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Necrozma-Dusk Mane

In-battle formes

Base

HP:97
Attack:157
Defense:127
Sp. Atk:113
Sp. Def:109
Speed:77
Min (-ve nature, 0 IVs)143
Default190
Max Neutral253
Max Positive278
Max Neutral (+1)379
Max Positive (+1)417
Max Neutral (+2)506
Max Positive (+2)556
Godly Gift
Dragon Dance278
Specially Defensive190
Bulky Booster220

Formes

Strategies

Written by emillight and Wes8888

Dragon Dance

Move 1
  • Sunsteel Strike
    Ignores the Abilities of other Pokemon.
    TypeSteel
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 2
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 3
  • Stone Edge
    High critical hit ratio.
    TypeRock
    CategoryPhysical
    Power100 BP
    Accuracy80%
Move 4

Weakness Policy Necrozma-DM is a fearsome wallbreaker and mid- to late-game cleaner. Dragon Dance is an excellent tool to boost Necrozma-DM’s damage while also fixing its subpar Speed tier. Sunsteel Strike is a powerful STAB move that threatens most of the tier at +1. Necrozma-DM’s coverage options help break down common Pokemon that resist it, with Earthquake hitting Heatran and opposing Necrozma-DM and Stone Edge hitting Ho-Oh and Corviknight, which otherwise completely wall it. Prism Armor allows Necrozma-DM to shrug off super effective attacks and activate Weakness Policy more easily, putting it in a position to sweep.

Necrozma-DM is best utilized on balance or bulky offense teams as a mid- or late-game cleaner, capable of shredding defensive cores after its checks have been removed. Necrozma-DM's solid defensive stats bolster teammates like Defensive Clefable and Assault Vest Tangrowth immensely, making for some very tough defensive cores. Many Pokemon such as Rillaboom, Victini, and Zeraora appreciate inheriting Necrozma-DM's high Attack stat and its ability to pressure common Pokemon such as Clefable. In turn, these Pokemon threaten the Water- and Steel-types that Necrozma-DM has trouble beating, such as Slowbro, Corviknight, and Skarmory. Necrozma-DM fears fast offensive Pokemon that carry super effective moves such as Rayquaza and Garchomp, whose sheer strength can overwhelm Necrozma-DM. Unaware users like Clefable are useful to ignore setup from these threats, and Pokemon with super effective priority such as Weavile can clean them up after chip.

Specially Defensive

Move 1
  • Sunsteel Strike
    Ignores the Abilities of other Pokemon.
    TypeSteel
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 2
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
Move 3
  • Toxic
    Badly poisons the target. Poison types can't miss.
    TypePoison
    Accuracy90%
  • Thunder Wave
    Paralyzes the target.
    TypeElectric
    Accuracy90%
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 4

Necrozma-DM's typing, bulk, and access to reliable recovery make it a great specially defensive wall. Sunsteel Strike lets Necrozma-DM still do respectable damage, and Knock Off is a handy utility move to punish common switch-ins like Ho-Oh and remove damage boosting items from wallbreakers. Toxic cripples defensive Pokemon like Rotom-W and Landorus-T, while Thunder Wave cripples switch-ins like Heatran. Earthquake provides good coverage to hit offensive switch-ins like Heatran, but generally isn’t as useful as spreading status. Morning Sun improves Necrozma-DM’s longevity greatly, but must be used sparingly, for it has very low PP. Leftovers is necessary to provide much needed passive recovery.

Necrozma-DM can form well-rounded defensive cores with Pokemon such as Tangrowth and Buzzwole, who love to receive Necrozma-DM’s Special Defense stat. Both resist Ground, with the latter resisting Dark as well, which helps cover Necrozma-DM's weaknesses. Rotom-W and Necrozma-DM have good defensive synergy, with Rotom-W providing a resistance to Fire, an immunity to Ground, and sporting great bulk with an HP donation, while Necrozma-DM walls Grass-types such as Rillaboom, as it resists their STAB moves. Necrozma-DM is great at spreading status and removing items from switch-ins like Ho-Oh, which helps teammates that struggle with these threats pick up KOs on the weakened foes. Tapu Koko is a great Special Attack receiver to break past various Water-types that are not threatened by Necrozma-DM. Victini is a good choice to receive Attack and counter Steel-types such Skarmory and Corviknight, which wall Necrozma-DM and turn it into setup fodder, while also hitting Water-types with Bolt Strike.

Bulky Booster

Move 1
Move 2
  • Sunsteel Strike
    Ignores the Abilities of other Pokemon.
    TypeSteel
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 3
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
  • Stone Edge
    High critical hit ratio.
    TypeRock
    CategoryPhysical
    Power100 BP
    Accuracy80%
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 4

This set combines Necrozma-DM's offensive and defensive utility to create something that can take a hit and hit back hard. Dragon Dance allows Necrozma-DM to become a threatening cleaner versus weakened teams, while Swords Dance is helpful to wallbreak early-game. Sunsteel Strike is an excellent STAB move with great power and good coverage. Knock Off has great neutral coverage with Sunsteel Strike and weakens its checks by removing their items, while Stone Edge hits Flying-types such as Ho-oh and Earthquake hits Steel-types such as Heatran. Morning Sun and Leftovers give Necrozma-DM respectable longevity, but Morning Sun must be rationed so its low PP doesn't run out. Maximum Attack and an Adamant nature maximize damage output while the Speed investment outspeeds base 100 Speed foes after a Dragon Dance.

