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Pokedex

Dusknoir Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Dusknoir, a Ghost type creature first seen in Generation 4. This creature is known to inhabit various regions and has captured the fascination of many trainers. Its unique characteristics make it a favorite among fans. Throughout various battles, it has proven its worth and capabilities. Its interaction with other creatures and its environment remains a topic of study for many Pokémon researchers. Trainers often seek this creature for its unique abilities and potential in battles. Evolution plays a crucial role in its lifecycle, leading to significant changes in its power and appearance. These creatures have been part of numerous tales, legends, and battles that resonate across the Pokémon world. Their role in shaping the dynamics of battles, especially in Pokémon tournaments, is undeniable.

Dusknoir #0477
Gripper Pokémon
Pokemon Profile
Pokédex Data
National No. #0477
Type ghost
Species Gripper Pokémon
Height 2.2 m (7'24")
Weight 106.6 kg (235.1 lbs)
Abilities Pressure,Frisk
Color Black
Introduced in Generation 4
Egg Group indeterminate
Shiny
Pokemon Profile

Base Stats

Hp 45 9%
Attack 100 20%
Defense 135 26%
Sp. Atk 65 13%
Sp. Def 135 26%
Speed 45 9%
Total 525
Evolution
Pokemon 1
#0355
Duskull
Pokemon 1
#0356
Dusclops
Pokemon 1
#0477
Dusknoir

Type Effectiveness

Damaged normally by:
Weak to:
Immune to:
Resistant to:

Moves Learned by Level Up

Dusknoir learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
1 Fire Punch The target is punched with a fiery fist. This may also leave the target with a burn. Physical Fire 75 100 15
1 Ice Punch The target is punched with an icy fist. This may also leave the target frozen. Physical Ice 75 100 15
1 Thunder Punch The target is punched with an electrified fist. This may also leave the target with paralysis. Physical Electric 75 100 15
1 Bind Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns. Physical Normal 15 85 20
1 Leer The user gives opposing Pokémon an intimidating leer that lowers the Defense stat. Status Normal 0 100 30
1 Disable For four turns, this move prevents the target from using the move it last used. Status Normal 0 100 20
1 Night Shade The user makes the target see a frightening mirage. It inflicts damage equal to the user’s level. Special Ghost 0 100 15
17 Confuse Ray The target is exposed to a sinister ray that triggers confusion. Status Ghost 0 100 10
30 Curse A move that works differently for the Ghost type than for all other types. Status Ghost 0 0 10
9 Foresight Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. This also enables an evasive target to be hit. Status Normal 0 0 40
54 Destiny Bond When this move is used, if the user faints, the Pokémon that landed the knockout hit also faints. Status Ghost 0 0 5
43 Mean Look The user pins the target with a dark, arresting look. The target becomes unable to flee. Status Normal 0 0 5
25 Pursuit An attack move that inflicts double damage if used on a target that is switching out of battle. Physical Dark 40 100 20
61 Future Sight Two turns after this move is used, a hunk of psychic energy attacks the target. Special Psychic 120 100 10
33 Will O Wisp The user shoots a sinister, bluish-white flame at the target to inflict a burn. Status Fire 0 85 15
14 Astonish The user attacks the target while shouting in a startling fashion. This may also make the target flinch. Physical Ghost 30 100 15
37 Shadow Punch The user throws a punch from the shadows. This attack never misses. Physical Ghost 60 0 20
1 Gravity Gravity is intensified for five turns, making moves involving flying unusable and negating Levitate. Status Psychic 0 0 5
51 Payback The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled. Physical Dark 50 100 10
22 Shadow Sneak The user extends its shadow and attacks the target from behind. This move always goes first. Physical Ghost 40 100 30
42 Hex This relentless attack does massive damage to a target affected by status conditions. Special Ghost 65 100 10

