Dusknoir

Pilo

uses walther
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[OVERVIEW]
Dusknoir carves its niche in NU as a bulky spinblocker that distinguishes itself from other Ghost-types such as Gourgeist-XL and Golurk by virtue of its higher Special Defense and lack of secondary typing. This in turn rids it of exploitable weaknesses to common attacking types, Ice in particular, making it capable of taking on the likes of Hitmonchan with few problems. Dusknoir also possesses priority in Shadow Sneak, which allows it to take out targets like Mismagius and Rotom with very little prior damage. Despite its average Attack stat, Dusknoir is able to soften up more defensively oriented Pokemon such as Steelix and Rhydon with Earthquake when running its Choice Band set. However, lack of a strong STAB attack means that it struggles to break defensive threats, especially Normal-types such as Miltank and Mega Audino, which are immune to Shadow Sneak and not weak to Dusknoir's coverage. Despite boasting acceptable physical and special bulk, Dusknoir is unable to use either stat fully as a result of its poor HP. Low Speed causes it to rely on Shadow Sneak in order to deal with faster Pokemon like Archeops and Jynx, which is problematic due to the move's low power, and means it's outpaced by some defensive Pokemon such as Lanturn and Weezing. Additionally, Shadow Sneak's inability to hit fast Normal-types such as Tauros, Kangaskhan, and Swellow prevents Dusknoir from taking on said Pokemon effectively. Furthermore, its low Base Power prevents Dusknoir from KOing certain offensive Pokemon such as Lilligant and Floatzel from full HP. Lastly, since Dusknoir has to wield a Choice Band in order to have decent damage output, one must predict constantly. A single misplay can be incredibly costly and end up losing a lot of momentum.

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

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

Shadow Sneak is Dusknoir's main STAB attack, dealing relatively decent damage while allowing it to attack faster Pokemon such as Mesprit, Jynx, and Rotom before they can move. Shadow Sneak is also an excellent option for targeting frail offensive Pokemon such as Floatzel and Archeops and is capable of knocking the latter into Defeatist range. Earthquake is Dusknoir's highest-Base Power move and can be used to take care of the likes of Steelix, Garbodor, Rhydon, and Skuntank, which would otherwise trouble Dusknoir. Ice Punch allows Dusknoir to hit Flying- and Grass-types like Scyther and Vileplume super effectively and prevents it from being walled by Swellow and Shiftry. Trick is used to cripple defensive Pokemon that rely on their items, namely Eviolite users such as Ferroseed, Clefairy, and Gurdurr, which can give Dusknoir trouble, as well as Pokemon that rely on their non-damaging moves to stay afloat such as Gastrodon and Vileplume.

Set Details
========

252 EVs in Attack and an Adamant nature maximize Dusknoir's damage dealing capabilities and allow it to threaten as much as possible, most notably netting the 2HKO on Steelix with Earthquake, and 212 HP EVs grant it substantial bulk, enabling it to pivot into weaker attacks such as Hitmonchan's Ice Punch. Lastly, 44 EVs in Speed allow Dusknoir to outpace and 2HKO Vileplume, Regirock, and uninvested Hariyama before they can get a hit off. Choice Band helps to make up for Shadow Sneak's somewhat underwhelming Base Power, and Frisk allows Dusknoir to scout for common Choice item users, particularly Choice Scarf users such as Scyther and Primeape.

Usage Tips
========

Dusknoir's Ghost typing and lack of weakness to Ice-type moves allow it to spinblock against common Rapid Spin users such as Hitmonchan to keep hazards on the field without fear of an Ice Punch. Dusknoir's favorable bulk enables it to pivot into weaker attacks such as Xatu's Psychic and Garbodor's Gunk Shot; use this to your advantage by switching in and threatening to KO back with one of Dusknoir's coverage moves. Shadow Sneak can also be used as a safety blanket to fall back on whenever a fast threat like Jynx or Vivillon gets out of control. Most notably, Shadow Sneak is able to KO Jynx after its Focus Sash is broken, and uninvested Rotom has a chance to be OHKOed. Use Trick to cripple Pokemon such as Ferroseed and Clefairy, which would otherwise wall Dusknoir. Before using Trick, observe your opponent's behavior and take note of how they react to Dusknoir. Make sure Dusknoir will be able to Trick its intended target lest it lose its Choice Band unnecessarily and be robbed of its ability to break bulkier archetypes. It's often beneficial to play Dusknoir aggressively, especially if your opponent has healthy defensive threats such as Steelix and Rhydon waiting in the wings.

