Dusknoir (BW2 Revamp) (QC 3/3) (GP 2/2)

ScraftyIsTheBest

On to new Horizons!
is a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
Dusknoir is pretty awful, so my negative attitude should be fitting for this.



Why am I so bad?

[Overview]

<p>Dusknoir is, in a nutshell, outclassed. Holding the dubious honor of being the only Pokemon in a lower tier than its pre-evolution, Dusknoir struggles to find much use in the RU metagame. This is because all of its positive points are offset by very negative points. Its incredible base 135 Defenses are let down by a laughable base HP stat of 45, as well as a lack of reliable recovery outside of Pain Split, which is relatively easy to play around. Secondly, while Dusknoir's Attack is very usable, it does not have any powerful moves in its arsenal, with its most powerful STAB being the weak Shadow Punch. This leaves Dusknoir outclassed offensively by Golurk and Rotom and defensively by Spiritomb and Misdreavus. However, courtesy of its Ghost typing, Dusknoir is capable of spinblocking Cryogonal and Kabutops, two common spinners in the tier, giving it a niche as a tool to keep entry hazards on the field. Dusknoir can also reliably take on Fighting-types such as Hitmonlee, Gallade, and Medicham one-on-one. Overall, before using Dusknoir, consider the existence of the aforementioned better Ghost-types, lest it prove to be a waste of a teamslot.</p>

[SET]
name: Tank
move 1: Will-O-Wisp
move 2: Pain Split
move 3: Fire Punch
move 4: Earthquake
item: Leftovers
nature: Impish
evs: 252 HP / 248 Def / 8 SpD

[SET COMMENTS]

<p>If you happen to be using Dusknoir, this is the set you should be running, as it is Dusknoir's best chance at standing out from its superior Ghost-type brethren. With its high defenses and usable Attack supported by its expansive movepool, Dusknoir can fulfill the role of a defensive spinblocker that can endure hits and dish them out decently. Will-O-Wisp is important to cripple physical attackers, especially Kabutops, aiding Dusknoir in its main job. Pain Split is unfortunately Dusknoir's only form of recovery, which is still rather unreliable. Fire Punch is chosen to put the hurt on Cryogonal, a Pokemon that Dusknoir is supposed to beat, and also dent common Pokemon such as Escavalier and Lilligant. Finally, Earthquake is chosen in the last moveslot to hit Kabutops and Fire-types trying to switch into Will-O-Wisp; it also has good coverage with Fire Punch. Although it's almost completely outclassed, Dusknoir can be used to the best of its abilities with this set.</p>

[ADDITIONAL COMMENTS]

<p>Maximum investment in HP and 248 Defense EVs help Dusknoir avoid being cleanly 2HKOed by Stone Edge from Kabutops even after Stealth Rock damage. The remaining Special Defense EVs ensure that Icicle Plate Cryogonal only 3HKOes Dusknoir with Ice Beam, and defensive variants only 4HKO. An Impish nature complements the Defense EVs perfectly, helping Dusknoir accomplish its spinblocking job better. Leftovers is Dusknoir's only source of recovery outside of Pain Split. Shadow Punch can be used over Fire Punch to hit Uxie, Mesprit, Sigilyph, and other opposing Ghost- and Psychic-types while also providing STAB. However, Fire Punch and Earthquake are almost non-negotiable.</p>

<p>If you do happen to be using Dusknoir, it is best to pair it up with a hazard user such as Roselia, Qwilfish, or Crustle to ensure its job as a spinblocker is beneficial to the team in at least some way. Pokemon such as Escavalier and Gallade can work to remove opposing Dark-types while benefiting from Dusknoir's ability to maintain hazards on the field. Absol works, removing the Ghost-types that Dusknoir almost always struggles with. Clefable is useful for providing Wish and cleric support, helping Dusknoir last longer and also providing useful defensive synergy. Cryogonal or Sandslash are important to keep hazards off the field so that Dusknoir doesn't get worn down to the point where it can't spinblock. Let's face it, though&mdash;you really shouldn't be trying to support Dusknoir in the first place.</p>

[Other Options]

