DPP Dusknoir (Update) +

Darkmalice

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Changes:
  • Changing some of the wording in the Set Comments, especially that of the Tank version.
  • More emphasis on the use of Earthquake. It is now the move of choice on the Tank and Trick Room set.
  • Removed the Sleep Talk set and Calm Mind set, as Rotom-A and Spiritomb respectively do this much better.
  • Added in a Gravity set. Gravity teams have gained much more popularity ever since Legacy Raider's Gravity guide, and Dusknoir is an excellent user of Gravity.
  • More emphasis on the fact that Rotom-A is generally a superior spin blocker.
  • Added in Team Options.


http://www.smogon.com/dp/pokemon/dusknoir

[SET]
name: Tank
move 1: Will-O-Wisp
move 2: Pain Split
move 3: Earthquake / Fire Punch
move 4: Ice Punch / ThunderPunch
item: Leftovers
nature: Impish
EVs: 252 HP / 28 Atk / 228 Def

[SET COMMENTS]
<p>Dusknoir faces serious competition for the role of spin blocker with Rotom-A. However, Dusknoir is still more than capable of functioning as an effective spin blocker, boasting some significant advantages over the electronic appliance, most notably better defenses and Pain Split.</p>

<p>There are four effective Rapid Spin users in the OU metagame: Donphan, Starmie, Forretress and Tentacruel. Tentacruel and Forretress have no hope of breaking Dusknoir's impressive defenses, so only Donphan and Starmie need special care. With the given EV spread, only the rare Choice Band Donphan has a chance to beat Dusknoir, and the far more common defensive minded sets will have to run, or face having its attack power crippled with a burn from Will-O-Wisp. Starmie doesn't threaten Dusknoir much unless it is carrying Choice Specs, otherwise you can hit it with super effective ThunderPunch or super effective STAB Shadow Sneak and leech its HP whilst replenshing your own with Pain Split.</p>

<p>Dusknoir also makes a handy counter for many physical attackers, either by burning them with Will-O-Wisp or using the appropriate attack. Earthquake is Dusknoir's strongest attack besides Focus Punch. As well as providing good coverage, it easily deals with Heatran, who would otherwise happily come in for Flash Fire boosts against Will-O-Wisp and Fire Punch, as well as 2HKOing Infernape. Fire Punch prevents Heracross from abusing Guts by coming into a Will-O-Wisp and Pursuiting Dusknoir, and hits Steel-types super effective, especially Forretress and the ever common Scizor, whom are hit x4 effective, though neither will be OHKOed (Forretress won't even be 2HKOed). Will-O-Wisp and Fire Punch make Weavile much less of a threat too. Other common Pursuit users such as Tyranitar and Metagross can be crippled with a burn. ThunderPunch brings down Gyarados in two hits, while Ice Punch helps with Dragons, like Salamence and Flygon. Earthquake has great type coverage alongside Ice Punch, resisted only by Bronzong in OU. Shadow Sneak is also a good option here. It bypasses Dusknoir's awful Speed and can help finish off weaker Pokémon, most notably Gengar, who will be 2HKOed. However, its poor damage output means it will do little damage to even frail sweepers unless they are weak to Ghost-type attacks. Pain Split is a rather poor method of healing, but it's all Dusknoir has outside of the very risky Rest. However, you can use his ridiculously low HP and Speed to your advantage by taking hits from high HP Pokémon and sapping their health while recovering your own. It's one of the main advantages that Dusknoir has over Rotom-A.</p>

<p>The EVs are focused in Defense as most of the Pokémon Dusknoir is looking to counter are physical attackers, like Heracross and Gyarados. 28 Atk EVs guarantees a OHKO with Earthquake on 4 HP Heatran with Stealth Rock support. If you have Shadow Sneak to 2HKO Gengar, then you may wish to use a spread of 252 HP / 172 Def / 84 SpD. This guarantees Dusknoir survives a Life Orb Shadow Ball from a Timid Gengar.</p>

<p>If Tyranitar and Weavile come in on Dusknoir whilst avoiding Will-O-Wisp, the Ghost will be in for a world of a pain. Choice Band Tyranitar's Crunch has about a 20% chance to OHKO Dusknoir. Scizor, Machamp and Thick Fat Hariyama make good back ups, resisting Tyranitar's STAB attacks, though Machamp will have to watch for Weavile's Ice Punch. Forretress and Metagross completely wall Weavile, and are at least decent choices against Tyranitar. Bulky grounds also work for countering Tyranitar, and Swampert can beat both Tyranitar and Weavile. To cover Scizor, use Heatran or Zapdos. Heracross is very problematic if it gets a Guts boost from Dusknoir's Will o Wisp. Your best answer is Gliscor or BulkyGyara, the latter also helping against Weavile and Scizor. Heatran makes another great Scizor counter, as it also walls Weavile, as long as it avoids Superpower and Brick Break respectively. If Earthquake is absent, Dusknoir's biggest problem will be Heatran. A Blissey or bulky Water-type will solve that problem, even if Heatran receives a Flash Fire boost. Against Pursuit users, it is often wise to use double switches to send in your counters to the Pursuit users, so that Dusknoir doesn't have to switch out when your opponet uses Pursuit.</p>

[SET]
name: Trick Room
move 1: Trick Room
move 2: Will-O-Wisp
move 3: Pain Split
move 4: Earthquake / Shadow Punch
item: Leftovers
nature: Relaxed
EVs: 252 HP / 252 Def / 4 SpD
IVs: 0 Spe

[SET COMMENTS]
<p>Trick Room sets Dusknoir apart from other Ghost Pokémon. Dusknoir is an excellent user of Trick Room, being both slow and possessing high defenses, and thus is a reliable choice for a supporter on a Trick Room team. The strategy is straightforward enough - simply come in on something that poses little threat to Dusknoir (bulky Fighting-types and most defensive Pokémon), set up Trick Room, and then switch out to a slow sweeper to abuse the three remaining turns of Trick Room.</p>

<p>Will-O-Wisp is a great move to have on a Trick Room team. It not only cripples threatening attackers, but also weakens defensive Pokémon with its residual damage so that your sweepers can break past them. Tyranitar is also an extremely common switch into Dusknoir, and Will-O-Wisp allows you to slash its attacking power and reduce the threat it poses to your team. Thanks to Trick Room, you will always use Will-O-Wisp before Tyranitar can use Crunch. Pain Split provides Dusknoir with some instant, albeit unreliable, recovery, and if you choose your Pain Split targets carefully, Dusknoir should be able to stick around for quite a while and set up Trick Room multiple times.</p>

