Dusknoir (Analysis) (GP 2/2)

JRank

Jonny
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Dusknoir

QC Checks: 2/2
GP Checks: 1/2

[Overview]

<p>A Trick Room staple for years, Dusknoir found its usage dropping quickly once its pre-evolution, Dusclops, got a defense boost in the form of Eviolite. While it may not tank the hits its pre-evolution does, Dusknoir is still able to set up Trick Room with impunity, and utilize helpful items Dusclops cannot. It again trumps Dusclops by having a much higher base 100 Attack from which it can take advantage of its own Trick Room. Although many overlook these aspects and use Dusclops, Dusknoir is a fantastic Pokemon for setting up and abusing Trick Room.</p>

[SET]
name: Trick Room
move 1: Trick Room
move 2: Will-O-Wisp
move 3: Shadow Punch / Shadow Sneak
move 4: Helping Hand
item: Mental Herb / Lum Berry / Sitrus Berry
ability: Pressure
nature: Sassy
evs: 236 HP / 36 Def / 236 SpD
ivs: 0 Spe

[SET COMMENTS]

<p>Dusknoir can help both itself and its allies by setting up Trick Room. Setting up Trick Room allows the slowest Pokemon to go first; with Dusknoir's poor Speed, this means it will almost always be going first. Will-O-Wisp neuters physical attackers, especially Dark-types looking to hit Dusknoir for super effective damage, such as Bisharp and Tyranitar. In the third slot, Shadow Punch gives Dusknoir a reliable STAB move that never misses, though Shadow Sneak has priority and is only weaker than Shadow Punch by 20 Base Power. Helping Hand provides Dusknoir with the ability to boost the power of its partner's attacks by 50%, something few other Pokemon can boast.</p>

[ADDITIONAL COMMENTS]

<p>The item choice is what really distinguishes Dusknoir from Dusclops. While Dusclops is forced to use Eviolite, Dusknoir can choose from a myriad of items. Mental Herb wastes an opposing Taunt and allows Dusknoir to always get off a Trick Room on the first turn. Due to the popularity of Spore users, a Lum Berry may be used as a way to evade the Sandman and pull off a Trick Room; however, a Sitrus Berry provides Dusknoir with additional longevity and allows it to get away with not using Pain Split. A Sassy nature and 0 Speed IVs make Dusknoir as slow as possible, so it can almost always move first in Trick Room. 236 HP and Special Defense EVs bulk up Dusknoir, allowing it to take many special-based attacks with ease, while Will-O-Wisp keeps physical attackers at bay. 36 EVs are put into Defense in order to allow Dusknoir to survive a Crunch from Tyranitar even without a Sitrus Berry.</p>

<p>Any Pokemon that can aid Dusknoir in its quest to set up Trick Room is greatly appreciated as a partner. Pokemon that utilize Fake Out, namely Scrafty and Hariyama, are great partners for Dusknoir. In addition to utilizing Fake Out, Scrafty and Hariyama have low Speed, allowing them to function very well in Trick Room. Amoonguss, a longtime staple of Trick Room teams, is a highly recommended teammate, drawing attacks away from Dusknoir with Rage Powder and taking threats out of action with its 100% accurate Spore. Rhyperior and Conkeldurr are but two examples of the slow, yet hard-hitting Pokemon that love taking advantage of the Trick Room environment Dusknoir brings, in addition to the boost in attacking power provided by Helping Hand.</p>

[Other Options]

<p>It must be noted that a Dusknoir with Helping Hand and flawless IVs is considerably difficult to obtain in-game, only being available via the GameCube iterations of the series, namely Pokemon XD: Gale of Darkness. A realistic goal would be attempting to get a Dusknoir with IVs of 28 or higher. Because of this handicap, Protect may be used instead in order to provide Dusknoir with a damage-free turn. Pain Split provides a way to recover HP and hurt opponents at the same time and with Dusknoir's low HP, it will often receive health while the foe will likely lose it. Dusknoir has a plethora of physical options in its movepool, yet sadly finds itself lacking the necessary moveslots to utilize them. Ice Punch could be useful against the Grass-type Spore users who ruin Dusknoir's day, such as Amoonguss and Parasect. Earthquake, Rock Slide, Fire Punch, Thunderpunch, and Brick Break are all moves that seem useful on paper but can't hit as hard as one would like in application. Imprison is an option to shut down other Trick Room users, as well as to disable moves detrimental to Dusknoir's teammates, such as Will-O-Wisp. Speaking of disabling, Disable provides a way to shut down Choice users who spam powerful moves. Gravity seems as if it could be decent, though between setting up both it and Trick Room, time will be short to actually utilize it.</p>

[Checks and Counters]