Team Options
========

Dusknoir's spinblocking capabilities give it favorable synergy on offense teams that enjoy its ability to keep entry hazards on the field. Stealth Rock users such as Steelix and Rhydon, in particular, are very appreciative of Dusknoir's ability to spinblock, and users of Spikes and Toxic Spikes such as Weezing, Garbodor, and Ferroseed benefit for similar reasons. Psychic-types such as Jynx and Mesprit threaten many of Dusknoir's checks such as Weezing and Gurdurr with their strong STAB moves, but Xatu deserves a special mention; although it isn't nearly as powerful as Jynx or Mesprit, it can bounce away status moves that may harm Dusknoir. However, despite their excellent offensive synergy with Dusknoir, Psychic-types are just as susceptible to Ghost- and Dark-type moves, meaning you'll have to stack weaknesses if you wish to use them. Gurdurr makes an excellent status absorber and is able to threaten Dark-types such as Shiftry that trouble Dusknoir, whereas strong wallbreakers like Tauros, Samurott, and Magmortar can help soften up opposing Pokemon that Dusknoir may have trouble breaking such as Mega Audino and Weezing.

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

Sucker Punch can be used in order to hit Normal-types such as Tauros and Pyroar, which are immune to Shadow Sneak. If using Sucker Punch, Dusknoir is required to choose Pressure as its ability, as the combination of Sucker Punch and Frisk is illegal. Be wary when using Sucker Punch, however, since Pokemon that opt out of using an attacking move can completely rob Dusknoir of any momentum. Pressure also presents some use in draining certain low-PP moves such as Primeape and Hariyama's Close Combat. Other elemental punches also warrant some consideration, as Fire Punch quickly disposes of Ferroseed, and Thunder Punch is able to nail both Mantine and Pelipper. Additionally, Memento over Trick in the last slot enables Dusknoir to cripple otherwise strong attackers and provide a teammate with a setup opportunity.

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

**Physically Defensive Pokemon**: Pokemon boasting high physical bulk such as Mega Audino, Gastrodon, Miltank, Quagsire, and Weezing are relatively unbothered by Dusknoir's attacks, although the latter is crippled by a well-timed Trick. It's also worth noting that even moderately physically bulky Pokemon such as Pelipper and Swords Dance Charizard are usually able to switch into Dusknoir's attacks.

**Dark-types**: Dark-types like Shiftry and Liepard threaten Dusknoir with a STAB Knock Off but are unable to switch in due to their middling bulk. Skuntank, in particular, can switch in on both Shadow Sneak and Ice Punch and Pursuit trap Dusknoir.

**Strong Attackers**: Because of Dusknoir's lackluster HP, it gets worn down easily by powerful attackers such as Mesprit and Magmortar, which force it to either take heavy damage or pivot out into one of its teammates. It's strongly advised that you keep Dusknoir away from Pokemon like these lest it have what little HP it does possess depleted and end up death fodder.
 
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Punchshroom

FISHIOUS REND MEGA SHARPEDO
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Your set should look like this:

[SET]
name: Choice Band
move 1: Shadow Sneak
move 2: Earthquake
move 3: Ice Punch
move 4: Trick
item: Choice Band
ability: Frisk
nature: Adamant
evs: 252 HP / 252 Atk / 4 SpD

Also, you can mention Pursuit in Moves, in order to catch the likes of Jynx and Rotom that wish to flee from Shadow Sneak.

Edit: Pilobacon Oh btw, add Shiftry as an Ice Punch target that would otherwise wall Dusknoir (like Swellow). If OO looks too barren, you can explore Dusknoir's other choices. I can suggest Fire Punch to hit Ferroseed while maintaining coverage on Vileplume and Shiftry, or Thunder Punch to smack the likes of Pelipper and Mantine while still hitting Swellow.
 
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erisia

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Mention in the Overview that Dusknoir's lack of a strong STAB attack makes it somewhat easy to wall despite using a Choice Band, especially compared to Golurk, and that Dusknoir's main niche over other Ghost-types like Golurk and Gourgeist is its relative lack of exploitable weaknesses as a spinblocker and better Special Defense in general.

In moves, remove the section about Choice Band; that goes in set details.

In set details, mention that Frisk is generally the superior ability as it lets Dusknoir scout certain targets such as Primeape and Scyther, making them easier to play around if Dusknoir can scout them out in the early game. It also works well with Frisk to make sure you don't end up trying to Trick a Choice Scarf user or some other silly situation.

Usage tips needs more content in general; when is the best time to use Trick? Should Dusknoir spam its attacks or pivot in and out? Surprise; it's the latter.

Team options could also use more detail but I can't think of any extra sections off the top of my head.

In other options, you should mention that Sucker Punch + Frisk is an illegal combination, and Pressure should be used instead. It's also mildly useful for draining PP from attacks such as Close Combat and Stone Edge, as well as stuff like Musharna's and Vileplume's Moonlight. A Substitute + Focus Punch + Shadow Sneak + Will-O-Wisp / Ice Punch / Rock Slide set with Leftovers could be pretty cool. A defensive set with Will-O-Wisp + Pain Split + Pressure is possible but mostly outclassed by Gourgeist, outside of Earthquake and lack of Grass-type weaknesses if that's a huge concern. Memento is an option on the Band set over Trick and Dusknoir has decent synergy with things like Barbaracle and Omastar that appreciate the support.

