QC: Anty / Megazard / Tone114
GP: The Dutch Plumberjack / Snobalt
[OVERVIEW]
Dusknoir is able to distinguish itself from its fellow Ghost-types in the PU metagame by acting as a bulky spinblocker on offensive teams with access to both Shadow Sneak and Sucker Punch, as well as with a wide array of coverage moves in Ice Punch, Rock Slide, and Earthquake. Its STAB- and Life Orb-boosted Shadow Sneak supplies Dusknoir with strong counterplay against physically frail attackers like Kadabra and Mr. Mime. What's more, Sucker Punch can be used alongside Shadow Sneak in order to strike faster Normal-types such as Dodrio. Dusknoir is able to use its Ghost typing to switch into powerful Normal- and Fighting-type moves such as Chatot's Boomburst and Monferno's Close Combat in order to sponge those attacks for its teammates. Its Ghost typing can also be used to absorb Rapid Spin, meaning that in tandem with its great bulk and access to Pursuit, Dusknoir is easily able to switch into Cryogonal and Pursuit trap it in order to preserve any entry hazards that may have been set by its teammates. On the downside, the fact that it will be taking attacks from Rapid Spin users like Armaldo each time it enters the field, the possibility of entry hazards, and status effects such as burn and poison, coupled with its lack of reliable recovery, all leave Dusknoir liable to be worn down rather quickly over the course of a battle. Dusknoir also struggles against most Dark-types, as Vullaby is able to sponge Ice Punch thanks to its Eviolite-boosted bulk and strike back with Foul Play, while Pawniard can threaten it out with a faster, STAB-boosted Knock Off. Despite these shortcomings, Dusknoir's offensive presence and ability to spinblock place an enormous amount of pressure on its foes, making Dusknoir an advantageous choice for bulky offensive teams built around stacking entry hazards.
[SET]
name: Life Orb Attacker
move 1: Shadow Sneak
move 2: Sucker Punch
move 3: Earthquake
move 4: Ice Punch / Pursuit
item: Life Orb
ability: Pressure
nature: Adamant
evs: 212 HP / 252 Atk / 44 Spe
[SET COMMENTS]
Moves
========
Shadow Sneak supplies Dusknoir with a STAB-boosted priority move, letting it bypass its poor Speed stat and strike Psychic-types like Grumpig and Kadabra super effectively. Sucker Punch provides Dusknoir with a second priority attack that is used to hit faster Normal-types like Dodrio and Chatot. It is stronger than Shadow Sneak, but its successful use is dependent on your opponent also selecting an attack. Earthquake supplies Dusknoir with great neutral coverage alongside Ice Punch and lets Dusknoir check Pokemon weak to Ground-type moves, such as Arbok, Stunfisk, and Monferno. Ice Punch hits Dragon-types like Altaria and Gabite and physically frail Grass-types like Roselia and Jumpluff much harder than its other moves would while simultaneously preventing Dusknoir from being walled by Vullaby. Pursuit is a final option that allows Dusknoir to trap physically frail Pokemon, especially Cryogonal and Kadabra, and creates a dangerous guessing game when used in tandem with Dusknoir's priority moves wherein your opponent will be forced to question whether it's safer to stay in or switch out against Dusknoir.
Set Details
========
Its EV spread and nature maximize Dusknoir's Attack, while the given Speed lets Dusknoir outspeed neutral-natured base 50 Speed Pokemon, such as Klang and Audino. Dusknoir is able to run slightly more Speed in order to score a 2HKO on non-Eviolite Vullaby on the switch with a faster Ice Punch. Its remaining EVs should be allocated towards its bulk, which allows it to tank a wide array of neutral hits. Life Orb will boost Dusknoir's offensive presence while letting it switch between moves. Pressure is Dusknoir's only possible ability with this set because Frisk and Sucker Punch form an illegal combination together. Pressure can be used to stall out low-PP moves like Focus Blast and Superpower.