<p>Taunt completely shuts Dusknoir down, and though a Mental Herb remedies this, one can still Taunt again to completely cripple the ghoul. Once Taunted, Pokemon utilizing Sucker Punch such as Hitmontop and Shiftry can rip Dusknoir apart, as it is forced to attack. Though few Pokemon can OHKO Dusknoir, it still has much to fear from strong attackers. Dark-type Pokemon such as Weavile and Honchkrow can smack Dusknoir with a super effective STAB move, though they must watch out for a Will-O-Wisp in return. Chandelure can soak up Will-O-Wisp, boosting its Fire-type STAB via Flash Fire, and proceed to murder Dusknoir with either its boosted Fire STAB or a super effective Shadow Ball. Additionally, Chandelure can run Imprison which, when coupled with Trick Room, renders Dusknoir unable to set up.</p>
 

iss

let's play bw lc!
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Sitrus should be slashed last. Dusknoir's main advantage over Dusclops is the ability to run Mental Herb or Lum, and Sitrus ends up being outclassed by Eviolite.
 

JRank

Jonny
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Sitrus should be slashed last. Dusknoir's main advantage over Dusclops is the ability to run Mental Herb or Lum, and Sitrus ends up being outclassed by Eviolite.
How is a healing item outclassed by an item that boosts a different Pokemon's defenses? One of the reasons for using Dusknoir is the ability to use Sitrus Berry if you don't want to use Pain Split for recovery.

Anyway, written and ready for QC.
 

iss

let's play bw lc!
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Probably shouldn't be using recovery moves anyways. The big point is that Dusknoir has the ability to run Herb/Lum, as opposed to the bulkier Dusclops.
 

muffinhead

b202 wifi vgc
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please move pain split and protect to oo.

Will-O-Wisp neuters any physical attackers, especially Dark-types looking to hit Dusknoir for super effective damage, such as Weavile and Sableye < change to ttar.

it must be noted that a Dusknoir with Helping Hand and flawless IVs is considerably difficult to obtain in-game, only being available via the GameCube iterations. Because of this handicap, Protect may be used instead in order to provide Dusknoir with a damage-free turn < move this to OO :3

thanks jrank, good analysis ! qc 1 / 2 after changes
 

JRank

Jonny
is a Forum Moderator Alumnusis a Contributor Alumnus
please move pain split and protect to oo.

Will-O-Wisp neuters any physical attackers, especially Dark-types looking to hit Dusknoir for super effective damage, such as Weavile and Sableye < change to ttar.

it must be noted that a Dusknoir with Helping Hand and flawless IVs is considerably difficult to obtain in-game, only being available via the GameCube iterations. Because of this handicap, Protect may be used instead in order to provide Dusknoir with a damage-free turn < move this to OO :3

thanks jrank, good analysis ! qc 1 / 2 after changes
I KNEW there was another physical Dark-type I was forgetting, but I just threw Sableye in there, Tyranitar slipped my mind xD

Changes made
 
Most effective EV spread will be 236 HP / 36 Def / 236 SDef

This lets you survive Tyranitar Crunch after one turn of sandstorm/hail damage, gives the most SpD bulk and Def bulk.

Bisharp should probably get a mention instead of Weavile because Weavile either gets a critical hit with Night Slash while +1 Bisharp can OHKO Dusknoir.

Lum first then Mental Herb because there are now more effective Follow Me / Rage Powder users, less usage of taunt and Imprison doesn't stop you from attacking. Status is a lot more difficult to avoid for Trick Room teams now.

Good analysis, I don't see it having much over the Mummy Cofagrigus, mainly personal opinion.
 

JRank

Jonny
is a Forum Moderator Alumnusis a Contributor Alumnus
Most effective EV spread will be 236 HP / 36 Def / 236 SDef

This lets you survive Tyranitar Crunch after one turn of sandstorm/hail damage, gives the most SpD bulk and Def bulk.

Bisharp should probably get a mention instead of Weavile because Weavile either gets a critical hit with Night Slash while +1 Bisharp can OHKO Dusknoir.
Ok thanks needed a spread, changed Weavile-->Bisharp.

Lum first then Mental Herb because there are now more effective Follow Me / Rage Powder users, less usage of taunt and Imprison doesn't stop you from attacking. Status is a lot more difficult to avoid for Trick Room teams now.
You know how the PO metagame is, it changes every week. I think Taunt is definitely common enough to warrant its being in the first spot.

Talked to you about the "interaction" thing on irc lol.
 