In checks and counters you can mention more examples of even moderately bulky Pokemon that don't really fear Dusknoir, such as Pelipper and Charizard. Also emphasise that strong wallbreakers like Aurorus and Magmortar can cause problems because they either force Dusknoir to die or deal usually heavy damage to a teammate with their powerful attacks. Dusknoir can switch into them if they're weakened and in range of the KO from Shadow Sneak.

I'll provide more comments later once I've seen more of this mon.
 
Overview
Mention that lack of secondary typing means it only takes neutral damage from Hitmonchan's Ice Punch in particular. Calling Shadow Sneak "powerful" is a bit of an overstatement, so just remove that; Shadow Sneak also has an issue in not being able to hit quite a few faster Normal-types, notably Tauros, Kangaskhan, and Swellow. Expand on the lack of strong STAB means that it struggles to break several bulky Pokemon such as Mega Audino, Miltank, Clefairy, and even keeps it from KOing some offensive Pokemon from full. Bring up that low Speed also means its outpaced by some defensive Pokemon like Vileplume, Regirock, and Lanturn.

Moves
Shadow Sneak also targets Jynx and has use versus other faster frail threats like Floatzel and Archeops, having a high chance to put the latter in Defeatist range. Earthquake targets Rhydon and Garbodor as well. Don't mention Pursuit here or OO at all; it's just an awful user of it, leave that role to another Pokemon instead.

Set Details
May be worth listing 44 Speed EVs to outspeed Vileplume and 2HKO before it gets a hit off Dusknoir.

Usage Tips

Mention switching in on Rapid Spin users here as well, because that's one of the main reasons to use this Pokemon in the first place. It's worth noting that Trick should be used a bit cautiously, as losing Dusknoir's Choice Band can keep it from breaking bulkier archetypes. It also shouldn't be obvious that you're using it either; like don't do things like directly switch into Pokemon that wall you and attempt to Trick; it's usually better to catch them on the switch, but don't use it initially when you don't quite know how the opponent will react to Dusknoir yet. Also bring up that Dusknoir should, in some situations, be played more aggressively. Like say you're versus a Pokemon that you knock out with Shadow Sneak, but they have something like a healthy Steelix and Rhydon in the back; in that situation it's best to Earthquake to ensure they are weakened significantly and you don't lose offensive momentum. This is especially useful if you have teammates that need these Pokemon significantly worn down to do work.

Team Options
Add other Psychic-types like Jynx and Mesprit here because they threaten stuff like Weezing, Garbodor, Gurdurr, and Mega Audino (depending on their set). Note that Gurdurr also takes on Miltank, which is a very big annoyance to Dusknoir. Other wallbreakers in general are very useful since Dusknoir still struggles with several bulky Pokemon. Things like Tauros, Magmortar, Samurott, etc would all be fine to mention.

Other Options
Mention that Sucker Punch's downside is that you can completely lose momentum if your opponent doesn't go for an attack. Pressure doesn't stall out recovery moves faster, only things that directly target the user. A bulky set is also a very poor option for this Pokemon, so remove that. I know this leaves the section very barren, but that's completely okay; if the Pokemon doesn't really have that many options then it just doesn't.

Checks and Counters

Miltank, Gastrodon, and Quagsire should also be mention alongside Mega Audino and Weezing, just make sure to mention those three are vulnerable to Trick as well. Mention Skuntank in the Dark-types section; switches into any move not named Earthquake and can Pursuit trap Dusknoir. Don't mention status, most Pokemon are crippled by status so there's no need to mention it here.

After all of this is implemented consider this QC 1/3
 
Overview:
  • Is able to soften up more defensive oriented Pokemon such as Steelix and Rhydon with its Choice Band set
    Mention specifically the use of Earthquake here.
  • Low speed causes it to rely on Shadow Sneak in order to deal with faster Pokemon like Archeops and Jynx and means it's outpaced by some defensive Pokemon such as Lanturn, Regirock, and Vileplume
    This can be remedied by running 44 Speed which gets the jump on non invested yama, vile, and regi, so mention that. Speaking of, why isn't this the Speed listed for the main set? Fellow QC thoughts below would be appreciated.
  • Mention somewhere in here that using Dusknoir requires a lot of prediction and misplaying will often lose tons of momentum.
Moves:
  • Mention Clefairy in Trick targets.
Set Details:
  • Optionally, 44 EVs may be placed into speed to allow Dusknoir to outpace and 2HKO Vileplume before it can get a hit off
    include regirock and non invested Hariyama here. Also, if 44 EV's ends up moving to the main spread obviously just list this as the main spread in this section and remove any mention of Max HP. Only if QC agrees on 44 (or more) Speed, though.
Usage Tips:
  • Standard Rotom has a chance to be OHKOed
    "standard" rotom is vague, just change this to non invested rotom.
  • Use a different example other than Weezing for trick targets, Dusknoir doesn't appreciate taking weezing's black sludge either so this isn't optimal.
  • Before using Trick, observe your opponent's behavior and take note of how they react to Dusknoir. Make sure Dusknoir will be able to Trick its intended target lest it loses its Choice Band
    • Trick Should be used cautiously as the loss of its Choice Band can rob Dusknoir of its ability to break bulkier archetypes.
    These two points can be combined together for better fluidity.
OO:
  • Unless the rest of QC strongly disagrees, I'd like to see Pursuit get a mention here. Even if it isn't ideal a lot of the times, Dusknoir is still a capable trapper and if anything, Pursuit isn't expected anymore which works in its favor.