<p>Dusknoir has quite the expansive physical movepool, with options such as Ice Punch, ThunderPunch, Rock Slide, Focus Punch, DynamicPunch, Brick Break, Shadow Sneak, and Pursuit. Unfortunately, Dusknoir will never find the room for these moves, as the moves listed in the above moveset are essentially mandatory. It has a good special movepool with Shadow Ball, Ice Beam, Focus Blast, and Psychic along with a boosting move in Calm Mind. Sadly its low Special Attack and Speed aren't doing it any favors. It has a vast support movepool as well, with Rain Dance, Sunny Day, Trick Room, Torment, Toxic, and Psych Up. However, these are put to better use by other Pokemon, and the only notable support move Dusknoir can use effectively is Trick Room with a Life Orb. However, Dusknoir is rather weak to begin with, and there are much better users of Trick Room out there, such as Slowking, Uxie, and Mesprit.</p>

[Checks and Counters]

<p>Dusknoir's list of checks and counters is quite long. The first notable Pokemon that can take on Dusknoir are Dark-types such as Absol, Crawdaunt, and Spiritomb. These Pokemon can deal significant damage to Dusknoir but must be wary of Will-O-Wisp. In the same vein, Ghost-types such as Golurk and Rotom can both hit Dusknoir very hard, and shrug off anything Dusknoir has to offer outside of the odd Shadow Punch. Strong special attackers such as Nidoqueen, Sceptile, Omastar, and especially Moltres can take down Dusknoir rather easily, as they don't care about Will-O-Wisp and hit it extremely hard. Taunt and Substitute are also great ways to stop Dusknoir, as they block Will-O-Wisp or Pain Split, and any users of the move can either set up or start wearing Dusknoir down. Drapion, Qwilfish, and Mandibuzz are all good examples of this. Fire-types in general can come in on Will-O-Wisp or Fire Punch and ravage it with their attacks, but they must be wary of Earthquake. Sigilyph can use Dusknoir as setup fodder, and either burn it or simply hit it hard depending on its set. Finally, inflicting poison or burn on it will steadily wear Dusknoir down to the point where can easily be taken out by even moderately strong neutral attacks.</p>
 
QC Rejected 1 / 3

I'm going to go out on a limb and deny this thing an analysis.


Apparently rejecting it is not okay =(. This is a very good analysis for a very bad Pokemon.

QC 1/2
 

Oglemi

Borf
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You're going to have to explain exactly what that EV spread is doing on the tank set in order for me to approve this. It seems completely arbitrary to me.

I'm not convinced that Shadow Sneak is a better option than Shadow Punch either. Surely something else can go in this slot that's more useful than the weakest available priority in the tier. I'm almost thinking having both Seismic Toss and Earthquake on the same set is the way to go. Earthquake is at least hitting all of Nidoqueen, Entei, and most importantly Kabutops for super effective damage. As Dusknoir's main role on the team is going to be spinblocking, ensuring that you can do that to at least the main spinner should logically be your goal. As the set sits right now it doesn't even beat Cryogonal anymore, less so Kabutops.

I'm also not convinced that the SubPunch set even works anymore. I'd honestly just move that to OO.

Be sure to mention that LO Trick Room set in OO too.
 
The SubPunch set is garbage and always has been garbage. Honestly this Pokemon in general is garbage. I think you get my point though lol

Be sure to mention Toxic in the OO to actually do something to Fire-types, although if it's SubRoost Moltres you're fucked

actually if you're against any Pokemon you're fucked in general.

LOL
 

Oglemi

Borf
is a Top Contributoris a Tournament Director Alumnusis a Site Content Manager Alumnusis a Community Contributor Alumnusis a Researcher Alumnusis a Tiering Contributor Alumnusis a Top Smogon Media Contributor Alumnusis an Administrator Alumnusis a Top Dedicated Tournament Host Alumnus
EV spread invests maximum into HP and 176 SpD EV's ensure Nidoqueen only 3HKO's it at best, as well as better survive special attacks (since Noir will die to them otherwise). Remaining into Defense. 24 Atk to be able to 2HKO Gallade
I see absolutely zero reason to run this EV spread if this is your reasoning. Dusknoir's only goal should literally be to spinblock, this EV spread does not accomplish that at all. There's no reason at all to to tank Nidoqueen since burning it doesn't really accomplish much, Seismic Toss is only a 3HKO at best with Stealth Rock (4HKO w/o) and isn't hard for the opponent to switch into, a weak Earthquake is easily played around, and Pain Split only does anything if you get weakened yourself.

