Dusknoir (Update) [GP 2/2]

Oglemi

Zoltraak
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Here I go again~

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Dusknoir

[Overview]

<p>Dusknoir is really a jack-of-all-trades, master of none kind of Ghost-type, which isn't the best trait to have in a tier literally running amok with Ghosts. Furthermore, Dusknoir faces direct competition for a team slot with one of the most used and dangerous Pokemon in RU: Cofagrigus. Dusknoir has amazing bulk, but is let down by its super low HP; it's also extremely slow. Fortunately, Dusknoir has a huge movepool that makes it somewhat unpredictable, and also sports the ability to beat Cryogonal one-on-one, something only it and Choice Band Spiritomb can lay claim to as Ghost-types. Still, as far as Ghost-types and spinblockers go, you must decide if reliably beating Cryogonal is something you really want in a team slot, otherwise Cofagrigus, Spiritomb, Golurk, Misdreavus, and Rotom are all usually better choices for your Ghost-type needs.</p>

[SET]
name: Tank
move 1: Will-O-Wisp
move 2: Pain Split
move 3: Shadow Punch
move 4: Seismic Toss / Earthquake
item: Leftovers
nature: Impish
evs: 252 HP / 152 Atk / 104 Def

[SET COMMENTS]

<p>This set gives Dusknoir the ability to beat as many spinners in RU as possible, including Cryogonal, who can beat nearly every other Ghost-type in the tier one-on-one. Will-O-Wisp is probably the most important move on the set, as it lets Dusknoir easily beat Hitmonchan, Hitmonlee, Kabutops, and Sandslash, as well as stop dangerous physical sweepers such as Archeops, Aggron, and Drapion. Pain Split is Dusknoir's only semi-reliable way of healing, and even with maximum HP EVs, Dusknoir's HP will be low enough for it to prove useful in most situations. It also makes beating the aforementioned physical sweepers easier, and is Dusknoir's only form of attack against Munchlax and Clefable besides Seismic Toss. Shadow Punch is Dusknoir's best STAB move, and specifically lets it 2HKO the standard 252/252 +SpD Cryogonal. Beware, though, as Cryogonal can still Recover stall Dusknoir, especially if it hits Dusknoir with Toxic. The final slot gives Dusknoir the most coverage possible. Seismic Toss is the primary choice as it is Dusknoir's most reliable attack against the rest of the tier, as well as Dusknoir's strongest attack against Sandslash and Steelix. Seismic Toss is chosen over Night Shade for its ability to hit Normal-types. Additionally, with Seismic Toss and Shadow Punch, Dusknoir is able to break the Substitutes of nearly every Pokemon in the tier. Earthquake can be used in the last slot instead as it gives Dusknoir a stronger hit on Aggron, Drapion, Klinklang, Entei, and Rhydon, as well as an OHKO against Manectric.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread is tailor-made to give Dusknoir enough Attack to ensure the 2HKO on 252/252 +SpD Cryogonal; the rest of the EVs are pumped into Dusknoir's physical bulk to allow it to beat most of the other spinners in the tier. With the given EV spread, Dusknoir is also never OHKOed by the likes of Choice Band Aggron, Archeops, and Swords Dance Feraligatr, and can respond with the appropriate move. It's not recommended to use a fully physically or specially defensive EV spread as Dusknoir greatly appreciates the investment in its Attack and doesn't really gain anything from investing fully in its defensive capabilities. With the given EV spread and moveset, Dusknoir is able to deal about 30% to a huge portion of the RU metagame.</p>

<p>Taunt is a cool option for the last slot as it lets Dusknoir stall out slow support Pokemon such as Roselia and Clefable, and also gives it a way to stop dangerous sweepers such as Nasty Plot Cofagrigus from setting up. Be warned though that Taunt requires a ton of prediction to use successfully; opponents must be hit on the switch as Dusknoir is slower than most of the metagame. Toxic is another cool option to cripple Pokemon Dusknoir would rather not or cannot burn, such as Cryogonal and Cofagrigus, as well as other special attackers such as Moltres, Lanturn, and Uxie. Do not be tempted to use Rock Slide or Shadow Sneak, both moves are terrible on this set and leave Dusknoir unable to deal any significant damage to most of the metagame. Finally, the combination of Fire Punch and Earthquake is a usable option for the attacking slots as it gives Dusknoir a stronger hit on Grass-types, particularly Ferroseed, Rotom-C, and Lilligant, as well as on Aggron, Drapion, Kabutops, and Hitmonlee. However, the combination of Fire Punch and Earthquake leaves Dusknoir unable to deal any real damage to very dangerous Pokemon such as Aerodactyl, Archeops, Moltres, Rotom, and Cofagrigus, and also leaves it vulnerable to multiple Substitute users such as Bouffalant, Gallade, and Uxie.</p>