Implement these and see what the rest of QC has to say on the Speed and Pursuit, and then QC 2/3
 

erisia

Innovative new design!
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44 Speed EVs sound good to me. Also I think Pursuit is fine for OO; it's not great but it's decent last slot considering no-one expects it and Dusknoir isn't weak to common coverage moves from Psychic-types (and it forces out other Ghost-types with Shadow Sneak).
 

Threw

cohiba
gee, lots of negatives in that overview. almost makes you think it's useless garbage

Overview

Low Speed causes it to rely on Shadow Sneak in order to deal with faster Pokemon
specify that this is problematic because it's such a weak move

Lastly, since Dusknoir wields a Choice Band one must predict constantly.
reword this to say 'since dusknoir has to wield a choice band in order to have decent damage output...' etc.

Team Options

Jynx and Mesprit threaten many of Dusknoir's checks such as Weezing, Gurdurr, and Mega Audino
eh they dont really threaten MAudino, even Specs Mesprit isn't 2hkoing, so i'd remove that example. the other two will do

OO

Memento definitely deserves a mention here

Good look, QC 3/3
 

Lumari

empty spaces
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fwiw i've changed all your curly apostrophes to straight ones by pulling this through a find / replace, shouldn't be an issue if you implement this via the reply button like you should anyways but figured i'd let you know!



remove
add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]
Dusknoir carves its niche in NU as a bulky spinblocker who that distinguishes itself from other Ghost-types such as Gourgeist (XL?) and Golurk by virtue of its higher Special Defense and lack of secondary typing, (AC) which in turn rids it of exploitable weaknesses to common attacking types, (comma) most notably, Ice, (AC) making it capable of taking on the likes of Hitmonchan. Dusknoir also possesses priority in Shadow Sneak, (AC) which allows it to take out such targets as like Mismagius and Rotom with very little prior damage. Despite its decidedly average Attack stat, (AC) Dusknoir is able to soften up more defensively oriented Pokemon such as Steelix and Rhydon with Earthquake when running its Choice Band set. Although However, (AC) lack of a strong STAB attack means that it struggles to break defensive threats, (AC) especially Normal-types, (AC) who which are immune to it them, (AC) such as Miltank and Mega Audino. Despite boasting acceptable physical and special bulk, (AC) Dusknoir is unable to use either stat fully as a result of its poor HP. Low Speed causes it to rely on Shadow Sneak in order to deal with faster Pokemon like Archeops and Jynx, (AC) which is problematic due to the move's low power, (AC) and means it's outpaced by some defensive Pokemon such as Lanturn and Weezing. Shadow Sneak's inability to hit fast Normal-types such as Tauros, Kangaskhan, and Swellow prevents Dusknoir from taking on said Pokemon effectively. Additionally, its low Base Power prevents Dusknoir from KOing certain offensive Pokemon such as Lilligant and Floatzel from full HP. Lastly, since Dusknoir has to wield a Choice Band in order to have decent damage output, (AC) one must predict constantly. A single misplay can be incredibly costly and end up losing a lot of momentum.

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

[SET COMMENTS]
Moves
========
Shadow Sneak is Dusknoir's (apo) main STAB attack, (AC) allowing it to out prioritize attack faster Pokemon such as Mesprit, Jynx, and Rotom before they can move and to deal relatively decent damage in the process. Shadow Sneak is also an excellent option for targeting frail offensive Pokemon such as Floatzel and Archeops and is capable of knocking the latter into Defeatist range. Earthquake is Dusknoir's highest-Base Power (AH) move and can be used to take care of the likes of Steelix, Garbodor, Rhydon, and Skuntank, (AC) who which would otherwise trouble Dusknoir, (AC) while Ice Punch allows it to hit Flying- and Grass-types like Scyther and Vileplume super effectively and prevents Dusknoir from being walled by Swellow and Shiftry. Trick is used to cripple defensive Pokemon who that rely on their items, namely Eviolite users such as Ferroseed, Clefairy, and Gurdurr, (AC) who which can give Dusknoir trouble, (AC) as well as Pokemon who that rely on their non-damaging moves to stay afloat such as Gastrodon and Vileplume.

Set Details
========
252 EVs in Attack and an Adamant nature maximize Dusknoir's damage dealing capabilities and allow it to threaten as much as possible, (AC) most notably netting the 2HKO on Steelix with Earthquake, (AC) and 212 HP EVs grant it substantial bulk, (AC) enabling it to pivot into weaker attacks such as the aforementioned Hitmonchan's Ice Punch; (SC) while lastly, (AC) 44 EVs in Speed allow Dusknoir to outpace and 2HKO Vileplume, Regirock, (AC) and uninvested Hariyama before they can get a hit off. The use of Choice Band helps to make up for Shadow Sneak's somewhat underwhelming Base Power, (AC) and Frisk allows Dusknoir to scout for common Choice item users, particularly Choice Scarf users such as Scyther and Primeape.