Usage Tips
========
Dusknoir should use its Ghost typing to switch into Rapid Spin in order to preserve any entry hazards its teammates may have set. If Dusknoir is healthy and using Pursuit, it should use the opportunity after it has blocked Cryogonal's Rapid Spin in order to Pursuit trap it. Pursuit can also be used against offensive pivots reliant on Volt Switch and U-turn for the bulk of their damage, such as Zebstrika and Ninjask, as well as physically frail foes like Kadabra and Mr. Mime that would normally switch out of Dusknoir's priority moves. If a Dark- or Normal-type Pokemon is predicted to switch into Dusknoir's Shadow Sneak or Sucker Punch, Dusknoir should instead attack with its coverage options; Earthquake will OHKO Pawniard and cause substantial damage to Mightyena and Normal-types on the switch, while Ice Punch is able to 2HKO Vullaby lacking Eviolite as it enters the field. Dusknoir should avoid staying in against healthy Will-O-Wisp and Scald users, as a burn is detrimental to its offensive presence. If possible, Dusknoir should be kept alive in order to provide some insurance against late-game sweepers like Rock Polish Regice and weather-based sweepers like Stoutland and Golduck via its priority moves.
Team Options
========
Rotom-F is able to pressure any defensive options to Dusknoir, as its STAB-boosted Blizzard hits Tangela, Gourgeist-XL, and Vullaby super effectively, and its Electric-type moves are able to beat bulky Water-types that are able to threaten Dusknoir with Scald, such as Politoed, Lumineon, and Prinplup. In return, Dusknoir provides an immunity to Fighting-type moves for Rotom-F and threatens checks and counters to Rotom-F, like Grumpig and Probopass. Monferno is a great offensive partner because it is able to take on Dark-types like Pawniard and Mightyena for Dusknoir, while Dusknoir is able to reciprocate by beating Monferno's defensive answers; it handles Stunfisk with Earthquake, Altaria with Ice Punch, and Psychic-types like Grumpig and Kadabra with Pursuit and Shadow Sneak. Given Dusknoir's vulnerability to Will-O-Wisp, Fire-types that are immune to the move or can take advantage of it via Flash Fire, like Ninetales and Rapidash, are beneficial partners. Ninetales is able to OHKO bulky answers to Dusknoir such as Tangela and Gourgeist-XL, while Dusknoir returns the favor by beating Grumpig, Vibrava, and Altaria for Ninetales. Similarly, Pokemon with access to Facade are also good teammates for their ability to absorb Will-O-Wisp aimed at Dusknoir. Stoutland in particular is adept at taking status for Dusknoir and can break defensive walls like Vullaby that would otherwise stop Dusknoir from doing its job. Pokemon with access to Spikes, like Quilladin and Roselia, especially appreciate Dusknoir's ability to block Rapid Spin via its Ghost typing, as well as Pursuit trap Cryogonal for these Grass-types. Dusknoir is the perfect companion to leads like Weakness Policy Golem, Leavanny, and Focus Sash Rampardos for its ability to spinblock, as these types of entry hazard setters are often unable to find a second opportunity to set up Stealth Rock, or Sticky Web in Leavanny's case. Finally, Pokemon with access to Defiant are able to complete an entry hazard setting and protection core with Dusknoir by deterring Defog, so Purugly and Pawniard are ideal teammates. Additionally, both of these options resist or are immune to Ghost-type attacks aimed at Dusknoir, while in return, Dusknoir can switch into any Fighting-type moves for Purugly and Pawniard.
[SET]
name: Offensive
move 1: Shadow Sneak
move 2: Earthquake
move 3: Ice Punch
move 4: Trick / Will-O-Wisp
item: Choice Band / Spell Tag
ability: Frisk
nature: Adamant
evs: 212 HP / 252 Atk / 44 Spe
[SET COMMENTS]
Moves
========
Shadow Sneak is Dusknoir's STAB move of choice, and the priority it receives lets Dusknoir overcome naturally faster and frail attackers like Mr. Mime. Earthquake allows Dusknoir to hit a wide range of Pokemon in PU super effectively, notably letting it check Monferno and hit Pawniard super effectively as it attempts to switch into Dusknoir's other attacks. Ice Punch deals significant damage to Flying-, Dragon-, and Grass-types like Altaria, Gabite, Vibrava, Jumpluff, and Roselia. Trick in tandem with a Choice Band can cripple physically defensive walls like Tangela by locking them into a single move. Will-O-Wisp is meant to be used alongside Spell Tag and is able to whittle down bulky answers to Dusknoir, as well as mitigate damage from physical attacks aimed at Dusknoir, like Armaldo's Knock Off.