<p>As Dusknoir's role on a team is as a spinblocker, it should be paired with entry hazards. In this respect, Crustle, Accelgor, Omastar, and Uxie make great teammates to set up entry hazards. Though Dusknoir's huge defenses would normally suggest that it would be used on stall teams, in reality Dusknoir works best on defensively inclined balanced teams. Dusknoir is simply too vulnerable to Taunt, Trick, status, and set up sweepers to prove useful on a full stall team, and usually ends up as dead weight. It can also be used effectively on double Ghost teams, where the responsibility of spinblocking isn't placed on Dusknoir alone. Good teammates for Dusknoir include Steelix, Rhydon, and Clefable as they are able to set up Stealth Rock and have good defensive synergy with Dusknoir. Dusknoir is immune to Fighting and can beat most Fighting-types one-on-one; in return, the aforementioned teammates can easily switch into most Dark- and Ghost-types. Pokemon that can sweep easily with entry hazards on the opponent's side of the field are great teammates for Dusknoir, so Pokemon such as Life Orb Moltres, Choice Band Entei, and Swords Dance Gallade make fantastic partners.</p>

[SET]
name: SubPunch
move 1: Substitute
move 2: Focus Punch
move 3: Shadow Sneak
move 4: Pain Split / Will-O-Wisp
item: Leftovers
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

[SET COMMENTS]

<p>With a SubPunch set, Dusknoir is able to both spinblock and deal as much damage as possible. As a bonus, Substitute also blocks status, an otherwise huge detriment to Dusknoir. While SubPunch Dusknoir might seem outclassed by Golurk, Dusknoir is far bulkier, has Pain Split and Will-O-Wisp, and has the element of surprise on its side. Focus Punch is the main attacking move and is actually Dusknoir's strongest usable attack. Shadow Sneak is used for its nice priority, and most Pokemon that aren't OHKOed by Focus Punch will usually be picked off by Shadow Sneak on the next turn. With maximum Attack investment, Shadow Sneak deals about 20% to a large portion of the metagame. The last slot is a tricky decision. Pain Split is probably the most useful move, as it gives Dusknoir some of the health back that it'll lose from using Substitute, and can also push some Pokemon into KO range of Shadow Sneak. However, Will-O-Wisp can be used instead as it helps Dusknoir set up on physical attackers and beat spinners more easily. Burning Drapion, Spiritomb, and Absol also prevents them from Pursuiting Dusknoir for a ton of damage.</p>

[ADDITIONAL COMMENTS]

<p>The EVs and nature make Dusknoir both as powerful and as bulky as possible. Shadow Punch can be used instead of Shadow Sneak for more damage output if priority is unimportant to you. This is especially helpful in situations when Dusknoir is unable to set up a Substitute against the opponent and therefore unable to use Focus Punch. Another attacking move, namely Earthquake or Fire Punch, can be used in the last slot in this regard as well. However, without Pain Split or Will-O-Wisp, Dusknoir becomes even more outclassed by Golurk.</p>

<p>This set works best on a balanced team as an offensive spinblocker akin to Nasty Plot Cofagrigus and SubPunch Golurk. Rhydon, Steelix, and Aerodactyl are great teammates as they both set up Stealth Rock and lure in Fighting-types, which gives Dusknoir the opportunity to switch in and set up a Substitute. Steelix also has an easy time switching into physical Dark-types, who can Taunt Dusknoir and thus prevent it from setting up a Substitute. Qwilfish, Smeargle, Roselia, and Omastar are great teammates to set up Spikes. This set absolutely detests entry hazards on its side of the field, as Dusknoir is not as bulky as the defensive set and will be losing health from making Substitutes. Therefore, Sandslash and Cryogonal are great teammates to spin away the hazards on your side of the field, and both provide good synergy with Dusknoir.</p>

[Other Options]

<p>Dusknoir's movepool is absolutely gigantic, and it can actually make use of a number of the options available to it. However, unlike the sets above, most are rather gimmicky and inconsistent. A set of Substitute, Calm Mind, Pain Split, and Shadow Ball can make Dusknoir a slow but extremely bulky sweeper, but Dusknoir is typically too slow to set up and is too weak even with multiple Calm Mind boosts under its belt. Dusknoir is probably most apt at setting up field effects for the team, and has a large array of options to support the team, including Gravity, Trick Room, Rain Dance, and Sunny Day. Curse can be used as an effective weapon against stall teams, and Dusknoir is bulky enough to use it consistently. However, losing half of your health in any situation is usually a poor idea, and Dusknoir is already ridiculously easy to revenge kill as it is.</p>

<p>For actual attacking options, Dusknoir has access to all of the elemental punches, though it will only ever really make use of Fire Punch in RU because it hits the large number of Grass-types in the tier for super effective damage. Night Shade is there to hit Ghost-types, but Seismic Toss outclasses it when combined with Shadow Punch or Shadow Sneak for its ability to hit Normal-types, and most Ghost-types will take more damage from Shadow Punch anyway. Return is one of Dusknoir's strongest attacks and can give it good neutral coverage, but Dusknoir will be hard-pressed to find room for it on any set, and the only Pokemon that it hits significantly harder is Moltres (and even then Rock Slide will be a better choice and that sucks in itself). Finally, Torment can be used along with Substitute and Dusknoir's Pressure ability to PP stall the opponent's strongest move, but Dusknoir's Ghost typing provides the opponent with too many neutral hits, and therefore too many strong hits, to prove very useful.</p>

[Checks and Counters]