<p>There are many options that can go in the last slot. Shadow Sneak's priority is still sometimes useful in Trick Room, and is definitely preferable to Shadow Punch outside of it. However, the increase in base power of Shadow Punch is preferable for use in Trick Room conditions. Earthquake is a solid attacking move, and in particular hits any Heatran coming in to steal a Flash Fire boost from your Will-O-Wisp. As with the Tank set, move 28 Def EVs into Atk if you intend on using Earthquake. If Scizor, Salamence, or Gyarados gives your team trouble, you can use the appropriate elemental punch in that slot to help deal with them. While Pain Split is generally helpful, it isn't vital to the set, and another attacking move can easily be used in its place instead. Just beware, however, that Dusknoir will not last very long without any form of recovery, and may not be able to set up Trick Room more than once. Wish support is a good idea if you choose to forgo Pain Split.</p>

<p>With a Relaxed nature and a Speed IV of 0, Dusknoir sits at a very slow 85 Speed, meaning it will outspeed the vast majority of opponents in Trick Room and can get some quick recovery with Pain Split.</p>

<p>This set fears the same Pokémon as the Tank set, but only a few Pokémon that can wall them gain a major benefit from Trick Room. With Dusknoir frequently setting up Trick Room, these Pokémon can switch in more easily. Against Heatran, Tyranitar is your best choice. For Tyranitar, Scizor, Machamp or Rhyperior work very well. Against Weavile, once again Scizor and Rhyperior work well (Rhyperior can avoid a 2HKO from Ice Punch with some EV investment). Metagross can survive any of Heracross' attacks and outspeed it thanks to Trick Room, as well as comfortably beating Tyranitar and Weavile.</p>

[SET]
name: Gravity
move 1: Gravity
move 2: DynamicPunch / Earthquake
move 3: Will-O-Wisp
move 4: Pain Split / Shadow Sneak
item: Leftovers
nature: Relaxed
EVs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]
<p>Gravity is Dusknoir's biggest niche move. Not only is it the only Ghost Pokémon and one of the very few Pokémon that can use Gravity, but it can use it well, especially when Spikes and Toxic Spikes are set up, as they are so much more deadly under Gravity. DynamicPunch is Dusknoir's main attacking move. Under Gravity, it has 82% accuracy, and therefore a 82% chance to cause confusion backed up by 100 base power. The confusion works well with Will-O-Wisp, which has 100% accuracy in Gravity, as a turn of Confusion damage means another turn for Burn damage, even if Burn does half the Confusion damage. However, Earthquake is an option over DynamicPunch. Under Gravity, it hits every single Pokémon, and it has double the PP of DyanmicPunch. Pain Split is the recommended option to help keep Dusknoir alive. However, Shadow Sneak remains an option to finish off weakened Pokémon and hit frail Psychic and Ghost types for decent damage. Shadow Sneak also has perfect type coverage alongside DynamicPunch.</p>

<p>The EVs are the same as the Tank set, as most of the opponents that Dusknoir are looking to wall are still physical attackers.</p>

<p>Tyranitar and Weavile will have to think twice before switching in thanks to DynamicPunch, but they are still problematic, especially with Dusknoir having to set up Gravity. Heracross and Scizor are even more threatening when you are without Fire Punch. Heatran can take all of the bugs' attacks, save the Fighting-type attacks. However, Dusknoir's typing will make them think twice before being locked into Fighting-type attacks. Blissey can wall Heatran, and Swampert can wall Tyranitar and Weavile. If Shadow Sneak is absent, Dusknoir will never get past other Ghost-types if it uses DynamicPunch, and it can't get past Flying-types or Pokémon with Levitate. Blissey can wall the Ghost-types, unless she gets Tricked a Choice Item, or if the Ghost-type carries Rest. Tyranitar can beat the Ghost-types and most Flying-types and Pokémon with Levitate. If Choice Band Tyranitar get's hit by Trick, the Ghost-type is now locked into Trick, and cannot avoid Pursuit. All of the forementioned teammates work well in Gravity teams in some way or another.</p>

[SET]
name: Sub Punch
move 1: Substitute
move 2: Focus Punch
move 3: Sucker Punch / Shadow Sneak
move 4: Fire Punch / Ice Punch
item: Leftovers
nature: Adamant
EVs: 252 HP / 252 Atk / 4 Def

[SET COMMENTS]
<p>Once again, this is a set that sets Dusknoir apart from it's bulky Ghost brethren. This set uses Dusknoir's immunities to easily switch in and Substitute, and then deal large damage Dusknoir's usual counters from Dusknoir's often underestimated Attack stat and its impressive physical move pool. Focus Punch and Fire Punch hit Tyranitar and Heracross respectively, both common switches into Dusknoir for huge damage, actually OHKOing Tyranitar and nearly OHKOing Heracross.</p>

<p>Fire Punch versus Ice Punch depends on whether you want to beat Heracross, or take on Salamence. Since Heracross almost will never hesitate to switch in, Substitute + Fire Punch can be used to severely cripple it. Substitute will force the frequently Choiced Heracross to reveal its hand, and Fire Punch will nearly OHKO it. On the other hand, Ice Punch OHKOs min/min Salamence even without Stealth Rock, and provides better type coverage alongside Focus Punch. The choice between Sucker Punch and Shadow Sneak is difficult. Despite Dusknoir not getting STAB on Sucker Punch, it is still more powerful than his Shadow Sneak. The added power allows you to OHKO opponents like Gengar and Alakazam, something Shadow Sneak will not do. However, Sucker Punch will fail if your opponent chooses not to attack you and has a mere maximum 8 PP. ThunderPunch can be considered as well, if you fear Gyarados setting up on you. Pain Split is also an option if you want to attempt to stall your opponent and can be useful to recover HP lost from creating your Substitutes.</p>

<p>323 Attack is needed to always OHKO 4 HP / 252 Def Blissey with Focus Punch and Stealth Rock, always 2HKO 252 HP / 216 Def Impish Forretress with Fire Punch and Stealth Rock, and always OHKO 4 HP / 0 Def Alakazam with Sucker Punch. It finally allows you to take on Salamence, OHKOing 216 HP / 252 Def Bold Salamence with Ice Punch followed by Shadow Sneak, provided Stealth Rock is in play, before it gets the chance to Roost. This Dusknoir has 328 Attack, but EVs are better invested in Attack than Defense, as this Dusknoir wants to deal as much damage as possible with Focus Punch. One could run 84 Speed EVs to outrun minimum Speed Blissey if you desire to put up a Substitute before Blissey can use Toxic against Dusknoir, hampering her ability to sweep from behind a substitute.</p>

<p>This set will never break strong physical walls. Cresselia and bulky Ground-types and Water-types laugh at Dusknoir with their gigantic Defenses. Tyraniar or Scizor are recommended for the pink duck, and Celebi is recommended for the Ground-types and Water-types. Skarmory shrugs off Focus Punch and Fire Punch, and just sets up Spikes against Dusknoir, so Magnezone support is recommended. Dusknoir has nothing against Gyarados if it does not have ThunderPunch, so Porygon2 and Celebi are helpful. If Fire Punch is absent, Heracross and Forretress will have no problems against this set, but BulkyGyara can beat them both. Without Ice Punch, Salamence is problematic. Porygon2 and Swampert are effective Salamence checks. Swampert also walls the Ground-types that Dusknoir cannot break.</p>