An EV spread of 252 HP / 248 Def / 8 SpD with an Impish nature gives you a much better chance of actually spinblocking on a regular basis. This spread always avoids the 2HKO from Icicle Plate Cryogonal (while only garnering a 4HKO from defensive Cryo), and LO Adamant Kabutops only has a 57.03% chance to 2HKO after Stealth Rock with Stone Edge while completely missing the 2HKO if Stealth Rock isn't on the field (at +2 it only has a 6% chance to OHKO without Stealth Rock). If Dusknoir switches into anything other than Stone Edge it'll have the opportunity to burn it with Will-O-Wisp and win the war.

The moveset should also look like this:

move 1: Will-O-Wisp
move 2: Pain Split
move 3: Fire Punch
move 4: Earthquake

Fire Punch 2HKOs defensive Cryogonal after Stealth Rock and OHKOes offensive variants after SR. Earthquake 2HKOes all Kabutops after SR and gives Dusknoir the greatest coverage alongside Fire Punch by nailing Fire-types looking to switch into Wisp or FP.

Shadow Sneak is not needed. About the only thing it does is 2HKO Gallade (and it needs Attack investment to do it) and pick off Jynx. That is about it. Do not mention it in AC.

Be sure to mention Shadow Punch in AC though. It actually gives Dusknoir a tool to dent Mesprit, Uxie, and Sigilyph, as well as all variants of Gallade and Rotom.

Dusknoir sucks now more than ever, but you still need to use it to the best of its abilities, a defensive spinblocker set does that and is something Rotom, Spiritomb, and Golurk can't do as well.
 

tehy

Banned deucer.
Dusknoir: Because its prevo is up in UU.

Add blue remove red comments below.
[Overview]

<p>Dusknoir is, in a nutshell, outclassed. Holding the dubious honor asof being the only Pokemon who's tiering placement is lower thanier that ofn its pre-evolution's, Dusknoir struggles to find much use in the RU metagame. The reason for this is because all of Dusknoir's positive points are offset by very negative points. Its incredible 135 Defenses are let down by a laughable HP stat of 45, which make it more prone to 2HKO's, as well as a lack of reliable recovery outside of Pain Split, which is relatively easy to play around. Secondly, wWhile Dusknoir's Attack is very usable, it does not have any powerful moves in its arsenal, with its most powerful STAB move being the weak Shadow Punch. This leaves Dusknoir outclassed offensively by Golurk and Rotom, while and defensively by Spiritomb and Misdreavus are superior choices. However, courtesy of Dusknoir's Ghost typing, it is capable of spinblocking Cryogonal and Kabutops, two common spinners in the tier, giving Dusknoir a place as a tool to keep entry hazards on the field. It would also be wise to remember that Dusknoir can reliably take on Fighting-types such as Hitmonlee, Gallade, and Medicham one on one. Before using Dusknoir, consider the existence of betther aforementioned strongbetter Ghost-types available for use such as Spritomb, Rotom, Golurk, and Misdreavus.</p>



[SET]
name: Tank
move 1: Will-O-Wisp
move 2: Pain Split
move 3: Fire Punch
move 4: Earthquake
item: Leftovers
nature: Impish
evs: 252 HP / 248 Def / 8 SpD

[SET COMMENTS]

<p>If you happen to be using Dusknoir, this is the set you should be running. As previously mentioned in the overview, Dusknoir's Ghost typing ensures it is capable of spinblocking, and this set is Dusknoir's best chance at standing out from its superior Ghost-type brethren. Using its high defenses and usable Attack supported by its expansive movepool, Dusknoir can fulfill the role of a defensive spinblocker who can endure hits and dish them out decently. Will-O-Wisp is important to cripple physical attackers, especially Kabutops, aiding in Dusknoir' in its main job. Pain Split is unfortunately Dusknoir's only form of reliable recovery, which is still rather unreliable. Fire Punch is chosen to put the hurt on Cryogonal, a Pokemon that Dusknoir is supposed to beat, while also denting common Pokemon such as Escavalier and Lilligant. Finally, Earthquake is chosen in the last moveslot to hit Kabutops, as well as Fire-types trying to switch into Will-O-Wisp. It is also noteworthy that Earthquake and Fire Punch, and have good coverage together have good coveragewith Fire Punch. Although it's almost completely outclassed, Dusknoir can be used to the best of its abilities with this set.</p>




[ADDITIONAL COMMENTS]