<p>Taunt is probably the best way to put Dusknoir out of commission, as it is then unable to set up a Substitute, use Will-O-Wisp, and heal with Pain Split. Drapion, Mandibuzz, Qwilfish, and Aerodactyl are all great choices who can cripple Dusknoir with Taunt and pummel it with strong attacks, set up on it, or stall it out. Cofagrigus and other strong special attackers, such as Moltres and Omastar, can typically blast through Dusknoir without much trouble, though they all must beware of the appropriate coverage move. Entei and Typhlosion must be wary of Earthquake, but can otherwise freely switch in on Dusknoir, particularly its Will-O-Wisp, and blast it away with their STAB Fire-type attacks. Sigilyph doesn't fear Will-O-Wisp, can burn it in return with Psycho Shift, and can easily set up Cosmic Power on Dusknoir, even if it carries Shadow Punch in most situations (the SubPunch set might leave a bit of a mark). Toxic will slowly but very surely put Dusknoir out of its misery. Along the same vein, Toxic Spikes absolutely cripples Dusknoir, as it hampers its ability to wall effectively. Finally, most Dark-types will easily 2HKO or OHKO Dusknoir, but have to be very careful of Will-O-Wisp. Crawdaunt, Absol, and Spiritomb can all hit Dusknoir for a ton of damage with Pursuit, Crunch, or Night Slash.</p>
 
Yeah, I know these sets are good since I stalked your battles when you used them lol. Just make sure to really stress in the Overview that the main reason you'd use Dusknoir is the fact that it can actually beat Cryogonal sometimes, while all the other Ghosts bar CB Spiritomb lose to it (though it still sucks because Toxic Cryogonal can still win lol...).

contrib_qc.png


QC APPROVED 1/3
 
Why is Shadow Punch the only option in the third slot, and why is Night Shade the only option in the 4th slot on a poke with 100 Base Attack?

If Shadow Punch is used to 2hko Cryogonal, and Nigh Shade to avoid getting set-up on by other pokes, then you could just as well use Fire Punch or Rock Slide, to get an assured 2hko on Cryogonal (They do 88.95 - 105.23% to Cryogonal with 152 Atk evs, so you can even take away some Atk evs and put them into Defense or SpD). Also Fire Punch + Earthquake or Rock Slide + Earthquake all give good coverage in RU, and Earthquake is better than Shadow Punch on Dusknoir since it is stronger than Shadow Punch even after STAB, and Rock Slide/Fire Punch take care of Cryogonal.
 
The set that's there in the OP is really the best set for Dusknoir, this is literally after dozens of battles with every possible moveset combination, including those that you just listed.

The moveset that is there gives Dusknoir the most utility in the metagame, like I said, you're doing about 30% to nearly the whole metagame. With Earthquake and Rock Slide you're left super vulnerable everything the combination is neutral to, and even some things you get a super effective hit on (ie. Gallade, Golurk, Rotom, Lilligant, Uxie, Mesprit, Qwilfish (Seismic Toss outdamages Equake after Intimidate iirc), Rotom-C, Slowking, etc.). These problems are only exacerbated if you use Fire Punch.

Shadow Punch actually gets you a stronger hit on many threatening Pokemon outside of Cryogonal, including almost all of those above. With Shadow Punch, Seismic Toss gives you the best neutral coverage as well as the most damage against the spinners I listed.
 
I am trusting you since you have better experience than i do with Dusknoir, it is just that in theory 2 physical attacks seem better than Shadow Punch + Night Shade.

With EQ + Fire Punch you are hitting most things quite good already, and most things that you can't would beat you anyway (BU Gallade and SubCM Uxie being the exceptions).

Now i am going to talk about what pokes can set-up on Dusknoir with Shadow Punch + Night Shade, and with Fire Punch + EQ, not about what pokes are hit harder by Shadow Punch or by EQ + Fire Punch (EQ + Fire Punch obviously hit more pokes harder than SP).

All the examples you mentioned are handled alright with EQ + Fire Punch. Golruk cannot set-up a sub since EQ breaks it, and if he goes for the Shadow Punch then WoW him. CB destroyes you anyway and you shouldn't be staying in. Rotom can't set-up against you, as Fire Punch breaks the Sub, and you can still WoW him in the switch. Lilligant is 2hkoed by Fire Punch. SubCM Uxie sets up on you without Night Shade or Shadow Punch, but the support sets are handled just fine by the WoW burn imo. Mesprit is rare and i don't know about it so no opinion here. Qwilfish loses more from EQ than from Night Shade (EQ does 98 damage minimum to Qwilfish at -1), Rotom-C is hurt pretty badly by Fire Punch, Slowking beats you anyways (Shadow Punch is only a 3hko while he will eventually stall you out with Scald).

So the pokes that can set-up on Dusknoir with EQ + Fire Punch and cannot against Shadow Punch + Night Shade Dusknoir, are BU Gallade, SubCM Uxie, and that's all i think.

Now here are the pokes that can set-up on Dusknoir with Shadow Punch and Night Shade and cannot against EQ + Fire Punch Dusknoir:

Ferroseed, SubCM Entei, Lead Accelgor which gets 3 layers of Spikes instead of 2 (Shadow Punch only 3hkoes lead Accelgor while Fire Punch is a sure 2hko), Shell Smash Omastar (EQ does over 50% on average, so after setting up he will be koed by most priority users if it is the White Herb variant, and if it is the LO variant he will die after killing you from LO damage, assuming he has taken SR damage, since EQ does 73.75 - 87.23% to a -1 Omastar), Roselia (Fire Punch 2hkoes, while Shadow Punch 3hkoes, meaning that it can come freely on you, take the first Shadow Punch, set-up one layer of Spikes and then Rest of the damage), Lilligant (Fire Punch 2hkoes, while Shadow Punch 3hkoes, which means that Lilligant has enough time to set-up on you and regain health with Giga Drain before you ko her), Sub Boufalant (EQ always breaks the sub) and SD + Taunt Drapion.