Set Details
========
44 Speed EVs allow Dusknoir to outspeed neutral-natured base 50 Speed Pokemon such as Prinplup and Metang, while an Adamant nature and full investment in Attack are used to maximize its offensive capabilities. The rest of its EVs are placed in HP for overall bulk. Dusknoir is able to run slightly more Speed in order to cripple Tangela by replacing its Eviolite with its own Choice Band before Dusknoir is hit by Sleep Powder. Frisk's function is twofold: more generally, it allows Dusknoir to scout out its foe's item, thereby providing extremely valuable information about the items and sets your opponent is using. Secondly, Frisk helps you choose when the best time to use Trick will be by clearly identifying the item Dusknoir will receive. If Dusknoir is using Will-O-Wisp, a Spell Tag should be used to allow Dusknoir to switch between its moves and to bluff a Choice Band while at the same time still boosting Shadow Sneak's damage output. Otherwise, Trick should be used with Choice Band.
Usage Tips
========
Dusknoir should switch into Rapid Spin in order to prevent entry hazards from being removed by Pokemon like Cryogonal. Similarly, its Ghost typing should also be used to absorb other Normal- and Fighting-type attacks, such as Sawsbuck's Jump Kick and Double-Edge and Grumpig's Focus Blast. Both Trick and Will-O-Wisp can be used to cripple incoming defensive walls; however, giving away Dusknoir's Choice Band will decrease its offensive capabilities and may not always be the best play if the extra damage output from Choice Band is required late-game. Try to avoid revealing Dusknoir's item until Dusknoir is adequately positioned to cripple a physical attacker with Will-O-Wisp or disable an opposing wall with the combination of Trick and Choice Band.
Team Options
========
In addition to bulkier offensive teams, Dusknoir also fits well on hyper offensive teams given its ability to spinblock, so suicide leads like Venipede and Rampardos are ideal teammates. Stealth Rock setters such as Stunfisk and Probopass are great partners that are able to handle Pawniard for Dusknoir, while in return, Dusknoir can switch into any Fighting-type hits aimed at Probopass and cripple physical attackers for Stunfisk through the use of Will-O-Wisp, thus preserving Stunfisk's bulk. Grass-type entry hazard setters like Leavanny, Quilladin, and Roselia all appreciate Dusknoir's ability to check opposing Fire-types with Earthquake and spinblock for them, and these Grass-types can return the favor by beating Scald users like Politoed, Lumineon, and Prinplup for Dusknoir. Pokemon like Guts Machoke can switch into Misdreavus's Will-O-Wisp on Dusknoir's behalf and threaten Misdreavus out with a Guts-boosted Knock Off.
[STRATEGY COMMENTS]
Other Options
=============
Colbur Berry allows Dusknoir to eliminate Dark-types like Pawniard for its teammates by tanking Knock Off and striking back with Earthquake. Assault Vest improves Dusknoir's Special Defense, which lets it take less damage from special attackers such as Zebstrika, Mr. Mime, Grumpig, and Floatzel. However, forgoing an Attack-boosting item such as Life Orb limits Dusknoir's offensive capabilities and causes it to miss out on some important OHKOs and 2HKOs. For example, it is no longer able to OHKO Soundproof Mr. Mime with a Life Orb-boosted Shadow Sneak if it uses Assault Vest, assuming no entry hazards are down on Mr. Mime's side of the field. Memento is a usable option that can be selected when Dusknoir is low on HP in order to bring in a teammate reliant on setup, like Shell Smash Gorebyss. Dusknoir is able to support slow powerhouses with Trick Room and can bring them in for free after Trick Room has been used via Memento. Pain Split supplies Dusknoir with a form of recovery that simultaneously whittles down Dusknoir's foes and is usable with its low HP stat. However, fitting Pain Split on its offensive sets is extremely difficult, given that Dusknoir would have to give up either a priority move, Pursuit, or a useful coverage option in Ice Punch or Earthquake in order to find a moveslot for Pain Split. The Attack boost from Power-Up Punch can be used to improve Dusknoir's ability to KO its foes with priority and notably allows Shadow Sneak to OHKO offensive Grumpig. Rock Slide does the same amount of damage that Ice Punch does to Vullaby and expands Dusknoir's coverage to hit Bug-types like Armaldo and Ice-types like Regice and Articuno. Focus Punch enables Dusknoir to OHKO Normal-types like Stoutland and Ursaring that may be switching into a predicted Shadow Sneak or Sucker Punch, and it can be paired with Substitute in order to prevent Focus Punch from failing. Substitute also benefits Dusknoir by protecting it from status effects while easing prediction for it at the same time. Taunt prevents slower walls from healing themselves, removing entry hazards via Defog, or from crippling Dusknoir with a status effect. Thunder Punch hits bulky Water-types harder than any of its other offensive options can and scores the OHKO on Swanna, although if Dusknoir is staying in against bulky or faster Water-types with access to Scald, it risks being burned.
