[OVERVIEW]
Dusknoir carves its niche in NU as a bulky spinblocker that distinguishes itself from other Ghost-types such as Gourgeist-XL and Golurk by virtue of its higher Special Defense and lack of secondary typing. This in turn rids it of exploitable weaknesses to common attacking types, Ice in particular, making it capable of taking on the likes of Hitmonchan with few problems. Dusknoir also possesses priority in Shadow Sneak, which allows it to take out targets like Mismagius and Rotom with very little prior damage. Despite its average Attack stat, Dusknoir is able to soften up more defensively oriented Pokemon such as Steelix and Rhydon with Earthquake when running its Choice Band set. However, lack of a strong STAB attack means that it struggles to break defensive threats, especially Normal-types such as Miltank and Mega Audino, which are immune to Shadow Sneak and not weak to Dusknoir's coverage. Despite boasting acceptable physical and special bulk, Dusknoir is unable to use either stat fully as a result of its poor HP. Low Speed causes it to rely on Shadow Sneak in order to deal with faster Pokemon like Archeops and Jynx, which is problematic due to the move's low power, and means it's outpaced by some defensive Pokemon such as Lanturn and Weezing. Additionally, Shadow Sneak's inability to hit fast Normal-types such as Tauros, Kangaskhan, and Swellow prevents Dusknoir from taking on said Pokemon effectively. Furthermore, its low Base Power prevents Dusknoir from KOing certain offensive Pokemon such as Lilligant and Floatzel from full HP. Lastly, since Dusknoir has to wield a Choice Band in order to have decent damage output, one must predict constantly. A single misplay can be incredibly costly and end up losing a lot of momentum.
[SET]
name: Choice Band
move 1: Shadow Sneak
move 2: Earthquake
move 3: Ice Punch
move 4: Trick
item: Choice Band
ability: Frisk
nature: Adamant
evs: 212 HP / 252 Atk / 44 Spe
[SET COMMENTS]
Moves
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Shadow Sneak is Dusknoir's main STAB attack, dealing relatively decent damage while allowing it to attack faster Pokemon such as Mesprit, Jynx, and Rotom before they can move. Shadow Sneak is also an excellent option for targeting frail offensive Pokemon such as Floatzel and Archeops and is capable of knocking the latter into Defeatist range. Earthquake is Dusknoir's highest-Base Power move and can be used to take care of the likes of Steelix, Garbodor, Rhydon, and Skuntank, which would otherwise trouble Dusknoir. Ice Punch allows Dusknoir to hit Flying- and Grass-types like Scyther and Vileplume super effectively and prevents it from being walled by Swellow and Shiftry. Trick is used to cripple defensive Pokemon that rely on their items, namely Eviolite users such as Ferroseed, Clefairy, and Gurdurr, which can give Dusknoir trouble, as well as Pokemon that rely on their non-damaging moves to stay afloat such as Gastrodon and Vileplume.
Set Details
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252 EVs in Attack and an Adamant nature maximize Dusknoir's damage dealing capabilities and allow it to threaten as much as possible, most notably netting the 2HKO on Steelix with Earthquake, and 212 HP EVs grant it substantial bulk, enabling it to pivot into weaker attacks such as Hitmonchan's Ice Punch. Lastly, 44 EVs in Speed allow Dusknoir to outpace and 2HKO Vileplume, Regirock, and uninvested Hariyama before they can get a hit off. Choice Band helps to make up for Shadow Sneak's somewhat underwhelming Base Power, and Frisk allows Dusknoir to scout for common Choice item users, particularly Choice Scarf users such as Scyther and Primeape.
