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Dusknoir (Analysis)

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[Overview]

<p>While Dusknoir was one of OU's prime spinblockers in 4th Gen DPP, this cyclops ghost Ghost-type (avoiding confusion) has found itself struggling to stay in UU this generation. This new generation has replaced Dusknoir's old competition, the Rotom formes, with new ghosts Ghost-types, namely Cofagrigus, Golurk, and even Dusknoir's pre-evolution Dusclops thanks to the new Eviolite, boosting the latter's already high defenses by 50%.</p>

<p>However, Dusknoir is far from unusable this generation. It is much better in UU, with some of its spinblocking competition, namely Jellicent and Chandelure, restricted to OU. Dusknoir can also be used over its pre-evolution due to the fact that it can actually cause damage (I would specify that you are referring to direct damage) without relying on Night Shade or Seismic Toss, and it can it can also carry Leftovers, while Dusclops must rely on Eviolite to be used in UU. It also has more variety over Dusclops, since it can also function as a bulky sweeper. Dusknoir can be used over the likes of Cofagrigus or Golurk because of its higher overall defenses (although only its Special Defense is higher compared to Cofagrigus), access to Pain Split and other status moves such as Will-O-Wisp, and because it has Pressure, which is always an excellent ability, over them. Dusknoir can still fight despite the setbacks it's faced facing this generation.</p>

[SET]
name: Tanknoir
move 1: Will-O-Wisp
move 2: Pain Split
move 3: Shadow Sneak
move 4: Return/Earthquake
item: Leftovers
ability: Pressure
nature: Impish
evs: 252 HP / 4 Atk / 252 Def


[SET COMMENTS]
<p>Dusknoir's standard set from last generation is back, albeit changed around to suit the UU environment. It can be used over Dusclops due to its ability to actually hit back after taking damage, mostly to Pokemon immune to Will-O-Wisp, which can be used to shut down most of the physical attackers in the tier. Pain Split is your only recovery move available, and is quite useful, due to Dusknoir's low base HP stat.</p>

<p>The last two moves are for defeating potential counters. Shadow Sneak can be used to pick off weakened foes. Return is better than Earthquake in this tier since it can hit Flying-types, and is usually recommended; Earthquake generally is only useful for defeating Flash-Fire Pokemon who come in to absorb Will-O-Wisp.</p>

[ADDITIONAL COMMENTS]
<p> While Dusclops can pull off a similar set better with Eviolite boosting its defenses, Dusknoir has access to Leftovers and can actually fight back, something Dusclops cannot do. There are also other options for this set; Toxic can be used over Will-O-wisp, but Toxic is less useful over against physical attackers, and ThunderPunch can be used in the last slot, as it can help with the numerous bulky waters Water-types in this tier.</p>

<p> Guts users such as Heracross can be a pain to deal with, as they will take burn a Will-O-Wisp and try to KO back, so Flying-type support is recommended. This set is also suspectable susceptible to status and entry hazards, so a cleric/ or Rapid spinner user is recommended as well.</p>

[Other Options]
<p>Dusknoir can run a SubPunch or Choice Band set, but these are generally outclassed by Golurk in UU due to the latter's higher Attack and Iron Fist. A defensive Trick Room set is also largely outclassed by Dusclops, but Dusknoir could make an effective Trick Room sweeper.</p>

<p>Dusknoir also has many other status moves it could use with to some success. A Torment set could work due to Dusknoir's high defenses, but the lack of resistances could be somewhat off-putting. A RestTalk set could work, especially since the Rotom formes are no longer Ghost-type, but you could run into a Pokemon that could KO you before you can do the same (that whole sentence is pretty vague). Calm Mind could work to fake out opponents, who usually expect physical Dusknoirs, but Spiritomb and Cofagrigus are better Calm Mind users due to higher Special Attack. Counter could surprise Pokemon wishing to 2HKO Dusknoir, but it is risky, especially without Wish support.</p>


[Checks and Counters]
<p>Pursuit users can usually seriously dent Dusknoir if they're not burned. Hard-hitting attackers immune to or even benefiting from Will-O-Wisp, such as Heracross or any Flash Fire user, can get a free switch-in and KO Dusknoir. CB Choice Band Staraptor can 2HKO Dusknoir with Brave Bird if it switches in, but Dusknoir itself can switch in to on Double-Edge or Close Combat and burn Staraptor.</p>

<p>Defensively, anything using Substitute can block Will-O-Wisp and Pain Split, although Dusknoir can break through the subs Substitutes. Spiritomb can wall Dusknoir and beat it with STAB Dark Pulse. Status moves will wreak havoc on Dusknoir without Rest or cleric support. Xatu in particular is dangerous, as it can reflect your Will-O-Wisp back at Dusknoir.</p>

[Dream World]


Dusknoir gets nothing in the Dream World. Pressure is a good enough ability anyways.
 
Please change "Tanknoir" to "Tank". Zacchaeus's check is good so....