TrollFreak

(╮°-°)╮┳━┳ (╯°□°)╯ ┻━┻
is a Contributor Alumnus
*Amerture GP Placeholder*

REMOVE ADD COMMENTS


Dusknoir

QC Checks: 2/2
GP Checks: 0/2

[Overview]

<p>A Trick Room staple for years, Dusknoir was quickly dropped from usage usage dropped quickly once its pre-evolution, Dusclops, got a defense boost in the form of Eviolite. While it may not tank the hits its brother pre-evolution does, Dusknoir is still able to set up Trick Room with impunity, and utilize helpful items Dusclops cannot. It again trumps Dusclops by having a much higher base 100 Attack from which it can take advantage of its own Trick Room. Although many overlook these aspects and use Dusclops, Dusknoir is a fantastic Pokemon for setting up and abusing Trick Room.</p>

[SET]
name: Trick Room
move 1: Trick Room
move 2: Will-O-Wisp
move 3: Shadow Punch / Shadow Sneak
move 4: Helping Hand
item: Mental Herb / Lum Berry / Sitrus Berry
nature: Sassy
ability: Pressure
nature: Sassy
evs: 236 HP / 36 Def / 236 SpD
ivs: 0 Spe

[SET COMMENTS]

<p>Dusknoir can help both itself and its allies by setting up Trick Room. Setting up Trick Room allows the slowest Pokemon to go first; and with Dusknoir's its poor Speed, this means it will almost always be going first. Will-O-Wisp neuters cripples any physical attackers, especially Dark-types looking to hit Dusknoir for super effective damage, such as Bisharp and Tyranitar. In the third slot, Shadow Punch gives Dusknoir a reliable STAB move and that never misses, though Shadow Sneak always goes first has priority and is weaker than Shadow Punch by only 20 Base Power. Helping Hand provides Dusknoir with the ability to boost its partner's attacks by a stage 50%, something few other Pokemon can boast.</p>

[ADDITIONAL COMMENTS]

<p>The item choice is what really distinguishes Dusknoir from Dusclops. While Dusclops is forced to run use Eviolite, Dusknoir has its choice from a myriad of items. A Mental Herb soaks up wastes a Taunt and allows Dusknoir to always get off a Trick Room on the first turn. Due to the popularity of Spore users, a Lum Berry may be used as a way to slow them down and get Trick Room off. ;However however, a Sitrus Berry provides Dusknoir with longevity and allows it to get away with not using Pain Split. A Sassy nature and a 0 Speed IVs make Dusknoir as slow as possible, so it can nearly almost always move first in Trick Room. 236 HP and Special Defense EVs bulk up Dusknoir, allowing it to take many special-based attacks with ease, while Will-O-Wisp keeps physical attackers at bay. 36 EVs are put into Defense in order to allow Dusknoir to survive a Crunch and a turn of sandstorm damage from Tyranitar. Maybe say which kind of Tyranitar it can take a Crunch from.</p>

<p>Any Pokemon that can aid Dusknoir in its quest to set up Trick Room is greatly appreciated as a partner. Pokemon that utilize Fake Out, namely Scrafty and Hariyama, are great partners for Dusknoir. In addition to utilizing Fake Out, Scrafty and Hariyama have low Speed, allowing them to function very well in Trick Room. A Trick Room staple such as Amoonguss is a highly recommended teammate, drawing attacks away from Dusknoir with Rage Powder and taking threats out of action with its 100% accurate Spore. Rhyperior and Conkeldurr are but two examples of the slow, yet hard-hitting Pokemon that love taking advantage of the Trick Room environment Dusknoir brings, in addition to the boost in attacking power provided by Helping Hand.</p>

[Other Options]

<p>It must be noted that a Dusknoir with Helping Hand and flawless IVs is considerably difficult to obtain in-game, only being available via the GameCube iterations. Because of this handicap, Protect may be used instead in order to provide Dusknoir with a damage-free turn. Pain Split provides a way to recover HP and hurt opponents at the same time; and with Dusknoir's low HP means it will often receive health while the foe will likely lose it. Dusknoir has a plethora of physical options in its movepool, yet sadly finds itself lacking the necessary moveslots to utilize them. Ice Punch could be useful against the Grass-type Spore users who ruin Dusknoir's day, such as Amoonguss and Parasect. Earthquake, Rock Slide, Fire Punch, Thunderpunch, and Brick Break are all moves that seem useful on paper but can't hit as hard as one would like in application. Imprison is an option to shut down other Trick Room users, as well as disabling moves detrimental to Dusknoir's teammates, such as Will-O-Wisp. Speaking of disabling, Disable provides a way to shut down Choice users who spam powerful moves, though its low accuracy makes this an unattractive option. Gravity seems as if it could be decent, though between setting up both it and Trick Room, time will be short to actually utilize it.</p>

[Checks and Counters]

<p>Taunt completely shuts Dusknoir down, and though a Mental Herb remedies this, one can still Taunt again to completely disable it from supporting its team. Once Taunted, Pokemon utilizing Sucker Punch such as Hitmontop and Shiftry can rip Dusknoir apart, as it is forced to attack. Though little can OHKO Dusknoir, it still has much to fear from strong attackers. Dark-type Pokemon such as Weavile and Honchkrow can smack Dusknoir with a super effective STAB move, though they must watch out for a Will-O-Wisp in return. Chandelure can soak up Will-O-Wisp, boosting its Fire-type STAB via Flash Fire, and proceed to murder Dusknoir with either its boosted Fire STAB or a super effective Shadow Ball. Additionally, Chandelure can run Imprison, which, when coupled with Trick Room, renders Dusknoir unable to set up.</p>
Real Nice Writing here :D
 
