Dusknoir [3/3] GP [2/2]

2xTheTap

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QC: Anty / Megazard / Tone114
GP: The Dutch Plumberjack / Snobalt

[OVERVIEW]

Dusknoir is able to distinguish itself from its fellow Ghost-types in the PU metagame by acting as a bulky spinblocker on offensive teams with access to both Shadow Sneak and Sucker Punch, as well as with a wide array of coverage moves in Ice Punch, Rock Slide, and Earthquake. Its STAB- and Life Orb-boosted Shadow Sneak supplies Dusknoir with strong counterplay against physically frail attackers like Kadabra and Mr. Mime. What's more, Sucker Punch can be used alongside Shadow Sneak in order to strike faster Normal-types such as Dodrio. Dusknoir is able to use its Ghost typing to switch into powerful Normal- and Fighting-type moves such as Chatot's Boomburst and Monferno's Close Combat in order to sponge those attacks for its teammates. Its Ghost typing can also be used to absorb Rapid Spin, meaning that in tandem with its great bulk and access to Pursuit, Dusknoir is easily able to switch into Cryogonal and Pursuit trap it in order to preserve any entry hazards that may have been set by its teammates. On the downside, the fact that it will be taking attacks from Rapid Spin users like Armaldo each time it enters the field, the possibility of entry hazards, and status effects such as burn and poison, coupled with its lack of reliable recovery, all leave Dusknoir liable to be worn down rather quickly over the course of a battle. Dusknoir also struggles against most Dark-types, as Vullaby is able to sponge Ice Punch thanks to its Eviolite-boosted bulk and strike back with Foul Play, while Pawniard can threaten it out with a faster, STAB-boosted Knock Off. Despite these shortcomings, Dusknoir's offensive presence and ability to spinblock place an enormous amount of pressure on its foes, making Dusknoir an advantageous choice for bulky offensive teams built around stacking entry hazards.

[SET]
name: Life Orb Attacker
move 1: Shadow Sneak
move 2: Sucker Punch
move 3: Earthquake
move 4: Ice Punch / Pursuit
item: Life Orb
ability: Pressure
nature: Adamant
evs: 212 HP / 252 Atk / 44 Spe

[SET COMMENTS]
Moves
========

Shadow Sneak supplies Dusknoir with a STAB-boosted priority move, letting it bypass its poor Speed stat and strike Psychic-types like Grumpig and Kadabra super effectively. Sucker Punch provides Dusknoir with a second priority attack that is used to hit faster Normal-types like Dodrio and Chatot. It is stronger than Shadow Sneak, but its successful use is dependent on your opponent also selecting an attack. Earthquake supplies Dusknoir with great neutral coverage alongside Ice Punch and lets Dusknoir check Pokemon weak to Ground-type moves, such as Arbok, Stunfisk, and Monferno. Ice Punch hits Dragon-types like Altaria and Gabite and physically frail Grass-types like Roselia and Jumpluff much harder than its other moves would while simultaneously preventing Dusknoir from being walled by Vullaby. Pursuit is a final option that allows Dusknoir to trap physically frail Pokemon, especially Cryogonal and Kadabra, and creates a dangerous guessing game when used in tandem with Dusknoir's priority moves wherein your opponent will be forced to question whether it's safer to stay in or switch out against Dusknoir.

Set Details
========

Its EV spread and nature maximize Dusknoir's Attack, while the given Speed lets Dusknoir outspeed neutral-natured base 50 Speed Pokemon, such as Klang and Audino. Dusknoir is able to run slightly more Speed in order to score a 2HKO on non-Eviolite Vullaby on the switch with a faster Ice Punch. Its remaining EVs should be allocated towards its bulk, which allows it to tank a wide array of neutral hits. Life Orb will boost Dusknoir's offensive presence while letting it switch between moves. Pressure is Dusknoir's only possible ability with this set because Frisk and Sucker Punch form an illegal combination together. Pressure can be used to stall out low-PP moves like Focus Blast and Superpower.

Usage Tips
========

Dusknoir should use its Ghost typing to switch into Rapid Spin in order to preserve any entry hazards its teammates may have set. If Dusknoir is healthy and using Pursuit, it should use the opportunity after it has blocked Cryogonal's Rapid Spin in order to Pursuit trap it. Pursuit can also be used against offensive pivots reliant on Volt Switch and U-turn for the bulk of their damage, such as Zebstrika and Ninjask, as well as physically frail foes like Kadabra and Mr. Mime that would normally switch out of Dusknoir's priority moves. If a Dark- or Normal-type Pokemon is predicted to switch into Dusknoir's Shadow Sneak or Sucker Punch, Dusknoir should instead attack with its coverage options; Earthquake will OHKO Pawniard and cause substantial damage to Mightyena and Normal-types on the switch, while Ice Punch is able to 2HKO Vullaby lacking Eviolite as it enters the field. Dusknoir should avoid staying in against healthy Will-O-Wisp and Scald users, as a burn is detrimental to its offensive presence. If possible, Dusknoir should be kept alive in order to provide some insurance against late-game sweepers like Rock Polish Regice and weather-based sweepers like Stoutland and Golduck via its priority moves.

Team Options
========

Rotom-F is able to pressure any defensive options to Dusknoir, as its STAB-boosted Blizzard hits Tangela, Gourgeist-XL, and Vullaby super effectively, and its Electric-type moves are able to beat bulky Water-types that are able to threaten Dusknoir with Scald, such as Politoed, Lumineon, and Prinplup. In return, Dusknoir provides an immunity to Fighting-type moves for Rotom-F and threatens checks and counters to Rotom-F, like Grumpig and Probopass. Monferno is a great offensive partner because it is able to take on Dark-types like Pawniard and Mightyena for Dusknoir, while Dusknoir is able to reciprocate by beating Monferno's defensive answers; it handles Stunfisk with Earthquake, Altaria with Ice Punch, and Psychic-types like Grumpig and Kadabra with Pursuit and Shadow Sneak. Given Dusknoir's vulnerability to Will-O-Wisp, Fire-types that are immune to the move or can take advantage of it via Flash Fire, like Ninetales and Rapidash, are beneficial partners. Ninetales is able to OHKO bulky answers to Dusknoir such as Tangela and Gourgeist-XL, while Dusknoir returns the favor by beating Grumpig, Vibrava, and Altaria for Ninetales. Similarly, Pokemon with access to Facade are also good teammates for their ability to absorb Will-O-Wisp aimed at Dusknoir. Stoutland in particular is adept at taking status for Dusknoir and can break defensive walls like Vullaby that would otherwise stop Dusknoir from doing its job. Pokemon with access to Spikes, like Quilladin and Roselia, especially appreciate Dusknoir's ability to block Rapid Spin via its Ghost typing, as well as Pursuit trap Cryogonal for these Grass-types. Dusknoir is the perfect companion to leads like Weakness Policy Golem, Leavanny, and Focus Sash Rampardos for its ability to spinblock, as these types of entry hazard setters are often unable to find a second opportunity to set up Stealth Rock, or Sticky Web in Leavanny's case. Finally, Pokemon with access to Defiant are able to complete an entry hazard setting and protection core with Dusknoir by deterring Defog, so Purugly and Pawniard are ideal teammates. Additionally, both of these options resist or are immune to Ghost-type attacks aimed at Dusknoir, while in return, Dusknoir can switch into any Fighting-type moves for Purugly and Pawniard.