Checks and Counters
===================
**Dark-types**: While they do not enjoy taking Earthquake from Dusknoir, Dark-types like Pawniard and Mightyena are able to outspeed Dusknoir, take very little damage from its priority moves, and KO Dusknoir with their Dark-type STAB moves, especially if they have been boosted by Swords Dance or Moxie, respectively.
**Physically Defensive Pokemon**: All Tangela variants, even offensive ones, are able to wall Dusknoir's Life Orb set. Vullaby checks Dusknoir with its STAB-boosted Foul Play if its Eviolite is still intact, but if Vullaby's Eviolite has been removed, Dusknoir gains the ability to 2HKO Vullaby with its Life Orb-boosted Ice Punch. Defensive Relicanth is able to avoid the 2HKO from Dusknoir's Life Orb-boosted Earthquake and can strike back with Head Smash or status it with Toxic.
**Status**: Due to Dusknoir's lack of reliable recovery options, status users are able to whittle it down quickly. Will-O-Wisp users like Rotom-F and Misdreavus, bulky Scald users like Politoed and Lumineon, and Toxic poison from Roselia's Toxic Spikes or defensive Relicanth are all threatening to Dusknoir.
**Ghost-types**: Bulky Ghost-types like Misdreavus and Gourgeist-XL are able to take any hit from Dusknoir, burn it with Will-O-Wisp, and hit it super effectively with Ghost-type STAB moves or Foul Play.
GP: The Dutch Plumberjack / Snobalt
[OVERVIEW]
Dusknoir is able to distinguish itself from its fellow Ghost-types in the PU metagame by acting as a bulky spinblocker on offensive teams with access to both Shadow Sneak and Sucker Punch, as well as with a wide array of coverage moves in Ice Punch, Rock Slide, and Earthquake. Its STAB- and Life Orb-boosted Shadow Sneak supplies Dusknoir with strong counterplay against physically frail attackers like Kadabra and Mr. Mime. What's more, Sucker Punch can be used alongside Shadow Sneak in order to strike faster Normal-types such as Dodrio. Dusknoir is able to use its Ghost typing to switch into powerful Normal- and Fighting-type moves such as Chatot's Boomburst and Monferno's Close Combat in order to sponge those attacks for its teammates. Its Ghost typing can also be used to absorb Rapid Spin, meaning that in tandem with its great bulk and access to Pursuit, Dusknoir is easily able to switch into Cryogonal and Pursuit trap it in order to preserve any entry hazards that may have been set by its teammates. On the downside, the fact that it will be taking attacks from Rapid Spin users like Armaldo each time it enters the field, the possibility of entry hazards, and status effects such as burn and poison, coupled with its lack of reliable recovery, all leave Dusknoir liable to be worn down rather quickly over the course of a battle. Dusknoir also struggles against most Dark-types, as Vullaby is able to sponge Ice Punch thanks to its Eviolite-boosted bulk and strike back with Foul Play, while Pawniard can threaten it out with a faster, STAB-boosted Knock Off. Despite these shortcomings, Dusknoir's offensive presence and ability to spinblock place an enormous amount of pressure on its foes, making Dusknoir an advantageous choice for bulky offensive teams built around stacking entry hazards.