So, theoretically Fire Punch + EQ seems way better, but as i said before i don't have a lot of experience with Dusknoir, so i am just throwing some ideas here...
 
Fire Punch + Earthquake also makes Dusknoir unable to anything to a lot more Pokemon than Shadow Punch + Seismic Toss does.

Aerodactyl with Taunt makes FP+Equake useless, whereas with Shadow Punch you still deal around 35.76 - 42.05%. It's the same vs. Archeops, where if you don't want to risk missing with WoW you can go for the Shadow Punch to push it into Defeatist range if it's switched into SR. Against Bouffalant Seismic Toss is going to break it's Subs too. With FP+Equake, you also have no way to hurt opposing Ghost-types (Equake does 19.06 - 22.5% to TR Cofag whereas Shadow Punch does 34.37 - 41.25%), and against Rotom you have a near guaranteed OHKO with SR (76.85 - 91.73%). Sure Rotom won't be able to set up a Sub against you, but it'll KO Dusknoir before you can KO it with Fire Punch. Seismic Toss also deals a nice 31.15% to Moltres, whereas with FP+Equake you give it a free switch in every single time even with SR on the field.

You actually have a really good chance to 2HKO Slowking with SR and 1 layer of Spikes on the field with Shadow Punch, meaning it definitely won't be able to switch into Dusknoir more than once, and the 2HKO is guaranteed if you nail it with WoW on a different turn.

And tbh, SubBU Gallade and SubCM Uxie are pretty big threats that I'd rather not have set up on me, especially on such a relatively vulnerable Pokemon like Dusknoir.

The stronger hits against Ferroseed, Roselia, Lilligant, Drapion, Rotom-C, Magneton, Kabutops, Omastar, and Entei is cool granted. However, the higher damage is usually achieved by Earthquake, which I mentioned in the analysis is a good alternative to Seismic Toss in combination with Shadow Punch. However, the combination of FP+Equake simply leaves you exposed to too many things that you should otherwise be able to beat (with the exception of the Grass-types).

I will mention Fire Punch in AC though.
 
[Overview]

<p>Dusknoir is really a jack-of-all-trades, master of none kind of a Ghost-type, which really isn't the best trait to have in a tier literally running amok with Ghosts. Not to mention that Furthermore, Dusknoir faces almost direct competition for a team slot with one of the most used and dangerous Pokemon in RU: Cofagrigus. Dusknoir has amazing bulk, but is let down by its super low HP; it's also extremely slow. Fortunately, Dusknoir has a huge movepool which that makes it somewhat unpredictable, and Dusknoir also sports the ability to beat Cryogonal one-on-one, something which only it and Choice Band Spiritomb can lay claim to as Ghost-types. Still, as far as Ghost-types and spinblockers go, you must decide if reliably beating Cryogonal is something you really want in a team slot, otherwise Cofagrigus, Spiritomb, Golurk, Misdreavus, and Rotom are usually all better choices for your Ghost-type needs.</p>

[SET]
name: Tank
move 1: Will-O-Wisp
move 2: Pain Split
move 3: Shadow Punch
move 4: Seismic Toss / Earthquake
item: Leftovers
nature: Impish
evs: 252 HP / 152 Atk / 104 Def

[SET COMMENTS]

<p>This set gives Dusknoir the ability to beat the most as many spinners in RU as possible, including Cryogonal,(comma) who can beat nearly every other Ghost-type in the tier one-on-one. Will-O-Wisp is probably the most important move for on the set, as it lets Dusknoir easily beat Hitmonchan, Hitmonlee, Kabutops, and Sandslash, as well as stop dangerous physical sweepers such as Archeops, Aggron, and Drapion. Pain Split is Dusknoir's only semi-reliable way of healing, and even with maximum HP EVs,(comma) Dusknoir's HP will be low enough in most situations to prove useful for it to prove useful in most situations. It also makes beating the aforementioned physical sweepers easier, and is Dusknoir's most dangerous attack against Munchlax and Clefable. Shadow Punch is Dusknoir's best STAB move, and is also the tool that lets Dusknoir get the 2HKO against specifically lets it 2HKO the standard 252/252+ Cryogonal. Beware,(comma) though,(comma) that as Cryogonal can still Recover stall Dusknoir, especially if it hits Dusknoir with Toxic. The final slot gives Dusknoir the most coverage possible. Seismic Toss is the primary choice as it is Dusknoir's most reliable attack against the rest of the tier, as well as Dusknoir's strongest attack against Sandslash and Steelix. Seismic Toss is chosen over Night Shade for its ability to hit Normal-types. Additionally, with Seismic Toss and Shadow Punch,(comma) Dusknoir is able to break the Substitutes of nearly every Pokemon in the tier. Earthquake can be used in the last slot instead as it gives Dusknoir a stronger hit on Aggron, Drapion, Klinklang, Entei, and Rhydon, as well as an OHKO against Manectric.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread is tailor-made to give Dusknoir enough Attack to ensure the 2HKO on 252/252+ Cryogonal;(semicolon) with the rest of the EVs are pumped into Dusknoir's physical bulk to allow it to beat most of the other spinners in the tier. With the given EV spread, Dusknoir is also never OHKOed by the likes of Choice Band Aggron, Archeops, and Swords Dance Feraligatr, and can respond with the appropriate move. It's not recommended to use a fully physically or specially defensive EV spread as Dusknoir greatly appreciates the investment in its Attack and doesn't really gain anything from investing fully in its defensive capabilities. With the given EV spread and moveset, Dusknoir is able to deal about 30% to a huge portion of the RU metagame.</p>