[SET]
name: Choice Band
move 1: Focus Punch
move 2: Shadow Sneak / Sucker Punch
move 3: Fire Punch / Ice Punch / ThunderPunch
move 4: Trick
item: Choice Band
nature: Adamant
EVs: 252 HP / 252 Atk / 4 Spe

[SET COMMENTS]
<p>Dusknoir’s movepool and respectable base Attack stat make it a viable user of Choice Band. Although slow, Dusknoir packs quite a punch and has the ability to counter many Pokémon depending on which choice of moves you use. Focus Punch is an easy OHKO on Tyranitar, Weavile, and Heatran, and is Dusknoir's strongest attack, provided you are good at predicting. Brick Break or Earthquake may be used if you don’t like the predictoin involved with Focus Punch, but it there is a big difference in base power. Shadow Sneak gives Dusknoir a STAB priority move to OHKO Gengar, Azelf, and Alakazam. You may opt to use Sucker Punch, which alongside Focus Punch, will make your opponent struggle to decide whether he should attack or not. However, Sucker Punch's usage is very situational and could easily backfire on you, especially considering its meagre 8 PP.</p>

<p>The choice of the last two moves is dependent on how you want your Dusknoir to function. The elemental punches will all hit specific targets depending on your needs: Fire Punch will hit Heracross, Forretress, and Scizor; Ice Punch will hit Dragon-types (most notably Salamence) and Gliscor; and ThunderPunch will give you coverage against Gyarados and bulky waters. Trick is also an interesting option that Dusknoir can use to cripple some of its counters, most notably Spiritomb. Seeing as most of Dusknoir’s counters won’t be physical attackers, who fear Will-O-Wisp, many will not enjoy the burden of the Choice Band. Trick also forces switches, which will allow you to fire off a free Focus Punch. Do not feel that you have to use Trick, another elemental punch could still viably go in the last slot. However, it is worth noting that after Dusknoir tricks his Choice Band onto an opposing pokemon, his power will become weakened.</p>

<p>This set possesses more power over the Sub Punch set, but it still can't break phyically defensive walls unless it manages to Trick them. Good teammates are, once again, Tyraniar or Scizor for Cresselia, Celebi for bulky Ground-types and Water-types, Magnezone for Steel-types, and Porygon2 for Gyarados and Salamence. A Choice item makes Dusknoir very suspectable to Pursuit users, so it's important that you can reliably deal with Pursuit. Have Swampert, Hariyama or Metagross for Tyranitar and Weavile, and Gliscor or BulkyGyara for Heracross. For Metagross, Magnezone or Swampert once again work wonders.</p>

[Team Options]
<p>Stealth Rock is always a nice bonus when using Dusknoir to net some important OHKOs. With Stealth Rock support, 28 Atk EVs guarantess a OHKO on 4 HP Heatran with Earthquake, and 84 EVs nets a 2HKO on Azelf with Shadow Sneak. In fact, any entry hazard works well with Dusknoir. Besides the obvious entry damage, Dusknoir blocks Rapid Spin, and it has the bulk to survive a long time. Pain Split will help Dusknoir stall out Toxic Spikes damage. However, keep in mind that Dusknoir will be unable to use Will-O-Wisp on Pokémon that have been hit by Toxic Spikes. Cleric support is great, for Dusknoir hates being Poisoned or Burnt.</p>

<p>On the offensive department, Dusknoir's lack of Attack will often mean that it will struggle to defeat many Pokémon. It's purpose is generally not to dish out damage. On the teams that Dusknoir are usually a part of, that damage will been carried out by entry hazards and possibly Sandstorm support. However, specific mentions will be given to the Pokémon that Dusknoir can never outstall. Heatran is easily handled by Blissey, any bulky Water-type or Tyranitar, and Rest Cresselia, Rotom-A and Dusknoir are beaten by Tyranitar. They can also be outstalled by Suicune with Calm Mind and Rest thanks to Pressure, or taken advantage of by Celebi's Leech Seed.</p>

<p>Tyranitar and Weavile are huge threats if they avoid Will-O-Wisp. Swampert and Hariyama walls both of them, whilst Hippowdon walls Tyranitar and provides Sandstorm support that is generally helpful for the stall teams of which Dusknoir is often a part. Heracross possesses both Pursuit and Guts to threaten Dusknoir. Your best answer to it is Gliscor or Sleep Talk Gyarados. Dusknoir is primarily a physical wall, so your opponent may send in special attackers against Dusknoir. Blissey is the best choice for sponging special attacks. Dugtrio can prove to be a great method for removing Heatran, Tyranitar and Heracross, especially through double switches. Trick completely messes up any Dusknoir set save the Choice Bander, so it's worth having a Pokémon on your team that doesn't mind losing it's item. If the opposing Pokémon uses Trick on your Choice Tyranitar or Scizor, it cannot avoid a Pursuit to the face. Scizor also keeps Tyranitar at bay. Usually, you won't have a hard time switching Dusknoir in safely. The best way to do so is to use it's two immunities. Blissey is an excellent Pokémon for luring in Fighting attacks, Explosion and Rapid Spin, all of which are free switch ins for Dusknoir. On the topic of Rapid Spin, entry hazards are the best way to lure out your opponent's spinner, and then send in Dusknoir as they attempt to spin.</p>

<p>Heatran is commonly seen alongside Celebi and Scizor. Scizor and Tyranitar are both comfortably deal with the green pixie. Perhaps a better idea is to use Celebi as set up time for your team's entry hazards. There are many Pokémon that wall Scizor: Zapdos, Gliscor, Gyarados and Hippowdon to name a few. Tyranitar is commonly seen alongside Ground-types and Steel-types that resist Sandstorm. Swampert and Celebi wall all the Ground-types, and Zapdos and Hippowdon can wall the Steel-types. Heracross is frequently seen alongside Salamence, so Bronzong, Porygon2 and/or Swampert are recommended for the mighty dragon. Weavile is normally partnered with Infernape, so Tentacruel or Cresselia is recommended.</p>

<p>Double switches are recommended to use Dusknoir to its maximum potential. It greatly fears Heatran and Heracross if it lacks Earthquake / Focus Punch and Fire Punch respectively. A double switch can quickly force these two out, and if you have entry hazards set up, they will have received massive damage in vain. If you double switch to Blissey as your opponent switches to Heatran, you can triple switch to Dusknoir as Heatran uses Explosion. However, such a tactic is obviously to any smart opponent.</p>

[Other Options]
<p>Dusknoir can use a Rest + Sleep Talk combo to good effect, but Rotom-A boasts better typing, movepool, and stats for this combo. Toxic can take the place of Will o Wisp on any of the sets, but Toxic can be used on almost any defensive Pokémon, and Dusknoir really needs Will o Wisp to keep opposing physical attackers at bay. Calm Mind is useable, but Spiritomb is more suited for this job thanks to its typing and higher Special Attack. Counter can suprise powerful physical attackers like Heracross who want to 2HKO you — just don't overuse it, as Dusknoir isn't ideal for the move with his pitiful HP.</p>