Additions/caps/small replacements in blue
Deletions/uncaps in red
Comments in green

[Overview]

<p>A Trick Room staple for years, Dusknoir found its usage dropping quickly usage dropped quickly once its pre-evolution, Dusclops, got a defense boost in the form of Eviolite. While it may not tank the hits its pre-evolution does, Dusknoir is still able to set up Trick Room with impunity, and utilize helpful items Dusclops cannot. It again trumps Dusclops by having a much higher base 100 Attack from which it can take advantage of its own Trick Room. Although many overlook these aspects and use Dusclops, Dusknoir is a fantastic Pokemon for setting up and abusing Trick Room.</p>

[SET]
name: Trick Room
move 1: Trick Room
move 2: Will-O-Wisp
move 3: Shadow Punch / Shadow Sneak
move 4: Helping Hand
item: Mental Herb / Lum Berry / Sitrus Berry
ability: Pressure
nature: Sassy
evs: 236 HP / 36 Def / 236 SpD
ivs: 0 Spe

[SET COMMENTS]

<p>Dusknoir can help both itself and its allies by setting up Trick Room. Setting up Trick Room allows the slowest Pokemon to go first; with Dusknoir's poor Speed, this means it will almost always be going first. Will-O-Wisp neuters any physical attackers, especially Dark-types looking to hit Dusknoir for super effective damage, such as Bisharp and Tyranitar. In the third slot, Shadow Punch gives Dusknoir a reliable STAB move that never misses, though Shadow Sneak has priority and is weaker than Shadow Punch by only 20 Base Power. Helping Hand provides Dusknoir with the ability to boost the power of its partner's attacks by 50%, something few other Pokemon can boast.</p>

[ADDITIONAL COMMENTS]

<p>The item choice is what really distinguishes Dusknoir from Dusclops. While Dusclops is forced to use Eviolite, Dusknoir can choose has its choice from a myriad of items. A Mental Herb wastes an opposing Taunt and allows Dusknoir to always get off a Trick Room on the first turn. Due to the popularity of Spore users, a Lum Berry may be used as a way to slow them down and get Trick Room off evade the Sandman and pull off a Trick Room; however, a Sitrus Berry provides Dusknoir with additional longevity and allows it to get away with not using Pain Split. A Sassy nature and 0 Speed IVs make Dusknoir as slow as possible, so it can almost always move first in Trick Room. 236 HP and Special Defense EVs bulk up Dusknoir, allowing it to take many special-based attacks with ease, while Will-O-Wisp keeps physical attackers at bay. 36 EVs are put into Defense in order to allow Dusknoir to survive a Crunch from Tyranitar and a turn of sandstorm damage, even without a Sitrus Berry from Tyranitar.</p>

<p>Any Pokemon that can aid Dusknoir in its quest to set up Trick Room is greatly appreciated as a partner. Pokemon that utilize Fake Out, namely Scrafty (Are you intentionally avoiding mention of Hitmontop? The blasted thing is a staple of Fake Out support, and Intimidate helps buffer the assaults of physical attackers to boot) and Hariyama, are great partners for Dusknoir. In addition to utilizing Fake Out, Scrafty and Hariyama have low Speed, allowing them to function very well in Trick Room. A Trick Room staple such as Amoonguss Amoonguss, a longtime staple of Trick Room teams, is a highly recommended teammate, drawing attacks away from Dusknoir with Rage Powder and taking threats out of action with its 100% accurate Spore. Rhyperior and Conkeldurr are but two examples of the slow, yet hard-hitting Pokemon that love taking advantage of the Trick Room environment Dusknoir brings, in addition to the boost in attacking power provided by Helping Hand.</p>

[Other Options]

<p>It must be noted that a Dusknoir with Helping Hand and flawless IVs is considerably difficult to obtain in-game, only being available via the GameCube iterations of the series. Because of this handicap, Protect may be used instead in order to provide Dusknoir with a damage-free turn. Pain Split provides a way to recover HP and hurt opponents at the same time; and with Dusknoir's low HP, it will often receive health, while the foe will likely lose it. Dusknoir has a plethora of physical options in its movepool, yet sadly finds itself lacking the necessary moveslots to utilize them. Ice Punch could be useful against the Grass-type Spore users who ruin Dusknoir's day, such as Amoonguss and Parasect. Earthquake, Rock Slide, Fire Punch, Thunderpunch, and Brick Break are all moves that seem useful on paper, but can't hit as hard as one would like in application. Imprison is an option to shut down other Trick Room users, as well as to disable disabling moves detrimental to Dusknoir's teammates, such as Will-O-Wisp. Speaking of disabling, Disable provides a way to shut down Choice users who spam powerful moves, though its low accuracy makes this an unattractive option (Note that Disable was increased to 100% (not --%, but still good) Acc in BW). Gravity seems as if it could be decent, though between setting up both it and Trick Room, time will be short to actually utilize it.</p>

