Gen 3 Duskull (NU Analysis)

Oglemi

Borf
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https://www.smogon.com/dex/rs/pokemon/duskull/

[Overview]

Make no mistake, there's almost no reason to use Duskull when Sableye and Haunter are available. However, it does make a nice marriage of the two, combining Sableye's defenses with Haunter's superior support movepool. With access to Will-O-Wisp and Levitate, Duskull can cripple a few Pokemon that both can have some significant trouble with, namely Choice Band Ground-types.

[SET]
name: Physically Defensive
move 1: Will-O-Wisp
move 2: Night Shade
move 3: Pain Split
move 4: Memento
item: Leftovers
ability: Levitate
nature: Bold
evs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]
- Will-O-Wisp is the major reason you're even bringing Duskull in the first place, so make sure you're burning as much as you can. Just be careful not to burn Raticate
- Night Shade for consistent damage, don't even think about using an offensive move
- Pain Split is semi-reliable healing and can really fuck with Wailord
- Memento for when your opp corners you with a special attacker, allows a safer entry onto the field for a teammate

[ADDITIONAL SET COMMENTS]
- Max HP is required, even if lower HP means a more "effective" Pain Split
- Specially defensive an option since Duskull will be burning physical attackers, but Duskull needs to be able to switch into CB Rock- and Flying-type attacks, and
Duskull can just barely survive a super effective HP Ghost with max Defense
- Fits on most teams in place of Sableye, just make sure you need the Spikes immunity and burning from WoW

[Other Options]
- Sub + Pain Split + Torment
- Destiny Bond
- Calm Mind
- Icy Wind
- Taunt, Thief

[Checks and Counters]
- Raticate
- Any Shadow Ball or HP Ghost
- Any strong special attack
- Basically the same things as Sableye minus Ground-type moves
 

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