<p>Taunt is a cool option for the last slot as it lets Dusknoir outstall out slow support Pokemon such as Roselia and Clefable, as well as a way to stop set-up attempts from and also gives it a way to stop dangerous sweepers such as Nasty Plot Cofagrigus from setting up. Be warned though that Taunt requires a ton of prediction to use successfully;(semicolon) as in most situations it'll only be effective as the opponent switches, mostly due to the fact that opponents must be hit on the switch as Dusknoir is slower than most of the metagame. Toxic is another cool option to cripple Pokemon that you'd Dusknoir would rather not or cannot burn, such as Cryogonal and Cofagrigus, as well as other special attackers such as Moltres, Lanturn, and Uxie. Do not be tempted to use Rock Slide or Shadow Sneak, both moves are terrible on this set and leave Dusknoir unable to deal any significant damage to most of the metagame. Finally, the combination of Fire Punch and Earthquake is a decent option for the attacking slots as it gives Dusknoir a stronger hit on Grass-types, particularly Ferroseed, Rotom-C, and Lilligant, as well as the stronger hits on Aggron, Drapion, Kabutops, and Hitmonlee. However, the combination of Fire Punch and Earthquake leaves Dusknoir unable to deal any real damage to very dangerous Pokemon such as Aerodactyl, Archeops, Moltres, Rotom, and Cofagrigus, as well as leaving Dusknoir and also leaves it vulnerable to multiple Substitute users such as Bouffalant, Gallade, and Uxie.</p>

<p>As Dusknoir's role on a team is as a spinblocker, pairing it with entry hazards is the best route to take it should be paired with entry hazards. In this respect, Crustle, Accelgor, Omastar, and Uxie make great teammates to set up entry hazards. Though Dusknoir's huge defenses would normally suggest that it would be used on stall teams, in reality Dusknoir works best on defensively- inclined balanced teams. Dusknoir is simply too vulnerable to Taunt, Trick, status, and set up sweepers to prove useful on a full stall team, and usually ends up as dead weight. Though, it can It can also be used effectively on double Ghost teams, where the responsibility of spinblocking isn't placed on Dusknoir alone. Good teammates for Dusknoir include Steelix, Rhydon, and Clefable as they are able to set up Stealth Rock and have good defensive synergy with Dusknoir defensively. Dusknoir is immune to Fighting and can beat most Fighting-types one-on-one;(semicolon) and in return,(comma) the aforementioned can easily switch into most Dark- and Ghost-types. A teammate Pokemon that can sweep easily due to the with entry hazards on the opponent's side of the field is a are great teammates for Dusknoir, making which makes Life Orb Moltres, Choice Band Entei, and Swords Dance Gallade fantastic partners.</p>



[SET]
name: SubPunch
move 1: Substitute
move 2: Focus Punch
move 3: Shadow Sneak
move 4: Pain Split / Will-O-Wisp
item: Leftovers
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

[SET COMMENTS]

<p>With a SubPunch set,(comma) Dusknoir is able to both spinblock and deal the most damage possible. As a bonus, Substitute also blocks status, an otherwise huge detriment to Dusknoir. While SubPunch Dusknoir may might seem outclassed by Golurk with a SubPunch set, Dusknoir is far bulkier, has Pain Split and Will-O-Wisp, and has surprise on its side. Focus Punch is the main attacking move and is actually Dusknoir's strongest usable attack. Shadow Sneak is used for its nice priority, and most Pokemon that aren't OHKOed by Focus Punch will usually be picked off by Shadow Sneak on the next turn. With maximum Attack investment, Shadow Sneak deals about 20% to a large portion of the metagame. The last slot is a tricky decision. Pain Split is probably the most useful move, as it gives Dusknoir some of the health back that it'll lose from using Substitute, and can also push some Pokemon into KO range of Shadow Sneak. However, Will-O-Wisp can be used instead to make setting up a Substitute easier against as it helps Dusknoir set up on physical attackers, and also makes beating many of the spinners easier too. It can also be useful to burn beat spinners more easily. Burning Drapion, Spiritomb, and Absol from behind a Substitute, who would all normally also prevents them from Pursuiting Dusknoir for a ton of damage.</p>

[ADDITIONAL COMMENTS]

<p>The EVs and nature are designed to give Dusknoir the most damage output as possible, as well as to make it make Dusknoir both as powerful and as bulky as possible. Shadow Punch can be used instead of Shadow Sneak for more damage output if priority is unimportant to you. This is especially helpful in situations when Dusknoir is unable to set up a Substitute against the opponent and therefore unable to use Focus Punch. Another attacking move, namely Earthquake or Fire Punch, can be used in the last slot in this regard as well, making Earthquake and Fire Punch usable options in the last slot. However, without Pain Split or Will-O-Wisp, Dusknoir becomes more outclassed by Golurk.</p>