[SET]
name: Life Orb Attacker
move 1: Shadow Sneak
move 2: Sucker Punch
move 3: Earthquake
move 4: Ice Punch / Pursuit
item: Life Orb
ability: Pressure
nature: Adamant
evs: 212 HP / 252 Atk / 44 Spe
[SET COMMENTS]
Moves
========
Shadow Sneak supplies Dusknoir with a STAB-boosted priority move, letting it bypass its poor Speed stat and strike Psychic-types like Grumpig and Kadabra super effectively. Sucker Punch provides Dusknoir with a second priority attack that is used to hit faster Normal-types like Dodrio and Chatot. It is stronger than Shadow Sneak, but its successful use is dependent on your opponent also selecting an attack. Earthquake supplies Dusknoir with great neutral coverage alongside Ice Punch and lets Dusknoir check Pokemon weak to Ground-type moves, such as Arbok, Stunfisk, and Monferno. Ice Punch hits Dragon-types like Altaria and Gabite and physically frail Grass-types like Roselia and Jumpluff much harder than its other moves would while simultaneously preventing Dusknoir from being walled by Vullaby. Pursuit is a final option that allows Dusknoir to trap physically frail Pokemon, especially Cryogonal and Kadabra, and creates a dangerous guessing game when used in tandem with Dusknoir's priority moves wherein your opponent will be forced to question whether it's safer to stay in or switch out against Dusknoir.
Set Details
========
Its EV spread and nature maximize Dusknoir's Attack, while the given Speed lets Dusknoir outspeed neutral-natured base 50 Speed Pokemon, such as Klang and Audino. Dusknoir is able to run slightly more Speed in order to score a 2HKO on non-Eviolite Vullaby on the switch with a faster Ice Punch. Its remaining EVs should be allocated towards its bulk, which allows it to tank a wide array of neutral hits. Life Orb will boost Dusknoir's offensive presence while letting it switch between moves. Pressure is Dusknoir's only possible ability with this set because Frisk and Sucker Punch form an illegal combination together. Pressure can be used to stall out low-PP moves like Focus Blast and Superpower.
Usage Tips
========
Dusknoir should use its Ghost typing to switch into Rapid Spin in order to preserve any entry hazards its teammates may have set. If Dusknoir is healthy and using Pursuit, it should use the opportunity after it has blocked Cryogonal's Rapid Spin in order to Pursuit trap it. Pursuit can also be used against offensive pivots reliant on Volt Switch and U-turn for the bulk of their damage, such as Zebstrika and Ninjask, as well as physically frail foes like Kadabra and Mr. Mime that would normally switch out of Dusknoir's priority moves. If a Dark- or Normal-type Pokemon is predicted to switch into Dusknoir's Shadow Sneak or Sucker Punch, Dusknoir should instead attack with its coverage options; Earthquake will OHKO Pawniard and cause substantial damage to Mightyena and Normal-types on the switch, while Ice Punch is able to 2HKO Vullaby lacking Eviolite as it enters the field. Dusknoir should avoid staying in against healthy Will-O-Wisp and Scald users, as a burn is detrimental to its offensive presence. If possible, Dusknoir should be kept alive in order to provide some insurance against late-game sweepers like Rock Polish Regice and weather-based sweepers like Stoutland and Golduck via its priority moves.
Team Options
========
Rotom-F is able to pressure any defensive options to Dusknoir, as its STAB-boosted Blizzard hits Tangela, Gourgeist-XL, and Vullaby super effectively, and its Electric-type moves are able to beat bulky Water-types that are able to threaten Dusknoir with Scald, such as Politoed, Lumineon, and Prinplup. In return, Dusknoir provides an immunity to Fighting-type moves for Rotom-F and threatens checks and counters to Rotom-F, like Grumpig and Probopass. Monferno is a great offensive partner because it is able to take on Dark-types like Pawniard and Mightyena for Dusknoir, while Dusknoir is able to reciprocate by beating Monferno's defensive answers; it handles Stunfisk with Earthquake, Altaria with Ice Punch, and Psychic-types like Grumpig and Kadabra with Pursuit and Shadow Sneak. Given Dusknoir's vulnerability to Will-O-Wisp, Fire-types that are immune to the move or can take advantage of it via Flash Fire, like Ninetales and Rapidash, are beneficial partners. Ninetales is able to OHKO bulky answers to Dusknoir such as Tangela and Gourgeist-XL, while Dusknoir returns the favor by beating Grumpig, Vibrava, and Altaria for Ninetales. Similarly, Pokemon with access to Facade are also good teammates for their ability to absorb Will-O-Wisp aimed at Dusknoir. Stoutland in particular is adept at taking status for Dusknoir and can break defensive walls like Vullaby that would otherwise stop Dusknoir from doing its job. Pokemon with access to Spikes, like Quilladin and Roselia, especially appreciate Dusknoir's ability to block Rapid Spin via its Ghost typing, as well as Pursuit trap Cryogonal for these Grass-types. Dusknoir is the perfect companion to leads like Weakness Policy Golem, Leavanny, and Focus Sash Rampardos for its ability to spinblock, as these types of entry hazard setters are often unable to find a second opportunity to set up Stealth Rock, or Sticky Web in Leavanny's case. Finally, Pokemon with access to Defiant are able to complete an entry hazard setting and protection core with Dusknoir by deterring Defog, so Purugly and Pawniard are ideal teammates. Additionally, both of these options resist or are immune to Ghost-type attacks aimed at Dusknoir, while in return, Dusknoir can switch into any Fighting-type moves for Purugly and Pawniard.