[Checks and Counters]

<p>Taunt completely shuts Dusknoir down, and though a Mental Herb remedies this, one can still Taunt again to completely disable it from supporting its team cripple the ghoul. Once Taunted, Pokemon utilizing Sucker Punch, such as Hitmontop and Shiftry, can rip Dusknoir apart, as it is forced to attack. Though little can OHKO Dusknoir, it still has much to fear from strong attackers. Dark-type Pokemon, such as Weavile and Honchkrow, can smack Dusknoir with a super effective STAB move, though they must watch out for a Will-O-Wisp in return. Chandelure can soak up Will-O-Wisp, boosting its Fire-type STAB via Flash Fire, and proceed to murder Dusknoir with either its boosted Fire STAB or a super effective Shadow Ball. Additionally, Chandelure can run Imprison, which, when coupled with Trick Room, renders Dusknoir unable to set up.</p>


Nice work with prose; though, as a VGC player myself, a handful of the examples (You mention Scrafty for Fake Out, but you use Shiftry as a Sucker Puncher?) could've used some work. Also, if you could find out which game(s) Dusknoir can get Helping Hand from, that would certainly be more useful than mentioning that the move comes from the GCN.
 

JRank

Jonny
is a Forum Moderator Alumnusis a Contributor Alumnus
Additions/caps/small replacements in blue
Deletions/uncaps in red
Comments in green

[Overview]

<p>A Trick Room staple for years, Dusknoir found its usage dropping quickly usage dropped quickly once its pre-evolution, Dusclops, got a defense boost in the form of Eviolite. While it may not tank the hits its pre-evolution does, Dusknoir is still able to set up Trick Room with impunity, and utilize helpful items Dusclops cannot. It again trumps Dusclops by having a much higher base 100 Attack from which it can take advantage of its own Trick Room. Although many overlook these aspects and use Dusclops, Dusknoir is a fantastic Pokemon for setting up and abusing Trick Room.</p>

[SET]
name: Trick Room
move 1: Trick Room
move 2: Will-O-Wisp
move 3: Shadow Punch / Shadow Sneak
move 4: Helping Hand
item: Mental Herb / Lum Berry / Sitrus Berry
ability: Pressure
nature: Sassy
evs: 236 HP / 36 Def / 236 SpD
ivs: 0 Spe

[SET COMMENTS]

<p>Dusknoir can help both itself and its allies by setting up Trick Room. Setting up Trick Room allows the slowest Pokemon to go first; with Dusknoir's poor Speed, this means it will almost always be going first. Will-O-Wisp neuters any physical attackers, especially Dark-types looking to hit Dusknoir for super effective damage, such as Bisharp and Tyranitar. In the third slot, Shadow Punch gives Dusknoir a reliable STAB move that never misses, though Shadow Sneak has priority and is weaker than Shadow Punch by only 20 Base Power. Helping Hand provides Dusknoir with the ability to boost the power of its partner's attacks by 50%, something few other Pokemon can boast.</p>

[ADDITIONAL COMMENTS]

<p>The item choice is what really distinguishes Dusknoir from Dusclops. While Dusclops is forced to use Eviolite, Dusknoir can choose has its choice from a myriad of items. A Mental Herb wastes an opposing Taunt and allows Dusknoir to always get off a Trick Room on the first turn. Due to the popularity of Spore users, a Lum Berry may be used as a way to slow them down and get Trick Room off evade the Sandman and pull off a Trick Room; however, a Sitrus Berry provides Dusknoir with additional longevity and allows it to get away with not using Pain Split. A Sassy nature and 0 Speed IVs make Dusknoir as slow as possible, so it can almost always move first in Trick Room. 236 HP and Special Defense EVs bulk up Dusknoir, allowing it to take many special-based attacks with ease, while Will-O-Wisp keeps physical attackers at bay. 36 EVs are put into Defense in order to allow Dusknoir to survive a Crunch from Tyranitar and a turn of sandstorm damage, even without a Sitrus Berry from Tyranitar.</p>