Usage Tips
========
Dusknoir's Ghost typing (RH) and lack of weakness to Ice-type moves allow it to spinblock against common Rapid Spin users such as Hitmonchan to keep hazards on the field without fear of an Ice Punch. Dusknoir's favorable bulk enables it to pivot into weaker attacks such as Xatu's Psychic or and Garbodor's Gunk Shot; (SC) use this to your advantage by switching in and threatening to KO back with one of your Dusknoir's coverage moves. Shadow Sneak can also be used as a safety blanket to fall back on whenever a fast threat like Jynx or Vivillon gets out of control. Most notably, Shadow Sneak is able to KO Jynx after its Focus Sash is broken, (AC) and uninvested Rotom has a chance to be OHKOed. Use Trick to cripple Pokemon such as Ferroseed and Clefairy, (AC) who which would otherwise wall Dusknoir. Before using Trick, observe your opponent's behavior and take note of how they react to Dusknoir. Make sure Dusknoir will be able to Trick its intended target lest it loses lose its Choice Band unnecessarily. Trick Should be used cautiously as the loss of its Choice Band can rob Dusknoir and be robbed of its ability to break bulkier archetypes. It's often beneficial to play Dusknoir aggressively, (AC) especially if your opponent has healthy defensive threats such as Steelix and Rhydon waiting in the wings.

Team Options
========
Dusknoir's spinblocking capabilities give it favorable synergy on offense teams who that enjoy its ability to keep entry hazards on the field. Stealth Rock users such as Steelix and Rhydon, in particular, are very appreciative of Dusknoir's ability to spinblock, (AC) and users of Spikes and Toxic Spikes such as Weezing, Garbodor, and Ferroseed benefit for similar reasons. Psychic-types such as Jynx and Mesprit threaten many of Dusknoir's checks such as Weezing and Gurdurr with their strong STAB moves, (AC) but Xatu deserves a special mention; (SC) although it isn't nearly as powerful as Jynx or Mesprit, (AC) it can bounce away status afflictions moves that may harm Dusknoir. However, despite their excellent offensive synergy with Dusknoir, Psychic-types are just as susceptible to Ghost- and Dark-type moves, (AC) meaning you'll have to stack weaknesses if you wish to use them. Gurdurr makes an excellent status absorber and is able to threaten Dark-types such as Shiftry that trouble Dusknoir, (AC) whereas strong wallbreakers like Tauros, Samurott, and Magmortar can help soften up opposing Pokemon that Dusknoir may have trouble breaking such as Mega Audino and Weezing.

[STRATEGY COMMENTS]
Other Options
=============
Sucker Punch can be used in consideration of hitting order to hit Normal-types such as Tauros and Pyroar, (AC) who which are immune to Shadow Sneak. If using Sucker Punch, (AC) Dusknoir is required to choose Pressure as its ability, (AC) as the combination of Sucker Punch and Frisk is illegal. Be wary when using Sucker Punch, (AC) however, (AC) since Pokemon who that opt out of using an attacking move can completely rob Dusknoir of any momentum. Pressure also presents some use in draining certain low-PP (AH) moves such as Primeape and Hariyama's Close Combat. Other elemental punches also warrant some consideration, (AC) as Fire Punch quickly disposes of Ferroseed, (AC) and Thunder Punch is able to nail both Mantine and Pelipper. Additionally, Memento over Trick in the last slot enables Dusknoir to cripple otherwise strong attackers and provide a teammate with a setup opportunity.

Checks and Counters
===================
**Physically Defensive Pokemon**: Pokemon boasting high physical defense bulk such as Mega Audino, Gastrodon, Miltank, Quagsire, and Weezing are relatively unbothered by Dusknoir's attacks, (AC) although the latter is crippled by a well-timed Trick. It's also worth noting the that even moderately physically bulky Pokemon such as Pelipper and Swords Dance Charizard are usually able to switch into Dusknoir's attacks.

**Dark-types**: Dark-types like Shiftry and Liepard threaten Dusknoir with a STAB Knock Off but are unable to switch in due to their middling bulk. Skuntank, in particular, can switch in on both Shadow Sneak and Ice Punch and Pursuit trap Dusknoir.

**Strong Attackers**: Because of Dusknoir's lackluster HP, (AC) it gets worn down easily by powerful attackers such as Mesprit and Magmortar, (AC) who which force it to either take (incomplete sentence). It's strongly advised that you keep Dusknoir away from Pokemon like these lest it has have what little HP it does possess depleted and end up death fodder.
 
