Status: Offering to someone who has more competitive battling knowledge.
[Overview]
<p>Has beastly defenses and a good Attack stat, but really could use a good STAB move. The best it has to a physical move is Earthquake. Even so, it still has a multitute of physical attacks to choose from, such as the three elemental punches, Earthquake, Rock Slide, Sucker Punch, and a couple of new moves to play with, like Level Ground and Telekinesis.</p>
<p>Dusknoir was a great tank who also had the offensive capabilities to fight back with its multitude of attacks. With the introduction of Evolution Stone, Dusknoir now faces a tougher competition with it's pre-evolution, Dusclops. Even so, the respectable 100 Base Attack still puts Dusknoir on the top of his game, and will prove to still be an impressive tank for this new generation.</p>
<p>Dusknoir still faces tough competition with Spiritomb as an anti-Rapid Spinner, but with the type changes for Rotom-H and Rotom-A, there's not much to challenge Dusknoir; and yet there may be more competition to come.</p>
[Set]
Name: Defensive Tanker
1) Will-O-Wisp
2) Pain Split/Shadow Sneak
3) Earthquake/Fire Punch
4) Ice Punch/Thunderpunch
Item: Leftovers
Nature: Impish
Ability: Pressure
EVs: 252 HP/252 Def/4 SpD
[Set Comments]:
[Additional Comments]
<p>Pain Split lets Dusknoir recover while damaging the opponent at the same time, and also helps negate Focus Sashes. With thanks to Bogmire, here is an example on how this EV spread makes Dusknoir's bulkiness really shine:</p>
252 hp/252 Def/4 SpD
294*405=119070
294*306=89964
(Max Atk) Doryuzuu +2 EQ vs Dusknoir: (405*2) Atk vs 405 Def & 294 HP (150 Base Power): 219.3 - 258 (74.6%-87.7%)
(Max SpA) Scarf Shandera Shadow Ball vs Dusknoir: 427 Sp. Atk vs 306 Sp. Def & 294 HP (120 Base Power): 244.2 - 287.3 (83.06% -97.72%)
Pain Split lets Dusknoir recover while damaging the opponent at the same time, and also breaks Focus Sashes.
[Set]
Name: SubPunch
1) Substitute
2) Focus Punch
3) Sucker Punch/Payback
4) Fire Punch/Ice Punch
Item:Leftovers
Nature: Adamant/Brave
Ability: Pressure
EVs: 252 HP/252 Atk/4 SpD
[Set Comments]
<p>This set abuses the type coverage it has to battle against its own counters. For example, Focus Punch and Fire Punch both hit Tyranitar and Heracross, respectively. Sucker Punch is an excellent priority move, and KOs the likes of Azelf and Mismagius. Thanks to substitute, you can ease on prediction and get a free hit, as well as prevent Mismagius from burning Dusknoir via Will-O-Wisp. Fire Punch is there for type coverage against pokemon such as Scizor, and is also a good move to use against Celebi, though you may miss the OHKO that Payback usually has. Ice Punch is mainly to counter Dragon types and Gliscor.</p>
[Additional Comments]
<p>Shadow Sneak is another priority move that gains STAB. Unfortunately, Sucker Punch is usually a better choice for priority, and also hits Normal-types. If you are worried about Gyarados, you can opt for Thunderpunch as your fourth move, which still 2HKOs most flying types, but leaves you vulnerable to Gliscor.</p>
[Set]
Name: Gravity
1) Gravity
2) Dynamicpunch/Earthquake
3) Will-O-Wisp
4) Pain Split/Shadow Punch
Item: Leftovers
Nature: Relaxed/Brave
Ability: Pressure
EVs: 252 HP/252 Def/4 SpD
[Set Comments]
<p>Gravity is the niche for this set, as it increases Dynamicpunch's accuracy to 82%, and Will-O-Wisp gets a 100% accuracy. Dynamicpunch gives Dusknoir a sure 2HKO against 252 HP/252 Def Blissey, Tyranitar, and a KO against Weavile, some of Dusknoir's counters.</p>
[Additional Comments]
<p>There are many teammates that pairs up well under Gravity's conditions. Nasty Plot Infernape appreciates having two powerful moves with 100% accuracy.
Name: Trick Room
Trick Room
Will-O-Wisp
Pain Split/Shadow Punch
Earthquake/Thunderpunch
[Set Comments]
[Additional Comments]
[Other Options]
<p>For novelty play, you can use Level Ground, with is basically a weaker EQ that lowers Speed. Dusknoir can always run Telekineis, which is like using Mind Reader for 3 turns for your team, at the cost of a Ground-immunity for your opponent for 3 turns. Dusknoir can also equip itself with an Iron Ball and use Fling for, but this is a one-time 130 Base Power Dark-type attack that's never usually recommended. </p>
<p>Here's a very unique moveset which Dusknoir could utilitize, but it requires a lot of strategy: (Curse, Pain Split, Will-O-Wisp, Shadow Punch/Earthquake; Impish nature; EVs: 252 HP/252 Def/4 SpD)
<p>Return is technically the most powerful move that Dusknoir utilizes based on Base Power. (Mega Kick is omitted since it's a III generation tutor move for Dusclops) Foresight is a gimmick move that erases Normal and Fighting immunities from Ghost-types such as Gengar and Burungeru.</p>
<p>Dusknoir has Grudge to deplete all PP of the finishing move.</p>
[Counters] N/A at this time. Please check back later.