[EVs]
<p>You'll want to max out that abysmal HP first. While leaving it untouched would make Pain Split more powerful, Dusknoir's base HP is so bad that it'll make little difference. You can split the remaining EVs between the defenses or focus on one. Special Defense helps against Starmie, Azelf and the like while Defense EVs will cushion the blow from physical attackers like Donphan and Heracross. 84 SpD will guarantee survival from a Timid Gengar's Life Orb Shadow Ball. Attack EVs aren't overly helpful, although 243 Attack (28 EVs) will guarantee a OHKO on 4 HP / 0 Defense Heatran with Earthquake and Stealth Rock taken into the equation. 294 Attack (232 EVs) will guarantee Dusknoir a 100% chance to 2HKO 4 HP / 0 Defense Azelf with Shadow Sneak and without Stealth Rock, assuming no Leftovers. If Azelf has a Life Orb, Dusknoir is guaranteed to 2HKO it with Shadow Sneak with 241 Attack (20 EVs). If Stealth Rock is in play, 257 Attack (84 EVs) will 2HKO Azelf without Leftovers.</p>

<p>Adamant with max Attack and HP if you're using the Sub Punch or Choice Band set.</p>

[Opinion]
Probably the most unnecessary evolution in DPP, Dusknoir is about as good as Dusclops was in ADV. The extra Attack helps in a few places — such as countering Gyarados with ThunderPunch — but Dusknoir sorely misses good STAB. Generally, it is relegated to Dusclops' old duties, namely blocking Rapid Spin, spreading Burn with Will o Wisp and countering a few specific sweepers. However, it faces signficant competition for the role of an anti-spinner with Spiritomb and Rotom-A running around, and it generally loses to Rotom-H.</p>

[Counters]
<p>It may be able to cripple them with Will-O-Wisp or a super effective attack, but if they get in unscatched, Dusknoir has real trouble with Pursuit users. Tyranitar, Weavile and Heracross are all huge problems. Dusknoir is often without Brick Break or Focus Punch, so Tyranitar can usually get in more safely than others. Heracross can get a Guts boost from Will-O-Wisp and do some serious damage. Houndoom's Pursuit is a lot less threatening, due to a lower Attack stat, but it can absorb Fire attacks and hammer Dusknoir with Dark Pulse, or Flash Fire boosted Fire Blast / Overheat. Heatran is a significant problem, for Dusknoir usually doesn't carry Earthquake or Focus Punch, so Heatran can come in on any attack and deal high damage with its Fire attacks, especially with a Flash Fire boost.</p>

<p>Spiritomb won't take much damage from any of Dusknoir's attacks, and easily beats it with Dark Pulse. Beware of Gyarados if you don't have ThunderPunch, as it can Taunt attempts to use Will-O-Wisp, and easily set up with Dragon Dance. In fact, most Pokémon with Taunt can cause problems, provided they aren't weak to Dusknoir's attacks.</p>

<p>Toxic and Will-O-Wisp will greatly hinder Dusknoir's tanking capabilities if it doesn't have Rest.</p>
 

bojangles

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Changes:
  • Changing some of the wording in the Set Comments, especially that of the Tank version.
  • More emphasis on the fact that Rotom-A is generally a superior spin blocker.
  • Removed the Sleep Talk set, as Rotom-A does this much better.
  • Added in a Gravity set. Gravity teams have gained much more popularity ever since Legacy Raider's Gravity guide, and Dusknoir is an excellent user of Gravity.
  • Added in Team Options.


http://www.smogon.com/dp/pokemon/dusknoir

[SET]
name: Tank
move 1: Will-O-Wisp
move 2: Pain Split
move 3: Fire Punch
move 4: ThunderPunch / Ice Punch
item: Leftovers
nature: Impish
EVs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]
<p>(removed "Dusknoir's role as the number #1 spin blocker has been lost to Rotom-A." Don't reference Pt Changes!) (removed "However,") Dusknoir is (removed "still") more than capable of functioning as an effective spin blocker, boasting some significant advantages over other Ghost-types, such as the electronic appliance, Rotom-A, most notably better defenses and Pain Split.</p>

<p>There are four effective Rapid Spin users in the OU metagame: Donphan, Starmie, Forretress, and Tentacruel. Tentacruel and Forretress have no hope of breaking Dusknoir's impressive defenses, so only Donphan and Starmie need special care. With the given EV spread, only the rare Choice Band Donphan has a chance to beat Dusknoir, and the far more common defensive minded sets will have to run, or face having its attack power crippled with a burn from Will-O-Wisp. Starmie doesn't threaten Dusknoir much unless it is carrying Choice Specs, otherwise you can hit it with super effective ThunderPunch or super effective STAB Shadow Sneak and leech its HP while replenishing yours with Pain Split. The only Rapid Spin user Dusknoir fears is Torkoal, who takes laughable damage from any of his attacks and resists Will-O-Wisp while threatening a Will-O-Wisp of its own. However Torkoal is rarely seen in the OU metagame.</p>

<p>Dusknoir also makes a handy counter for many physical attackers, either by burning them with Will-O-Wisp or using the appropriate elemental punch. Fire Punch prevents Heracross from abusing Guts by coming into a Will-O-Wisp and Pursuiting Dusknoir, and hits Steel-types super (removed "-", its just "super effective") effective, especially Forretress and the ever common Scizor, whom you hit for 4x effective. Other common Pursuit users such as Tyranitar and Metagross can be crippled with a burn. Will-O-Wisp and Fire Punch make Weavile much less of a threat too. ThunderPunch brings down Gyarados in two hits, while Ice Punch helps with Dragons, like Salamence and Flygon. You can also consider Earthquake to hit Heatran, as it will happily come in for Flash Fire boosts against Fire Punch and Will-O-Wisp. If you do use Earthquake, move 28 Def EVs into Atk to OHKO 4 HP Heatran with Stealth Rock support. Shadow Sneak is also a good option here. It bypasses Dusknoir's awful Speed and can help finish off weaker Pokémon, most notably Gengar, who will be 2HKOed. Pain Split is a rather poor method of healing, but it's all Dusknoir has outside of the very risky Rest. However, you can use his ridiculously low HP and Speed to your advantage by taking hits from high HP Pokémon and sapping their health while recovering your own. It's one of the main advantages that Dusknoir has over another defensive ghost, Rotom-A.</p>

<p>The EVs are focused in Defense as most of the Pokémon Dusknoir is looking to counter are physical attackers, like Heracross and Gyarados. If you have Shadow Sneak to 2HKO Gengar, then you may wish to use a spread of 252 HP / 172 Def / 84 SpD. This guarantees Dusknoir survives a Life Orb Shadow Ball from a Timid Gengar.</p>