[SET]
name: Offensive
move 1: Shadow Sneak
move 2: Earthquake
move 3: Ice Punch
move 4: Trick / Will-O-Wisp
item: Choice Band / Spell Tag
ability: Frisk
nature: Adamant
evs: 212 HP / 252 Atk / 44 Spe

[SET COMMENTS]
Moves
========

Shadow Sneak is Dusknoir's STAB move of choice, and the priority it receives lets Dusknoir overcome naturally faster and frail attackers like Mr. Mime. Earthquake allows Dusknoir to hit a wide range of Pokemon in PU super effectively, notably letting it check Monferno and hit Pawniard super effectively as it attempts to switch into Dusknoir's other attacks. Ice Punch deals significant damage to Flying-, Dragon-, and Grass-types like Altaria, Gabite, Vibrava, Jumpluff, and Roselia. Trick in tandem with a Choice Band can cripple physically defensive walls like Tangela by locking them into a single move. Will-O-Wisp is meant to be used alongside Spell Tag and is able to whittle down bulky answers to Dusknoir, as well as mitigate damage from physical attacks aimed at Dusknoir, like Armaldo's Knock Off.

Set Details
========

44 Speed EVs allow Dusknoir to outspeed neutral-natured base 50 Speed Pokemon such as Prinplup and Metang, while an Adamant nature and full investment in Attack are used to maximize its offensive capabilities. The rest of its EVs are placed in HP for overall bulk. Dusknoir is able to run slightly more Speed in order to cripple Tangela by replacing its Eviolite with its own Choice Band before Dusknoir is hit by Sleep Powder. Frisk's function is twofold: more generally, it allows Dusknoir to scout out its foe's item, thereby providing extremely valuable information about the items and sets your opponent is using. Secondly, Frisk helps you choose when the best time to use Trick will be by clearly identifying the item Dusknoir will receive. If Dusknoir is using Will-O-Wisp, a Spell Tag should be used to allow Dusknoir to switch between its moves and to bluff a Choice Band while at the same time still boosting Shadow Sneak's damage output. Otherwise, Trick should be used with Choice Band.

Usage Tips
========

Dusknoir should switch into Rapid Spin in order to prevent entry hazards from being removed by Pokemon like Cryogonal. Similarly, its Ghost typing should also be used to absorb other Normal- and Fighting-type attacks, such as Sawsbuck's Jump Kick and Double-Edge and Grumpig's Focus Blast. Both Trick and Will-O-Wisp can be used to cripple incoming defensive walls; however, giving away Dusknoir's Choice Band will decrease its offensive capabilities and may not always be the best play if the extra damage output from Choice Band is required late-game. Try to avoid revealing Dusknoir's item until Dusknoir is adequately positioned to cripple a physical attacker with Will-O-Wisp or disable an opposing wall with the combination of Trick and Choice Band.

Team Options
========

In addition to bulkier offensive teams, Dusknoir also fits well on hyper offensive teams given its ability to spinblock, so suicide leads like Venipede and Rampardos are ideal teammates. Stealth Rock setters such as Stunfisk and Probopass are great partners that are able to handle Pawniard for Dusknoir, while in return, Dusknoir can switch into any Fighting-type hits aimed at Probopass and cripple physical attackers for Stunfisk through the use of Will-O-Wisp, thus preserving Stunfisk's bulk. Grass-type entry hazard setters like Leavanny, Quilladin, and Roselia all appreciate Dusknoir's ability to check opposing Fire-types with Earthquake and spinblock for them, and these Grass-types can return the favor by beating Scald users like Politoed, Lumineon, and Prinplup for Dusknoir. Pokemon like Guts Machoke can switch into Misdreavus's Will-O-Wisp on Dusknoir's behalf and threaten Misdreavus out with a Guts-boosted Knock Off.

[STRATEGY COMMENTS]
Other Options
=============

Colbur Berry allows Dusknoir to eliminate Dark-types like Pawniard for its teammates by tanking Knock Off and striking back with Earthquake. Assault Vest improves Dusknoir's Special Defense, which lets it take less damage from special attackers such as Zebstrika, Mr. Mime, Grumpig, and Floatzel. However, forgoing an Attack-boosting item such as Life Orb limits Dusknoir's offensive capabilities and causes it to miss out on some important OHKOs and 2HKOs. For example, it is no longer able to OHKO Soundproof Mr. Mime with a Life Orb-boosted Shadow Sneak if it uses Assault Vest, assuming no entry hazards are down on Mr. Mime's side of the field. Memento is a usable option that can be selected when Dusknoir is low on HP in order to bring in a teammate reliant on setup, like Shell Smash Gorebyss. Dusknoir is able to support slow powerhouses with Trick Room and can bring them in for free after Trick Room has been used via Memento. Pain Split supplies Dusknoir with a form of recovery that simultaneously whittles down Dusknoir's foes and is usable with its low HP stat. However, fitting Pain Split on its offensive sets is extremely difficult, given that Dusknoir would have to give up either a priority move, Pursuit, or a useful coverage option in Ice Punch or Earthquake in order to find a moveslot for Pain Split. The Attack boost from Power-Up Punch can be used to improve Dusknoir's ability to KO its foes with priority and notably allows Shadow Sneak to OHKO offensive Grumpig. Rock Slide does the same amount of damage that Ice Punch does to Vullaby and expands Dusknoir's coverage to hit Bug-types like Armaldo and Ice-types like Regice and Articuno. Focus Punch enables Dusknoir to OHKO Normal-types like Stoutland and Ursaring that may be switching into a predicted Shadow Sneak or Sucker Punch, and it can be paired with Substitute in order to prevent Focus Punch from failing. Substitute also benefits Dusknoir by protecting it from status effects while easing prediction for it at the same time. Taunt prevents slower walls from healing themselves, removing entry hazards via Defog, or from crippling Dusknoir with a status effect. Thunder Punch hits bulky Water-types harder than any of its other offensive options can and scores the OHKO on Swanna, although if Dusknoir is staying in against bulky or faster Water-types with access to Scald, it risks being burned.

Checks and Counters
===================

**Dark-types**: While they do not enjoy taking Earthquake from Dusknoir, Dark-types like Pawniard and Mightyena are able to outspeed Dusknoir, take very little damage from its priority moves, and KO Dusknoir with their Dark-type STAB moves, especially if they have been boosted by Swords Dance or Moxie, respectively.