<p>The EV spread invests maximum HP and 248 Defense EVs to avoid being cleanly 2HKO'd by Stone Edge from Kabutops even after Stealth Rock damage. The remaining Special Defense EVs ensure that Icicle Plate Cryogonal only 3HKO's Dusknoir, while it only garners a 4HKO fromh Ice Beam, and defensive variants only 4HKO. An Impish nature is chosen to complements the Defense EVs thato help Dusknoir accomplish its spinblocking job better, although it still doesn't do very well. A Leftovers is chosen as it is Dusknoir's only source of recovery outside of Pain Split. Shadow Punch can be used over Fire Punch to hit Uxie, Mesprit, Sigilyph, and other opposing Ghost and Psychic-types, while providing STAB. However, Fire Punch and Earthquake are almost non-negotiable.</p>

<p>If you do happen to be using Dusknoir, it is best to pair it up with a hazard user such as Roselia or Crustle to ensure Dusknoir's job as a spinblocker is beneficial to the team in anysome way, shape, or form. Pokemon such as Escavalier and Gallade can work to remove opposing Dark-types while benefiting from Dusknoir's ability to maintain hazards on the field. Absol is in a similar boat, albeit to removeing Ghost-types that Dusknoir almost always struggles with. Clefable is useful for its wWish and cleric support, helping Dusknoir last longer while providing useful defensive synergy. Cryogonal or Sandslash are important to keep hazards off the field so that Dusknoir doesn't get worn down to the point where it can't spinblock. Let's face it though, you really shouldn't be trying to support Dusknoir.</p>

[Other Options]

<p>Dusknoir has quite the expansive physical movepool, with options such as Ice Punch, ThunderPunch, Rock Slide, Focus Punch, DynamicPunch, Brick Break, Shadow Sneak, and Pursuit. Unfortunately, Dusknoir will never find the room for these moves, as the moves listed in the above moveset are essentially non-negotiablemandatory. It has a good special movepool with Shadow Ball, Ice Beam, Focus Blast, and Psychic along with a boosting move in Calm Mind. Sadly, its low Special Attack and Speed aren't doing it any favors. It has a vast support movepool as well, with Rain Dance, Sunny Day, Trick Room, Torment, Toxic, and Psych Up. However, these are outclassed by better Pokemon, and the only notable support move Dusknoir can use effectively is Trick Room used in conjunction with a Life Orb. However, Dusknoir is rather weak to begin with, and there are much better users of Trick Room out there, such as Slowking, Uxie, and Mesprit.</p>

[Checks and Counters]

<p>Dusknoir's list of checks and counters is quite long. The first notable Pokemon that can take on Dusknoir are Dark-types such as Absol, Crawdaunt, and Spiritomb. These Pokemon can deal significant damage to Dusknoir but must be wary of Will-O-Wisp. Opposing Ghost-types are in a similar vein; Golurk and Rotom can both hit Dusknoir very hard, and don't mind much of what Dusknoir has to offer outside of the odd Shadow Punch. Strong special attackers such as Nidoqueen, Sceptile, Omastar, and especially Moltres can take down Dusknoir rather easily, as they don't care about Will-O-Wisp and hit it extremely hard. Taunt and Substitute are also great ways to stop Dusknoir, as it cannot usethey block Will-O-Wisp or Pain Split afterwards, and any users of the move can either set up or start wearing Dusknoir down. Drapion, Qwilfish, and Mandibuzz are all good examples of this. Fire-types in general can come in on Will-O-Wisp or Fire Punch and languishravage it with their attacks, but they must be wary of Earthquake. Sigilyph can use Dusknoir as setup fodder, and either burn it or simply hit it hard depending on its set. Finally, inflicting poison or burn on Dusknoir will steadily wear Dusknoir down to the point where it cannot function.</p>

Comments:
Right in the overview, the way you say tier? Way too long.
Having a low base HP makes it more prone to everything. It's such a weird thing to say that it makes it more prone to 2hitko's. I'm sure it's 2hitko'd by a lot but still.
Also you can't go 'secondly' out of the blue
What kind of Kabutops fails to 2HKO dusknoir? LO?
Maybe say more than "it's best to pair Noir with a hazards user"? I mean, if he's got no hazards hes basically worthless, and even if it's just SR you might as well not run him either. Maybe, say, Mandatory? non-negotiable?
"The first notable pokemon that beat noir are 2/3 pokemon that are crippled if hit by WoW and 3/3 pokemon hit neutrally by EQ".
Golurk doesn't mind a burn? Really?
Languish basically means to lie around. Apart from the fact that you can't "languish" someone or something, it's also a beneficial thing.
 