<p>Any Pokemon that can aid Dusknoir in its quest to set up Trick Room is greatly appreciated as a partner. Pokemon that utilize Fake Out, namely Scrafty (Are you intentionally avoiding mention of Hitmontop? The blasted thing is a staple of Fake Out support, and Intimidate helps buffer the assaults of physical attackers to boot) and Hariyama, are great partners for Dusknoir. In addition to utilizing Fake Out, Scrafty and Hariyama have low Speed, allowing them to function very well in Trick Room. A Trick Room staple such as Amoonguss Amoonguss, a longtime staple of Trick Room teams, is a highly recommended teammate, drawing attacks away from Dusknoir with Rage Powder and taking threats out of action with its 100% accurate Spore. Rhyperior and Conkeldurr are but two examples of the slow, yet hard-hitting Pokemon that love taking advantage of the Trick Room environment Dusknoir brings, in addition to the boost in attacking power provided by Helping Hand.</p>

[Other Options]

<p>It must be noted that a Dusknoir with Helping Hand and flawless IVs is considerably difficult to obtain in-game, only being available via the GameCube iterations of the series. Because of this handicap, Protect may be used instead in order to provide Dusknoir with a damage-free turn. Pain Split provides a way to recover HP and hurt opponents at the same time; and with Dusknoir's low HP, it will often receive health, while the foe will likely lose it. Dusknoir has a plethora of physical options in its movepool, yet sadly finds itself lacking the necessary moveslots to utilize them. Ice Punch could be useful against the Grass-type Spore users who ruin Dusknoir's day, such as Amoonguss and Parasect. Earthquake, Rock Slide, Fire Punch, Thunderpunch, and Brick Break are all moves that seem useful on paper, but can't hit as hard as one would like in application. Imprison is an option to shut down other Trick Room users, as well as to disable disabling moves detrimental to Dusknoir's teammates, such as Will-O-Wisp. Speaking of disabling, Disable provides a way to shut down Choice users who spam powerful moves, though its low accuracy makes this an unattractive option (Note that Disable was increased to 100% (not --%, but still good) Acc in BW). Gravity seems as if it could be decent, though between setting up both it and Trick Room, time will be short to actually utilize it.</p>

[Checks and Counters]

<p>Taunt completely shuts Dusknoir down, and though a Mental Herb remedies this, one can still Taunt again to completely disable it from supporting its team cripple the ghoul. Once Taunted, Pokemon utilizing Sucker Punch, such as Hitmontop and Shiftry, can rip Dusknoir apart, as it is forced to attack. Though little can OHKO Dusknoir, it still has much to fear from strong attackers. Dark-type Pokemon, such as Weavile and Honchkrow, can smack Dusknoir with a super effective STAB move, though they must watch out for a Will-O-Wisp in return. Chandelure can soak up Will-O-Wisp, boosting its Fire-type STAB via Flash Fire, and proceed to murder Dusknoir with either its boosted Fire STAB or a super effective Shadow Ball. Additionally, Chandelure can run Imprison, which, when coupled with Trick Room, renders Dusknoir unable to set up.</p>


Nice work with prose; though, as a VGC player myself, a handful of the examples (You mention Scrafty for Fake Out, but you use Shiftry as a Sucker Puncher?) could've used some work. Also, if you could find out which game(s) Dusknoir can get Helping Hand from, that would certainly be more useful than mentioning that the move comes from the GCN.
I was trying to come up with Dark-type Sucker Punch users, because an unboosted Hitmontop Sucker Punch doesn't do a whole lot. Also, Scrafty is one of the first Pokemon to come to mind, along with Hariyama, when you say "Trick Room Fake Out Support," or anything along those lines. Its low base Speed lets it work better in Trick Room than Hitmontop.

Put all of it in, though, thanks!
 

GatoDelFuego

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Amateur GP check

Dusknoir

QC Checks: 2/2
GP Checks: 1/2

[Overview]

<p>A Trick Room staple for years, Dusknoir found its usage dropping quickly once its pre-evolution, Dusclops, got a defense boost in the form of Eviolite. While it may not tank the hits its pre-evolution does, Dusknoir is still able to set up Trick Room with impunity, and utilize helpful items Dusclops cannot. It again trumps Dusclops by having a much higher base 100 Attack from which it can take advantage of its own Trick Room. Although many overlook these aspects and use Dusclops, Dusknoir is a fantastic Pokemon for setting up and abusing Trick Room.</p>

[SET]
name: Trick Room
move 1: Trick Room
move 2: Will-O-Wisp
move 3: Shadow Punch / Shadow Sneak
move 4: Helping Hand
item: Mental Herb / Lum Berry / Sitrus Berry
ability: Pressure
nature: Sassy
evs: 236 HP / 36 Def / 236 SpD
ivs: 0 Spe

[SET COMMENTS]

<p>Dusknoir can help both itself and its allies by setting up Trick Room. Setting up Trick Room allows the slowest Pokemon to go first; with Dusknoir's poor Speed, this means it will almost always be going first. Will-O-Wisp neuters physical attackers, especially Dark-types looking to hit Dusknoir for super effective damage, such as Bisharp and Tyranitar. In the third slot, Shadow Punch gives Dusknoir a reliable STAB move that never misses, though Shadow Sneak has priority and is weaker than Shadow Punch by only 20 Base Power. Helping Hand provides Dusknoir with the ability to boost the power of its partner's attacks by 50%, something few other Pokemon can boast. (everything can learn helping hand -_-)</p>