**Physically Defensive Pokemon**: All Tangela variants, even offensive ones, are able to wall Dusknoir's Life Orb set. Vullaby checks Dusknoir with its STAB-boosted Foul Play if its Eviolite is still intact, but if Vullaby's Eviolite has been removed, Dusknoir gains the ability to 2HKO Vullaby with its Life Orb-boosted Ice Punch. Defensive Relicanth is able to avoid the 2HKO from Dusknoir's Life Orb-boosted Earthquake and can strike back with Head Smash or status it with Toxic.

**Status**: Due to Dusknoir's lack of reliable recovery options, status users are able to whittle it down quickly. Will-O-Wisp users like Rotom-F and Misdreavus, bulky Scald users like Politoed and Lumineon, and Toxic poison from Roselia's Toxic Spikes or defensive Relicanth are all threatening to Dusknoir.

**Ghost-types**: Bulky Ghost-types like Misdreavus and Gourgeist-XL are able to take any hit from Dusknoir, burn it with Will-O-Wisp, and hit it super effectively with Ghost-type STAB moves or Foul Play.
 
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MZ

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u forgot to do C&C and OO lol, cant stamp until u do those and I look over but here is most of the check.

The first bullet is kinda nice for intro i guess but at a first glance it doesn't really seem outclassed (at least in my eyes) and certainly by banette, that's kind of an objective thing that I don't rly see

im not sure what shadow sneak has to do with dusknoir predicting around thunder wave seeing as ur guaranteed to have that and not sucker punch
You mention vullaby takes zero from ice punch in overview and then say it hits vullaby in moves, bit of an inconsistency

Give examples of neutral natured base 50s
I don't think u need to mention how pressure helps to stall moves just because I've literally never seen it come to that, I guess it doesnt rly hurt but when does it happen

The 4th usage tip seems like the kind of thing that doesnt need saying and the 5th seems really really basic as well, both boil down to "use super effective moves on things"
Same with the last usage tip, "stay away from things that hit it for SE damage"
mention something about saving it for strong prio if they have a sweeper like regice

"defensive options to dusknoir" you mean things that wall it? and why is gabite on that list when ur literally LO ice punch
rather than just say dusknoir threatens rotom's checks, specify it really likes pursuit trapping cryo/pig
You mention guts and facade but only mention facade users (no guts ursa pls) so don't even mention guts. or just change to a generic "status absorbers" thing and add clef/duo
don't see a point in mentioning competitive if our users all suck

trick band is a funny name considering band and trick are only slashes, ask the convo or something but I'm sure there's a more accurate way to say it. Oh and I think colbur berry is worth moves but worth checking with others

of all targets for band I don't like geist bc u have 2 SE attacks and even an uninvested seed bomb is still stronger and more annoying than, say, tricking clef

Again, last UT is basically "hit SE moves"

this dusk set can also fit on balance just fine, I wouldnt say HO is the main style for it

OO: thunder punch, taunt (audino)

lmk when u implement+do C&C and OO
 

2xTheTap

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im not sure what shadow sneak has to do with dusknoir predicting around thunder wave seeing as ur guaranteed to have that and not sucker punch
In moves, this implies that Shadow Sneak is a critical tool it needs for beating Psychics and avoiding paralysis, as without SS and only Sucker, it'd be hit by T-Wave + S-Ball. Saying it this way makes it so people won't skip over Sneak and only use Sucker because Sucker is stronger even with STAB factored into Sneak's damage, given that this set is meant to use both forms of priority.
You mention vullaby takes zero from ice punch in overview and then say it hits vullaby in moves, bit of an inconsistency
When you talk about inconsistencies related to Vullaby's mentions here, what I'm referring to are these calcs - with Eviolite, Vullaby tanks Dusknoir's LO Ice Punch:

252+ Atk Life Orb Dusknoir Ice Punch vs. 248 HP / 252+ Def Eviolite Vullaby: 114-135 (33.2 - 39.3%) -- 99.8% chance to 3HKO

This calc is indicated by the wording in the line in overview "as Vullaby is able to sponge Ice Punch thanks to its Eviolite-boosted bulk and strike back with Foul Play" Read: Eviolite-boosted.

But, if Vullaby has been lured in by a Knock Off user like Leafeon and has had its Eviolite removed, Dusknoir is able to score a clean 2HKO:

252+ Atk Life Orb Dusknoir Ice Punch vs. 248 HP / 252+ Def Vullaby: 169-200 (49.2 - 58.3%) -- 98% chance to 2HKO

This calc is indicated by a line in Set Details, when I say: "Dusknoir is able to run slightly more Speed in order to score the 2HKO on an Eviolite-less Vullaby with a faster Ice Punch." Read: Eviolite-less.
I don't think u need to mention how pressure helps to stall moves just because I've literally never seen it come to that, I guess it doesnt rly hurt but when does it happen
It's somewhat rare, especially given Dusknoir lacks reliable recovery and can't come in many times, but with low PP Fighting moves like Focus Blast, Superpower, and Close Combat (as I mention above), Pressure can deplete them in longer battles. I figure I'd mention Pressure's effects instead of just leaving it as 'Dusknoir uses Pressure because it can't use Sucker Punch with Frisk on this moveset.'
You mention guts and facade but only mention facade users (no guts ursa pls) so don't even mention guts. or just change to a generic "status absorbers" thing and add clef/duo
Definitely in agreement that Guts Ursaring is no good, and will change it to something along the lines of Status Absorbers to avoid any confusion. But, this line was meant to convey that Ursaring affected by Toxic Orb can absorb status effects aimed at Dusknoir.
this dusk set can also fit on balance just fine, I wouldnt say HO is the main style for it
I already mention in the last point I have in Overview that it's most suited to bulky spike stack, so the point you're referencing is actually indicating that Dusknoir is usable with HO leads, not that Dusknoir only fits on HO as you interpreted it.
 
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MZ

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In moves, this implies that Shadow Sneak is a critical tool it needs for beating Psychics and avoiding paralysis, as without SS and only Sucker, it'd be hit by T-Wave + S-Ball. Saying it this way makes it so people won't skip over Sneak and only use Sucker because Sucker is stronger even with STAB factored into Sneak's damage, given that this set is meant to use both forms of priority.
yes but it sounds like you mean "sneak is good because if you didn't have it they'd be able to play around sucker" when sucker is the move you'd theoretically drop. A better way to get the second point across would be a usage tip stating when to use sneak vs sucker and mentioning that scenario

When you talk about inconsistencies related to Vullaby's mentions here, what I'm referring to are these calcs - with Eviolite, Vullaby tanks Dusknoir's LO Ice Punch:

252+ Atk Life Orb Dusknoir Ice Punch vs. 248 HP / 252+ Def Eviolite Vullaby: 114-135 (33.2 - 39.3%) -- 99.8% chance to 3HKO

This calc is indicated by the wording in the line in overview "as Vullaby is able to sponge Ice Punch thanks to its Eviolite-boosted bulk and strike back with Foul Play" Read: Eviolite-boosted.

