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Level 37To Dusclops

Trade holding Reaper ClothTo Dusknoir

DusknoirLast stage shown

#0477 · GENERATION 4

Dusknoir Build Guide

Ghost

Physical attacker with burn utility

Build a Dusknoir team ↓

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Custom Pokédex collection.

Starter moveset

Generation 9 · casual singles · base form

ITEMLeftovers
ABILITYFrisk
NATUREAdamant
1
Shadow Punch
2
Shadow Sneak
3
Will-O-Wisp
4
Pain Split

How to play

Frisk reveals an opposing held item on entry. Use Will-O-Wisp against an eligible physical attacker or Shadow Sneak against a weakened target; Pain Split can alter both Pokémon’s HP.

Watch out for

Key risk. Pain Split is not reliable direct recovery and depends on both current HP values. Will-O-Wisp can miss and fails against protected targets such as Fire types. Ghost and Dark attacks are super effective; Normal types ignore its Ghost attacks.

About this example

This editorial starting point is not a ranked-format recommendation or a legality check. It does not specify EVs or Tera type. Moves, items and abilities here do not change the builder score.

BATTLE PLAN

When to attack, set up or switch

Frisk reveals an opposing held item on entry. Use Will-O-Wisp against an eligible physical attacker or Shadow Sneak against a weakened target; Pain Split can alter both Pokémon’s HP.

A physical attacker stays in

Burn it, then remember Ghost and Dark are the two types that hit Dusknoir for 2× — a Fire switch-in is immune to Will-O-Wisp, so the tax does not apply to everything that can wall it.

You want the priority finish

Shadow Sneak is the priority turn, but it is a Ghost move and a Normal-type target ignores it, which also blanks Shadow Punch. Pain Split or a switch is the only remaining option against that typing.

What does a safe pivot mean?

A teammate uses a switching move to bring Dusknoir in. A slower pivot may take the opponent’s hit first. Turn order and the opponent’s move still matter.

ITEM & ABILITY

How this build works

Will-O-Wisp is the tax Dusknoir exists to levy: a burned physical attacker hits for less, and Fire types are immune to the move. Pain Split redistributes HP using both current totals rather than healing on a schedule, and Normal and Fighting moves cannot touch Dusknoir at all.

Watch the tradeoff. Pain Split is not reliable direct recovery and depends on both current HP values. Will-O-Wisp can miss and fails against protected targets such as Fire types. Ghost and Dark attacks are super effective; Normal types ignore its Ghost attacks.

These battle mechanics do not change the builder’s type-and-base-stat score. The tool does not simulate moves, abilities, held items or damage.

COMPARE YOUR OPTIONS

Dusknoir or Gengar?

Gengar offers a much faster special Ghost attacking role instead of this slower utility approach.

Base stats · standard forms in the local Generation 9 dataset
StatDusknoirGengar
HP4560
Attack10065
Defense13560
Sp. Attack65130
Sp. Defense13575
Speed45110

Base stats are not final battle stats. Level, nature, IVs, EVs and battle effects affect the result. Check availability in your game before choosing an alternative.

Teammate ideas

A Dark partner can resist Ghost and Dark attacks. A stronger special attacker helps compensate for this set’s limited immediate damage.

These are typing-based starting pairs, not a complete competitive team. Check the remaining four slots and your game’s rules.

Compare computed teammate suggestions →
Alternative: Gengar

Gengar offers a much faster special Ghost attacking role instead of this slower utility approach.

Read Gengar guide →

Try Gengar →

Type matchups

Weak to

Ghost2×Dark2×
Resistances and immunities
Normal0×Fighting0×Poison0.5×Bug0.5×

Typing only. Abilities, items and battle effects can change these matchups.

HP45
Attack100
Defense135
Sp. Attack65
Sp. Defense135
Speed45

Evolution chain

  1. Duskull#355
  2. Level 37

    Dusclops#356
  3. Trade holding Reaper Cloth

    Dusknoir#477

Standard main-series evolution conditions. Regional forms and games with special evolution systems can differ.

Build your Dusknoir team

Start with Dusknoir. Add teammates and compare your type-and-base-stat score.

TEAM WORKSPACE

Your team 1 / 6

Team score 45 of 100/ 100Fair
Generate a random team
Gen 9 · National Dex · Casual Settings & scope
Format scope · casual planning

Base species #001–1025, using Generation 9 data. A casual planning pool, not a VGC, ranked, or Showdown National Dex legality validator. Regional, Mega and alternate forms are not included yet.

SLOT 01#477

Dusknoir

Ghost
SLOT 02
SLOT 03
SLOT 04
SLOT 05
SLOT 06

Understand your team

Offense79
Defense64
Coverage11
Synergy17

Types & base stats only · Not a win probability.

