverage together or alongside Shadow Punch.
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FATECRASHERS MADE MY AVATAR! Go look at more art! Currently out, college apps are poison. C&Cers, contact me if you need any help with anything important. Sorry! Last edited by cosmicexplorer; Sep 5th, 2011 at 9:46:12 PM. |
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#5 |
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Join Date: Feb 2010
Posts: 2,941
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Why are you using dusknoir? seriously. Just use dusclops. It will actually do damage with its move of choice (Night Shade or S-toss) and takes hits far better.
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VGC Regionals: VGC11 Top 16, VGC12 12th Place |
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#6 | |
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Banned deucer.
Join Date: Aug 2010
Posts: 629
In a desert far away.
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Quote:
Also dusknoir has a little extra HP and a stronger attack. It can actually use be able to use physical moves. |
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#7 |
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pewpewpew
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Join Date: May 2010
Posts: 1,555
Bethesda, MD
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Earthquake and Fire Punch are meant to hit Steel-types which resist Shadow Punch or Shadow Sneak, and Fire-types that are immune to Will-O-Wisp. Return, while it gets good neutral coverage, doesn't hit either of those targets for enough damage, which is why those two are useful.
Breludicolo, those moves and Dusknoir's good Attack are the reason to use it over Dusclops in singles. Sure, it's a precise niche, but it's definitely usable. For example, Dusknoir can serve as an effective check to Blaziken with Earthquake, but Dusclops only has Night Shade, and is 2HKOed by sun-boosted Fire Blast or Flare Blitz.
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FATECRASHERS MADE MY AVATAR! Go look at more art! Currently out, college apps are poison. C&Cers, contact me if you need any help with anything important. Sorry! |
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#8 |
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i was born to save the doctor
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ok this one will get my formatting fixes shortly
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when ppl are like ‘the new pokemon are so unoriginal and dumb’ im like?? ? ? celebi was a flying onion |
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#9 |
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[02:06] <DixieNormous> Rodan x pookar: Just Do It
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Super Moderator
Join Date: Dec 2005
Posts: 5,910
Foursquare, a sprained ankle, bottlecap ninjas, and wallball
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I think Ice Punch / Earthquake is another formidable offensive combo you can use. First and foremost, Ice Punch smacks Gliscor who is either walling your Will-O-Wisps with Toxic Orb + Poison Heal or Substitute (Dusknoir's other attacks are too weak to break even uninvested Gliscor subs). Ice Punch is also great for hitting a whole bunch of other things SE, such as the omnipresent Garchomp and Dragonite. Ice Punch + Shadow Sneak is a terrible offensive combo, though :(
Unfortunately Dusknoir really suffers from a 4 moveslot syndrome and being...very average in singles. Its main selling point is probably...burning stuff and being annoying in general. And as far as annoying goes it has severe competition with Jellicent. It's probably best left for doubles to set up Trick Room with.
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#10 |
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pewpewpew
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Join Date: May 2010
Posts: 1,555
Bethesda, MD
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Dusknoir is almost 100% outclassed by Dusclops in doubles, though, thanks to its pre-evo's much higher defenses. That doesn't leave much of a niche for Dusknoir in any tier.
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FATECRASHERS MADE MY AVATAR! Go look at more art! Currently out, college apps are poison. C&Cers, contact me if you need any help with anything important. Sorry! |
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#11 |
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b202 wifi vgc
![]() Join Date: Mar 2010
Posts: 933
wow, fantastic baby
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RE Dusclops vs Dusknoir -
Dusclops becomes incredibly bulky with an Eviolite, but lacks offensive presence. Dusknoir's offense is not good enough to make it superior to Dusclops. The held item is the big difference. Dusknoir can hold Lum Berry, Sitrus Berry, or Mental Herb. This makes it a safer Trick Room user, whereas Dusclops enjoys just sitting there spamming w-o-w or hh. |
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#12 |
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Join Date: Apr 2010
Posts: 1,112
New Jersey
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Something that I remember seeing in one of the VGC 2009 tournaments on here once was an Imprison set. Trick Room Protect Imprison Shadow Ball. It was used alongside Explosion and if you want to make a team like that Dusknoir is still one of the best ones due to the ability to use Mental Herb or Lum.
I agree with muffinhead though, its only advantage over dusclops is the ability to use a safer item. |
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#13 |
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Join Date: Mar 2009
Posts: 560
México D.F.
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I think Trick Room should have a bigger focus in this analysis....It's the best job Dusknoir can do in doubles....it's just amazing :)
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I'm loving college. I really miss VGC. |
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#14 |
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Join Date: May 2011
Posts: 93
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Gravity also deserves more of a shout-out to IMO, which means with a good partner it can easily support a sweep. Also one of the bulkiest pokemon that can use Gravity as well, as an added bonus. IMO it's the 2nd best thing Dusknoir can do, behind Trick Room(only because Dusknoir doesn't really have much of a usable gravity movepool outside of Earthquake that hits everything)
Mimic can also be mentioned here, although it takes far more work than many would want to go through to get it.(catch in 3rd gen game, teach Mimic via. move tutor, transfer to 4th gen game, transfer to 5th gen game, evolve into Dusknoir) but can give it a plethora of new ways to do things. it can get an instant recovery move by mimicing a recover or a moonlight, or another annoying move like thunder wave to greatly help it in it's time around. |
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