QC: [3/3]
GP: [0/2]
[Overview]
Dusknoir really let it self do this generation. It is no longer in OU, but here in RU Dusknoir is again living in its glory days. Dusknoir automatically a defensive Pokemon, with however a offensive presence. He is no way a wall that can not fight back. He has a wide range of moves to use, which means it is trouble to know what dusknoir you are facing. Now that Saybleye a huge dusknor counter is gone, the world is this ghost's oyster. But even still with the absence of his nemesis Dusknoir can easily fall victim of the plentiful Hazards and status conditions present in RU.
name: Tank
move 1: Will-O-Wisp
move 2: Pain Split
move 3: Earthquake / Rock Slide
move 4: Shadow Sneak
item: Leftovers
nature: Careful
evs: 252 HP / 4 Def / 252 SpD
[SET COMMENTS]
Dusknoir's premium set. A fantastic wall that can be put into a team. Will-O-Wisp is Noir's trademark and is one of the best users of it. Provides constant damage and eases Physical blows. Pain Split is Dusknoir recovery option, make the foe and him on a even health playing field. Return and earthquake are for coverage. Earthquake is for the numerous ground weak in RU. However Rockslide provides similar coverage and fills in some extra checks against Lampent and Moltres. Last is Shadow Sneak, a STAB move with priority that Dusknoir really appreciates especially in Revenge Kills.
[ADDITIONAL COMMENTS]
You can consider making dusknoir more of Defensive superwall, but Will-O-Wisp already helps enough. A cleric with dusknoir is also very appreciated, status problems being Dusknoirs bane. Seismic toss is for a dependable amount of damage.
[SET]
name: SubPunch
move 1: Substitute
move 2: Focus Punch
move 3: Pain Split
move 4: Shadow Sneak
item: Leftovers
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def
[SET COMMENTS]
Dusknoir is know Golurk but a Focus Punch from Dusknoir won't leave teams pretty. This is the strongest attack available to him. He is bulky enough to make a substitute and make it last. Also Dusknoir 'niche' is that he is the only SubPunch user who has access to Pain Split. Most teams are not prepared for an offensive Dusknoir.
[ADDITIONAL COMMENTS]
Substitute allows it self to use a Pain Split before being KOed.
[Other Options]
One of the biggest other options Dusknoir can utilize is Trick Room. Many strong abusers in RU. TR can suddenly make Dusknoir out pacing most of the metagame. He is bulky enough to still ensure Trick Room later in the match.
Dusknoir may also use Gravity. Provides moves accuracy much increased.
Will-O-Wisp will always hit. Grounds Moltres. Can also then use Dynamic Punch
Calm mind may also be used to take use of its Special Move pool.
A SleepTalk Set can be used.
Toxic can be used instead of Will-O-Wisp.
Destiny Bond can be used to force switches or bring down a opponent's Pokemon.
[Checks and Counters]
Dusknoir can be eradicated by a fair amount of mean . Status Problems are a huge problem for it. Entry Hazards wear it down, especially Toxic Spikes. Strong hitters like Sharpedo and Crawdaunt can KO any day after Hazard Damage. Taunt shuts down most of its sets.
GP: [0/2]

[Overview]
Dusknoir really let it self do this generation. It is no longer in OU, but here in RU Dusknoir is again living in its glory days. Dusknoir automatically a defensive Pokemon, with however a offensive presence. He is no way a wall that can not fight back. He has a wide range of moves to use, which means it is trouble to know what dusknoir you are facing. Now that Saybleye a huge dusknor counter is gone, the world is this ghost's oyster. But even still with the absence of his nemesis Dusknoir can easily fall victim of the plentiful Hazards and status conditions present in RU.
name: Tank
move 1: Will-O-Wisp
move 2: Pain Split
move 3: Earthquake / Rock Slide
move 4: Shadow Sneak
item: Leftovers
nature: Careful
evs: 252 HP / 4 Def / 252 SpD
[SET COMMENTS]
Dusknoir's premium set. A fantastic wall that can be put into a team. Will-O-Wisp is Noir's trademark and is one of the best users of it. Provides constant damage and eases Physical blows. Pain Split is Dusknoir recovery option, make the foe and him on a even health playing field. Return and earthquake are for coverage. Earthquake is for the numerous ground weak in RU. However Rockslide provides similar coverage and fills in some extra checks against Lampent and Moltres. Last is Shadow Sneak, a STAB move with priority that Dusknoir really appreciates especially in Revenge Kills.
[ADDITIONAL COMMENTS]
You can consider making dusknoir more of Defensive superwall, but Will-O-Wisp already helps enough. A cleric with dusknoir is also very appreciated, status problems being Dusknoirs bane. Seismic toss is for a dependable amount of damage.
[SET]
name: SubPunch
move 1: Substitute
move 2: Focus Punch
move 3: Pain Split
move 4: Shadow Sneak
item: Leftovers
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def
[SET COMMENTS]
Dusknoir is know Golurk but a Focus Punch from Dusknoir won't leave teams pretty. This is the strongest attack available to him. He is bulky enough to make a substitute and make it last. Also Dusknoir 'niche' is that he is the only SubPunch user who has access to Pain Split. Most teams are not prepared for an offensive Dusknoir.
[ADDITIONAL COMMENTS]
Substitute allows it self to use a Pain Split before being KOed.
[Other Options]
One of the biggest other options Dusknoir can utilize is Trick Room. Many strong abusers in RU. TR can suddenly make Dusknoir out pacing most of the metagame. He is bulky enough to still ensure Trick Room later in the match.
Dusknoir may also use Gravity. Provides moves accuracy much increased.
Will-O-Wisp will always hit. Grounds Moltres. Can also then use Dynamic Punch
Calm mind may also be used to take use of its Special Move pool.
A SleepTalk Set can be used.
Toxic can be used instead of Will-O-Wisp.
Destiny Bond can be used to force switches or bring down a opponent's Pokemon.
[Checks and Counters]
Dusknoir can be eradicated by a fair amount of mean . Status Problems are a huge problem for it. Entry Hazards wear it down, especially Toxic Spikes. Strong hitters like Sharpedo and Crawdaunt can KO any day after Hazard Damage. Taunt shuts down most of its sets.