<p>This set works best on a balanced team as an offensive spinblocker akin to Nasty Plot Cofagrigus and SubPunch Golurk. Rhydon, Steelix, and Aerodactyl are great teammates to as they both set up Stealth Rock and lure in Fighting-types,(comma) to which gives Dusknoir an easy the opportunity to switch in to and set up a Substitute. Steelix also has an easy time switching into physical Dark-types,(comma) who can Taunt Dusknoir to and thus prevent it from setting up a Substitute. Qwilfish, Smeargle, Roselia, and Omastar are great teammates to set up Spikes. This set absolutely detests entry hazards on its side of the field, as Dusknoir is both not as bulky as the defensive set and will be losing health from making Substitutes. Therefore, Sandslash and Cryogonal are great teammates to spin away the hazards on your side of the field, and both provide good synergy with Dusknoir.</p>

[Other Options]

<p>Dusknoir's movepool is absolutely gigantic, and it can actually make use of a number of the options available to it. though However, unlike the sets above, most are rather gimmicky and non-consistent inconsistent unlike the given sets above. A SubCM set of Substitute /, Calm Mind /, Pain Split / , and Shadow Ball can be used to turn make Dusknoir into a slow but extremely bulky sweeper, but Dusknoir is typically too slow to actually set it set up and is too weak even with 2 multiple Calm Minds Calm Mind boosts under its belt. Dusknoir is probably most apt at setting up field effects for the team, and has a large array of options to support the team, including Gravity, Trick Room, Rain Dance, and Sunny Day. Curse can be used as an effective weapon against stall teams, and Dusknoir is bulky enough to actually use it consistently. However, losing half of your health in any situation is usually a poor idea, and Dusknoir is already ridiculously easy to revenge kill as it is.</p>

<p>For actual attacking options, Dusknoir has access to all of the elemental punches, though it will only ever really make use of Fire Punch in RU for its ability to hit the large number of Grass-types in the tier. Night Shade is there to hit Ghost-types, but Seismic Toss outclasses it when combined with Shadow Punch or Shadow Sneak for its ability to hit Normal-types, and most of the Ghost-types will take more damage from Shadow Punch anyway. Return is one of Dusknoir's strongest attacks and can give Dusknoir it good neutral coverage, but it's incredibly hard Dusknoir will be hard-pressed to find room for it on any set, and the only Pokemon that it really gives a significantly stronger hit against hits significantly harder is Moltres (and even then Rock Slide will be a better choice and that sucks in itself). Finally, Torment can be used along with Substitute and Dusknoir's Pressure ability to Pressure PP stall the opponent of PP of their strongest move against Dusknoir opponent's strongest move, but Dusknoir's Ghost typing provides the opponent with too many neutral hits, and therefore too many strong hits, to prove very useful.</p>

[Checks and Counters]

<p>Taunt is probably the best way to put Dusknoir out of commission, as it is then unable to set up a Substitute, use Will-O-Wisp, and heal with Pain Split. Drapion, Mandibuzz, Qwilfish, and Aerodactyl are all great choices to who can cripple Dusknoir with Taunt and proceed to pummel it with strong attacks, set up on it, or stall it out. Cofagrigus and other strong special attackers,(comma) such as Moltres and Omastar,(comma) can typically blast through Dusknoir without much trouble, though they all must beware of the appropriate coverage move. Entei and Typhlosion must be wary of Earthquake, but can otherwise freely switch in on Dusknoir, particularly its Will-O-Wisp, and blast it away with their STAB Fire-type attacks. Sigilyph doesn't fear Will-O-Wisp, can burn it in return with Psycho Shift, and can easily set up Cosmic Power on Dusknoir, even if it carries Shadow Punch in most situations (the SubPunch set may might leave a bit of a mark). Toxic will slowly but very surely put Dusknoir out of its misery. Finally, most Dark-types will easily 2HKO or OHKO Dusknoir, but have to be very careful of Will-O-Wisp. Crawdaunt, Absol, and Spiritomb can all Pursuit, Crunch, or Night Slash Dusknoir for a ton of damage hit Dusknoir for a ton of damage with Pursuit, Crunch, or Night Slash.</p>

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When you mention 2HKOing 252/252+ Cryogonal, you should make it clear whether you're talking about 252+ Def or SpD.
 
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[Overview]

<p>Dusknoir is really a jack-of-all-trades, master of none kind of a Ghost-type, which isn't the best trait to have in a tier literally running amok with Ghosts. Furthermore, Dusknoir faces almost direct competition for a team slot with one of the most used and dangerous Pokemon in RU: Cofagrigus. Dusknoir has amazing bulk, but is let down by its super low HP; it's also extremely slow. Fortunately, Dusknoir has a huge movepool that makes it somewhat unpredictable, and also sports the ability to beat Cryogonal one-on-one, something only it and Choice Band Spiritomb can lay claim to as Ghost-types. Still, as far as Ghost-types and spinblockers go, you must decide if reliably beating Cryogonal is something you really want in a team slot, otherwise Cofagrigus, Spiritomb, Golurk, Misdreavus, and Rotom are all usually all better choices for your Ghost-type needs.</p>

[SET]
name: Tank
move 1: Will-O-Wisp
move 2: Pain Split
move 3: Shadow Punch
move 4: Seismic Toss / Earthquake
item: Leftovers
nature: Impish
evs: 252 HP / 152 Atk / 104 Def