[ADDITIONAL COMMENTS]

<p>The item choice is what really distinguishes Dusknoir from Dusclops. While Dusclops is forced to use Eviolite, Dusknoir can choose from a myriad of items. Mental Herb wastes an opposing Taunt and allows Dusknoir to always get off a Trick Room on the first turn. Due to the popularity of Spore users, a Lum Berry may be used as a way to evade the Sandman and pull off a Trick Room; however, a Sitrus Berry provides Dusknoir with additional longevity and allows it to get away with not using Pain Split. A Sassy nature and 0 Speed IVs make Dusknoir as slow as possible, so it can almost always move first in Trick Room. 236 HP and Special Defense EVs bulk up Dusknoir, allowing it to take many special-based attacks with ease, while Will-O-Wisp keeps physical attackers at bay. 36 EVs are put into Defense in order to allow Dusknoir to survive a Crunch from Tyranitar, even without a Sitrus Berry.</p>

<p>Any Pokemon that can aid Dusknoir in its quest to set up Trick Room is greatly appreciated as a partner. Pokemon that utilize Fake Out, namely Scrafty and Hariyama, are great partners for Dusknoir. In addition to utilizing Fake Out, Scrafty and Hariyama also have low Speed, allowing them to function very well in Trick Room. Amoonguss, a longtime staple of Trick Room teams, is a highly recommended teammate, drawing attacks away from Dusknoir with Rage Powder and taking threats out of action with its 100% accurate Spore. Rhyperior and Conkeldurr are but two examples of the slow, yet hard-hitting Pokemon that love taking advantage of the Trick Room environment Dusknoir brings, in addition to as well as the boost in attacking power provided by Helping Hand.</p>

[Other Options]

<p>It must be noted that a Dusknoir with Helping Hand and flawless IVs is considerably difficult to obtain in-game, only being available via the GameCube iterations of the series, namely Pokemon XD: Gale of Darkness. Because of this handicap, Protect may be used instead in order to provide Dusknoir with a damage-free turn. Pain Split provides a way to recover HP and hurt opponents at the same time; and with Dusknoir's low HP it will often receive more health than other users of the move while the foe will likely lose it. Dusknoir has a plethora of physical options in its movepool, yet sadly finds itself lacking the moveslots necessary to utilize them. Ice Punch could be useful against the Grass-type Spore users who ruin Dusknoir's day, such as Amoonguss and Parasect. Earthquake, Rock Slide, Fire Punch, Thunderpunch, and Brick Break are all moves that seem useful on paper but can't hit as hard as one would like in application. Imprison is an option to shut down other Trick Room users, as well as to disable moves detrimental to Dusknoir's teammates, such as Will-O-Wisp. Speaking of disabling, Disable provides a way to shut down Choice users who spam powerful moves. Gravity seems as if it could be decent, though between setting up both it and Trick Room, time will be short to actually utilize it.</p>

[Checks and Counters]

<p>Taunt completely shuts Dusknoir down, and though a Mental Herb remedies this, one can still Taunt again to completely cripple the ghoul. Once Taunted, Pokemon utilizing Sucker Punch users, such as Hitmontop and Shiftry, can rip Dusknoir apart, as it is forced to attack. Though little can OHKO Dusknoir, it still has much to fear from strong attackers. Dark-type Pokemon such as Weavile and Honchkrow can smack Dusknoir with a super effective STAB move, though they must watch out for a Will-O-Wisp in return. Chandelure can soak up Will-O-Wisp, boosting its Fire-type STAB via Flash Fire, and proceed to murder Dusknoir with either its boosted Fire STAB or a super effective Shadow Ball. Additionally, Chandelure can run Imprison, which, when coupled with Trick Room, renders Dusknoir unable to set up.</p>
 

Nix_Hex

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[Overview]

<p>A Trick Room staple for years, Dusknoir found its usage dropping quickly once its pre-evolution, Dusclops, got a defense boost in the form of Eviolite. While it may not tank the hits its pre-evolution does, Dusknoir is still able to set up Trick Room with impunity, and utilize helpful items Dusclops cannot. It again trumps Dusclops by having a much higher base 100 Attack from which it can take advantage of its own Trick Room. Although many overlook these aspects and use Dusclops, Dusknoir is a fantastic Pokemon for setting up and abusing Trick Room.</p>

[SET]
name: Trick Room
move 1: Trick Room
move 2: Will-O-Wisp
move 3: Shadow Punch / Shadow Sneak
move 4: Helping Hand
item: Mental Herb / Lum Berry / Sitrus Berry
ability: Pressure
nature: Sassy
evs: 236 HP / 36 Def / 236 SpD
ivs: 0 Spe

