Cherreads

Chapter 445 - Chapter 444: The Innate Abilities of the Dusknoir Line

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The Dusknoir line possesses three innate abilities. The first is Paralysis Gaze, the second is Black Hole, and the third is Spirit Realm Passage.

The Paralysis Gaze of the Dusknoir line is quite different from the standard Disable move that they can learn as their level increases.

The Disable move, as known conventionally, temporarily seals off a move the opponent has learned, preventing them from using it for a certain period.

In contrast, the Paralysis Gaze of the Dusknoir line is an innate ability—a terrifying power that can genuinely render an opponent completely immobile for a period of time.

Unlike the latter two innate abilities, Paralysis Gaze is something every Duskull learns from birth. Because of this, compared to the other two abilities, this one appears somewhat weaker.

According to The Grimoire of Dark Spirits, the Dusknoir line's Paralysis Gaze originates from the single crimson eye in the center of their face—a dreadful eye capable of stirring up overwhelming fear in the hearts of living beings.

Any creature that makes eye contact with a member of the Dusknoir line will have their deepest fears triggered by that eye, after which they must make a willpower check. If they fail to overcome the fear in their heart, they will fall into a stunned state.

That is the origin of the Paralysis Gaze of the Dusknoir line. Therefore, when facing one of them, it's best to avoid direct eye contact—otherwise, the consequences could be severe.

In reality, using this ability comes with serious limitations.

First, when using Paralysis Gaze, Duskull (or its evolutions) cannot move, and their typically high defense is significantly weakened during this time.

More critically, the ability can only target a single opponent and requires the user to be making direct eye contact for it to take effect.

In other words, when using Paralysis Gaze, the Dusknoir line is at its most vulnerable. It's useful when ganging up on one target, decent in one-on-one battles, but utterly ineffective when they are the ones being swarmed.

However, once a member of the Dusknoir line awakens their second innate ability, Black Hole, the true value of Paralysis Gaze begins to shine.

Black Hole is an ability that only becomes possible to awaken after Duskull evolves into Dusclops.

Compared to Paralysis Gaze, Black Hole is a far more advanced and rare ability. Most Dusclops will never awaken it in their entire lifetime—much less master it.

Even those who do awaken Black Hole are often too afraid to use it. While the power is immense, it is also incredibly dangerous.

According to The Grimoire of Dark Spirits, a Dusclops needs to have at least Master-level Ghost-type energy control to wield Black Hole safely.

(Note: Energy control is divided into six levels: Basic, Intermediate, Advanced, Master, Grandmaster, and Apex. Currently, in Sato's team, only Swampert, Bellossom, and Pelipper possess Master-level energy control. This is different from move proficiency.)

(Note: Master-level energy control allows the Pokémon to manipulate the ambient energy within a hundred-meter radius as if it were an extension of their own body, even generating localized weather or terrain changes.)

Without such control, using Black Hole incorrectly might destroy the user before it ever harms the enemy. For that reason, even lucky Dusclops who awaken this gift often don't dare to use it.

That said, there's no denying that once a Dusclops even partially masters Black Hole, their strength skyrockets like a rocket launch.

The Black Hole resides inside the body of a Dusclops, acting as a portal to an unknown dimension. Dusclops can use it to absorb all matter and energy.

This means that when faced with incoming attacks, no matter how numerous or powerful the moves are—as long as they aren't coming from behind—Dusclops can easily neutralize them using Black Hole.

Put simply, a Dusclops that has mastered Black Hole has the potential to become a top-tier Master Tank (MT)—a reliable and incredibly powerful bodyguard.

In wild battles, the greatest danger often isn't the Pokémon, but the trainers themselves. Once a trainer falls, the outcome of the battle is basically sealed.

That's why trainers in wild encounters often command their Pokémon to carry out decapitation tactics—either sending an assassin or unleashing a barrage of attacks on the opposing trainer.

But if the trainer has a Dusclops with Black Hole, that changes everything. Those decapitation tactics are basically guaranteed to fail.

Dusclops can use the Ghost-type's natural stealth to stay near their trainer, acting as a living shield. Assassins trying to get close usually never make it past them.

In one-on-one fights, a Dusclops with Black Hole fears no one. If an opponent is stunned by its Paralysis Gaze, they're likely finished.

As for those mass attacks targeting the trainer, Dusclops can simply stand in front of them, activate Black Hole, and absorb the majority of the incoming damage—leaving the trainer with only minimal threats to deal with.

It's undeniable: Dusclops with Black Hole has the potential to be the ideal bodyguard for any trainer.

The third innate ability of the Dusknoir line is Spirit Realm Passage, a power that becomes available only after Dusclops evolves into Dusknoir using a Reaper Cloth.

Once Dusknoir gains this ability, they can freely move between the human world and the spirit realm. They can even forcibly drag wandering souls from the human world into the spirit realm.

At first glance, many might think that Spirit Realm Passage has no offensive value and seems unimpressive. But if you think that, you'd be dead wrong.

Being able to freely travel between the human and spirit worlds? In Sato's view, that's an absolutely broken-level ability.

After all, the human world and the spirit realm are two entirely different dimensions. If Dusknoir simply slips into the spirit realm, then nothing that happens in the human world can affect them.

Which means that if Dusknoir is in a tough battle and about to take a lethal hit, they essentially have a free "extra life" to escape danger.

Moreover, when Dusknoir returns from the spirit world, they can choose to emerge somewhere else entirely. If the opponent lacks the ability to follow them into the spirit world, then this ability is an insanely powerful life-saving tool—it becomes nearly impossible to kill them.

Of course, this ability does have flaws.

According to The Grimoire of Dark Spirits, the Reaper Cloth is an extremely rare item in the human world—on par with Mega Stones and Life Orbs.

That shows just how difficult it is for a Dusclops to evolve into Dusknoir.

And even if a Dusclops obtains a Reaper Cloth and evolves, that still doesn't guarantee they'll awaken Spirit Realm Passage. This ability depends heavily on the quality of the Reaper Cloth they are wrapped in.

Dusknoir's ability to shift between dimensions is largely due to the Reaper Cloth they wear. If its quality doesn't meet the necessary standard, Dusknoir won't be able to awaken this ability.

Additionally, most Dusknoir can only use Spirit Realm Passage twice a day at most.

If they exceed that limit, the Reaper Cloth will shatter, causing Dusknoir to devolve into Dusclops—and they'll never again be able to return to the human world using that ability.

Even so, having one or two near-invincibility chances per day? In Sato's opinion, Spirit Realm Passage is still a top-tier, T1-class innate ability. 

...….. 

Note: 

This is a reminder that it isn't just true for his Duskull/Dusclops. This is the same for everyone. There was also a Dusclops Sato fought against previously that had used the Black Hole ability, and these innate abilities that you sometimes see in the story are just an extension of the abilities some Pokemon already possess according to the Pokedex Entries in Pokemon Database. 

Also, I personally feel that these things make Pokemon much more fascinating and make things a bit more exciting as well. 

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