Competitive Information for Dusknoir [Diamond/Pearl]

Competitive Pokemon Diamond/Pearl Movesets and Strategies for Dusknoir dusknoir
Base Stats for Dusknoir

Ghost

Abilities:
PressurePressure: If this Pokemon is the target of a move, that move loses one additional PP.


Evolutions / Family:
Duskull
Dusclops
Dusknoir

Weakness Chart for Ghost-type:
Bug
Dark
Dragon
Electric
Fighting
Fire
Flying
Ghost
Grass
0.5x
2x
  
  
0x
  
  
2x
  
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
  
0x
0.5x
  
  
  
  
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for DusknoirVisit Serebii's Pokedex for location, breeding, and other game details about DusknoirVisit Bulbapedia for more information about DusknoirVisit Pikalytics for competitive usage stats on Dusknoir

Movesets for Singles


What is a good competitive moveset for Dusknoir? These builds have been optimized for Pokemon competing in Diamond/Pearl Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Diamond/Pearl generation metagame.


Common team mates for Dusknoir in Pokemon Diamond/Pearl:

TyranitarBreloomEmpoleonZapdosFlygonHeatranBronzongSlowbroBlisseyAerodactyl


Dusknoir is pretty popular Ghost-typed Pokemon. Dusknoir is a common Pokemon to see in Generation 4. Dusknoir's only type-related weaknesses are Dark and Ghost.


Species: Dusknoir
Item: Leftovers / Expert Belt
Ability: Pressure
Nature: Adamant (+Atk, -SpA)
EVs: 252 Hp / 252 Atk / 4 Spe
Moveset:
- Earthquake
- Fire Punch / Will-O-Wisp
- Ice Punch
- Shadow Sneak

Physical Tank Dusknoir (Analytic)

Dusknoir is pretty popular Physical Tank. It is meant to take a decent amount of physical hits while dealing some decent damage. Leftovers are always a great recovery option to ensure Dusknoir last longer regaining it's health points every turn. With Pressure, if Dusknoir is the target of a move that move loses one additional pp.

Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon. power doubles on dig).
Fire Punch is a physical 75-base power Fire-type move (10% chance to burn the target).
Will-O-Wisp is a status move (burns the target).
Ice Punch is a physical 75-base power Ice-type move (10% chance to freeze the target).
Shadow Sneak is a physical STAB-boosted priority-increased 40-base power Ghost-type move (usually goes first).




Species: Dusknoir
Item: Life Orb
Ability: Pressure
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Double-Edge / Return
- Earthquake
- Sucker Punch
- Fire Punch

Physical Sweeper Dusknoir (Pressure)

Dusknoir is a spectacular Physical Sweeper. It was designed to take down the opponent's team with brute physical power. Life Orb boosts the power of Dusknoir's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Pressure, if Dusknoir is the target of a move that move loses one additional pp.

Double-Edge is a physical 120-base power Normal-type move (has 1/3 recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon. power doubles on dig).
Sucker Punch is a physical priority-increased 80-base power Dark-type move (usually goes first. fails if target is not attacking).
Fire Punch is a physical 75-base power Fire-type move (10% chance to burn the target).




Species: Dusknoir
Item: Leftovers
Ability: Pressure
Nature: Impish (+Def, -SpA)
EVs: 252 Hp / 252 Atk / 6 Spe
Moveset:
- Pain Split
- Rock Slide
- Toxic
- Ice Punch

Dusknoir Physical Tank (Ghost Tank)

Dusknoir is a fabulous Physical Tank. It's meant to take a decent amount of physical hits while dealing some decent damage. Leftovers are always a great recovery option to ensure Dusknoir last longer regaining it's life every turn. With Pressure, if Dusknoir is the target of a move that move loses one additional pp.

Pain Split is a status move (shares hp of Dusknoir and target equally).
Rock Slide is a physical 75-base power Rock-type move (30% chance to flinch the foes).
Toxic is a status move (badly poisons the target).
Ice Punch is a physical 75-base power Ice-type move (10% chance to freeze the target).



Movesets for Doubles


What is a good doubles moveset for Dusknoir? These builds have been optimized for Diamond/Pearl Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Diamond/Pearl generation metagame.


Common team mates for Dusknoir in Pokemon Diamond/Pearl:

TyranitarBreloomEmpoleonZapdosFlygonHeatranBronzongSlowbroBlisseyAerodactyl


Species: Dusknoir
Item: Life Orb
Ability: Pressure
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Earthquake
- Rock Slide
- Double-Edge / Return
- Sucker Punch

Doubles Physical Sweeper Dusknoir (Pressure)

Dusknoir is a phenomenal Physical Sweeper. It is meant to take down the opponent's team with brute physical power. Life Orb boosts the power of Dusknoir's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Pressure, if Dusknoir is the target of a move that move loses one additional pp.

Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon. power doubles on dig).
Rock Slide is a physical 75-base power Rock-type move (30% chance to flinch the foes).
Double-Edge is a physical 120-base power Normal-type move (has 1/3 recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Sucker Punch is a physical priority-increased 80-base power Dark-type move (usually goes first. fails if target is not attacking).



Movepool


Wondering what moves can Dusknoir learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Blizzard
120
70%
5
10% chance to freeze foe(s). Can't miss in hail.
Charge Beam
50
90%
10
70% chance to raise the user's Sp. Atk by 1.
Dark Pulse
80
100%
15
20% chance to flinch the target.
Dream Eater
100
100%
15
User gains 1/2 HP inflicted. Sleeping target only.
Focus Blast
120
70%
5
10% chance to lower the target's Sp. Def by 1.
Future Sight
80
90%
15
Hits two turns after being used.
Hyper Beam
150
90%
5
User cannot move next turn.
Ice Beam
95
100%
10
10% chance to freeze the target.
Icy Wind
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Night Shade
--
100%
15
Does damage equal to the user's level.
Ominous Wind
60
100%
5
10% chance to raise all stats by 1 (not acc/eva).
Psychic
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Snore
40
100%
15
User must be asleep. 30% chance to flinch target.
Astonish
30
100%
15
30% chance to flinch the target.
Bind
15
75%
20
Traps and damages the target for 2-5 turns.
Body Slam
85
100%
15
30% chance to paralyze the target.
Brick Break
75
100%
15
Destroys screens, even if the target is immune.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Double-Edge
120
100%
15
Has 1/3 recoil.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Earthquake
100
100%
10
Hits adjacent Pokemon. Power doubles on Dig.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Feint Attack
60
--
20
This move does not check accuracy.
Fire Punch
75
100%
15
10% chance to burn the target.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Focus Punch
150
100%
20
Fails if the user takes damage before it hits.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Headbutt
70
100%
15
30% chance to flinch the target.
Ice Punch
75
100%
15
10% chance to freeze the target.
Mega Kick
120
75%
5
No additional effect.
Mega Punch
80
85%
20
No additional effect.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Payback
50
100%
10
Power doubles if the user moves after the target.
Pursuit
40
100%
20
Power doubles if a foe is switching out.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rock Slide
75
90%
10
30% chance to flinch the foe(s).
Rock Smash
40
100%
15
50% chance to lower the target's Defense by 1.
Rock Tomb
50
80%
10
100% chance to lower the target's Speed by 1.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Seismic Toss
--
100%
20
Does damage equal to the user's level.
Shadow Punch
60
--
20
This move does not check accuracy.
Shadow Sneak
40
100%
30
Usually goes first.
Strength
80
100%
15
No additional effect.
Sucker Punch
80
100%
5
Usually goes first. Fails if target is not attacking.
Thief
40
100%
10
If the user has no item, it steals the target's.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Confuse Ray
--
100%
10
Confuses the target.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Destiny Bond
--
--
5
If an opponent knocks out the user, it also faints.
Disable
--
80%
20
For 4-7 turns, disables the target's last move.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Embargo
--
100%
15
For 5 turns, the target's item has no effect.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Foresight
--
--
40
Fighting, Normal hit Ghost. Evasiveness ignored.
Gravity
--
--
5
For 5 turns, negates all Ground immunities.
Grudge
--
--
5
If the user faints, the attack used loses all its PP.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Imprison
--
--
10
No foe can use any move known by the user.
Leer
--
100%
30
Lowers the foe(s) Defense by 1.
Mean Look
--
--
5
Prevents the target from switching out.
Memento
--
100%
10
Lowers target's Attack, Sp. Atk by 2. User faints.
Metronome
--
--
10
Picks a random move.
Mimic
--
--
10
The last move the target used replaces this one.
Nightmare
--
100%
15
A sleeping target is hurt by 1/4 max HP per turn.
Pain Split
--
--
20
Shares HP of user and target equally.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Skill Swap
--
--
10
The user and the target trade Abilities.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Snatch
--
--
10
User steals certain support moves to use itself.
Spite
--
100%
10
Lowers the PP of the target's last move by 4.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
90%
15
Raises the target's Attack by 2 and confuses it.
Taunt
--
100%
20
For 3-5 turns, the target can't use status moves.
Torment
--
100%
15
Target can't select the same move twice in a row.
Toxic
--
85%
10
Badly poisons the target.
Trick
--
100%
10
User switches its held item with the target's.
Trick Room
--
--
5
Goes last. For 5 turns, turn order is reversed.
Will-O-Wisp
--
75%
15
Burns the target.

Combo List


These are a list of several common move combinations Dusknoir can perform in Diamond/Pearl. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive DP Move and Ability Combos for Dusknoir

Create a build


Have an idea in mind for Dusknoir that you'd like to test? Customize the IVs, EVs and their Diamond/Pearl moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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