But, if Vullaby has been lured in by a Knock Off user like Leafeon and has had its Eviolite removed, Dusknoir is able to score a clean 2HKO:

252+ Atk Life Orb Dusknoir Ice Punch vs. 248 HP / 252+ Def Vullaby: 169-200 (49.2 - 58.3%) -- 98% chance to 2HKO

This calc is indicated by a line in Set Details, when I say: "Dusknoir is able to run slightly more Speed in order to score the 2HKO on an Eviolite-less Vullaby with a faster Ice Punch." Read: Eviolite-less.
ok, just pls specify on the switchin bc otherwise u just die to foul play

I already mention in the last point I have in Overview that it's most suited to bulky spike stack, so the point you're referencing is actually indicating that Dusknoir is usable with HO leads, not that Dusknoir only fits on HO as you interpreted it.
yes, but if I look in team options and only see mentions of HO then that's more significant as to what teams I should run it on than looking in the overview
 

Anty

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The analysis is very detailed and thorough, thought the only thing im not sure in is the set. I really dislike shadow sneak on LO as it doesn't really do much (the most notable things it does is vs faster will-o users which are basically missy/blim and monferno when dusk is weakened) and Ive never really been in a 50/50 situation with sucker. Pursuit I find much more helpful as dusk has the ability to force a lot of things out (stuff like zebby/float) and i think the slashes of pursuit and sneak should be swapped. ofc see what other qc think.

Otherwise I don't think will-o absorbers are relevant enough to mention in TO, as there aren't too many will-o-wisp users, and ultimately every offensive pokemon would want some sort of willo/twave absorber

looks good 1/3
 

MZ

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nvm got to it early
I still don't get the "at a first glance dusknoir looks outclassed by banette and misdreavus part, I really wouldn't think that when quickly comparing two mons that are so different (obvious higher bulk/physical attack)
In set details of the second set you mention tying 84 speed probo. ik it's on the analysis but I really would not run that spread at all in this meta (I either like a much faster set or extra slow volt) plus the mention isn't really necessary so maybe remove that one statement
I don't like a mention of assault vest without specifically stating why it's not the best set (ez to chip, no attack boosters) just because so many people think it's a great set
Why would you run rain dusknoir when we have perfectly good rain setters that arent really slow and unreliable at using memento and ur rain setup is limited to like, SD beartic. If this comes from somebody having used it successfully then ok, but on paper that doesn't sound very good, it looks like an "I looked up moves it learned and saw this sick gimmick"
Subjective / could ask more people but I think C&C order should be changed. 99% of the issues dusk haves is from being chipped/beaten by walls that it has trouble with or chipped away at too quickly, I'd rather see darks/walls/status/ghosts as the order
zDganmZ.gif
altho u already put me down zzz
 

2xTheTap

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implemented. still re-wording intro (writing it such that Dusknoir's niche in the meta is clearly identifiable instead of just saying 'it's a bulky Ghost.') as I'm writing up the analysis.

In the meantime, as for anty's comment about changing the main set on its LO variant, what do other QC think?
 

TONE

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Looks very good, I do agree with what Megazard said regarding the weather sets in Other Options. Sure they may work, but it isn't the main thing that comes to mind in terms of what Dusknoir should run. You mentioned Dusknoir unable to OHKO Mr. Mime without Life Orb, but this is true with some prior damage, so maybe mention that at the end (need Stealth Rock and a layer of Spikes iirc). Other than that, nice job man.

3/3.
 

Lumari

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GP 1/2
[OVERVIEW]

Dusknoir is able to distinguish itself from its fellow Ghost-types in the PU metagame by acting as a bulky spinblocker on offensive teams with access to both Shadow Sneak and Sucker Punch, as well as with a wide array of coverage moves in Ice Punch and Earthquake. Its STAB- and Life Orb-boosted Shadow Sneak supplies Dusknoir with strong counter-play counterplay against physically frail attackers (RC) like Kadabra and Mr. Mime. What's more, Sucker Punch can be used alongside Shadow Sneak in order to strike faster Normal-types such as Dodrio. Dusknoir is able to use its Ghost typing to switch into powerful Normal- and Fighting-type moves like Chatot's Boomburst or and Monferno's Close Combat in order to sponge those attacks for its teammates. Its Ghost typing can also be used to absorb Rapid Spin, meaning that in tandem with its great bulk and access to Pursuit, Dusknoir is easily able to switch into Cryogonal and Pursuit trap (RH) it in order to preserve any entry hazards that may have been set by its teammates. On the downside, the fact that it will be taking attacks from Rapid Spin users like Armaldo each time it enters the field, the possibility of entry hazards, and status effects such as burn and poison, coupled with its lack of reliable recovery, (AC) all leave Dusknoir liable to be worn down rather quickly over the course of a battle. Dusknoir also struggles against most Dark-types, as Vullaby is able to sponge Ice Punch thanks to its Eviolite-boosted bulk and strike back with Foul Play, while Pawniard can threaten it out with a faster, STAB-boosted Knock Off. Despite these shortcomings, Dusknoir's offensive presence and ability to spinblock place an enormous amount of pressure on its foes, making Dusknoir an advantageous choice for bulky offensive teams built around stacking entry hazards.

[SET]
name: Life Orb (RH) Attacker
move 1: Shadow Sneak
move 2: Sucker Punch
move 3: Earthquake
move 4: Ice Punch / Pursuit
item: Life Orb
ability: Pressure
nature: Adamant
evs: 212 HP / 252 Atk / 44 Spe

[SET COMMENTS]
Moves
========

Shadow Sneak supplies Dusknoir with a STAB-boosted move and priority, letting it bypass its poor Speed stat and strike Psychic-types like Grumpig and Kadabra super effectively. Sucker Punch provides Dusknoir with a second priority attack that is used to hit faster Normal-types like Dodrio and Chatot. It is stronger than Shadow Sneak, however, but its successful use is dependent on your opponent also selecting an attack. Earthquake supplies Dusknoir with great neutral coverage alongside Ice Punch and lets Dusknoir check Pokemon weak to Ground-type moves, such as Arbok, Stunfisk, and Monferno. Ice Punch hits Dragon-types like Altaria and Gabite and physically frail Grass-types like Roselia and Jumpluff much harder than its other moves would while simultaneously preventing Dusknoir from being walled by Vullaby. Pursuit is a final option that allows Dusknoir to trap physically frail Pokemon, especially Cryogonal and Kadabra, and creates a dangerous guessing game when used in tandem with Dusknoir's priority moves (RC) wherein your opponent will be forced to question whether it's safer to stay in or switch out against Dusknoir.