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[GP 1/2]
 
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[Overview]

<p>While Dusknoir was one of OU's prime spinblockers in DPP, this cyclops Ghost-type has found itself struggling to stay in UU this generation Last generation, Dusknoir found itself struggling to stay in OU, and with the introduction of many more powerful threats in BW, it has finally made the drop to UU. This new generation has replaced Dusknoir's old competition, the Rotom formes, with new Ghost-types, namely Cofagrigus, Golurk, and even Dusknoir's pre-evolution Dusclops thanks to the new Eviolite, boosting the latter's already high defenses by 50%.</p>

<p>However, Dusknoir is far from unusable this generation. It is much better functions very capably in UU, with some of its spinblocking competition, namely Jellicent and Chandelure, restricted to OU. Dusknoir can also be used over its pre-evolution due to the fact that it can actually cause direct damage without relying on Night Shade or Seismic Toss, and it can it can also carry Leftovers, while Dusclops must rely on Eviolite to be used in UU which is a major benefit overall. It also has more variety over Dusclops, since it can also function as a bulky sweeper. (Dusknoir, a bulky sweeper? I don't think so...) Dusknoir can be used over the likes of Cofagrigus or Golurk because of its higher overall defenses (although only its Special Defense is higher compared to Cofagrigus), access to Pain Split and other status moves such as Will-O-Wisp, (if I'm not mistaken, both these Pokemon get these moves too...) and because it has Pressure, which is always an excellent a respectable ability. Dusknoir can still fight perform well despite the setbacks it's facing it faces this generation.</p>

[SET]
name: Tank
move 1: Will-O-Wisp
move 2: Pain Split
move 3: Shadow Sneak
move 4: Return<space>/<space>Earthquake
item: Leftovers
ability: Pressure
nature: Impish
evs: 252 HP / 4 Atk / 252 Def

<remove space>
[SET COMMENTS]
<add space>
<p>Dusknoir's standard set from last generation is back, albeit changed around to suit the UU environment. Its main advantage can be used over Dusclops due to is its ability to actually hit back after tanking damage, mostly to Pokemon immune to Will-O-Wisp, which can be used to shut down most of the physical attackers in the tier. Pain Split is your only for recovery move available, and is quite useful, due to Dusknoir's low base HP stat.</p>

<p>The last two moves are for defeating potential counters. Shadow Sneak can be used to pick off weakened foes. Return is better than Earthquake in this tier since it can hit Flying-types, and is usually recommended; Earthquake generally is only useful for defeating Flash-Fire Pokemon who that come in to absorb Will-O-Wisp.</p>

[ADDITIONAL COMMENTS]
<space>
<p><remove space>While Dusclops can pull off a similar set better with Eviolite boosting its defenses, Dusknoir has access to Leftovers and can actually fight hit back, something Dusclops cannot do. There are also other options for this set;Toxic can be used over Will-O-Wisp, but Toxic is less useful against physical attackers, and ThunderPunch can be used in the last slot, as it can help with the numerous bulky Water-types in this tier.</p>

<p><remove space>Guts users such as Heracross can be a pain to deal with, as they will take a Will-O-Wisp and try to KO back, so Flying-type support is recommended. This set is also susceptible to status and entry hazards, so a cleric or Rapid Spin user is recommended as well.</p>

[Other Options]
<space>
<p>Dusknoir can run a SubPunch or Choice Band set, but these are generally outclassed by Golurk in UU due to the latter's higher Attack and Iron Fist. A defensive Trick Room set is also largely outclassed by Dusclops, but Dusknoir could make an effective average Trick Room sweeper.</p>

<p>Dusknoir has many other status moves it could use to some success. A Torment set could work due to Dusknoir's high defenses, but the lack of resistances could be somewhat off-putting. A RestTalk set could work, especially since the Rotom formes are no longer Ghost-type, but you could run into a Pokemon that could KO you while you are sleeping before you can use Rest again. Calm Mind could work to fake out opponents, who that usually expect physical Dusknoirs, but Spiritomb and Cofagrigus are better Calm Mind users due to higher Special Attack. Counter could surprise Pokemon wishing to 2HKO Dusknoir, but it is risky, especially without Wish support.</p>
<remove space>

[Checks and Counters]
<space>
<p>Pursuit users can usually often seriously dent Dusknoir if they're not burned. Hard-hitting attackers immune to or even benefiting from Will-O-Wisp, such as Heracross or any Flash Fire user, can get a free switch in and KO Dusknoir.</p>

<p>Defensively, anything using Substitute can block Will-O-Wisp and Pain Split, although Dusknoir can break through the Substitutes. Spiritomb can wall Dusknoir and beat it with STAB Dark Pulse. Status moves will wreak havoc on Dusknoir without Rest or cleric support. Xatu in particular is dangerous, as it can reflect your Will-O-Wisp back at Dusknoir.</p>

[Dream World]

Dusknoir gets nothing in the Dream World. Pressure is a good enough ability anyway .

Nice work, although you need to cut down in the overview.

GP Approved 2/2
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