Introducing Pesknoir!

A lead Pokemon which I have developed mostly for Trick Room teams, Pesknoir is my own creation which I have not read or heard about anywhere else here or on a few other sites which I have checked. While he works best for a Trick Room team, he can also be effective as a lead for any team if used properly. I think it may be one of the best leads for some teams, especially those with at least one slow Pokemon who can benefit from Trick Room, and I'd like to share him with you! And so, without further ado, I introduce to you:

"Pesknoir" by MoFro
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Dusknoir @ Lum Berry
Sassy nature*, Pressure
EVs: 252 HP, 156 Def, 100 SpDef
- Trick Room
- Taunt
- Destiny Bond
- Night Shade/Focus Punch/Pain Split

* You may also use a Relaxed nature and swap the EVs for Def and SpDef if you are interested in a slightly more physically resistant variant, but my analysis assumes you are using the nature and spread I have listed above.

A few have already had the misfortune of meeting my Pesknoir in battle. He's such a jerk! Most people are expecting to see your standard Dusknoir, with stuff like Will-o-Wisp, Pain Split and elemental punches, but Pesknoir breaks the mold and your opponent's morale at the same time. First, Trick Room to make sure you go first against most things, and disappoint sleep leads like Gengar and Bronzong with a Lum Berry. After the first turn you should have a good idea of whether or not they will switch or continue to attack you, and if the next attack is going to be lethal, go for Destiny Bond for an instant 5 - 5 match (and a very upset opponent). Otherwise, Taunt to prevent any other status attacks or to keep yourself from being Taunted.

As long as the Trick Room is up, you can Night Shade any switches that come out to deal damage to your opponents, then Taunt or Destiny Bond them to keep them nervous and PP stall, or just take them out. Try to restore Trick Room on switches and on Pokemon you've already Destiny Bond/Taunted if it runs out. As a precaution, use Taunt or Destiny Bond on turns when Trick Room is about to run out, in case the opponent switches in a threat who can defeat you before being able to restore the Trick Room, because if you are KO'd before you use a different move, Destiny Bond will take them down as well (very useful since Trick Room is guaranteed to go last). Also, take the opportunity to switch into one of the deadlier forces on the team if it's there. Even if Pesknoir doesn't succeed in his kamikaze tactics, you'll still hopefully have shuffled the opponent's team around enough that you'll know a little more about what you're up against, which is still a victory in and of itself.

Night Shade is my strongest recommendation since it is not based at all on your attack stats, freeing up the EVs for a totally defensive build to help you stall. Night Shade has obvious trouble with Normal types, so Blissey can be a major problem (not like Night Shade would be very effective against Blissey anyway), but then again, you can Taunt and Destiny Bond her until she manages to take you down with an Ice Beam or run away, or switch into a Taunted Blissey with a physical attacker without fear of Sing or Thunder Wave if you play it smart. Watch out not to let a sweeper like Porygon-Z or Infernape switch in and start to set up - Taunt them the first chance you get. Also be wary of 101 HP Substitutes - you can also stop these with a well-placed Taunt (by the way, Taunt works even if your opponent has a Substitute, so you can stop SubSeeders even if they do get a Sub out).

If you're feeling lucky and want to catch Weaviles and Tyranitars on the switch in with a OHKO, you can go with Focus Punch, but once your opponent knows your tricks they're probably going to stay in and keep attacking you to prevent Focus Punch from being successful (I know this from experience, lol). It's really great to use on switches, but don't expect it to do any crippling damage to anything it's not super-effective against since Pesknoir doesn't have the best Attack around (you may wish to drop the 100 SpDef EVs into Attack if you do use Focus Punch).

Pain Split is another damage option in case you want to live forever while your opponent is afraid to finish you off, but it can be Taunted leaving you helpless if you're not careful, and it will never actually KO your opponent's Pokemon, meaning Destiny Bond is your only shot at a KO without help from other Pokemon on your team.

Only a few things can OHKO Pesknoir given the spread above, and they all rely on STAB and a Choice item: things like Choice Band Crunch from a TTar, Choice Specs Shadow Ball from a Gengar (Mismagius can also with a small chance if you dont have perfect HP/SpDef IVs), and some extremes like Choice Head Smash from Rampardos, so as long as you steer clear of those things, Pesknoir can be very effective. A Turn 1 Taunt can be a mess, so watch out for Gyarados leads and be prepared to deal with them, although Pesknoir spooks some of them with the prospect of ThunderPunch (but not a lot).

The only other thing that can stop him is flinch hax, so be wary of things like Jirachi's Zen Headbutt, Gyarados and its Waterfall, and the rare but annoying and super-effective CB Ambipom using Astonish. Priority moves like Ice Shard can also be trouble if you're in critical health (these attacks will do no more than 40-50 HP damage even with STAB though), so try to anticipate attackers like that with a Destiny Bond as soon as you can before you're taken out. Also, be very careful to stop any status afflicting attacks once your Lum Berry is used, since sources of indirect damage are the most likely things to take Pesknoir down without costing your opponent a Pokemon.