Set Details
========

Its EV spread and nature maximize Dusknoir's Attack, while the given Speed lets Dusknoir outspeed neutral-natured base 50s, like Klang and Audino. Dusknoir is able to run slightly more Speed in order to score a 2HKO on an Eviolite-less Vullaby on the switch with a faster Ice Punch. Its remaining EVs should be allocated towards its bulk, which will allows it tank a wide array of neutral hits. Life Orb is its preferred item, as it will boost its offensive presence while letting it switch between moves. Pressure is Dusknoir's only possible ability with this set because Frisk and Sucker Punch form an illegal move combination together. Pressure can be used to stall out low-PP (AH) moves like Focus Blast and Superpower.

Usage Tips
========

Dusknoir should use its Ghost typing to switch into Rapid Spin in order to preserve any entry hazards its teammates may have set. If Dusknoir is healthy and using Pursuit, it should use the opportunity after it has blocked Cryogonal's Rapid Spin in order to Pursuit trap (RH) it. Pursuit can also be used against offensive pivots reliant on Volt Switch and U-turn for the bulk of their damage, such as Zebstrika and Ninjask, as well as physically frail foes like Kadabra and Mr. Mime that would normally switch out of Dusknoir's priority moves. If a Dark- or Normal-type Pokemon is predicted to switch into Dusknoir's Shadow Sneak or Sucker Punch, then Dusknoir should instead attack with its coverage options; Earthquake will OHKO Pawniard and cause substantial damage to Mightyena and Normal-types on the switch, while Ice Punch is able to 2HKO a Vullaby lacking Eviolite as it enters the field. Dusknoir should avoid staying in against healthy Will-O-Wisp and Scald users, as a burn will be is detrimental to Dusknoir's its offensive presence. If possible, Dusknoir's priority moves should be preserved (don't really get what preserved means here, maybe "should not be revealed"?) until faster sweepers like Rock Polish Regice (RC) or and weather-based sweepers (RC) like Stoutland and Golduck (RC) have been dispatched.

Team Options
========

Rotom-F is able to pressure any defensive options to Dusknoir, as its STAB-boosted Blizzard hits Tangela, Gourgeist-XL, and Vullaby super effectively, and its Electric-type moves are able to beat bulky Water-types that are able to threaten Dusknoir with Scald, such as Politoed, Lumineon, and Prinplup. In return, Dusknoir provides an immunity to Fighting-type moves for Rotom-F and threatens Rotom-F's checks and counters (RC) to Rotom-F like Grumpig and Probopass. Monferno is a great offensive partner because it is able to take on Dark-types like Pawniard and Mightyena for Dusknoir, while Dusknoir is able to reciprocate by beating Monferno's defensive answers; it handles Stunfisk with Earthquake, Altaria with Ice Punch, and Psychic-types like Grumpig or and Kadabra with Pursuit and Shadow Sneak. Given Dusknoir's vulnerability to Will-O-Wisp, Fire-types that are immune to or can take advantage of the move via Flash Fire, like Ninetales and Rapidash, are beneficial partners. Ninetales is able to OHKO bulky answers to Dusknoir such as Tangela and Gourgeist-XL, while Dusknoir returns the favor by beating Grumpig, Vibrava, and Altaria for Ninetales. Similarly, Pokemon with access to Facade are also good teammates for their ability to absorb Will-O-Wisps aimed at Dusknoir. Stoutland in particular is adept at taking status for Dusknoir and can break defensive walls like Vullaby that would otherwise stop Dusknoir from doing its job. Pokemon with access to Spikes, like Quilladin and Roselia, especially appreciate Dusknoir's ability to block Rapid Spin via its Ghost typing, as well as Pursuit trap (RH) Cryogonal for these Grass-types. Dusknoir is the perfect companion to leads like Weakness Policy Golem, Leavanny, and Focus Sash Rampardos for its ability to spinblock, as these types of entry hazard setters are often unable to find a second opportunity to set up Stealth Rock, or Sticky Web in Leavanny's case, meaning Dusknoir's ability to spinblock can be a valuable asset to these Pokemon. Finally, Pokemon with access to Defiant are able to complete an entry hazard setting and protection core with Dusknoir by deterring Defog, so Purugly and Pawniard are ideal teammates. Additionally, both of these options resist or are immune to Ghost-type attacks aimed at Dusknoir, while in return, Dusknoir can field switch into any Fighting-type moves for Purugly and Pawniard.

[SET]
name: Offensive
move 1: Shadow Sneak
move 2: Earthquake
move 3: Ice Punch
move 4: Trick / Will-O-Wisp
item: Choice Band / Spell Tag
ability: Frisk
nature: Adamant
evs: 212 HP / 252 Atk / 44 Spe

[SET COMMENTS]
Moves
========

Shadow Sneak is Dusknoir's STAB move of choice, and the priority it receives lets Dusknoir overcome naturally faster and frail attackers like Mr. Mime. Earthquake allows Dusknoir to hit a wide range of Pokemon in PU super effectively, and allows for it to notably letting it check Monferno, as well as to and hit Pawniard super effectively as it attempts to switch into Dusknoir's other attacks. Ice Punch deals significant damage to Flying-, Dragon-, and Grass-types like Atlaria Altaria, Gabite, Vibrava, Jumpluff, and Roselia. Trick in tandem with a Choice Band can cripple physically defensive walls like Tangela by locking them into a single move. Will-O-Wisp is meant to be used alongside Spell Tag and is able to whittle down bulky answers to Dusknoir, as well as mitigate damage from physical attacks aimed at Dusknoir, like Armaldo's Knock Off.

Set Details
========

44 Speed EVs allow Dusknoir to outspeed neutral-natured base 50s such as Prinplup and Metang, while an Adamant nature and full investment in Attack are used to maximize its offensive capabilities. The rest of its EVs are placed in HP for overall bulk. Dusknoir is able to run slightly more Speed in order to cripple Tangela by replacing its Eviolite with its own Choice Band before Dusknoir is hit by Sleep Powder. Frisk is Dusknoir's ability of choice on this set, and its function is two-fold twofold: more generally, it allows Dusknoir to scout out its foe's item, thereby providing extremely valuable information about the items and sets your opponent is using. Secondly, Frisk helps you choose when the best time to use Trick will be by clearly identifying the item Dusknoir will receive. If Dusknoir is using Will-O-Wisp, a Spell Tag should be used to allow Dusknoir to switch between its moves and to bluff a Choice Band while at the same time still boosting Shadow Sneak's damage output. Otherwise, Trick should be used with Choice Band.

Usage Tips
========

Dusknoir should switch into Rapid Spin in order to prevent entry hazards from being removed by Pokemon like Cryogonal. Similarly, its Ghost typing should also be used to absorb other Normal- and Fighting-type attacks, like Sawsbuck's Jump Kick and Double-Edge or and Grumpig's Focus Blast. Both Trick and Will-O-Wisp can be used to cripple incoming defensive walls; however, Tricking giving away Dusknoir's Choice Band will decrease its offensive capabilities and may not always be the best play if the extra damage output from Choice Band is required late-game. Try to avoid revealing Dusknoir's item until Dusknoir is adequately positioned to cripple a physical attacker with Will-O-Wisp or disable an opposing wall with a combination of Trick and Choice Band.

