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No. 0477 C
Dusknoir

Dusknoir

Type
Ghost
Region
Sinnoh · 4ª generation
Rarity
Epic
Attack side
Physical
As an enemy
Chaser
  • Floats
Recommended build C
  1. Start with this move Shadow Ball → Phantom Force
  2. 1st bond: fuse with move 1 Nasty Plot
  3. Bond 2: add to the group Hex → Poltergeist
  4. Bond 3: add to the group Ominous Wind → Shadow Force

Group damage 8,791/s (3,162 without the buff)

Estimate from the game’s formulas, not from matches. How we calculate

Recommended build

Bonds only come from winning a rift arena (1 per win). Fused moves fire together, each on its own cooldown, so the group’s damage is the sum.

  1. Start with this move Shadow Ball → Phantom Force Projectile · evolves with Reflexes
  2. 1st bond: fuse with move 1 Nasty Plot Buff · Deals no damage: builds SPECIAL ATTACK while active.
  3. Bond 2: add to the group Hex → Poltergeist Chain · evolves with Magnet
  4. Bond 3: add to the group Ominous Wind → Shadow Force Vortex · evolves with Magnet

Group damage 8,791/s (3,162 without the buff)

Estimated damage per second against a horde, with every move evolved and the buff fully stacked. How we calculate

  • Buff in group
  • Pulls enemies
  • Hex ×1.7 on statused targets
  • Targets the boss first

Level-up cards, in order

  1. Power up to 40
  2. Reflexes up to 10
  3. Magnet 1 is enough (unlocks the evolution)
  4. Sprint up to 2
  5. Armor up to 9
  6. Synthesis the rest

Item

Choice Band — ×1.4 damage but locks the active slot. Take it once the group is built (or always fuse into the active slot).

Focus Sash — the only protection against Arceus’ hits (1 extra life every 60 s).

Variant for after minute 30

In Arceus’ Judgment, legendaries double their HP and damage every 5 s. Slow, stun, pull and poison beat raw damage.

  1. Start with this move Body Slam → Giga Impact
  2. 1st bond: fuse with move 1 Swords Dance
  3. Bond 2: add to the group Lick → Shadow Punch
  4. Bond 3: add to the group Shadow Sneak → Shadow Claw
  • Buff in group
  • −25% damage taken (melee)
  • Slows

For team play

In a group, buffs and healing are yours only, but poison, slow and burn on enemies are shared and turn on anyone’s Hex.

  1. Start with this move Shadow Ball → Phantom Force
  2. 1st bond: fuse with move 1 Nasty Plot
  3. Bond 2: add to the group Hex → Poltergeist
  4. Bond 3: add to the group Lick → Shadow Punch
  • Buff in group
  • −25% damage taken (melee)
  • Slows
  • Hex ×1.7 on statused targets
  • Targets the boss first

Moves it can learn

Estimated damage per second against a horde, with this Pokémon’s multiplier applied.

MovesTypeCategoryShapePower Nv1Nv5Evolution
Shadow Ball Ghost Special Projectile 62 363 1,402Reflexes
Hex Ghost Special Chain 77 416 973Magnet
Body Slam Normal Physical Melee 71 346 949Power
Lick Ghost Physical Melee 62 335 919Power
Shadow Sneak Ghost Physical Homing 47 315 908Reflexes
Tackle Normal Physical Melee 55 306 840Vigor
Quick Attack Normal Physical Dash 83 348 828Sprint
Ominous Wind Ghost Special Vortex 80 339 788Magnet
Hyper Beam Normal Special Charge 143 425 766Power
Rapid Spin Normal Physical Spin 57 250 726Sprint
Hyper Voice Normal Special Nova 47 209 545Reflexes
Substitute Normal Physical Turret 35 199 502Armor
Swords Dance Normal Status Buff Deals no damage: builds (physical) ATTACK while active.
Nasty Plot Normal Status Buff Deals no damage: builds SPECIAL ATTACK while active.
Agility Normal Status Buff Deals no damage: builds SPEED while active.
Harden Normal Status Buff Deals no damage: builds DEFENSE while active.

Damage taken by type

Weak

  • Ghost×1.6
  • Dark×1.6

Resists

  • Normal×0.3
  • Fighting×0.3
  • Poison×0.6
  • Bug×0.6

Sprites by

Caitemis, CHUNSOFT, Emmuffin. SpriteCollab, CC BY-NC 4.0.