<p>Dusknoir's biggest nemesis is arguably Heatran. A Blissey or bulky Water-type will solve that problem, even if Heatran receives a Flash Fire boost. Dusknoir is also immune to Fighting-type attacks and Explosions that are often aimed at Blissey, and they are both physical walls and special walls respectively, creating a combo similar to SkarmBliss. If Tyranitar and Weavile come in on Dusknoir whilst avoiding Will-O-Wisp, the Ghost will be in for a world of a pain. Choice Band Tyranitar's Crunch has about a 20% chance to OHKO Dusknoir. Scizor, Machamp, and Thick Fat Hariyama make good back ups, resisting Tyranitar's STAB attacks, though Machamp will have to watch for Weavile's Ice Punch. Forretress and Metagross completely wall Weavile, and are at least decent choices against Tyranitar (maybe mention how much a Meteor Mash from Metagross will hurt, also what about Scizor?). Bulky grounds also work for countering Tyranitar, such as Swampert, who can beat both Tyranitar and Weavile. Heracross is very problematic if it gets a Guts boost from Dusknoir's Will-O-Wisp. Your best answer is Gliscor or BulkyGyara, the latter also helping against Weavile and Scizor. Heatran makes another great Scizor counter, as it also walls Weavile, as long as it avoids their Superpower and Brick Break, respectively. Against Pursuit users, it is often wise to use double switches to send in your counters to the Pursuit users, so that Dusknoir doesn't have to switch out will your opponent uses Pursuit.</p>

[SET]
name: Trick Room
move 1: Trick Room
move 2: Will-O-Wisp
move 3: Pain Split
move 4: Shadow Punch / Earthquake
item: Leftovers
nature: Relaxed
EVs: 252 HP / 252 Def / 4 SpD
IVs: 0 Spe

[SET COMMENTS]
<p>Trick Room sets Dusknoir apart from other Ghost Pokémon. Dusknoir is an excellent user of Trick Room, being both slow and possessing high defenses, and thus is a reliable choice for a supporter on a Trick Room team. The strategy is straightforward enough - simply come in on something that poses little threat to Dusknoir (bulky Fighting-types and most defensive Pokémon), set up Trick Room, and then switch out to a slow sweeper to abuse the three remaining turns of Trick Room.</p>

<p>Will-O-Wisp is a great move to have on a Trick Room team. It not only cripples threatening attackers, but also weakens defensive Pokémon with its residual damage so that your sweepers can break past them. Tyranitar is also an extremely common switch into Dusknoir, and Will-O-Wisp allows you to slash its attacking power and reduce the threat it poses to your team. Thanks to Trick Room, you will always use Will-O-Wisp before Tyranitar can use Crunch. Pain Split provides Dusknoir with some instant, albeit unreliable, recovery, and if you choose your Pain Split targets carefully, Dusknoir should be able to stick around for quite a while and set up Trick Room multiple times.</p>

<p>There are many options that can go in the last slot. Shadow Sneak's priority is still sometimes useful in Trick Room, and is definitely preferable to Shadow Punch outside of it. However, the increase in base power of Shadow Punch is preferable for use in Trick Room conditions. Earthquake is a solid attacking move, and in particular hits any Heatran coming in to steal a Flash Fire boost from your Will-O-Wisp. As with the Tank set, move 28 Def EVs into Atk if you intend on using Earthquake. If Scizor, Salamence, or Gyarados gives your team trouble, you can use the appropriate elemental punch in that slot to help deal with them. While Pain Split is generally helpful, it isn't vital to the set, and another attacking move can easily be used in its place instead. Just beware, however, that Dusknoir will not last very long without any form of recovery, and may not be able to set up Trick Room more than once. Wish support is a good idea if you choose to forgo Pain Split.</p>

<p>With a Relaxed nature and a Speed IV of 0, Dusknoir sits at a very slow 85 Speed, meaning it will outspeed the vast majority of opponents in Trick Room and can get some quick recovery with Pain Split.</p>

<p>This set fears the same Pokémon as the Tank set, but only a few Pokémon that can wall them gain a major benefit from Trick Room. With Dusknoir frequently setting up Trick Room, these Pokémon can switch in more easily. Against Heatran, Tyranitar is your best choice. For Tyranitar, Scizor, Machamp, or Rhyperior work very well. Against Weavile, once again Scizor and Rhyperior work well (Rhyperior can avoid a 2HKO from Ice Punch with some EV investment). Metagross can survive any of Heracross' attacks and outspeed it thanks to Trick Room, as well as comfortably beating Tyranitar and Weavile.</p>

[SET]
name: Gravity
move 1: Gravity
move 2: Dynamic Punch
move 3: Will-O-Wisp
move 4: Pain Split / Shadow Sneak
item: Leftovers
nature: Relaxed
EVs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]
<p>Gravity is Dusknoir's biggest niche move. Not only is it the only Ghost Pokémon and one of the very few Pokémon that can use Gravity, but it can use it well, especially when Spikes and Toxic Spikes are set up, as they are so much more deadly under Gravity. Dynamic Punch is Dusknoir's main attacking move. Under Gravity, it has 82% accuracy, and therefore a 82% chance to cause confusion backed up by 100 base power. The confusion works well with Will-O-Wisp, which has 100% accuracy in Gravity, as a turn of Confusion damage means another turn for Burn damage, even if Burn does half the Confusion damage. Pain Split is the recommended option to help keep Dusknoir alive. However, Shadow Sneak remains an option to finish off weakened Pokémon and hit frail Psychic and Ghost-types for decent damage. Shadow Sneak also has perfect type coverage alongside Dynamic Punch.</p>

<p>The EVs are the same as the Tank set, as most of the opponents that Dusknoir are looking to wall are still physical attackers.</p>

<p>(removed "Whilst") Heatran, Tyranitar and Weavile will have to think twice before switching in thanks to Dynamic Punch, but they are still problematic, especially with Dusknoir having to set up Gravity. Heracross and Scizor are even more threatening when you are without Fire Punch. Heatran can be used if it can avoid Fighting attacks, but Dusknoir's typing will make them think twice about being locked into Fighting attacks (this sentence is very awkward). Blissey can wall Heatran, and Swampert can wall Tyranitar and Weavile. If Shadow Sneak is absent, Dusknoir will never get past other Ghost-types. Fortunately, Blissey walls them all unless she gets Tricked a Choice item, or if the Ghost-type carries Rest. Tyranitar is another option, and if Choice Band Tyranitar get's hit by Trick, the Ghost-type is now locked into Trick, and cannot avoid Pursuit. All of the forementioned teammates work well in Gravity teams in some way or another.</p>

[SET]
name: Sub Punch
move 1: Substitute
move 2: Focus Punch
move 3: Sucker Punch / Shadow Sneak
move 4: Fire Punch / Ice Punch
item: Leftovers
nature: Adamant
EVs: 252 HP / 232 Atk / 24 Def