Deletions
Additions / Corrections
Comments

I am working on top of tehy's check.

[Overview]

<p>Dusknoir is, in a nutshell, outclassed. Holding the dubious honor as of being the only Pokemon in a lower tier than who's tiering placement is lower than that of its pre-evolution's, Dusknoir struggles to find much use in the RU metagame. The reason for this is because all of Dusknoir's its positive points are offset by very negative points. Its incredible base 135 defenses are let down by a laughable base HP stat of 45, which make it more prone to 2HKO's, as well as a lack of reliable recovery outside of Pain Split, which is relatively easy to play around. Secondly, while Dusknoir's Attack is very usable, it does not have any powerful moves in its arsenal, with its most powerful STAB move being the weak Shadow Punch. This leaves Dusknoir outclassed offensively by Golurk and Rotom, while and defensively by Spiritomb and Misdreavus are superior choices. However, courtesy of Dusknoir's its Ghost typing, it Dusknoir is capable of spinblocking Cryogonal and Kabutops, two common spinners in the tier, giving Dusknoir it a place niche as a tool to keep entry hazards on the field. It would also be wise to remember that Dusknoir can also reliably take on Fighting-types such as Hitmonlee, Gallade, and Medicham
one-on- one. Overall, before using Dusknoir, consider the existence of better and stronger the aforementioned better Ghost-types, lest it prove to be a waste of a teamslot available for use such as Spritomb, Rotom, Golurk, and Misdreavus.</p>

[SET]
name: Tank
move 1: Will-O-Wisp
move 2: Pain Split
move 3: Fire Punch
move 4: Earthquake
item: Leftovers
nature: Impish
evs: 252 HP / 248 Def / 8 SpD

[SET COMMENTS]

<p>If you happen to be using Dusknoir, this is the set you should be running, as it As previously mentioned in the overview, Dusknoir's Ghost typing ensures it is capable of spinblocking, and this set is Dusknoir's best chance at standing out from its superior Ghost-type brethren. Using With its high defenses and usable Attack supported by its expansive movepool, Dusknoir can fulfill the role of a defensive spinblocker that who (you refer to Pokemon as "it". Don't switch to using "who" here) can endure hits and dish them out decently. Will-O-Wisp is important to cripple physical attackers, especially Kabutops, aiding in Dusknoir's in its main job. Pain Split is unfortunately Dusknoir's only form of recovery, which is still rather unreliable. Fire Punch is chosen to put the hurt on Cryogonal, a Pokemon that Dusknoir is supposed to beat, while also denting and also dent common Pokemon such as Escavalier and Lilligant. Finally, Earthquake is chosen in the last moveslot to hit Kabutops, as well as and Fire-types trying to switch into Will-O-Wisp; it also has It is also noteworthy that Earthquake and Fire Punch together have good coverage with Fire Punch. Although it's almost completely outclassed, Dusknoir can be used to the best of its abilities with this set.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread invests maximum HP and Maximum investment in HP and 248 Defense EVs help Dusknoir to avoid being cleanly 2HKOed by Stone Edge from Kabutops even after Stealth Rock damage. The remaining Special Defense EVs ensure that Icicle Plate Cryogonal only 3HKOes Dusknoir, while it only garners a 4HKO from with Ice Beam, and defensive variants only 4HKO. An Impish nature is chosen to complements the Defense EVs perfectly, that helping Dusknoir accomplish its spinblocking job better, although it still doesn't do very well. A Leftovers is chosen as it is Dusknoir's only source of recovery outside of Pain Split. Shadow Punch can be used over Fire Punch to hit Uxie, Mesprit, Sigilyph, and other opposing Ghost and Psychic-types, while also providing STAB. However, Fire Punch and Earthquake are almost non-negotiable.</p>

<p>If you do happen to be using Dusknoir, it is best to pair it up with a hazard user such as Roselia or Crustle to ensure Dusknoir's its job as a spinblocker is beneficial to the team in any atleast some way, shape, or form. Pokemon such as Escavalier and Gallade can work to remove opposing Dark-types while benefiting from Dusknoir's ability to maintain hazards on the field. Absol is in a similar boat works similarly, albeit to removing the Ghost-types that Dusknoir almost always struggles with. Clefable is useful for its providing Wish and cleric support, helping Dusknoir last longer while and also providing useful defensive synergy. Cryogonal or Sandslash are important to keep hazards off the field so that Dusknoir doesn't get worn down to the point where it can't spinblock. Let's face it though, you really shouldn't be trying to support Dusknoir in the first place.</p>