Pokemon such as Buzzwole and Tangrowth are excellent defensive presences if they receive Necrozma-DM's Special Defense stat, as they resist the Ground moves that threaten Necrozma-DM. Victini loves receiving Necrozma-DM's Attack stat and can threaten many Pokemon that Necrozma-DM can't beat like Ferrothorn and Skarmory. Entry hazard setters like Ferrothorn and Landorus-T help Necrozma-DM wear down its checks faster, with the latter being able to pivot it in with U-turn. This set struggles with Ground-types like Garchomp and Landorus-T, so teammates like Rotom-W, Landorus-T, and Skarmory are recommended. Skarmory and Ho-Oh are especially troublesome Pokemon for Necrozma-DM to face, as both resist Sunsteel Strike and wall sets that lack Stone Edge, so Electric-types like Tapu Koko and Zeraora that can handle these threats for Necrozma-DM, while also keeping up momentum with pivot moves, make great partners. Magnezone is also a valuable partner, as it traps and removes Skarmory and Corviknight.

Other Options

Necrozma-DM can opt to run physically defensive set with a Rocky Helmet to more reliably wall physical threats like Rillaboom. Photon Geyser can be run over Earthquake on Necrozma-DM’s Dragon Dance set to target specific Pokemon like Nidoqueen, which threaten it with Ground-type moves, but is generally inferior to Earthquake’s coverage. Defensive sets can run Stealth Rock if their team lacks entry hazard setters, but being forced to give up one of its utility moves is usually not worth it.

Checks and Counters

Bulky Ground-types: Physically defensive Ground-types like Landorus-T can switch into Necrozma-DM and threaten it with Earthquake. However, they should be wary of Toxic.

Water-types: Bulky Water-types like Slowking, Slowbro, Tapu Fini, and Rotom-W can wall Necrozma-DM, Tapu Fini being notable for blocking Toxic and the rest for being able to burn it. However, Slowking and Slowbro must be wary of Knock Off, and Tapu Fini can be 2HKOed by a +1 Sunsteel Strike from offensive sets.

Steel-types: Steel-types like Skarmory, Corviknight, and Ferrothorn resist Sunsteel Strike and take insignificant amounts of damage from Necrozma-DM’s coverage. Skarmory and Corviknight can set up on defensive Necrozma-DM with Bulk Up and Iron Defense, and Ferrothorn can eternally outlast it with a combination of Leech Seed, Protect, and Leftovers.

Setup Sweepers: Powerful setup sweepers like Garchomp and Rayquaza can overwhelm even defensive Necrozma-DM with strong super effective moves, threatening all variants with a +2 Earthquake or a +1 V-create, respectively.

Ho-Oh: Ho-Oh resists Sunsteel Strike, is immune to Earthquake, and can hit back hard with Sacred Fire. However, Ho-Oh must fear heavy damage from Stone Edge from offensive sets.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
15
The user swaps positions with its ally.
 
Power
Accuracy
PP
15
Raises the user's Speed by 2; user loses 100 kg.
 
Power
60
Accuracy
100%
PP
15
100% chance to lower the foe(s) Attack by 1.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
60
Accuracy
100%
PP
20
No additional effect. Hits adjacent Pokemon.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
50
Accuracy
90%
PP
10
70% chance to raise the user's Sp. Atk by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
50
Accuracy
100%
PP
25
10% chance to confuse the target.
 
Power
Accuracy
PP
20
Raises the user's Defense and Sp. Def by 1.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
Accuracy
PP
20
Raises the user's Attack and Speed by 1.
 
Power
85
Accuracy
100%
PP
10
No additional effect.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
80
Accuracy
100%
PP
10
User on Psychic Terrain: 1.5x power, hits foes.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
80
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
100%
PP
10
Hits two turns after being used.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
5
5 turns: no Ground immunities, 1.67x accuracy.
 
Power
Accuracy
100%
PP
5
More power the slower the user than the target.
 
Power
95
Accuracy
90%
PP
10
10% chance to burn the foe(s).
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
Accuracy
PP
10
No foe can use any move known by the user.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
Accuracy
PP
10
For 5 turns, the user has immunity to Ground.
 
Power
50
Accuracy
95%
PP
35
10% chance to raise the user's Attack by 1.
 
Power
120
Accuracy
90%
PP
10
Raises user's Sp. Atk by 1 on turn 1. Hits turn 2.
 
Power
Accuracy
PP
5
Heals the user by a weather-dependent amount.
 
Power
Accuracy
PP
5
Heals the user by a weather-dependent amount.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
100
Accuracy
100%
PP
5
Physical if user's Atk > Sp. Atk. Ignores Abilities.
 
Power
80
Accuracy
100%
PP
20
No additional effect.
 
Power
160
Accuracy
100%
PP
10
User cannot move next turn.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
85
Accuracy
100%
PP
10
Destroys screens, unless the target is immune.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
80
Accuracy
100%
PP
10
Damages target based on Defense, not Sp. Def.
 
Power
Accuracy
PP
10
Restores the item the user last used.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
25
Accuracy
90%
PP
10
Hits 2-5 times in one turn.
 
Power
Accuracy
PP
20
Raises the user's Speed by 2.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
70
Accuracy
PP
10
This move does not check accuracy.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
PP
20
Hurts foes on switch-in. Factors Rock weakness.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
20
Accuracy
100%
PP
10
+ 20 power for each of the user's stat boosts.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
100
Accuracy
100%
PP
5
Ignores the Abilities of other Pokemon.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
PP
20
Raises the user's Attack by 2.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
Accuracy
90%
PP
20
Paralyzes the target.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
PP
5
Goes last. For 5 turns, turn order is reversed.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
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