[Overview]
<p>Has beastly defenses and a good Attack stat, but really could use a good STAB move. The best it has to a physical move is Earthquake. Even so, it still has a multitute of physical attacks to choose from, such as the three elemental punches, Earthquake, Rock Slide, Sucker Punch, and a couple of new moves to play with, like Level Ground and Telekinesis.</p>
<p>Dusknoir was a great tank who also had the offensive capabilities to fight back with its multitude of attacks. With the introduction of Evolution Stone, Dusknoir now faces a tougher competition with it's pre-evolution, Dusclops. Even so, the respectable 100 Base Attack still puts Dusknoir on the top of his game, and will prove to still be an impressive tank for this new generation.</p>
<p>Dusknoir still faces tough competition with Spiritomb as an anti-Rapid Spinner, but with the type changes for Rotom-H and Rotom-A, there's not much to challenge Dusknoir; and yet there may be more competition to come.</p>
[Set]
Name: Defensive Tanker
1) Will-O-Wisp
2) Pain Split/Shadow Sneak
3) Earthquake/Fire Punch
4) Ice Punch/Thunderpunch
Item: Leftovers
Nature: Impish
Ability: Pressure
EVs: 252 HP/252 Def/4 SpD
[Set Comments]:
[Additional Comments]
<p>Pain Split lets Dusknoir recover while damaging the opponent at the same time, and also helps negate Focus Sashes. With thanks to Bogmire, here is an example on how this EV spread makes Dusknoir's bulkiness really shine:</p>
252 hp/252 Def/4 SpD
294*405=119070
294*306=89964
(Max Atk) Doryuzuu +2 EQ vs Dusknoir: (405*2) Atk vs 405 Def & 294 HP (150 Base Power): 219.3 - 258 (74.6%-87.7%)
(Max SpA) Scarf Shandera Shadow Ball vs Dusknoir: 427 Sp. Atk vs 306 Sp. Def & 294 HP (120 Base Power): 244.2 - 287.3 (83.06% -97.72%)
Pain Split lets Dusknoir recover while damaging the opponent at the same time, and also breaks Focus Sashes.
[Set]
Name: SubPunch
1) Substitute
2) Focus Punch
3) Sucker Punch/Payback
4) Fire Punch/Ice Punch
Item:Leftovers
Nature: Adamant/Brave
Ability: Pressure
EVs: 252 HP/252 Atk/4 SpD
[Set Comments]
<p>This set abuses the type coverage it has to battle against its own counters. For example, Focus Punch and Fire Punch both hit Tyranitar and Heracross, respectively. Sucker Punch is an excellent priority move, and KOs the likes of Azelf and Mismagius. Thanks to substitute, you can ease on prediction and get a free hit, as well as prevent Mismagius from burning Dusknoir via Will-O-Wisp. Fire Punch is there for type coverage against pokemon such as Scizor, and is also a good move to use against Celebi, though you may miss the OHKO that Payback usually has. Ice Punch is mainly to counter Dragon types and Gliscor.</p>
[Additional Comments]
<p>Shadow Sneak is another priority move that gains STAB. Unfortunately, Sucker Punch is usually a better choice for priority, and also hits Normal-types. If you are worried about Gyarados, you can opt for Thunderpunch as your fourth move, which still 2HKOs most flying types, but leaves you vulnerable to Gliscor.</p>
[Set]
Name: Gravity
1) Gravity
2) Dynamicpunch/Earthquake
3) Will-O-Wisp
4) Pain Split/Shadow Punch
Item: Leftovers
Nature: Relaxed/Brave
Ability: Pressure
EVs: 252 HP/252 Def/4 SpD
[Set Comments]
<p>Gravity is the niche for this set, as it increases Dynamicpunch's accuracy to 82%, and Will-O-Wisp gets a 100% accuracy. Dynamicpunch gives Dusknoir a sure 2HKO against 252 HP/252 Def Blissey, Tyranitar, and a KO against Weavile, some of Dusknoir's counters.</p>
[Additional Comments]
<p>There are many teammates that pairs up well under Gravity's conditions. Nasty Plot Infernape appreciates having two powerful moves with 100% accuracy.
- (Still adding information, please check back later)
Name: Trick Room
Trick Room
Will-O-Wisp
Pain Split/Shadow Punch
Earthquake/Thunderpunch
[Set Comments]
[Additional Comments]
[Other Options]
<p>For novelty play, you can use Level Ground, with is basically a weaker EQ that lowers Speed. Dusknoir can always run Telekineis, which is like using Mind Reader for 3 turns for your team, at the cost of a Ground-immunity for your opponent for 3 turns. Dusknoir can also equip itself with an Iron Ball and use Fling for, but this is a one-time 130 Base Power Dark-type attack that's never usually recommended. </p>
<p>Here's a very unique moveset which Dusknoir could utilitize, but it requires a lot of strategy: (Curse, Pain Split, Will-O-Wisp, Shadow Punch/Earthquake; Impish nature; EVs: 252 HP/252 Def/4 SpD)
<p>Return is technically the most powerful move that Dusknoir utilizes based on Base Power. (Mega Kick is omitted since it's a III generation tutor move for Dusclops) Foresight is a gimmick move that erases Normal and Fighting immunities from Ghost-types such as Gengar and Burungeru.</p>
<p>Dusknoir has Grudge to deplete all PP of the finishing move.</p>
[Counters] N/A at this time. Please check back later.