[Other Options]

<p>Dusknoir has quite the expansive physical movepool, with options such as Ice Punch, ThunderPunch, Rock Slide, Focus Punch, DynamicPunch, Brick Break, Shadow Sneak, and Pursuit. Unfortunately, Dusknoir will never find the room for these moves, as the moves listed in the above moveset are essentially non-negotiable mandatory. It has a good special movepool with Shadow Ball, Ice Beam, Focus Blast, and Psychic along with a boosting move in Calm Mind. Sadly, its low Special Attack and Speed aren't doing it any favors. It has a vast support movepool as well, with Rain Dance, Sunny Day, Trick Room, Torment, Toxic, and Psych Up. However, these are outclassed put to better use by better other Pokemon, and the only notable support move Dusknoir can use effectively is Trick Room used in conjunction with a Life Orb. However, Dusknoir is rather weak to begin with, and there are much better users of Trick Room out there, such as Slowking, Uxie, and Mesprit.</p>

[Checks and Counters]

<p>Dusknoir's list of checks and counters is quite long. The first notable Pokemon that can take on Dusknoir are Dark-types such as Absol, Crawdaunt, and Spiritomb. These Pokemon can deal significant damage to Dusknoir, but must be wary of Will-O-Wisp. Opposing In the same vein, Ghost-types are in a similar vein; such as Golurk and Rotom can both hit Dusknoir very hard, and don't mind much of what shrug off anything Dusknoir has to offer outside of the odd Shadow Punch. Strong special attackers such as Nidoqueen, Sceptile, Omastar, and especially Moltres can take down Dusknoir rather easily, as they don't care about Will-O-Wisp and hit it extremely hard. Taunt and Substitute are also great ways to stop Dusknoir, as it cannot use they block Will-O-Wisp or Pain Split afterwards, and any users of the move can either set up or start wearing Dusknoir down. Drapion, Qwilfish, and Mandibuzz are all good examples of this. Fire-types in general can come in on Will-O-Wisp or Fire Punch and languish ravage it with their attacks, but they must be wary of Earthquake. Sigilyph can use Dusknoir as setup fodder, and either burn it or simply hit it hard depending on its set. Finally, inflicting poison or burn on Dusknoir will steadily wear Dusknoir it down to the point where it cannot function can easily be taken out by even moderately strong neutral attacks.</p>




GP 1 / 2
 
[Overview]

<p>Dusknoir is, in a nutshell, outclassed. Holding the dubious honor of being the only Pokemon in a lower tier than its pre-evolution, Dusknoir struggles to find much use in the RU metagame. This is because all of its positive points are offset by very negative points. Its incredible base 135 Defenses are let down by a laughable base HP stat of 45, as well as a lack of reliable recovery outside of Pain Split, which is relatively easy to play around. Secondly, while Dusknoir's Attack is very usable, it does not have any powerful moves in its arsenal, with its most powerful STAB being the weak Shadow Punch. This leaves Dusknoir outclassed offensively by Golurk and Rotom and defensively by Spiritomb and Misdreavus. However, courtesy of its Ghost typing, Dusknoir is capable of spinblocking Cryogonal and Kabutops, two common spinners in the tier, giving it a niche as a tool to keep entry hazards on the field. Dusknoir can also reliably take on Fighting-types such as Hitmonlee, Gallade, and Medicham one-on-one. Overall, before using Dusknoir, consider the existence of the aforementioned better Ghost-types, lest it prove to be a waste of a teamslot.</p>

[SET]
name: Tank
move 1: Will-O-Wisp
move 2: Pain Split
move 3: Fire Punch
move 4: Earthquake
item: Leftovers
nature: Impish
evs: 252 HP / 248 Def / 8 SpD

[SET COMMENTS]

