477 Dusknoir

Performance

Status

  • Ranking Score:
    70.8
  • Main moves:
    Hex, Shadow Ball*, Dark Pulse
  • Type
    GHOST
  • Level:
    21.5-25.5
  • Rank:
    Lvl 24 0/14/13CP 1498
  • Buddy Distance:
    3km
  • Charged Move Cost:
    50,000 Stardust
  • Attack:
    119.8
  • Defense:
    172.9
  • Stamina:
    90
  • Overall:
    1864

Sprites

Type Generation 4Generation 5Generation 6Generation 7Generation 8Generation 9
Normal --
Shiny --

More Detail Properties Introduction

Key Wins

Key Losses

Traits

Moves

Properties

Registeel has the following traits and playstyles:
  • + Shield Pressure
    Pressures opponents to shield its strong or rapid attacks.
Move stats include same type and Shadow attack bonuses.
Recommended Move:
*Event or Elite TM exclusive *Unobtainable via TM
No. Move Types Move Accuracy Power Damage Average Fast MoveCount Remark
1 Fast Hex 4 2.4 3 Fast Charge
2 Fast Astonish 3 2 3 Low Quality
3 Charged Shadow Ball* 55 120 2.18 5 - 5 - 4 Nuke
4 Charged Dark Pulse 50 80 1.6 5 - 4 - 4 Coverage
5 Charged Psychic 10% chance -1 Def opponent 55 90 1.64 5 - 5 - 4 High Energy Debuff
6 Charged Ominous Wind 10% chance +1 Atk +1 Def self 45 54 1.2 4 - 4 - 4 Boost
7 Charged Return† 70 130 1.86 6 - 6 - 6 Neutral Nuke
Weaknesses
dark
x1.6
ghost
x1.6
Resistances
normal
x0.39
fighting
x0.39
poison
x0.625
bug
x0.625

Character Introduction

Summary

Dusknoir is a Ghost Pokémon which evolves from Dusclops. It is vulnerable to Ghost and Dark moves. Dusknoir's strongest moveset is Hex & Shadow Ball and it has a Max CP of 2,388.

About

"The antenna on its head captures radio waves from the world of spirits that command it to take people there."

PVP Mode Explanatory Notes

PvP Moveset Explanation
Hex + Ominous Wind and Shadow Ball*

Hex has 2 DPT (Damage Per Turn) and 3.66 EPT (Energy Per Turn). It charges fairly well, but it's just not very good overall.

Ominous Wind (50 Power/40 Energy) is not a strong move, but it does have a small chance of granting a stat-boost on use, and its cheaper energy cost is more appealing for baiting shields. Psychic (90 Power/55 Energy), meanwhile, is a good move that can allow Dusknoir to threaten Fighting Types in particular. However, it doesn't do much against Dusknoir's counters. Shadow Ball is the strongest Charge Move available following the Duskull Community Day event, gets STAB, and is overall a solid move.  Dark Pulse has a coverage profile that is so close to Ghost that it may as well be a mono-Ghost set, however without STAB its damage output is less appealing and overall not viable. 

PvP Rating Explanation
Great League: 2.5 / 5

The addition of Shadow Ball following the Duskull Community Day event gives Dusknoir much needed offensive power to flip several matchups. Dusknoir's bulk is largely due to its high DEF stat, which means its unimpressive STA stat ultimately results in average bulk overall. As a mono-Ghost Pokemon, Dusknoir enjoys mostly neutral matchups that largely do not resist Dusknoir's moves, making it a decent choice overall. However with the lack of any meaningful coverage against Dark Pokemon in particular, Dusknoir is walled quite easily. Psychic could be chosen to deal unresisted damage to Normal-types, but this option gives up either the power of Shadow Ball or the speed and shield bait pressure from Ominous Wind. 

Ultra League: 3 / 5

Dusknoir requires XL candy to reach the CP cap of Ultra League, and is overall a decent option at best. Access to Shadow Ball following the Duskull Community Day event improves Dusknoir's viability against the meta, and gives Dusknoir a chance at the 1-shield matchup vs Giratina. However with Hex as the fast move option, Ghost-types with Shadow Claw tend to be better options overall. The lack of coverage also holds Dusknoir back significantly considering how common Dark-types are in this league. 

Master League: 0 / 5

Dusknoir just plainly isn't a good option in PVP.

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