Another thing worth noting is that the PP of attacks like Trick Room and Destiny Bond are rather limited, so if you intend to use Pesknoir in a tournament setting, it is a very good idea to use some PP Up/Max to increase the number of times you can use them. Also, Pressure will affect you strongly, so also be careful not to be PP stalled in return, since this can end badly.

If your opponents feel like they cannot fool you into allowing them a chance to take out Pesknoir, they will often put out the weakened Pokemon that means the least to them and allow you to Destiny Bond kill them. Sometimes too, if they have not used your Lum Berry yet, they will desperately try to Sleep you in order to have a chance to defeat you, even if their Sleep user is weak. If you're brave, try to anticipate when this will happen and really disappoint your opponents when you defeat them with Night Shade and still have Destiny Bond ready to go.

While I am a bit of a Trick Room fanatic, if you're not so inclined, you can replace it with something like Will-o-Wisp or Toxic to take advantage of the switches you will likely be forcing with the combination of Taunt and Destiny Bond, or you could opt for another of the attacking options I've listed, or an elemental punch if you hate Gyarados or dragons (although Intimidate seriously hampers Pesknoir's ability to do any meaningful damage, even with a 4x effective attack). Without Trick Room though, beware of speedy attackers switching in when you're off-guard and sweeping you before you have a chance to act against them with Taunt or Destiny Bond.

Please offer your opinions and criticisms! I'd love to be able to make Pesknoir better, and I wouldn't post about it (and reveal one of my team's secret weapons) without hoping to hear some things I hadn't heard before to help improve. Also, if you ever use the strategy, I'd love it if you credited me. *wink*

- MoFro
 
...?

Sounds like it would be fun on PBR. But rightfully irritating for the opponent you're facing. I hate stall/annoyers. <_<
 
Like you said, a typical bulky gyarados lead will completely ruin dusknoir(I'm sure you remember that =P) and an intimidated thunderpunch does a bit more than half, iirc. (probably less with no evs) Otherwise this seems like a great idea, but ddtar leads also seem to ruin it(actually, anything with taunt seems to too xD) If i wasn't prepared for your dusknoir, I might have been swept. Have fun using it!
 
It looks like a very good build, how's it been working for you on Wi-Fi?

When people are not expecting it, it works like a charm. I've been bested by one Donphan playing very smart with switches and Ice Shard, but since then I've been smarter with Donphans. There's also been one or two who knew what to expect ahead of time from reading around the forum (*cough*lilwartz*cough* haha), and of course Gyarados leads usually ruin its fun in the first turn. (But that doesn't mean he can't make another appearance later in the fight!)

I think one of Pesknoir's greatest triumphs so far was totally and utterly breaking a Ninjask lead, and then Destiny Bonding the Alakazam that came to answer with a Dark Pulse KO when Pesknoir was at 50%.

I have not yet seen any Tyranitar leads. If they are CBTar, then they will probably OHKO him (so that's no good), but you could switch to something like a Fighting type to resist Crunch and put a hole in him, and if it's not a OHKO (for whatever reason) then Destiny Bond will catch him by surprise on Turn 2. If it's DDTar they won't OHKO Pesknoir given the EV spread above. If you're Taunted on Turn 1, you can send in a fast, scarfed counter like Timid Starmie or Jolly Heracross (obviously not so much of an option on pure Trick Room teams) to beat him with a super-effective hit. I think a Taunt/101 HP Substitute TTar would be the worst to deal with though, perhaps the best "counter" for this, but I don't think many TTar pack both, it's usually one or the other, no?
 
The only real problem I have with this set is that it screams Gyarados-death if it starts.

Typical first turn facing Bulky-dos: you either have to switch out or Trick Room if you think Bulkydos is going to use DD. Then after that what happens? Bulkydos expects the Destiny Bond and just keeps DDing up until you run out of Destiny Bonds and then it's an easy 6-0 for the opponent.

For now however, your set is rather innovative so not many people may be expecting the Destiny Bond. Even if you don't use Destiny Bond, there's not much moves Pesknoir can DO to hurt Bulkydos.
 
A normal type like Ursaring could potentially have problems as well. Generally, most of the time you'll want Night Shade on this set, since Focus Punch won't be doing much to Blissey (believe me, I've used Focus Punch Dusclops, and hit many Blisseys). The key to beating this set is outpredicting it correctly so that it runs out of Destiny Bonds, to the point where Taunt becomes futile and Pain Spit / Night Shade isn't as effective
 
I should note that my team has Slowbro with HP Electric just to counter Gyarados (and because Trick Room rules for him). *wink*
 
I should note that my team has Slowbro with HP Electric just to counter Gyarados (and because Trick Room rules for him). *wink*

Yeah, was about to say, given Miro's example above that Gyarados is pretty much dead next turn if it doesn't switch out, no way it's going in for an entire sweep. The DD's are going to make it incredibly fast, which in a Trick Room makes it fodder for anything with electric attacks.
 