Dusknoir Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Mega Punch The target is slugged by a punch thrown with muscle-packed power. Physical Normal 80 85 20
0 Mega Kick The target is attacked by a kick launched with muscle-packed power. Physical Normal 120 75 5
0 Body Slam The user drops onto the target with its full body weight. This may also leave the target with paralysis. Physical Normal 85 100 15
0 Ice Beam The target is struck with an icy-cold beam of energy. This may also leave the target frozen. Special Ice 90 100 10
0 Blizzard A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen. Special Ice 110 70 5
0 Hyper Beam The target is attacked with a powerful beam. The user can’t move on the next turn. Special Normal 150 90 5
0 Strength The target is slugged with a punch thrown at maximum power. This can also be used to move heavy boulders. Physical Normal 80 100 15
0 Earthquake The user sets off an earthquake that strikes every Pokémon around it. Physical Ground 100 100 10
0 Toxic A move that leaves the target badly poisoned. Its poison damage worsens every turn. Status Poison 0 90 10
0 Psychic The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat. Special Psychic 90 100 10
0 Double Team By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. Status Normal 0 0 15
0 Metronome The user waggles a finger and stimulates its brain into randomly using nearly any move. Status Normal 0 0 10
0 Dream Eater The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal its own HP. Special Psychic 100 100 15
0 Flash The user flashes a bright light that cuts the target’s accuracy. Status Normal 0 100 20
0 Rest The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. Status Psychic 0 0 10
0 Rock Slide Large boulders are hurled at the opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch. Physical Rock 75 90 10
0 Substitute The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. Status Normal 0 0 10
0 Thief The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item. Physical Dark 60 100 25
0 Protect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Endure The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Swagger The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat. Status Normal 0 85 15
0 Attract If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. Status Normal 0 100 15
0 Sleep Talk While it is asleep, the user randomly uses one of the moves it knows. Status Normal 0 0 10
0 Return A full-power attack that grows more powerful the more the user likes its Trainer. Physical Normal 0 100 20
0 Frustration A full-power attack that grows more powerful the less the user likes its Trainer. Physical Normal 0 100 20
0 Hidden Power A unique attack that varies in type depending on the Pokémon using it. Special Normal 60 100 15
0 Rain Dance The user summons a heavy rain that falls for five turns, powering up Water-type moves. Status Water 0 0 5
0 Sunny Day The user intensifies the sun for five turns, powering up Fire-type moves. Status Fire 0 0 5
0 Psych Up The user hypnotizes itself into copying any stat change made by the target. Status Normal 0 0 10
0 Shadow Ball The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat. Special Ghost 80 100 15
0 Rock Smash The user attacks with a punch. This may also lower the target’s Defense stat. This move can also shatter rocks in the field. Physical Fighting 40 100 15
0 Torment The user torments and enrages the target, making it incapable of using the same move twice in a row. Status Dark 0 100 15
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
0 Focus Punch The user focuses its mind before launching a punch. This move fails if the user is hit before it is used. Physical Fighting 150 100 20
0 Taunt The target is taunted into a rage that allows it to use only attack moves for three turns. Status Dark 0 100 20
0 Helping Hand The user assists an ally by boosting the power of that ally’s attack. Status Normal 0 0 20
0 Revenge An attack move that inflicts double the damage if the user has been hurt by the opponent in the same turn. Physical Fighting 60 100 10
0 Brick Break The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect. Physical Fighting 75 100 15
0 Skill Swap The user employs its psychic power to exchange Abilities with the target. Status Psychic 0 0 10
0 Imprison If opposing Pokémon know any move also known by the user, they are prevented from using it. Status Psychic 0 0 10
0 Snatch The user steals the effects of any attempts to use a healing or stat-changing move. Status Dark 0 0 10
0 Secret Power The user attacks the target with a secret power. Its additional effects vary depending on the user’s environment. Physical Normal 70 100 20
0 Rock Tomb Boulders are hurled at the target. This also lowers the target’s Speed stat by preventing its movement. Physical Rock 60 95 15
0 Calm Mind The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. Status Psychic 0 0 20
0 Natural Gift The user draws power to attack by using its held Berry. The Berry determines the move’s type and power. Physical Normal 0 100 15
0 Embargo This move prevents the target from using its held item. Its Trainer is also prevented from using items on it. Status Dark 0 100 15
0 Fling The user flings its held item at the target to attack. This move’s power and effects depend on the item. Physical Dark 0 100 10
0 Dark Pulse The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch. Special Dark 80 100 15
0 Focus Blast The user heightens its mental focus and unleashes its power. This may also lower the target’s Sp. Def. Special Fighting 120 70 5
0 Giga Impact The user charges at the target using every bit of its power. The user can’t move on the next turn. Physical Normal 150 90 5
0 Trick Room The user creates a bizarre area in which slower Pokémon get to move first for five turns. Status Psychic 0 0 5
0 Captivate If any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers its Sp. Atk stat. Status Normal 0 100 20
0 Charge Beam The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. Special Electric 50 90 10
0 Telekinesis The user makes the target float with its psychic power. The target is easier to hit for three turns. Status Psychic 0 0 15
0 Round The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. Special Normal 60 100 15
0 Bulldoze The user strikes everything around it by stomping down on the ground. This lowers the Speed stat of those hit. Physical Ground 60 100 20
0 Confide The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat. Status Normal 0 0 20
0 Infestation The target is infested and attacked for four to five turns. The target can’t flee during this time. Special Bug 20 100 20
0 Power Up Punch Striking opponents over and over makes the user’s fists harder. Hitting a target raises the Attack stat. Physical Fighting 40 100 20
0 Darkest Lariat The user swings both arms and hits the target. The target’s stat changes don’t affect this attack’s damage. Physical Dark 85 100 10

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