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Fireflame

Silksong when
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[OVERVIEW]
Dusknoir carves its niche in NU as a bulky spinblocker that distinguishes itself from other Ghost-types such as Gourgeist-XL and Golurk by virtue of its higher Special Defense and lack of secondary typing, which in turn rids it of exploitable weaknesses to common attacking types, most notably, Ice, making it capable of taking on the likes of Hitmonchan. Dusknoir also possesses priority in Shadow Sneak, which allows it to take out targets like Mismagius and Rotom with very little prior damage. Despite its decidedly average Attack stat, Dusknoir is able to soften up more defensively oriented Pokemon such as Steelix and Rhydon with Earthquake when running its Choice Band set. However, lack of a strong STAB attack means that it struggles to break defensive threats, especially Normal-types such as Miltank and Mega Audino, which are immune to them.(end sentence),(RC) such as Miltank and Mega Audino (flows better). Despite boasting acceptable physical and special bulk, Dusknoir is unable to use either stat fully as a result of its poor HP. Low Speed causes it to rely on Shadow Sneak in order to deal with faster Pokemon like Archeops and Jynx, which is problematic due to the move's low power, and its Speed means it's outpaced by some defensive Pokemon such as Lanturn and Weezing. Shadow Sneak's inability to hit fast Normal-types such as Tauros, Kangaskhan, and Swellow prevents Dusknoir from taking on said these ("these" also implies the rest of the fast normal-types, whereas to me, "said" just means the specific ones listed) Pokemon effectively. Additionally, its low Base Power prevents Dusknoir from KOing certain offensive Pokemon such as Lilligant and Floatzel from full HP. Lastly, since Dusknoir has to wield a Choice Band in order to have decent damage output, one must predict constantly. A single misplay can be incredibly costly and end up losing a lot of momentum.

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

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

Shadow Sneak is Dusknoir's main STAB attack, dealing relatively decent damage while allowing it to attack faster Pokemon such as Mesprit, Jynx, and Rotom before they can move.(end sentence) and to deal relatively decent damage in the process. (Much more concise) Shadow Sneak is also an excellent option for targeting frail offensive Pokemon such as Floatzel and Archeops and is capable of knocking the latter into Defeatist range. Earthquake is Dusknoir's highest-Base Power move and can be used to take care of the likes of Steelix, Garbodor, Rhydon, and Skuntank, which would otherwise trouble Dusknoir.(end sentence),(RC) while Ice Punch allows it Dusknoir to hit Flying- and Grass-types like Scyther and Vileplume super effectively and prevents Dusknoir from being walled by Swellow and Shiftry (Breaking this up into two sentences is a lot nicer to read). Trick is used to cripple defensive Pokemon that rely on their items, namely Eviolite users such as Ferroseed, Clefairy, and Gurdurr, which can give Dusknoir trouble, as well as Pokemon that rely on their non-damaging moves to stay afloat such as Gastrodon and Vileplume.

Set Details
========

252 EVs in Attack and an Adamant nature maximize Dusknoir's damage dealing capabilities and allow it to threaten as much as possible, most notably netting the 2HKO on Steelix with Earthquake, and 212 HP EVs grant it substantial bulk, enabling it to pivot into weaker attacks such as the aforementioned (Hitmonchan wasn't aforementioned) Hitmonchan's Ice Punch.(end sentence);(remove semicolon) lastly Lastly, 44 EVs in Speed allow Dusknoir to outpace and 2HKO Vileplume, Regirock, and uninvested Hariyama before they can get a hit off (this can be its own sentence, as the whole sentence is super long already). The use of Choice Band helps to make up for Shadow Sneak's somewhat underwhelming Base Power, and Frisk allows Dusknoir to scout for common Choice item users, particularly Choice Scarf users such as Scyther and Primeape.

Usage Tips
========

Dusknoir's Ghost typing and lack of weakness to Ice-type moves allow it to spinblock against common Rapid Spin users such as Hitmonchan to keep hazards on the field without fear of an Ice Punch. Dusknoir's favorable bulk enables it to pivot into weaker attacks such as Xatu's Psychic and Garbodor's Gunk Shot; use this to your advantage by switching in and threatening to KO back with one of Dusknoir's coverage moves. Shadow Sneak can also be used as a safety blanket to fall back on whenever a fast threat like Jynx or Vivillon gets out of control. Most notably, Shadow Sneak is able to KO Jynx after its Focus Sash is broken, and uninvested Rotom has a chance to be OHKOed. Use Trick to cripple Pokemon such as Ferroseed and Clefairy, which would otherwise wall Dusknoir. Before using Trick, observe your opponent's behavior and take note of how they react to Dusknoir. Make sure Dusknoir will be able to Trick its intended target lest it lose its Choice Band unnecessarily and be robbed of its ability to break bulkier archetypes. It's often beneficial to play Dusknoir aggressively, especially if your opponent has healthy defensive threats such as Steelix and Rhydon waiting in the wings.