[SET COMMENTS]

<p>This set gives Dusknoir the ability to beat as many spinners in RU as possible, including Cryogonal, who can beat nearly every other Ghost-type in the tier one-on-one. Will-O-Wisp is probably the most important move on the set, as it lets Dusknoir easily beat Hitmonchan, Hitmonlee, Kabutops, and Sandslash, as well as stop dangerous physical sweepers such as Archeops, Aggron, and Drapion. Pain Split is Dusknoir's only semi-reliable way of healing, and even with maximum HP EVs, Dusknoir's HP will be low enough for it to prove useful in most situations. It also makes beating the aforementioned physical sweepers easier, and is Dusknoir's most dangerousonly form of attack against Munchlax and Clefable besides Seismic Toss. Shadow Punch is Dusknoir's 'best' STAB move, and specifically lets it 2HKO the standard 252/252 +SpD Cryogonal. Beware, though, as Cryogonal can still Recover stall Dusknoir, especially if it hits Dusknoir with Toxic. The final slot gives Dusknoir the most coverage possible. Seismic Toss is the primary choice as it is Dusknoir's most reliable attack against the rest of the tier, as well as Dusknoir's strongest attack against Sandslash and Steelix. Seismic Toss is chosen over Night Shade for its ability to hit Normal-types. Additionally, with Seismic Toss and Shadow Punch, Dusknoir is able to break the Substitutes of nearly every Pokemon in the tier. Earthquake can be used in the last slot instead as it gives Dusknoir a stronger hit on Aggron, Drapion, Klinklang, Entei, and Rhydon, as well as an OHKO against Manectric.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread is tailor-made to give Dusknoir enough Attack to ensure the 2HKO on 252/252 +SpD Cryogonal; the rest of the EVs are pumped into Dusknoir's physical bulk to allow it to beat most of the other spinners in the tier. With the given EV spread, Dusknoir is also never OHKOed by the likes of Choice Band Aggron, Archeops, and Swords Dance Feraligatr, and can respond with the appropriate move. It's not recommended to use a fully physically or specially defensive EV spread as Dusknoir greatly appreciates the investment in its Attack and doesn't really gain anything from investing fully in its defensive capabilities. With the given EV spread and moveset, Dusknoir is able to deal about 30% to a huge portion of the RU metagame.</p>

<p>Taunt is a cool option for the last slot as it lets Dusknoir stall out slow support Pokemon such as Roselia and Clefable, and also gives it a way to stop dangerous sweepers such as Nasty Plot Cofagrigus from setting up. Be warned though that Taunt requires a ton of prediction to use successfully; opponents must be hit on the switch as Dusknoir is slower than most of the metagame. Toxic is another cool option to cripple Pokemon Dusknoir would rather not or cannot burn, such as Cryogonal and Cofagrigus, as well as other special attackers such as Moltres, Lanturn, and Uxie. Do not be tempted to use Rock Slide or Shadow Sneak, both moves are terrible on this set and leave Dusknoir unable to deal any significant damage to most of the metagame. Finally, the combination of Fire Punch and Earthquake is a decentusable option for the attacking slots as it gives Dusknoir a stronger hit on Grass-types, particularly Ferroseed, Rotom-C, and Lilligant, as well as on Aggron, Drapion, Kabutops, and Hitmonlee. However, the combination of Fire Punch and Earthquake leaves Dusknoir unable to deal any real damage to very dangerous Pokemon such as Aerodactyl, Archeops, Moltres, Rotom, and Cofagrigus, and also leaves it vulnerable to multiple Substitute users such as Bouffalant, Gallade, and Uxie.</p>

<p>As Dusknoir's role on a team is as a spinblocker, it should be paired with entry hazards. In this respect, Crustle, Accelgor, Omastar, and Uxie make great teammates to set up entry hazards. Though Dusknoir's huge defenses would normally suggest that it would be used on stall teams, in reality Dusknoir works best on defensively inclined balanced teams. Dusknoir is simply too vulnerable to Taunt, Trick, status, and set up sweepers to prove useful on a full stall team, and usually ends up as dead weight. It can also be used effectively on double Ghost teams, where the responsibility of spinblocking isn't placed on Dusknoir alone. Good teammates for Dusknoir include Steelix, Rhydon, and Clefable as they are able to set up Stealth Rock and have good defensive synergy with Dusknoir. Dusknoir is immune to Fighting and can beat most Fighting-types one-on-one; in return, the aforementioned teammates can easily switch into most Dark- and Ghost-types. Pokemon that can sweep easily with entry hazards on the opponent's side of the field are great teammates for Dusknoir, which makeso Pokemon such as Life Orb Moltres, Choice Band Entei, and Swords Dance Gallade make fantastic partners.</p>

[SET]
name: SubPunch
move 1: Substitute
move 2: Focus Punch
move 3: Shadow Sneak
move 4: Pain Split / Will-O-Wisp
item: Leftovers
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

[SET COMMENTS]