<p>If you happen to be using Dusknoir, this is the set you should be running, as it is Dusknoir's best chance at standing out from its superior Ghost-type brethren. With its high defenses and usable Attack supported by its expansive movepool, Dusknoir can fulfill the role of a defensive spinblocker that can endure hits and dish them out decently. Will-O-Wisp is important to cripple physical attackers, especially Kabutops, aiding Dusknoir in its main job. Pain Split is unfortunately Dusknoir's only form of recovery, which is still rather unreliable. Fire Punch is chosen to put the hurt on Cryogonal, a Pokemon that Dusknoir is supposed to beat, and also dent common Pokemon such as Escavalier and Lilligant. Finally, Earthquake is chosen in the last moveslot to hit Kabutops and Fire-types trying to switch into Will-O-Wisp; it also has good coverage with Fire Punch. Although it's almost completely outclassed, Dusknoir can be used to the best of its abilities with this set.</p>

[ADDITIONAL COMMENTS]

<p>Maximum investment in HP and 248 Defense EVs help Dusknoir avoid being cleanly 2HKOed by Stone Edge from Kabutops even after Stealth Rock damage. The remaining Special Defense EVs ensure that Icicle Plate Cryogonal only 3HKOes Dusknoir with Ice Beam, and defensive variants only 4HKO. An Impish nature complements the Defense EVs perfectly, helping Dusknoir accomplish its spinblocking job better. Leftovers is Dusknoir's only source of recovery outside of Pain Split. Shadow Punch can be used over Fire Punch to hit Uxie, Mesprit, Sigilyph, and other opposing Ghost- (hyphen) and Psychic-types while also providing STAB. However, Fire Punch and Earthquake are almost non-negotiable.</p>

<p>If you do happen to be using Dusknoir, it is best to pair it up with a hazard user such as Roselia, Qwilfish, or Crustle to ensure its job as a spinblocker is beneficial to the team in at least some way. Pokemon such as Escavalier and Gallade can work to remove opposing Dark-types while benefiting from Dusknoir's ability to maintain hazards on the field. Absol works, removing the Ghost-types that Dusknoir almost always struggles with. Clefable is useful for providing Wish and cleric support, helping Dusknoir last longer and also providing useful defensive synergy. Cryogonal or Sandslash are important to keep hazards off the field so that Dusknoir doesn't get worn down to the point where it can't spinblock. Let's face it, though,&mdash;you really shouldn't be trying to support Dusknoir in the first place.</p>

[Other Options]

<p>Dusknoir has quite the expansive physical movepool, with options such as Ice Punch, ThunderPunch, Rock Slide, Focus Punch, DynamicPunch, Brick Break, Shadow Sneak, and Pursuit. Unfortunately, Dusknoir will never find the room for these moves, as the moves listed in the above moveset are essentially mandatory. It has a good special movepool with Shadow Ball, Ice Beam, Focus Blast, and Psychic along with a boosting move in Calm Mind. Sadly its low Special Attack and Speed aren't doing it any favors. It has a vast support movepool as well, with Rain Dance, Sunny Day, Trick Room, Torment, Toxic, and Psych Up. However, these are put to better use by other Pokemon, and the only notable support move Dusknoir can use effectively is Trick Room with a Life Orb. However, Dusknoir is rather weak to begin with, and there are much better users of Trick Room out there, such as Slowking, Uxie, and Mesprit.</p>

[Checks and Counters]

<p>Dusknoir's list of checks and counters is quite long. The first notable Pokemon that can take on Dusknoir are Dark-types such as Absol, Crawdaunt, and Spiritomb. These Pokemon can deal significant damage to Dusknoir but must be wary of Will-O-Wisp. In the same vein, Ghost-types such as Golurk and Rotom can both hit Dusknoir very hard, and shrug off anything Dusknoir has to offer outside of the odd Shadow Punch. Strong special attackers such as Nidoqueen, Sceptile, Omastar, and especially Moltres can take down Dusknoir rather easily, as they don't care about Will-O-Wisp and hit it extremely hard. Taunt and Substitute are also great ways to stop Dusknoir, as they block Will-O-Wisp or Pain Split, and any users of the move can either set up or start wearing Dusknoir down. Drapion, Qwilfish, and Mandibuzz are all good examples of this. Fire-types in general can come in on Will-O-Wisp or Fire Punch and ravage it with their attacks, but they must be wary of Earthquake. Sigilyph can use Dusknoir as setup fodder, and either burn it or simply hit it hard depending on its set. Finally, inflicting poison or burn on it will steadily wear Dusknoir down to the point where can easily be taken out by even moderately strong neutral attacks.</p>


Very to the point. Good job with that.

[gp]2/2~[/gp]
 

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