[SET COMMENTS]
<p>Once again, this is a set that sets Dusknoir apart from it's bulky Ghost brethen. This set uses Dusknoir's immunities to easily switch in and Substitute, and then deal large damage Dusknoir's usual counters from Dusknoir's often underestimated Attack stat and its impressive physical move pool. Focus Punch and Fire Punch hit Tyranitar and Heracross respectively, both common switches into Dusknoir(removed ",") for huge damage, actually OHKOing Tyranitar and nearly OHKOing Heracross.</p>

<p>Fire Punch versus Ice Punch depends on whether you want to beat Heracross, or take on Salamence. Since Heracross almost will never hesitate to switch in, Substitute + Fire Punch can be used to severely cripple it. Substitute will force the frequently Choiced Heracross to reveal its hand, and Fire Punch will nearly OHKO it. On the other hand, Ice Punch OHKOs min/min Salamence even without Stealth Rock, and provides better type coverage alongside Focus Punch. The choice between Sucker Punch and Shadow Sneak is difficult. Despite Dusknoir not getting STAB on Sucker Punch, it is still more powerful than his Shadow Sneak. The added power allows you to OHKO opponents like Gengar and Alakazam, something Shadow Sneak will not do. However, Sucker Punch will fail if your opponent chooses not to attack you and has a mere maximum 8 PP. ThunderPunch can be considered as well, if you fear Gyarados setting up on you. Pain Split is also an option if you want to attempt to stall your opponent and can be useful to recover HP lost from creating your Substitutes.</p>

<p>323 Attack is reached to always OHKO 4 HP / 252 Def Blissey with Focus Punch and Stealth Rock, always 2HKO 252 HP / 216 Def Impish Forretress with Fire Punch and Stealth Rock, and always OHKO 4 HP / 0 Def Alakazam with Sucker Punch. It finally allows you to take on Salamence, OHKOing 216 HP / 252 Def Bold Salamence with Ice Punch followed by Shadow Sneak, provided Stealth Rock is in play, before it gets the chance to Roost. The rest of the EVs go into Defense, to provide a bit of extra bulk. One could run 84 Speed EVs to outrun minimum Speed Blissey if you desire to put up a Substitute before Blissey can use Toxic against Dusknoir, hampering its ability to sweep from behind a substitute.</p>

<p>This set will never break strong physical walls. Cresselia and bulky Ground-types and Water-types laugh at Dusknoir with their gigantic Defenses. Tyraniar or Scizor are recommended for the pink duck, and Celebi is recommended for the Ground-types and Water-types. Skarmory shrugs off Focus Punch and Fire Punch, and just sets up Spikes against Dusknoir, so Magnezone support is recommended. Dusknoir has nothing against Gyarados if it does not have ThunderPunch, so Porygon2 and Celebi are helpful. If Fire Punch is absent, Heracross and Forretress will have no problems against this set, but BulkyGyara can beat them both( removed ", and Forretress"). Without Ice Punch, Salamence is problematic. Porygon2, Swampert, and Scizor (is Scizor really a Mence check? Don't most Salamences carry Fire moves?) are effective Salamence checks. Swampert also walls the Ground-types that Dusknoir cannot break.</p>

[SET]
name: Choice Band
move 1: Focus Punch
move 2: Shadow Sneak / Sucker Punch
move 3: Fire Punch / Ice Punch / ThunderPunch
move 4: Trick
item: Choice Band
nature: Adamant
EVs: 252 HP / 252 Atk / 4 Spe

[SET COMMENTS]
<p>Dusknoir’s movepool and respectable base Attack stat make it a viable user of Choice Band. Although slow, Dusknoir packs quite a punch and has the ability to counter many Pokémon depending on which choice of moves you use. Focus Punch is an easy OHKO on Tyranitar, Weavile, and Heatran, and is Dusknoir's strongest attack, provided you're good at predicting. Brick Break or Earthquake may be used if you don’t like the prediction involved with Focus Punch, but it there is a big difference in base power. Shadow Sneak gives Dusknoir a STAB priority move to OHKO Gengar, Azelf, and Alakazam. You may opt to use Sucker Punch, which alongside Focus Punch, will make your opponent struggle to decide whether he should attack or not. However, Sucker Punch's usage is very situational and could easily backfire on you (maybe mention its 8 PP).</p>

<p>The choice of the last two moves is dependent on how you want your Dusknoir to function. The elemental punches will all hit specific targets depending on your needs: Fire Punch will hit Heracross, Forretress, and Scizor; Ice Punch will hit Dragon-types (most notably Salamence) and Gliscor; and ThunderPunch will give you coverage against Gyarados and bulky waters. Trick is also an interesting option that Dusknoir can use to cripple some of its counters, most notably Spiritomb. Seeing as most of Dusknoir’s counters won’t be physical attackers, who fear Will-O-Wisp, many will not enjoy the burden of the Choice Band. Trick also forces switches, which will allow you to fire off a free Focus Punch. Do not feel that you have to use Trick, another elemental punch could still viably go in the last slot. However, it is worth noting that after Dusknoir tricks his Choice Band onto an opposing pokemon, his power will become weakened.</p>

<p>This set possesses more power over the Sub Punch set, but it still can't break phyically defensive walls unless it manages to(removed "land") Trick (removed "on")them. Good teammates are, once again, Tyraniar or Scizor for Cresselia, Celebi for bulky Ground-types and Water-types, Magnezone for Steel-types, and Porygon2 for Gyarados and Salamence. A Choice item makes Dusknoir very suspectable to Pursuit users, so it's important that you can reliably deal with Pursuit. Have Swampert, Hariyama, or Metagross for Tyranitar and Weavile, and Gliscor or BulkyGyara for Heracross. For Metagross, Magnezone or Swampert once again work wonders.</p>

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Ice Beam / Focus Blast
move 3: Shadow Ball / Will-O-Wisp
move 4: Pain Split
item: Leftovers
nature: Bold
EVs: 252 HP / 252 Def / 4 SpA

[SET COMMENTS]
<p>With better typing and a higher Special Attack, Spiritomb is usually favored for the role of "Bulky Ghost with Calm Mind." However, Dusknoir has a couple of slight advantages, namely better defenses, Ice Beam, and Focus Blast. Calm Minding isn't really the best use of Dusknoir's talents, but it's there and it works. Shadow Ball / Focus Blast hits everything neutrally, but Ice Beam is more reliable as a secondary move.</p>

<p>With Will-O-Wisp over Shadow Ball, you can take hits from both sides, but with only a non-STAB Ice Beam in the way of offense, you'll take a while to stall out some of the more defensive Pokémon around.</p>

<p>Toxic will shut down this set cold. A Guts user is the best way to take advantage of such a threat, especially one that stops Blissey, whom Dusknoir can only stall against. Guts Machamp or Heracross will do well. Hard hitting Steel-types like Lucario and Metagross will also work. Any Pokémon with Calm Mind will wall this set, and if they have Recover or Rest, even Will-O-Wisp won't break them. Metagross works against Latias and Cresselia, whilst Celebi can take advantage of most users of Calm Mind with Leech Seed or Perish Song. Celebi also repels Swampert and Hippowdon, who can easily pHaze this set. Tyranitar isn't a recommended partner, because it's Sandstorm will greatly hurt this set's survivability and chances to sweep.</p>