Team Options
========

In addition to bulkier offensive teams, Dusknoir also fits well on hyper offensive teams given its ability to spinblock, so suicide leads like Venipede and Rampardos are ideal teammates. Stealth Rock setters such as Stunfisk and Probopass are great partners that are able to handle Pawniard for Dusknoir, while in return Dusknoir can field switch into any Fighting-type hits aimed at Probopass and cripple physical attackers for Stunfisk through the use of Will-O-Wisp, thus preserving Stunfisk's bulk. Grass-type entry hazard setters like Leavanny, Quilladin, and Roselia all appreciate Dusknoir's ability to check opposing Fire-types with Earthquake and spinblock for them, and these Grass-types can return the favor by beating Scald users like Politoed, Lumineon, and Prinplup for Dusknoir. Pokemon like Guts Machoke can switch into Misdreavus' Misdreavus's Will-O-Wisps on Dusknoir's behalf and threaten Misdreavus out with a Guts-boosted Knock Off.

[STRATEGY COMMENTS]
Other Options
=============

Colbur Berry allows Dusknoir to lure eliminate Dark-types like Pawniard for its teammates by taking the Knock Off and striking back with Earthquake. Assault Vest improves Dusknoir's Special Defense, which lets it take less damage from special attackers like Zebstrika, Mr. Mime, Grumpig, and Floatzel. However, using an Assault Vest over forgoing an Attack-boosting (AH) item like Life Orb limits Dusknoir's offensive capabilities and causes it to misses out on some important OHKOes OHKOs and 2HKOes 2HKOs. For example, it is no longer able to OHKO Soundproof Mr. Mime with a Life Orb-boosted Shadow Sneak if it uses Assault Vest, assuming no entry hazards are down on Mr. Mime's side of the field. Memento is a usable option, which that can be selected when Dusknoir is low on HP in order to bring in a teammate reliant on setup, like Shell Smash Gorebyss. Dusknoir is able to support slow powerhouses with Trick Room and can bring them in for free after Trick Room has been used via Memento. Pain Split supplies Dusknoir with a form of recovery, which that simultaneously whittles down Dusknoir's foes and is usable with its small HP stat. However, fitting Pain Split on its offensive sets is extremely difficult, given that Dusknoir would have to give up either a priority move, Pursuit, or useful coverage options in Ice Punch and Earthquake in order to find a moveslot for Pain Split. The Attack boost from Power-Up Punch can be used to improve Dusknoir's ability to KO its foes with priority (RC) and notably allows Shadow Sneak to OHKO offensive Grumpig when it would not normally OHKO Grumpig without the increase in Attack, for example. Rock Slide does the same amount of damage that Ice Punch does to Vullaby and expands its coverage to hit Bug-types like Armaldo and Ice-types like Regice and Articuno. Dusknoir with Focus Punch is able enables Dusknoir to OHKO Normal-types like Stoutland and Ursaring that may be switching into a predicted Shadow Sneak or Sucker Punch, and it can be paired with Substitute in order to prevent Focus Punch from failing. Substitute also benefits Dusknoir by protecting it from status effects while easing prediction for it at the same time. Taunt prevents slower walls from healing themselves, removing entry hazards via Defog, or from crippling Dusknoir with a status effect. Thunder Punch hits bulky Water-types harder than any of its other offensive options can and scores the OHKO on Swanna, although if Dusknoir is staying in against bulky or faster Water-types with access to Scald, it risks being burned.

Checks and Counters
===================

**Dark-types**: While they do not enjoy taking an Earthquake from Dusknoir, Dark-types like Pawniard and Mightyena are able to outspeed Dusknoir, take very little damage from Dusknoir's its priority moves, (AC) and are able to (remove "are able to" if you meant "are able to a) outspeed, b) take little damage, and c) KO Dusknoir" rather than "a) are able to outspeed, b) take little damage, and c) are able to KO Dusknoir") KO Dusknoir with their Dark-type STAB moves, especially if they have been boosted by Swords Dance or Moxie, respectively.

**Physically Defensive Pokemon**: Tangela is able to wall Dusknoir's Life Orb set, even if used offensively. Vullaby checks Dusknoir with its STAB-boosted Foul Play if its Eviolite is still in tact, but if at any point in the battle Vullaby's Eviolite has been removed, Dusknoir gains the ability to 2HKO Vullaby with its Life Orb-boosted Ice Punch. Defensive Relicanth is able to avoid the 2HKO from Dusknoir's Life Orb-boosted Earthquake and can strike back with Head Smash or status it with Toxic.

**Status**: Due to Dusknoir's lack of reliable recovery options, status users are able to whittle it down quickly. Will-O-Wisp users like Rotom-F and Misdreavus, bulky Scald users like Politoed and Lumineon, and Toxic from Roselia's Toxic Spikes or defensive Relicanth are all threatening to Dusknoir.

**Ghost-types**: Bulky Ghost-types like Misdreavus and Gourgeist-XL are able to take any hit from Dusknoir, burn it with Will-O-Wisp, and hit it super effectively with Ghost-type STAB moves or Foul Play.
 
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Empress

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[OVERVIEW]

Dusknoir is able to distinguish itself from its fellow Ghost-types in the PU metagame by acting as a bulky spinblocker on offensive teams with access to both Shadow Sneak and Sucker Punch, as well as with a wide array of two solid (I'd hardly call two moves a "wide array")coverage moves in Ice Punch and Earthquake. Its STAB- and Life Orb-boosted Shadow Sneak supplies Dusknoir with strong counterplay against physically frail attackers like Kadabra and Mr. Mime. What's more, Sucker Punch can be used alongside Shadow Sneak in order to strike faster Normal-types such as Dodrio. Dusknoir is able to use its Ghost typing to switch into powerful Normal- and Fighting-type moves like such as Chatot's Boomburst and Monferno's Close Combat in order to sponge those attacks for its teammates. Its Ghost typing can also be used to absorb Rapid Spin, meaning that in tandem with its great bulk and access to Pursuit, Dusknoir is easily able to switch into Cryogonal and Pursuit trap it in order to preserve any entry hazards that may have been set by its teammates. On the downside, the fact that it will be taking attacks from Rapid Spin users like Armaldo each time it enters the field, the possibility of entry hazards, and status effects such as burn and poison, coupled with its lack of reliable recovery, all leave Dusknoir liable to be worn down rather quickly over the course of a battle. Dusknoir also struggles against most Dark-types, as Vullaby is able to sponge Ice Punch thanks to its Eviolite-boosted bulk and strike back with Foul Play, while Pawniard can threaten it out with a faster, STAB-boosted Knock Off. Despite these shortcomings, Dusknoir's offensive presence and ability to spinblock place an enormous amount of pressure on its foes, making Dusknoir an advantageous choice for bulky offensive teams built around stacking entry hazards.