[SET]
name: Offensive
move 1: Shadow Sneak
move 2: Earthquake
move 3: Ice Punch
move 4: Trick / Will-O-Wisp
item: Choice Band / Spell Tag
ability: Frisk
nature: Adamant
evs: 212 HP / 252 Atk / 44 Spe
[SET COMMENTS]
Moves
========
Shadow Sneak is Dusknoir's STAB move of choice, and the priority it receives lets Dusknoir overcome naturally faster and frail attackers like Mr. Mime. Earthquake allows Dusknoir to hit a wide range of Pokemon in PU super effectively, notably letting it check Monferno and hit Pawniard super effectively as it attempts to switch into Dusknoir's other attacks. Ice Punch deals significant damage to Flying-, Dragon-, and Grass-types like Altaria, Gabite, Vibrava, Jumpluff, and Roselia. Trick in tandem with a Choice Band can cripple physically defensive walls like Tangela by locking them into a single move. Will-O-Wisp is meant to be used alongside Spell Tag and is able to whittle down bulky answers to Dusknoir, as well as mitigate damage from physical attacks aimed at Dusknoir, like Armaldo's Knock Off.
Set Details
========
44 Speed EVs allow Dusknoir to outspeed neutral-natured base 50 Speed Pokemon such as Prinplup and Metang, while an Adamant nature and full investment in Attack are used to maximize its offensive capabilities. The rest of its EVs are placed in HP for overall bulk. Dusknoir is able to run slightly more Speed in order to cripple Tangela by replacing its Eviolite with its own Choice Band before Dusknoir is hit by Sleep Powder. Frisk's function is twofold: more generally, it allows Dusknoir to scout out its foe's item, thereby providing extremely valuable information about the items and sets your opponent is using. Secondly, Frisk helps you choose when the best time to use Trick will be by clearly identifying the item Dusknoir will receive. If Dusknoir is using Will-O-Wisp, a Spell Tag should be used to allow Dusknoir to switch between its moves and to bluff a Choice Band while at the same time still boosting Shadow Sneak's damage output. Otherwise, Trick should be used with Choice Band.
Usage Tips
========
Dusknoir should switch into Rapid Spin in order to prevent entry hazards from being removed by Pokemon like Cryogonal. Similarly, its Ghost typing should also be used to absorb other Normal- and Fighting-type attacks, such as Sawsbuck's Jump Kick and Double-Edge and Grumpig's Focus Blast. Both Trick and Will-O-Wisp can be used to cripple incoming defensive walls; however, giving away Dusknoir's Choice Band will decrease its offensive capabilities and may not always be the best play if the extra damage output from Choice Band is required late-game. Try to avoid revealing Dusknoir's item until Dusknoir is adequately positioned to cripple a physical attacker with Will-O-Wisp or disable an opposing wall with the combination of Trick and Choice Band.