[SET COMMENTS]

<p>Dusknoir can help both itself and its allies by setting up Trick Room. Setting up Trick Room allows the slowest Pokemon to go first; with Dusknoir's poor Speed, this means it will almost always be going first. Will-O-Wisp neuters physical attackers, especially Dark-types looking to hit Dusknoir for super effective damage, such as Bisharp and Tyranitar. In the third slot, Shadow Punch gives Dusknoir a reliable STAB move that never misses, though Shadow Sneak has priority and is only weaker than Shadow Punch by only 20 Base Power. Helping Hand provides Dusknoir with the ability to boost the power of its partner's attacks by 50%, something few other Pokemon can boast.</p>

[ADDITIONAL COMMENTS]

<p>The item choice is what really distinguishes Dusknoir from Dusclops. While Dusclops is forced to use Eviolite, Dusknoir can choose from a myriad of items. Mental Herb wastes an opposing Taunt and allows Dusknoir to always get off a Trick Room on the first turn. Due to the popularity of Spore users, a Lum Berry may be used as a way to evade the Sandman and pull off a Trick Room; however, a Sitrus Berry provides Dusknoir with additional longevity and allows it to get away with not using Pain Split. A Sassy nature and 0 Speed IVs make Dusknoir as slow as possible, so it can almost always move first in Trick Room. 236 HP and Special Defense EVs bulk up Dusknoir, allowing it to take many special-based attacks with ease, while Will-O-Wisp keeps physical attackers at bay. 36 EVs are put into Defense in order to allow Dusknoir to survive a Crunch from Tyranitar even without a Sitrus Berry.</p>

<p>Any Pokemon that can aid Dusknoir in its quest to set up Trick Room is greatly appreciated as a partner. Pokemon that utilize Fake Out, namely Scrafty and Hariyama, are great partners for Dusknoir. In addition to utilizing Fake Out, Scrafty and Hariyama have low Speed, allowing them to function very well in Trick Room. Amoonguss, a longtime staple of Trick Room teams, is a highly recommended teammate, drawing attacks away from Dusknoir with Rage Powder and taking threats out of action with its 100% accurate Spore. Rhyperior and Conkeldurr are but two examples of the slow, yet hard-hitting Pokemon that love taking advantage of the Trick Room environment Dusknoir brings, in addition to the boost in attacking power provided by Helping Hand.</p>

[Other Options]

<p>It must be noted that a Dusknoir with Helping Hand and flawless IVs is considerably difficult to obtain in-game, only being available via the GameCube iterations of the series, namely Pokemon XD: Gale of Darkness. (yeah it's virtually impossible so you'll have to settle for like 28+. Think of emphasizing this). Because of this handicap, Protect may be used instead in order to provide Dusknoir with a damage-free turn. Pain Split provides a way to recover HP and hurt opponents at the same time;(no semicolon) and with Dusknoir's low HP,(comma) it will often receive health while the foe will likely lose it. Dusknoir has a plethora of physical options in its movepool, yet sadly finds itself lacking the necessary moveslots to utilize them. Ice Punch could be useful against the Grass-type Spore users who ruin Dusknoir's day, such as Amoonguss and Parasect. Earthquake, Rock Slide, Fire Punch, Thunderpunch, and Brick Break are all moves that seem useful on paper but can't hit as hard as one would like in application. Imprison is an option to shut down other Trick Room users, as well as to disable moves detrimental to Dusknoir's teammates, such as Will-O-Wisp. Speaking of disabling, Disable provides a way to shut down Choice users who spam powerful moves. Gravity seems as if it could be decent, though between setting up both it and Trick Room, time will be short to actually utilize it.</p>

[Checks and Counters]

<p>Taunt completely shuts Dusknoir down, and though a Mental Herb remedies this, one can still Taunt again to completely cripple the ghoul. Once Taunted, Pokemon utilizing Sucker Punch such as Hitmontop and Shiftry can rip Dusknoir apart, as it is forced to attack. Though little few Pokemon can OHKO Dusknoir, it still has much to fear from strong attackers. Dark-type Pokemon such as Weavile and Honchkrow can smack Dusknoir with a super effective STAB move, though they must watch out for a Will-O-Wisp in return. Chandelure can soak up Will-O-Wisp, boosting its Fire-type STAB via Flash Fire, and proceed to murder Dusknoir with either its boosted Fire STAB or a super effective Shadow Ball. Additionally, Chandelure can run Imprison,(no comma) which, when coupled with Trick Room, renders Dusknoir unable to set up.</p>

I really liked this, good job!

[GP 2/2]

Also to the guy above, not everything can learn HH, and this guy only gets it from XD.
 

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