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    FIND A BETTER FIT

    Recommended Pokémon

    Fill your empty slots first. Each candidate is scored using the same rules as your current team. Only positive score changes are shown.

    +24 pts

    Chi-Yu

    DarkFire

    Team score 45 → 69

    Why this Pokémon?
    • Adds Ghost resistance or immunity
    • Adds Dark resistance or immunity
    • Adds super-effective coverage against Grass, Ice, Bug and more
    +23 pts

    Cobalion

    SteelFighting

    Team score 45 → 68

    Why this Pokémon?
    • Adds Dark resistance or immunity
    • Adds super-effective coverage against Normal, Ice, Rock and more
    • Defense 64 → 79
    +22 pts

    Lucario

    FightingSteel

    Team score 45 → 67

    Why this Pokémon?
    • Adds Dark resistance or immunity
    • Adds super-effective coverage against Normal, Ice, Rock and more
    • Defense 64 → 79
    +22 pts

    Greninja

    WaterDark

    Team score 45 → 67

    Why this Pokémon?
    • Adds Ghost resistance or immunity
    • Adds Dark resistance or immunity
    • Adds super-effective coverage against Fire, Ground, Rock
    +22 pts

    Magearna

    SteelFairy

    Team score 45 → 67

    Why this Pokémon?
    • Adds Dark resistance or immunity
    • Adds super-effective coverage against Ice, Fighting, Rock and more
    • Defense 64 → 83
    +22 pts

    Kingambit

    DarkSteel

    Team score 45 → 67

    Why this Pokémon?
    • Adds Ghost resistance or immunity
    • Adds Dark resistance or immunity
    • Adds super-effective coverage against Ice, Rock, Fairy

    Suggestions optimize this initial planning heuristic. Your preferences and actual battle strategy may favor another Pokémon.

    Key insights
    • Dark attacks threaten 1 of 1 teammates, with no teammate resisting them by type.
    • Ghost attacks threaten 1 of 1 teammates, with no teammate resisting them by type.
    • Your own types can hit 2 of 18 single-type targets super effectively. Actual move coverage can differ.
    • No teammate has a base Speed of 100 or higher. Consider adding a faster option.
    Detailed type analysis · all 18 types

    Incoming damage assumes typing only. 0× = immune, ½× / ¼× = resistant, 2× / 4× = weak. Resistance counts include immunities.

    Incoming damage by attacking type
    AttackDusknoirWeakResist
    Normal0×01
    Fire1×00
    Water1×00
    Electric1×00
    Grass1×00
    Ice1×00
    Fighting0×01
    Poison½×01
    Ground1×00
    Flying1×00
    Psychic1×00
    Bug½×01
    Rock1×00
    Ghost2×10
    Dragon1×00
    Dark2×10
    Steel1×00
    Fairy1×00

    Offensive type coverage

    Against single-type targets, using only same-type attacks. This is not coverage against every dual-type species.

    NormalImmune target
    FireNeutral
    WaterNeutral
    ElectricNeutral
    GrassNeutral
    IceNeutral
    FightingNeutral
    PoisonNeutral
    GroundNeutral
    FlyingNeutral
    Psychic✓ Super effective
    BugNeutral
    RockNeutral
    Ghost✓ Super effective
    DragonNeutral
    DarkResisted
    SteelNeutral
    FairyNeutral
    How is the score calculated?

    Offense (25%): neutral-or-better type coverage and strongest attacking base stats. Defense (30%): team resistances, unprotected and repeated weaknesses, and 4× vulnerabilities. Coverage (25%): fraction of 18 single-type targets hit super effectively by your own types. Synergy (20%): teammates resisting each other’s weaknesses, physical/special/bulk stat signals and base Speed ≥100. Scores are rounded to 0–100; the total uses the displayed subscores.

    Rating bands: Excellent ≥80, Good ≥65, Fair ≥45, Poor below 45. An empty team has no rating.

    Small teams are provisional and are not given a separate completion bonus. Adding a Pokémon can lower the score if it creates new weaknesses or lowers averages. These initial heuristics have not been calibrated against battle outcomes.

    Choose Pokémon · Slot 1

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    Data: Pokémon Showdown / @pkmn/dex · Sprites: PokéAPI contributors · Base species only

    Sources & guide notes

    Starter advice written for this guide; mechanics checked against Pokémon Showdown’s Generation 9 data.

    Starter moveset reviewed October 6, 2026; battle notes added October 21, 2026. Suggest a correction.

    Disclaimer: This is an unofficial fan-made tool, not affiliated with or endorsed by The Pokémon Company, Nintendo, Creatures or GAME FREAK. Pokémon names, artwork and type symbols belong to their respective owners.

    Scores and recommendations are casual planning estimates based on typing and base stats, not win probabilities or guarantees. Moves, abilities, items and competitive rules can change actual results. Read the methodology and limitations.