Yeah, was about to say, given Miro's example above that Gyarados is pretty much dead next turn if it doesn't switch out, no way it's going in for an entire sweep. The DD's are going to make it incredibly fast, which in a Trick Room makes it fodder for anything with electric attacks.

Again, this is where prediction comes in. If Gyarados Taunts first turn, which it will because it tends to be the safer move, that means Pesknoir must switch out regardless if it used a move or not. If Pesknoir tries a move, then it would have allowed the Bulkydos one free DD. That's the "most probable scenario" IMO.
 
Again, this is where prediction comes in. If Gyarados Taunts first turn, which it will because it tends to be the safer move, that means Pesknoir must switch out regardless if it used a move or not. If Pesknoir tries a move, then it would have allowed the Bulkydos one free DD. That's the "most probable scenario" IMO.

I agree, although your above example was a DD vs. Destiny Bond stall situation, which wouldn't have been possible with Taunt already in place and would have spelled the eventual switch of the Gyarados after the KO or its own death rather than a 6-0 sweep.
 
Just posting to mention dusknoir gets seismic toss through the move tutor in emerald, it may be the superior choice when it comes to your 4th attack.

When using this set, which i like the look of, just switch to a sure counter of Gyarados, you can't expect to have a starter that counters every other starter. Slowbro with HP electric seems to be one of the best there is.
 
I would have read this if it wasn't for the annoying Pesknoirs everywhere making this about as readable as a myspace bulletin with random stuff bolded. Not to mention I already have a bias against anyone who names their Pokemon sets, but god thanks it wasn't after yourself.

So yeah, I might read this later. From what I have seen it seems like a nice combination of moves on a Dusknoir, no more, no less.
 
Of course, I've also encountered many Gyarados/Electvire combos which can be a pain for Slowbro with HP Electric. I'm still unsure of what the best course of action is to anticipate things like that - I've been attempting Trick Room again on Turn 2 with Slowbro with mixed results. Either way, if Electvire switches in on Slowbro, you have to switch Slowbro out.

Edit: oh come on Mekkah, give it a read. I'll take out the bolding if it really pisses you off that bad. There is that better? =P
 
This is the same thing that I use on my Trick Room team, that I actually got the idea of from battling you. However, I use Shadow Sneak. I should probably switch it for Pain Split or something.
 
When people are not expecting it, it works like a charm. I've been bested by one Donphan playing very smart with switches and Ice Shard, but since then I've been smarter with Donphans. There's also been one or two who knew what to expect ahead of time from reading around the forum (*cough*lilwartz*cough* haha), and of course Gyarados leads usually ruin its fun in the first turn. (But that doesn't mean he can't make another appearance later in the fight!)

Yay the Donphan user was me, I think?!

Anyways, I really do like this set. It seems to be a great way to start off for a Trick Room team, although unfortunately, this Dusknoir gets mauled by bulky Gyarados leads...
 
Yay the Donphan user was me, I think?!

Anyways, I really do like this set. It seems to be a great way to start off for a Trick Room team, although unfortunately, this Gyarados gets mauled by bulky Gyarados leads...

Yes, I think it may have been you, but we got bluescreened when we battled didn't we?

And also, I was not aware that you could have Seismic Toss from Emerald Tutor. Is it possible to breed Pain Split and Destiny Bond the same way in 3rd gen?
 
Typical first turn facing Bulky-dos: you either have to switch out or Trick Room if you think Bulkydos is going to use DD. Then after that what happens? Bulkydos expects the Destiny Bond and just keeps DDing up until you run out of Destiny Bonds and then it's an easy 6-0 for the opponent.

This is a little tricky, but let's assume you do stay in and Trick Room and Gyarados uses DD (which is unlikely, as we've already established). Then, you Taunt Gyarados, preventing a Taunt of its own and keeping it from continuing to DD. If Gyarados isn't packing Waterfall, just Night Shade to whittle it down, because Ice Fang and Earthquake aren't doing much to you unless you get critical hit (and watch your opponent's face turn pale when they land a freeze and Lum Berry cures you). If you can't kill it, at least you can take it into yellow or red health. You can also switch into anything that will counter the Ice/Ground combination, like a Levitate Bronzong or Slowbro, whose defenses lets him hold up against even DD Earthquakes without too much trouble.
 
This is a little tricky, but let's assume you do stay in and Trick Room and Gyarados uses DD (which is unlikely, as we've already established). Then, you Taunt Gyarados, preventing a Taunt of its own and keeping it from continuing to DD. If Gyarados isn't packing Waterfall, just Night Shade to whittle it down, because Ice Fang and Earthquake aren't doing much to you unless you get critical hit (and watch your opponent's face turn pale when they land a freeze and Lum Berry cures you). If you can't kill it, at least you can take it into yellow or red health. You can also switch into anything that will counter the Ice/Ground combination, like a Levitate Bronzong or Slowbro, whose defenses lets him hold up against even DD Earthquakes without too much trouble.

Yeah I realized the error in my comments and Slowbro can make a nice switch-in. I haven't really experimented with Trick Room but Pesknoir might make me try it some day :D
 
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