[Team Options]
<p>Stealth Rock is always a nice bonus when using Dusknoir to net some important OHKOes. With Stealth Rock support, 28 Atk EVs guarantess a OHKO on 4 HP Heatran with Earthquake, and 84 EVs nets a 2HKO on Azelf with Shadow Sneak. In fact, any entry hazard works well with Dusknoir. Besides the obvious entry damage, Dusknoir blocks Rapid Spin, and it has the bulk to survive a long time. Pain Split will help Dusknoir stall out Toxic Spikes damage. However, keep in mind that Dusknoir will be unable to use Will-O-Wisp on Pokémon that have been hit by Toxic Spikes. Cleric support is great, for Dusknoir hates being Poisoned or Burnt.</p>

<p>On the offensive department, Dusknoir's lack of Attack will often mean that it will struggle to defeat many Pokémon. It's purpose is generally not to dish out damage. On the teams that Dusknoir are usually a part of, that damage will been carried out by entry hazards and possibly Sandstorm support. However, specific mentions will be given to the Pokémon that Dusknoir can never outstall. Heatran is easily handled by Blissey, any bulky Water-type or Tyranitar, and Rest Cresselia, Rotom-A and Dusknoir are beaten by Tyranitar. They can also be outstalled by Suicune with Calm Mind and Rest thanks to Pressure, or taken advantage of by Celebi's Leech Seed.</p>

<p>Tyranitar and Weavile are huge threats if they avoid Will-O-Wisp. Swampert and Hariyama walls both of them, whilst Hippowdon walls Tyranitar and provides Sandstorm support that is generally helpful for the stall teams of which Dusknoir is often a part (removed "of"). Heracross possesses both Pursuit and Guts to threaten Dusknoir. Your best answer is to it is Gliscor or Sleep Talk Gyarados. Dusknoir is primarily a physical wall, so your opponent may send in special attackers against Dusknoir. Blissey is the best choice for sponging special attacks. Dugtrio can prove to be a great method for removing Heatran, Tyranitar and Heracross, especially through double switches. Trick completely messes up any Dusknoir set save the Choice Bander, so it's worth having a Pokémon on your team that doesn't mind losing it's item. If the opposing Pokémon uses Trick on your Choice Tyranitar or Scizor, it cannot avoid a Pursuit to the face. Scizor also keeps Tyranitar at bay. Usually, you won't have a hard time switching Dusknoir in safely. The best way to do so is to use it's two immunities. Blissey is an excellent Pokémon for luring in Fighting attacks, Explosion, and Rapid Spin. On the topic of Rapid Spin, entry hazards are the best way to lure out your opponent's spinner, and then send in Dusknoir as they attempt to spin.</p>

<p>Heatran is commonly seen alongside Celebi and Scizor. Scizor and Tyranitar are both comfortably deal with the green pixie. Perhaps a better idea is to use Celebi as set up time for your team's entry hazards. There are many Pokémon that wall Scizor: Zapdos, Gliscor, Gyarados and Hippowdon to name a few. Tyranitar is commonly seen alongside Ground-types and Steel-types that resist Sandstorm. Swampert and Celebi wall all the Ground-types, and Zapdos and Hippowdon can wall the Steel-types. Heracross is frequently seen alongside Salamence, so Bronzong, Porygon2, and/or Swampert are recommended for the mighty dragon. Weavile is normally partnered with Infernape, so Tentacruel or Cresselia is recommended.</p>

<p>Double switches and prediction are required to use Dusknoir to its maximum potential. It greatly fears Heatran and Heracross if it lacks Earthquake / Focus Punch and Fire Punch respectively. A double switch can quickly force these two out, and if you have entry hazards set up, they will have received massive damage in vain. If you double switch to Blissey as your opponent switches to Heatran, you can triple switch to Dusknoir as Heatran uses Explosion. However, such a tactic is obvious to any smart opponent.</p>

[Other Options]
<p>Counter can suprise powerful physical attackers like Heracross who want to 2HKO you — just don't overuse it, as Dusknoir isn't ideal for the move with his pitiful HP. Dusknoir can use a Rest + Sleep Talk combo to good effect, but Rotom-A is much better with this combo.</p>

[EVs]
<p>You'll want to max out that abysmal HP first. While leaving it untouched would make Pain Split more powerful, Dusknoir's base HP is so bad that it'll make little difference. You can split the remaining EVs between the defenses or focus on one. Special Defense helps against Starmie, Azelf and the like while Defense EVs will cushion the blow from physical attackers like Donphan and Heracross. 84 SpD will guarantee survival from a Timid Gengar's Life Orb Shadow Ball. Attack EVs aren't overly helpful, although 243 Attack (28 EVs) will guarantee a OHKO on 4 HP / 0 Defense Heatran with Earthquake and Stealth Rock taken into the equation. 294 Attack (232 EVs) will guarantee Dusknoir a 100% chance to 2HKO 4 HP / 0 Defense Azelf with Shadow Sneak and without Stealth Rock, assuming no Leftovers. If Azelf has a Life Orb, Dusknoir is guaranteed to 2HKO it with Shadow Sneak with 241 Attack (20 EVs). If Stealth Rock is in play, 257 Attack (84 EVs) will 2HKO Azelf without Leftovers.</p>

<p>Adamant with max Attack and HP if you're using the Choice Band set.</p>

[Opinion]
Possibly the most unnecessary evolution in DPP, Dusknoir is about as good as Dusclops was in ADV. The extra Attack helps in a few places — such as countering Gyarados with ThunderPunch — but Dusknoir sorely misses good STAB. Generally, it is relegated to Dusclops' old duties, namely blocking Rapid Spin, spreading Burn with Will-O-Wisp and countering a few specific sweepers. However, it faces signficant competition for the role of an anti-spinner with Spiritomb and Rotom-A running around, and it generally loses to Rotom-A.</p>

[Counters]
<p>It may be able to cripple them with Will-O-Wisp or a super effective attack, but if they get in unscatched, Dusknoir has real trouble with Pursuit users. Tyranitar, Weavile, and Heracross are all huge problems. Dusknoir is often without Brick Break or Focus Punch, so Tyranitar can usually get in more safely than others. Heracross can get a Guts boost from Will-O-Wisp and do some serious damage. Houndoom's Pursuit is a lot less threatening, due to a lower Attack stat, but it can absorb Fire attacks and hammer Dusknoir with Dark Pulse, or Flash Fire boosted Fire Blast / Overheat. Heatran is a significant problem, for Dusknoir usually doesn't carry Earthquake or Focus Punch, so Heatran can come in on any attack and deal high damage with its Fire attacks, especially with a Flash Fire boost.</p>

<p>Spiritomb won't take much damage from any of Dusknoir's attacks, and easily beats it with Dark Pulse. Beware of Gyarados if you don't have ThunderPunch, as it can Taunt attempts to use Will-O-Wisp, and easily set up with Dragon Dance. In fact, most Pokémon with Taunt can cause problems, provided they aren't weak to Dusknoir's attacks.</p>

<p>Toxic and Will-O-Wisp will greatly hinder Dusknoir's tanking capabilities if it doesn't have Rest.</p>
Sometimes you referred to Dusknoir as "he" and other times you used "it", which you should change and keep consistent, otherwise good job. Comments in parentheses.
 
ibojangles made all the grammatical and spelling corrections as far as I can tell.