<p>With a SubPunch set, Dusknoir is able to both spinblock and deal the mostas much damage as possible. As a bonus, Substitute also blocks status, an otherwise huge detriment to Dusknoir. While SubPunch Dusknoir might seem outclassed by Golurk, Dusknoir is far bulkier, has Pain Split and Will-O-Wisp, and has the element of surprise on its side. Focus Punch is the main attacking move and is actually Dusknoir's strongest usable attack. Shadow Sneak is used for its nice priority, and most Pokemon that aren't OHKOed by Focus Punch will usually be picked off by Shadow Sneak on the next turn. With maximum Attack investment, Shadow Sneak deals about 20% to a large portion of the metagame. The last slot is a tricky decision. Pain Split is probably the most useful move, as it gives Dusknoir some of the health back that it'll lose from using Substitute, and can also push some Pokemon into KO range of Shadow Sneak. However, Will-O-Wisp can be used instead as it helps Dusknoir set up on physical attackers and beat spinners more easily. Burning Drapion, Spiritomb, and Absol from behind a Substitute(if they pursuit when you're behind a sub, you can freely switch out anyway) also prevents them from Pursuiting Dusknoir for a ton of damage.</p>

[ADDITIONAL COMMENTS]

<p>The EVs and nature make Dusknoir both as powerful and as bulky as possible. Shadow Punch can be used instead of Shadow Sneak for more damage output if priority is unimportant to you. This is especially helpful in situations when Dusknoir is unable to set up a Substitute against the opponent and therefore unable to use Focus Punch. Another attacking move, namely Earthquake or Fire Punch, can be used in the last slot in this regard as well. However, without Pain Split or Will-O-Wisp, Dusknoir becomes even more outclassed by Golurk.</p>

<p>This set works best on a balanced team as an offensive spinblocker akin to Nasty Plot Cofagrigus and SubPunch Golurk. Rhydon, Steelix, and Aerodactyl are great teammates as they both set up Stealth Rock and lure in Fighting-types, which gives Dusknoir the opportunity to switch in and set up a Substitute. Steelix also has an easy time switching into physical Dark-types, who can Taunt Dusknoir and thus prevent it from setting up a Substitute. Qwilfish, Smeargle, Roselia, and Omastar are great teammates to set up Spikes. This set absolutely detests entry hazards on its side of the field, as Dusknoir is not as bulky as the defensive set and will be losing health from making Substitutes. Therefore, Sandslash and Cryogonal are great teammates to spin away the hazards on your side of the field, and both provide good synergy with Dusknoir.</p>

[Other Options]

<p>Dusknoir's movepool is absolutely gigantic, and it can actually make use of a number of the options available to it. However, unlike the sets above, most are rather gimmicky and inconsistent. A set of Substitute, Calm Mind, Pain Split, and Shadow Ball can make Dusknoir a slow but extremely bulky sweeper, but Dusknoir is typically too slow to set up and is too weak even with multiple Calm Mind boosts under its belt. Dusknoir is probably most apt at setting up field effects for the team, and has a large array of options to support the team, including Gravity, Trick Room, Rain Dance, and Sunny Day. Curse can be used as an effective weapon against stall teams, and Dusknoir is bulky enough to use it consistently. However, losing half of your health in any situation is usually a poor idea, and Dusknoir is already ridiculously easy to revenge kill as it is.</p>

<p>For actual attacking options, Dusknoir has access to all of the elemental punches, though it will only ever really make use of Fire Punch in RU for its ability tobecause it hits the large number of Grass-types in the tier for super effective damage. Night Shade is there to hit Ghost-types, but Seismic Toss outclasses it when combined with Shadow Punch or Shadow Sneak for its ability to hit Normal-types, and most Ghost-types will take more damage from Shadow Punch anyway. Return is one of Dusknoir's strongest attacks and can give it good neutral coverage, but Dusknoir will be hard-pressed to find room for it on any set, and the only Pokemon that it hits significantly harder is Moltres (and even then Rock Slide will be a better choice and that sucks in itself).(Why mention return when it's already suffering from 4mss? Return is only mentioned on things that actually have no movepool) Finally, Torment can be used along with Substitute and Dusknoir's Pressure ability to PP stall the opponent's strongest move, but Dusknoir's Ghost typing provides the opponent with too many neutral hits, and therefore too many strong hits, to prove very useful.</p>

[Checks and Counters]

<p>Taunt is probably the best way to put Dusknoir out of commission, as it is then unable to set up a Substitute, use Will-O-Wisp, and heal with Pain Split. Drapion, Mandibuzz, Qwilfish, and Aerodactyl are all great choices who can cripple Dusknoir with Taunt and pummel it with strong attacks, set up on it, or stall it out. Cofagrigus and other strong special attackers, such as Moltres and Omastar, can typically blast through Dusknoir without much trouble, though they all must beware of the appropriate coverage move. Entei and Typhlosion must be wary of Earthquake, but can otherwise freely switch in on Dusknoir, particularly its Will-O-Wisp, and blast it away with their STAB Fire-type attacks. Sigilyph doesn't fear Will-O-Wisp, can burn it in return with Psycho Shift, and can easily set up Cosmic Power on Dusknoir, even if it carries Shadow Punch in most situations (the SubPunch set might leave a bit of a mark). Toxic will slowly but very surely put Dusknoir out of its misery. Along the same vein, Toxic Spikes absolutely cripples Dusknoir, as it hampers its ability to wall effectively. Finally, most Dark-types will easily 2HKO or OHKO Dusknoir, but have to be very careful of Will-O-Wisp. Crawdaunt, Absol, and Spiritomb can all hit Dusknoir for a ton of damage with Pursuit, Crunch, or Night Slash.</p>

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