[SET]
name: Life Orb Attacker
move 1: Shadow Sneak
move 2: Sucker Punch
move 3: Earthquake
move 4: Ice Punch / Pursuit
item: Life Orb
ability: Pressure
nature: Adamant
evs: 212 HP / 252 Atk / 44 Spe

[SET COMMENTS]
Moves
========

Shadow Sneak supplies Dusknoir with a STAB-boosted priority move and priority, letting it bypass its poor Speed stat and strike Psychic-types like Grumpig and Kadabra super effectively. Sucker Punch provides Dusknoir with a second priority attack that is used to hit faster Normal-types like Dodrio and Chatot. It is stronger than Shadow Sneak, but, (RC) its successful use is dependent on your opponent also selecting an attack. Earthquake supplies Dusknoir with great neutral coverage alongside Ice Punch and lets Dusknoir check Pokemon weak to Ground-type moves, such as Arbok, Stunfisk, and Monferno. Ice Punch hits Dragon-types like Altaria and Gabite and physically frail Grass-types like Roselia and Jumpluff much harder than its other moves would while simultaneously preventing Dusknoir from being walled by Vullaby. Pursuit is a final option that allows Dusknoir to trap physically frail Pokemon, especially Cryogonal and Kadabra, and creates a dangerous guessing game when used in tandem with Dusknoir's priority moves wherein your opponent will be forced to question whether it's safer to stay in or switch out against Dusknoir.

Set Details
========

Its EV spread and nature maximize Dusknoir's Attack, while the given Speed lets Dusknoir outspeed neutral-natured base 50s Speed Pokemon, like such as Klang and Audino. Dusknoir is able to run slightly more Speed in order to score a 2HKO on an non-Eviolite-less Vullaby on the switch with a faster Ice Punch. Its remaining EVs should be allocated towards its bulk, which allows (Its bulk itself or the EVs? If it's the bulk itself, leave it. If it's the EVs, change to "allowing") it to tank a wide array of neutral hits. Life Orb is its preferred item, as it will boost its Dusknoir's offensive presence while letting it switch between moves. Pressure is Dusknoir's only possible ability with this set because Frisk and Sucker Punch form an illegal move combination together. Pressure can be used to stall out low-PP moves like Focus Blast and Superpower. (I actually had no idea it worked on moves that the Pressure user is immune to. You learn something new every day!)

Usage Tips
========

Dusknoir should use its Ghost typing to switch into Rapid Spin in order to preserve any entry hazards its teammates may have set. If Dusknoir is healthy and using Pursuit, it should use the opportunity after it has blocked Cryogonal's Rapid Spin in order to Pursuit trap it. Pursuit can also be used against offensive pivots reliant on Volt Switch and U-turn for the bulk of their damage, such as Zebstrika and Ninjask, as well as physically frail foes like Kadabra and Mr. Mime that would normally switch out of Dusknoir's priority moves. If a Dark- or Normal-type Pokemon is predicted to switch into Dusknoir's Shadow Sneak or Sucker Punch, Dusknoir should instead attack with its coverage options; Earthquake will OHKO Pawniard and cause substantial damage to Mightyena and Normal-types on the switch, while Ice Punch is able to 2HKO a Vullaby lacking Eviolite as it enters the field. Dusknoir should avoid staying in against healthy Will-O-Wisp and Scald users, as a burn is detrimental to its offensive presence. If possible, Dusknoir should be kept alive in order to provide some insurance against late-game sweepers like Rock Polish Regice and weather-based sweepers like Stoutland and Golduck via its priority moves.

Team Options
========

Rotom-F is able to pressure any defensive options to Dusknoir, as its STAB-boosted Blizzard hits Tangela, Gourgeist-XL, and Vullaby super effectively, and its Electric-type moves are able to beat bulky Water-types that are able to threaten Dusknoir with Scald, such as Politoed, Lumineon, and Prinplup. In return, Dusknoir provides an immunity to Fighting-type moves for Rotom-F and threatens checks and counters to Rotom-F, like Grumpig and Probopass. Monferno is a great offensive partner because it is able to take on Dark-types like Pawniard and Mightyena for Dusknoir, while Dusknoir is able to reciprocate by beating Monferno's defensive answers; it handles Stunfisk with Earthquake, Altaria with Ice Punch, and Psychic-types like Grumpig and Kadabra with Pursuit and Shadow Sneak. Given Dusknoir's vulnerability to Will-O-Wisp, Fire-types that are immune to the move or can take advantage of the move it via Flash Fire, like Ninetales and Rapidash, are beneficial partners. Ninetales is able to OHKO bulky answers to Dusknoir such as Tangela and Gourgeist-XL, while Dusknoir returns the favor by beating Grumpig, Vibrava, and Altaria for Ninetales. Similarly, Pokemon with access to Facade are also good teammates for their ability to absorb Will-O-Wisps aimed at Dusknoir. Stoutland in particular is adept at taking status for Dusknoir and can break defensive walls like Vullaby that would otherwise stop Dusknoir from doing its job. Pokemon with access to Spikes, like Quilladin and Roselia, especially appreciate Dusknoir's ability to block Rapid Spin via its Ghost typing, as well as Pursuit trap Cryogonal for these Grass-types. Dusknoir is the perfect companion to leads like Weakness Policy Golem, Leavanny, and Focus Sash Rampardos for its ability to spinblock, as these types of entry hazard setters are often unable to find a second opportunity to set up Stealth Rock, or Sticky Web in Leavanny's case. Finally, Pokemon with access to Defiant are able to complete an entry hazard setting and protection core with Dusknoir by deterring Defog, so Purugly and Pawniard are ideal teammates. Additionally, both of these options resist or are immune to Ghost-type attacks aimed at Dusknoir, while in return, Dusknoir can switch into any Fighting-type moves for Purugly and Pawniard.

[SET]
name: Offensive
move 1: Shadow Sneak
move 2: Earthquake
move 3: Ice Punch
move 4: Trick / Will-O-Wisp
item: Choice Band / Spell Tag
ability: Frisk
nature: Adamant
evs: 212 HP / 252 Atk / 44 Spe

[SET COMMENTS]
Moves
========

Shadow Sneak is Dusknoir's STAB move of choice, and the priority it receives lets Dusknoir overcome naturally faster and frail attackers like Mr. Mime. Earthquake allows Dusknoir to hit a wide range of Pokemon in PU super effectively, notably letting it check Monferno and hit Pawniard super effectively as it attempts to switch into Dusknoir's other attacks. Ice Punch deals significant damage to Flying-, Dragon-, and Grass-types like Altaria, Gabite, Vibrava, Jumpluff, and Roselia. Trick in tandem with a Choice Band can cripple physically defensive walls like Tangela by locking them into a single move. Will-O-Wisp is meant to be used alongside Spell Tag and is able to whittle down bulky answers to Dusknoir, as well as mitigate damage from physical attacks aimed at Dusknoir, like Armaldo's Knock Off.