Team Options
========

Dusknoir's spinblocking capabilities give it favorable synergy on offense teams that enjoy its ability to keep entry hazards on the field. Stealth Rock users such as Steelix and Rhydon, in particular, are very appreciative of Dusknoir's ability to spinblock, and users of Spikes and Toxic Spikes such as Weezing, Garbodor, and Ferroseed benefit for similar reasons. Psychic-types such as Jynx and Mesprit threaten many of Dusknoir's checks such as Weezing and Gurdurr with their strong STAB moves, but Xatu deserves a special mention; although it isn't nearly as powerful as Jynx or Mesprit, it can bounce away status moves that may harm Dusknoir. However, despite their excellent offensive synergy with Dusknoir, Psychic-types are just as susceptible to Ghost- and Dark-type moves, meaning you'll have to stack weaknesses if you wish to use them. Gurdurr makes an excellent status absorber and is able to threaten Dark-types such as Shiftry that trouble Dusknoir, whereas strong wallbreakers like Tauros, Samurott, and Magmortar can help soften up opposing Pokemon that Dusknoir may have trouble breaking such as Mega Audino and Weezing.

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

Sucker Punch can be used in order to hit Normal-types such as Tauros and Pyroar, which are immune to Shadow Sneak. If using Sucker Punch, Dusknoir is required to choose Pressure as its ability, as the combination of Sucker Punch and Frisk is illegal. Be wary when using Sucker Punch, however, since Pokemon that opt out of using an attacking move can completely rob Dusknoir of any momentum. Pressure also presents some use in draining certain low-PP moves such as Primeape and Hariyama's Close Combat. Other elemental punches also warrant some consideration, as Fire Punch quickly disposes of Ferroseed, and Thunder Punch is able to nail both Mantine and Pelipper. Additionally, Memento over Trick in the last slot enables Dusknoir to cripple otherwise strong attackers and provide a teammate with a setup opportunity.

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

**Physically Defensive Pokemon**: Pokemon boasting high physical bulk such as Mega Audino, Gastrodon, Miltank, Quagsire, and Weezing are relatively unbothered by Dusknoir's attacks, although the latter is crippled by a well-timed Trick. It's also worth noting that even moderately physically bulky Pokemon such as Pelipper and Swords Dance Charizard are usually able to switch into Dusknoir's attacks.

**Dark-types**: Dark-types like Shiftry and Liepard threaten Dusknoir with a STAB Knock Off, but are unable to switch in due to their middling bulk. Skuntank, in particular, can switch in on both Shadow Sneak and Ice Punch and Pursuit trap Dusknoir.

**Strong Attackers**: Because of Dusknoir's lackluster HP, it gets worn down easily by powerful attackers such as Mesprit and Magmortar, which force it to either take heavy damage or pivot out into one of its teammates. It's strongly advised that you keep Dusknoir away from Pokemon like these lest it have what little HP it does possess depleted and end up death fodder.
 

Rare Poison

if im butter then ur a hot knife
is a Tiering Contributor Alumnus
GP 2/2

add/change; remove; (comment); (AC) = add comma; (RC) = remove comma
[OVERVIEW]
Dusknoir carves its niche in NU as a bulky spinblocker that distinguishes itself from other Ghost-types such as Gourgeist-XL and Golurk by virtue of its higher Special Defense and lack of secondary typing, which in turn, (AC) rids it of exploitable weaknesses to common attacking types, most notably, Ice, making it capable of taking on the likes of Hitmonchan. Dusknoir also possesses priority in Shadow Sneak, which allows it to take out targets like Mismagius and Rotom with very little prior damage. Despite its decidedly average Attack stat, Dusknoir is able to soften up more defensively oriented Pokemon such as Steelix and Rhydon with Earthquake when running its Choice Band set. However, lack of a strong STAB attack means that it struggles to break defensive threats, especially Normal-types such as Miltank and Mega Audino, (AC) which are immune to them. (I actually liked the sentence better pre-amcheck but either is fine I guess) Despite boasting acceptable physical and special bulk, Dusknoir is unable to use either stat fully as a result of its poor HP. Low Speed causes it to rely on Shadow Sneak in order to deal with faster Pokemon like Archeops and Jynx, which is problematic due to the move's low power, and means it's outpaced by some defensive Pokemon such as Lanturn and Weezing. Shadow Sneak's inability to hit fast Normal-types such as Tauros, Kangaskhan, and Swellow prevents Dusknoir from taking on said Pokemon effectively. Additionally, its low Base Power prevents Dusknoir from KOing certain offensive Pokemon such as Lilligant and Floatzel from full HP. Lastly, since Dusknoir has to wield a Choice Band in order to have decent damage output, one must predict constantly. A single misplay can be incredibly costly and end up losing a lot of momentum.

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

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

Shadow Sneak is Dusknoir's main STAB attack, dealing relatively decent damage while allowing it to attack faster Pokemon such as Mesprit, Jynx, and Rotom before they can move and to deal relatively decent damage in the process. Shadow Sneak is also an excellent option for targeting frail offensive Pokemon such as Floatzel and Archeops and is capable of knocking the latter into Defeatist range. Earthquake is Dusknoir's highest-Base Power move and can be used to take care of the likes of Steelix, Garbodor, Rhydon, and Skuntank, which would otherwise trouble Dusknoir. Ice Punch allows Dusknoir to hit Flying- and Grass-types like Scyther and Vileplume super effectively and prevents Dusknoir it from being walled by Swellow and Shiftry. Trick is used to cripple defensive Pokemon that rely on their items, namely Eviolite users such as Ferroseed, Clefairy, and Gurdurr, which can give Dusknoir trouble, as well as Pokemon that rely on their non-damaging moves to stay afloat such as Gastrodon and Vileplume.