Team Options
========
In addition to bulkier offensive teams, Dusknoir also fits well on hyper offensive teams given its ability to spinblock, so suicide leads like Venipede and Rampardos are ideal teammates. Stealth Rock setters such as Stunfisk and Probopass are great partners that are able to handle Pawniard for Dusknoir, while in return, Dusknoir can switch into any Fighting-type hits aimed at Probopass and cripple physical attackers for Stunfisk through the use of Will-O-Wisp, thus preserving Stunfisk's bulk. Grass-type entry hazard setters like Leavanny, Quilladin, and Roselia all appreciate Dusknoir's ability to check opposing Fire-types with Earthquake and spinblock for them, and these Grass-types can return the favor by beating Scald users like Politoed, Lumineon, and Prinplup for Dusknoir. Pokemon like Guts Machoke can switch into Misdreavus's Will-O-Wisp on Dusknoir's behalf and threaten Misdreavus out with a Guts-boosted Knock Off.
[STRATEGY COMMENTS]
Other Options
=============
Colbur Berry allows Dusknoir to eliminate Dark-types like Pawniard for its teammates by tanking Knock Off and striking back with Earthquake. Assault Vest improves Dusknoir's Special Defense, which lets it take less damage from special attackers such as Zebstrika, Mr. Mime, Grumpig, and Floatzel. However, forgoing an Attack-boosting item such as Life Orb limits Dusknoir's offensive capabilities and causes it to miss out on some important OHKOs and 2HKOs. For example, it is no longer able to OHKO Soundproof Mr. Mime with a Life Orb-boosted Shadow Sneak if it uses Assault Vest, assuming no entry hazards are down on Mr. Mime's side of the field. Memento is a usable option that can be selected when Dusknoir is low on HP in order to bring in a teammate reliant on setup, like Shell Smash Gorebyss. Dusknoir is able to support slow powerhouses with Trick Room and can bring them in for free after Trick Room has been used via Memento. Pain Split supplies Dusknoir with a form of recovery that simultaneously whittles down Dusknoir's foes and is usable with its low HP stat. However, fitting Pain Split on its offensive sets is extremely difficult, given that Dusknoir would have to give up either a priority move, Pursuit, or a useful coverage option in Ice Punch or Earthquake in order to find a moveslot for Pain Split. The Attack boost from Power-Up Punch can be used to improve Dusknoir's ability to KO its foes with priority and notably allows Shadow Sneak to OHKO offensive Grumpig. Rock Slide does the same amount of damage that Ice Punch does to Vullaby and expands Dusknoir's coverage to hit Bug-types like Armaldo and Ice-types like Regice and Articuno. Focus Punch enables Dusknoir to OHKO Normal-types like Stoutland and Ursaring that may be switching into a predicted Shadow Sneak or Sucker Punch, and it can be paired with Substitute in order to prevent Focus Punch from failing. Substitute also benefits Dusknoir by protecting it from status effects while easing prediction for it at the same time. Taunt prevents slower walls from healing themselves, removing entry hazards via Defog, or from crippling Dusknoir with a status effect. Thunder Punch hits bulky Water-types harder than any of its other offensive options can and scores the OHKO on Swanna, although if Dusknoir is staying in against bulky or faster Water-types with access to Scald, it risks being burned.
Checks and Counters
===================
**Dark-types**: While they do not enjoy taking Earthquake from Dusknoir, Dark-types like Pawniard and Mightyena are able to outspeed Dusknoir, take very little damage from its priority moves, and KO Dusknoir with their Dark-type STAB moves, especially if they have been boosted by Swords Dance or Moxie, respectively.
**Physically Defensive Pokemon**: All Tangela variants, even offensive ones, are able to wall Dusknoir's Life Orb set. Vullaby checks Dusknoir with its STAB-boosted Foul Play if its Eviolite is still intact, but if Vullaby's Eviolite has been removed, Dusknoir gains the ability to 2HKO Vullaby with its Life Orb-boosted Ice Punch. Defensive Relicanth is able to avoid the 2HKO from Dusknoir's Life Orb-boosted Earthquake and can strike back with Head Smash or status it with Toxic.
**Status**: Due to Dusknoir's lack of reliable recovery options, status users are able to whittle it down quickly. Will-O-Wisp users like Rotom-F and Misdreavus, bulky Scald users like Politoed and Lumineon, and Toxic poison from Roselia's Toxic Spikes or defensive Relicanth are all threatening to Dusknoir.
**Ghost-types**: Bulky Ghost-types like Misdreavus and Gourgeist-XL are able to take any hit from Dusknoir, burn it with Will-O-Wisp, and hit it super effectively with Ghost-type STAB moves or Foul Play.
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