Set Details
========

44 Speed EVs allow Dusknoir to outspeed neutral-natured base 50s Speed Pokemon such as Prinplup and Metang, while an Adamant nature and full investment in Attack are used to maximize its offensive capabilities. The rest of its EVs are placed in HP for overall bulk. Dusknoir is able to run slightly more Speed in order to cripple Tangela by replacing its Eviolite with its own Choice Band before Dusknoir is hit by Sleep Powder. Frisk's is Dusknoir's ability of choice on this set, and its function is twofold: more generally, it allows Dusknoir to scout out its foe's item, thereby providing extremely valuable information about the items and sets your opponent is using. Secondly, Frisk helps you choose when the best time to use Trick will be by clearly identifying the item Dusknoir will receive. If Dusknoir is using Will-O-Wisp, a Spell Tag should be used to allow Dusknoir to switch between its moves and to bluff a Choice Band while at the same time still boosting Shadow Sneak's damage output. Otherwise, Trick should be used with Choice Band.

Usage Tips
========

Dusknoir should switch into Rapid Spin in order to prevent entry hazards from being removed by Pokemon like Cryogonal. Similarly, its Ghost typing should also be used to absorb other Normal- and Fighting-type attacks, like such as Sawsbuck's Jump Kick and Double-Edge and Grumpig's Focus Blast. Both Trick and Will-O-Wisp can be used to cripple incoming defensive walls; however, giving away Dusknoir's Choice Band will decrease its offensive capabilities and may not always be the best play if the extra damage output from Choice Band is required late-game. Try to avoid revealing Dusknoir's item until Dusknoir is adequately positioned to cripple a physical attacker with Will-O-Wisp or disable an opposing wall with a the combination of Trick and Choice Band.

Team Options
========

In addition to bulkier offensive teams, Dusknoir also fits well on hyper offensive teams given its ability to spinblock, so suicide leads like Venipede and Rampardos are ideal teammates. Stealth Rock setters such as Stunfisk and Probopass are great partners that are able to handle Pawniard for Dusknoir, while in return, (AC) Dusknoir can switch into any Fighting-type hits aimed at Probopass and cripple physical attackers for Stunfisk through the use of Will-O-Wisp, thus preserving Stunfisk's bulk. Grass-type entry hazard setters like Leavanny, Quilladin, and Roselia all appreciate Dusknoir's ability to check opposing Fire-types with Earthquake and spinblock for them, and these Grass-types can return the favor by beating Scald users like Politoed, Lumineon, and Prinplup for Dusknoir. Pokemon like Guts Machoke can switch into Misdreavus's Will-O-Wisps on Dusknoir's behalf and threaten Misdreavus out with a Guts-boosted Knock Off.

[STRATEGY COMMENTS]
Other Options
=============

Colbur Berry allows Dusknoir to eliminate Dark-types like Pawniard for its teammates by taking the tanking Knock Off and striking back with Earthquake. Assault Vest improves Dusknoir's Special Defense, which lets it take less damage from special attackers like such as Zebstrika, Mr. Mime, Grumpig, and Floatzel. However, forgoing an Attack-boosting item like such as Life Orb limits Dusknoir's offensive capabilities and causes it to miss out on some important OHKOs and 2HKOs. For example, it is no longer able to OHKO Soundproof Mr. Mime with a Life Orb-boosted Shadow Sneak if it uses Assault Vest, assuming no entry hazards are down on Mr. Mime's side of the field. Memento is a usable option that can be selected when Dusknoir is low on HP in order to bring in a teammate reliant on setup, like Shell Smash Gorebyss. Dusknoir is able to support slow powerhouses with Trick Room and can bring them in for free after Trick Room has been used via Memento. Pain Split supplies Dusknoir with a form of recovery that simultaneously whittles down Dusknoir's foes and is usable with its small low HP stat. However, fitting Pain Split on its offensive sets is extremely difficult, given that Dusknoir would have to give up either a priority move, Pursuit, or useful a coverage options in Ice Punch and or (it wouldn't have to give up both, would it?) Earthquake in order to find a moveslot for Pain Split. The Attack boost from Power-Up Punch can be used to improve Dusknoir's ability to KO its foes with priority and notably allows Shadow Sneak to OHKO offensive Grumpig when it would not normally OHKO Grumpig. (redundant) Rock Slide does the same amount of damage that Ice Punch does to Vullaby and expands its Dusknoir's coverage to hit Bug-types like Armaldo and Ice-types like Regice and Articuno. Focus Punch enables Dusknoir to OHKO Normal-types like Stoutland and Ursaring that may be switching into a predicted Shadow Sneak or Sucker Punch, and it can be paired with Substitute in order to prevent Focus Punch from failing. Substitute also benefits Dusknoir by protecting it from status effects while easing prediction for it at the same time. Taunt prevents slower walls from healing themselves, removing entry hazards via Defog, or from crippling Dusknoir with a status effect. Thunder Punch hits bulky Water-types harder than any of its other offensive options can and scores the OHKO on Swanna, although if Dusknoir is staying in against bulky or faster Water-types with access to Scald, it risks being burned.

Checks and Counters
===================

**Dark-types**: While they do not enjoy taking an Earthquake from Dusknoir, Dark-types like Pawniard and Mightyena are able to outspeed Dusknoir, take very little damage from its priority moves, and KO Dusknoir with their Dark-type STAB moves, especially if they have been boosted by Swords Dance or Moxie, respectively.

**Physically Defensive Pokemon**: All Tangela is variants, even offensive ones, are able to wall Dusknoir's Life Orb set, even if used offensively. (Kinda subjective, but it's clearer this way imo b/c now we know that it's Tangela that's being used offensively.) Vullaby checks Dusknoir with its STAB-boosted Foul Play if its Eviolite is still in(remove space)tact, but if at any point in the battle (redundant imo) Vullaby's Eviolite has been removed, Dusknoir gains the ability to 2HKO Vullaby with its Life Orb-boosted Ice Punch. Defensive Relicanth is able to avoid the 2HKO from Dusknoir's Life Orb-boosted Earthquake and can strike back with Head Smash or status it with Toxic.

**Status**: Due to Dusknoir's lack of reliable recovery options, status users are able to whittle it down quickly. Will-O-Wisp users like Rotom-F and Misdreavus, bulky Scald users like Politoed and Lumineon, and Toxic poison from Roselia's Toxic Spikes or defensive Relicanth are all threatening to Dusknoir.

**Ghost-types**: Bulky Ghost-types like Misdreavus and Gourgeist-XL are able to take any hit from Dusknoir, burn it with Will-O-Wisp, and hit it super effectively with Ghost-type STAB moves or Foul Play.
GP 2/2
 
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