Usage Tips
========
Dusknoir's Ghost typing and lack of weakness to Ice-type moves allow it to spinblock against common Rapid Spin users such as Hitmonchan to keep hazards on the field without fear of an Ice Punch. Dusknoir's favorable bulk enables it to pivot into weaker attacks such as Xatu's Psychic and Garbodor's Gunk Shot; use this to your advantage by switching in and threatening to KO back with one of Dusknoir's coverage moves. Shadow Sneak can also be used as a safety blanket to fall back on whenever a fast threat like Jynx or Vivillon gets out of control. Most notably, Shadow Sneak is able to KO Jynx after its Focus Sash is broken, and uninvested Rotom has a chance to be OHKOed. Use Trick to cripple Pokemon such as Ferroseed and Clefairy, which would otherwise wall Dusknoir. Before using Trick, observe your opponent's behavior and take note of how they react to Dusknoir. Make sure Dusknoir will be able to Trick its intended target lest it lose its Choice Band unnecessarily and be robbed of its ability to break bulkier archetypes. It's often beneficial to play Dusknoir aggressively, especially if your opponent has healthy defensive threats such as Steelix and Rhydon waiting in the wings.
Team Options
========
Dusknoir's spinblocking capabilities give it favorable synergy on offense teams that enjoy its ability to keep entry hazards on the field. Stealth Rock users such as Steelix and Rhydon, in particular, are very appreciative of Dusknoir's ability to spinblock, and users of Spikes and Toxic Spikes such as Weezing, Garbodor, and Ferroseed benefit for similar reasons. Psychic-types such as Jynx and Mesprit threaten many of Dusknoir's checks such as Weezing and Gurdurr with their strong STAB moves, but Xatu deserves a special mention; although it isn't nearly as powerful as Jynx or Mesprit, it can bounce away status moves that may harm Dusknoir. However, despite their excellent offensive synergy with Dusknoir, Psychic-types are just as susceptible to Ghost- and Dark-type moves, meaning you'll have to stack weaknesses if you wish to use them. Gurdurr makes an excellent status absorber and is able to threaten Dark-types such as Shiftry that trouble Dusknoir, whereas strong wallbreakers like Tauros, Samurott, and Magmortar can help soften up opposing Pokemon that Dusknoir may have trouble breaking such as Mega Audino and Weezing.
[STRATEGY COMMENTS]
Other Options
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Sucker Punch can be used in order to hit Normal-types such as Tauros and Pyroar, which are immune to Shadow Sneak. If using Sucker Punch, Dusknoir is required to choose Pressure as its ability, as the combination of Sucker Punch and Frisk is illegal. Be wary when using Sucker Punch, however, since Pokemon that opt out of using an attacking move can completely rob Dusknoir of any momentum. Pressure also presents some use in draining certain low-PP moves such as Primeape and Hariyama's Close Combat. Other elemental punches also warrant some consideration, as Fire Punch quickly disposes of Ferroseed, and Thunder Punch is able to nail both Mantine and Pelipper. Additionally, Memento over Trick in the last slot enables Dusknoir to cripple otherwise strong attackers and provide a teammate with a setup opportunity.
Checks and Counters
===================
**Physically Defensive Pokemon**: Pokemon boasting high physical bulk such as Mega Audino, Gastrodon, Miltank, Quagsire, and Weezing are relatively unbothered by Dusknoir's attacks, although the latter is crippled by a well-timed Trick. It's also worth noting that even moderately physically bulky Pokemon such as Pelipper and Swords Dance Charizard are usually able to switch into Dusknoir's attacks.
**Dark-types**: Dark-types like Shiftry and Liepard threaten Dusknoir with a STAB Knock Off but are unable to switch in due to their middling bulk. Skuntank, in particular, can switch in on both Shadow Sneak and Ice Punch and Pursuit trap Dusknoir.
**Strong Attackers**: Because of Dusknoir's lackluster HP, it gets worn down easily by powerful attackers such as Mesprit and Magmortar, which force it to either take heavy damage or pivot out into one of its teammates. It's strongly advised that you keep Dusknoir away from Pokemon like these lest it have what little HP it does possess depleted and end up death fodder.
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