Set Details
========

252 EVs in Attack and an Adamant nature maximize Dusknoir's damage dealing capabilities and allow it to threaten as much as possible, most notably netting the 2HKO on Steelix with Earthquake, and 212 HP EVs grant it substantial bulk, enabling it to pivot into weaker attacks such as Hitmonchan's Ice Punch. Lastly, 44 EVs in Speed allow Dusknoir to outpace and 2HKO Vileplume, Regirock, and uninvested Hariyama before they can get a hit off. Choice Band helps to make up for Shadow Sneak's somewhat underwhelming Base Power, and Frisk allows Dusknoir to scout for common Choice item users, particularly Choice Scarf users such as Scyther and Primeape.

Usage Tips
========

Dusknoir's Ghost typing and lack of weakness to Ice-type moves allow it to spinblock against common Rapid Spin users such as Hitmonchan to keep hazards on the field without fear of an Ice Punch. Dusknoir's favorable bulk enables it to pivot into weaker attacks such as Xatu's Psychic and Garbodor's Gunk Shot; use this to your advantage by switching in and threatening to KO back with one of Dusknoir's coverage moves. Shadow Sneak can also be used as a safety blanket to fall back on whenever a fast threat like Jynx or Vivillon gets out of control. Most notably, Shadow Sneak is able to KO Jynx after its Focus Sash is broken, and uninvested Rotom has a chance to be OHKOed. Use Trick to cripple Pokemon such as Ferroseed and Clefairy, which would otherwise wall Dusknoir. Before using Trick, observe your opponent's behavior and take note of how they react to Dusknoir. Make sure Dusknoir will be able to Trick its intended target lest it lose its Choice Band unnecessarily and be robbed of its ability to break bulkier archetypes. It's often beneficial to play Dusknoir aggressively, especially if your opponent has healthy defensive threats such as Steelix and Rhydon waiting in the wings.

Team Options
========

Dusknoir's spinblocking capabilities give it favorable synergy on offense teams that enjoy its ability to keep entry hazards on the field. Stealth Rock users such as Steelix and Rhydon, in particular, are very appreciative of Dusknoir's ability to spinblock, and users of Spikes and Toxic Spikes such as Weezing, Garbodor, and Ferroseed benefit for similar reasons. Psychic-types such as Jynx and Mesprit threaten many of Dusknoir's checks such as Weezing and Gurdurr with their strong STAB moves, but Xatu deserves a special mention; although it isn't nearly as powerful as Jynx or Mesprit, it can bounce away status moves that may harm Dusknoir. However, despite their excellent offensive synergy with Dusknoir, Psychic-types are just as susceptible to Ghost- and Dark-type moves, meaning you'll have to stack weaknesses if you wish to use them. Gurdurr makes an excellent status absorber and is able to threaten Dark-types such as Shiftry that trouble Dusknoir, whereas strong wallbreakers like Tauros, Samurott, and Magmortar can help soften up opposing Pokemon that Dusknoir may have trouble breaking such as Mega Audino and Weezing.

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

Sucker Punch can be used in order to hit Normal-types such as Tauros and Pyroar, which are immune to Shadow Sneak. If using Sucker Punch, Dusknoir is required to choose Pressure as its ability, as the combination of Sucker Punch and Frisk is illegal. Be wary when using Sucker Punch, however, since Pokemon that opt out of using an attacking move can completely rob Dusknoir of any momentum. Pressure also presents some use in draining certain low-PP moves such as Primeape and Hariyama's Close Combat. Other elemental punches also warrant some consideration, as Fire Punch quickly disposes of Ferroseed, and Thunder Punch is able to nail both Mantine and Pelipper. Additionally, Memento over Trick in the last slot enables Dusknoir to cripple otherwise strong attackers and provide a teammate with a setup opportunity.

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

**Physically Defensive Pokemon**: Pokemon boasting high physical bulk such as Mega Audino, Gastrodon, Miltank, Quagsire, and Weezing are relatively unbothered by Dusknoir's attacks, although the latter is crippled by a well-timed Trick. It's also worth noting that even moderately physically bulky Pokemon such as Pelipper and Swords Dance Charizard are usually able to switch into Dusknoir's attacks.

**Dark-types**: Dark-types like Shiftry and Liepard threaten Dusknoir with a STAB Knock Off but are unable to switch in due to their middling bulk. Skuntank, in particular, can switch in on both Shadow Sneak and Ice Punch and Pursuit trap Dusknoir.

**Strong Attackers**: Because of Dusknoir's lackluster HP, it gets worn down easily by powerful attackers such as Mesprit and Magmortar, which force it to either take heavy damage or pivot out into one of its teammates. It's strongly advised that you keep Dusknoir away from Pokemon like these lest it have what little HP it does possess depleted and end up death fodder.


nicely done
 
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