I don't think there's enough Earthquake. First of all, Earthquake is amazing on the Tank set because it hits all the Heatran switching in. Heracross is the only real reason I see to use Fire Punch, and it is not all that common not to mention you resist/immune to both its STAB. I think Earthquake should be slashed next to Fire Punch or just replace it all together. Otherwise the Tank is just begging for Heatran or Infernape for that matter to come in and wreck havoc. It also has a lot more base power than Fire Punch when hitting neutral targets. And don't forget, Ground/Ice gets amazing coverage in OU.

I would just drop ThunderPunch to the set comments, since it is purely for Gyarados who can't do anything to you after it has been burned so why bother. Salamence can use Draco Meteor, so you have to kill it or die. I think Shadow Sneak should also get a small mention to kill frail foes. You can wear down the foe with Pain Split and then Shadow Sneak for the kill. I remember killing many Garchomps with that back in the day.

I also think Earthquake is superior to Dynamic Punch on the Gravity set. For one thing, Gravity must be in affect to even attack at all which isn't very good. 82% isn't perfect either, but I suppose the confusion is helpful. Earthquake should at the very least be mentioned in the set comments.

One more thing, you removed the RestTalk set for being outclassed... but not the Calm Mind set??? Spiritomb does that infinitely better with a lot lot higher SpA. The slightly better defenses don't really make up for it, especially with Will-O-Wisp. Using a non-STAB Ice Beam as your only attack is pretty much spelling your demise. Heatran once again completely murders you, and you need quite a few Calm Minds to OHKO Tyranitar with Focus Blast, if it hits.
 

Darkmalice

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ibojangles made all the grammatical and spelling corrections as far as I can tell.

I don't think there's enough Earthquake. First of all, Earthquake is amazing on the Tank set because it hits all the Heatran switching in. Heracross is the only real reason I see to use Fire Punch, and it is not all that common not to mention you resist/immune to both its STAB. I think Earthquake should be slashed next to Fire Punch or just replace it all together. Otherwise the Tank is just begging for Heatran or Infernape for that matter to come in and wreck havoc. It also has a lot more base power than Fire Punch when hitting neutral targets. And don't forget, Ground/Ice gets amazing coverage in OU.

I would just drop ThunderPunch to the set comments, since it is purely for Gyarados who can't do anything to you after it has been burned so why bother. Salamence can use Draco Meteor, so you have to kill it or die. I think Shadow Sneak should also get a small mention to kill frail foes. You can wear down the foe with Pain Split and then Shadow Sneak for the kill. I remember killing many Garchomps with that back in the day.

I also think Earthquake is superior to Dynamic Punch on the Gravity set. For one thing, Gravity must be in affect to even attack at all which isn't very good. 82% isn't perfect either, but I suppose the confusion is helpful. Earthquake should at the very least be mentioned in the set comments.

One more thing, you removed the RestTalk set for being outclassed... but not the Calm Mind set??? Spiritomb does that infinitely better with a lot lot higher SpA. The slightly better defenses don't really make up for it, especially with Will-O-Wisp. Using a non-STAB Ice Beam as your only attack is pretty much spelling your demise. Heatran once again completely murders you, and you need quite a few Calm Minds to OHKO Tyranitar with Focus Blast, if it hits.
Earthquake is Dusknoir's strongest attack on the Tank in terms of base power, and I was seriously considering slashing it in. Fire Punch, however, hits the #1 Pokemon, Scizor, super effective. Otherwise, as soon as your HP drops low, Scizor will come in and finish you off. So I'll slash it in.

I'll put Ice Punch as the dominant option over ThunderPunch, but I'll still keep ThunderPunch, because Gyarados isn't one of those Pokemon that can deal a massive amount of damage to, whilst Salamence can. Also, Gyarados can carry Taunt to render Will-O-Wisp useless.

The problem with Shadow Sneak is that it deals pitiful damage, too low to even be used on frail sweepers. Pain Split wouldn't help either unless the target is weak to Shadow Sneak - that is to say Gengar, Azelf and Alakazam, and I have already mentioned them.

I don't think Earthquake is superior to Dynamic Punch in the Gravity set, though I suppose it deserves a mention for hitting every Pokemon under Gravity and it's better PP.

You're comments about Calm Mind reminded me I need to put more information in. This Dusknoir, if it manages to get one Calm Mind boost before Heatran switches in, can outstall it's Fire Blast with Pain Split, Leftovers and Pressure. This is something that Dusknoir is better at than Spiritomb. +1 Focus Blast has a 79.49% of OHKOing 252 HP / 4 SpD Tyranitar with Stealth Rock in play. This is enough reason to use Dusknoir over Spiritomb. However, the only advantage Dusknoir has over Rotom-A for Sleep Talking is better defenses, which is more than compensated by Rotom-A's ground immunity, Electric typing, and superior Speed from a defensive view. Rotom-A is obviously superior offensively.
However, I'm changing the set, so if Will o Wisp is used, Shadow Ball is the lone attack.


Also ibongjles, I couldn't find any "hes" in there save one, which was referring to my opponent. All the "its" were "hes" in the old analysis, and I changed that.
 

bojangles

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Erm, I'm not sure what you did, or if it was on purpose, but all of the "he"s in the OP are in white text.

EDIT:
Once again, this is a set that sets Dusknoir apart from it's bulky Ghost brethren.
Quickly saw this in the beginning of the Sub Punch set.
 
How is Donphan "effective"? When you say "significant" remind me why to use Dusknoir at all, while Rotom has better Offensive and Defensive typing, and overall better movepool. I would put Rotom in the first sentance in Opinion and make Calm mind other options as Sub-boost Rotom, and a Dual screen set would to anything you want to do better.
 
agreeing with MetaNite, earthquake > dynamicpunch on the gravity set. thunderpunch and fire punch in set comments on the tank or at least earthquake > fire punch but thunderpunch is definately set comments or OO material. DEFINATELY remove calm mind set (who seriously uses that?)
 

Darkmalice

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Changed Earthquake > Fire Punch in the tank set. I still believe Earthquake < DynamicPunch in the Gravity set, despite PP, accuracy and Earthquake hitting every Pokemon in Gravity. Dusknoir is one of the few users of DynamicPunch, and there are many many users of Earthquake, especially in a Gravity team.

No one likes Calm Mind Dusknoir, so it was attacked by protestors. It's now Other Options. If someone wants me to put it back in, post some logs showing its effectiveness.
 

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