>>20863733Dusknoir needs higher base power moves.
Its strongest STAB is Shadow Punch at a whopping 60 base, it doesn't even get Shadow Claw or Phantom Force.
That said, Power Up Punch is perfect for many Assault Vest users who can afford a free slot, appreciate the coverage due to poor movepool, and all of which appreciate the boost. It's like a Fell Stinger that isn't terrible, since you can get the boost on killing a low HP mon, and still get the boost on a non-KO, all the while offering decent coverage due to Fighting (despite low base power).
The Dusknoir set I ran was:
@Assault Vest
Adamant 252 Att 252 HP
-PUPunch
-Shadow Sneak
-Shadow Punch/Return
-EQ/Return/Elemental Punch
Shadow Punch is its best move for power outside Return/EQ. After a boost from PUP, Shadow Punch into Shadow Sneak often takes care of many mons. EQ is less necessary this gen because of Ghost's buff to hit Steel types neutrally, but is still decent. Return hits harder than EQ and offers better neutral coverage (since Ghost doesn't have problems with Ghost/Rock/Steel) than EQ. Elemental Punches exist for those key 4x weak mons (Ice Punch is the way to go this gen due to Ghost buff against Steel making Fire Punch less necessary).
The ideal way to go about fixing Dusknoir's power issue would be a HA Iron Fist. It boosts elemental coverage options to a solid 90, and boosts its strongest move to a be a solid 108 base power after STAB that never misses, and even boosts Power Up Punch as its only boosting option (damn that Ghost type Curse, which would otherwise be great on it). Technician would be idea, but its a far less themeatic fit, given how it gains all the elemental punches+Shadow Punch when it evolves into Dusclops.