Pokemon Brilliant Diamond and Shining Pearl Dusknoir is a Ghost Type Gripper Pokémon, with a 5.9% Chance To Catch with a regular Pokeball. Dusknoir can be found with Pressure as an Ability and has a Fast growth rate with a 1 Defense, 2 Special Defense EV Yield. We recommend the Relaxed Nature, based on 525 combined Base Stats.
Dusknoir Stats and Abilities
Based on Dusknoir Base IVs we consider this pokemon B-Tier choice. Dusknoir Highest IV Stat is Defense 135 and the Lowest being Speed 45.
| Tier | Stat | Base | Min | Max |
|---|---|---|---|---|
| F | HP | 45 | 200 | 294 |
| C | Attack | 100 | 184 | 328 |
| C | Defense | 135 | 247 | 405 |
| E | Special Attack | 65 | 121 | 251 |
| C | Special Defense | 135 | 247 | 405 |
| F | Speed | 45 | 85 | 207 |
| B | Total | 525 |
| Dusknoir | Detail |
|---|---|
| Best Nature | Relaxed
↑ +10% Defense↓ -10% Speed |
| Caught in the Wild Held Item Chance | 5% Spell Tag |
| Like/Dislikes |
|
| EV Yield | 1 Defense, 2 Special Defense |
| Growth Rate | Fast |
| Catch Rate | 45 (5.9% with PokéBall, full HP) |
| Egg Groups | Amorphous |
| Egg Cycles | 25 (6,169–6,425 steps) |
| Abilities | Description |
|---|---|
Pressure Ability 1 | Pressure makes any attack targeted at the ability-bearer - regardless of whether it hits - use 2 PP instead of 1. |
Frisk Hidden Ability | The Pokémon can check a foe's held item. |
How To Evolve Dusknoir in BDSP
Duskull requires (Level 37) to evolve into Dusclops and then (trade holding Reaper Cloth) to evolve into Dusknoir.
| Base Form | Evolution Requirement | First Evolution | Evolution Requirement | Final Evolution |
|---|---|---|---|---|
|
Duskull
| Level 37 → |
Dusclops
| trade holding
Reaper Cloth ![]() → |
Dusknoir
|
Evolution ChartWhere To Find Dusknoir in BDSP
Dusknoir has spawn locations in Pokemon Brilliant Diamond and Shining Pearl. You can find the Unevolved form Lv. , within the location using the method.
| Location | How To Catch | Pokemon Spawns |
|---|---|---|
|
100 - 20% |
Duskull
Lv. 23
| |
|
20 - 5% |
Dusclops
Lv. 53
| |
|
Start |
Duskull
Lv. 16-63
| |
|
National |
Dusclops
Lv. 16-63
| |
|
Start |
Duskull
Lv. 16-63
| |
|
National |
Dusclops
Lv. 16-63
|
Locations ListPokemon Brilliant Diamond and Shining Pearl Dusknoir Weakness
Dusknoir is a Ghost Type pokemon. This will cause Dusknoir to take More Damage from Ghost, Dark Type Moves, and Less Damage from Poison, Bug, Normal, Fighting Type moves.
| Damage | Types |
|---|---|
| 4.0x More Damage | |
| 2.0x More Damage |
|
| 0.5x Less Damage |
|
| 0.25x Less Damage | |
| Immune to Damage |
|
What pokemon is Dusknoir Weak Against?
What pokemon is Dusknoir Strong Against?
Type Weakness ChartBest Moves Dusknoir in BDSP
Best Moveset for Dusknoir Lv Up Moves based on Power.
| Lvl | Best Moves | Type | Class | Power | Acc | PP | Effect |
|---|---|---|---|---|---|---|---|
| 48 |
Future Sight
| | Special | 120 | 100 | 10 | Damage occurs 2 turns later. |
| 42 |
Shadow Ball
| | Special | 120 | 100 | 15 | May lower opponent's Special Defense. |
| 1 |
Fire Punch
| | Physical | 75 | 100 | 15 | May burn opponent. |
| 1 |
Ice Punch
| | Physical | 75 | 100 | 15 | May freeze opponent. |
Best Moveset for Dusknoir TM Moves based on Power.
| TM | Best Moves | Type | Class | Power | Acc | PP | Effect |
|---|---|---|---|---|---|---|---|
| TM01 |
Focus Punch
| | Physical | 150 | 100 | 20 | If the user is hit before attacking, it flinches instead. |
| TM68 |
Giga Impact
| | Physical | 150 | 90 | 5 | User must recharge next turn. |
| TM15 |
Hyper Beam
| | Special | 150 | 90 | 5 | User must recharge next turn. |
| TM52 |
Focus Blast
| | Special | 120 | 70 | 5 | May lower opponent's Special Defense. |
Dusknoir Level Up Moves
List of Moves Dusknoir can learn by reaching higher levels in Pokemon Brilliant Diamond and Shining Pearl.
| Lvl | Move | Desc |
|---|---|---|
| 1 |
Shadow Punch
|
Power:
90 Acc: —
PP: 20
Ignores Accuracy and Evasiveness.
|
| 1 |
Fire Punch
|
Power: 75
Acc: 100
PP: 15
May burn opponent.
|
| 1 |
Ice Punch
|
Power: 75
Acc: 100
PP: 15
May freeze opponent.
|
| 1 |
Thunder Punch
|
Power: 75
Acc: 100
PP: 15
May paralyze opponent.
|
| 1 |
Gravity
|
Power: —
Acc: —
PP: 5
Prevents moves like Fly and Bounce and the Ability Levitate for 5 turns.
|
| 1 |
Bind
|
Power: 15
Acc: 85
PP: 20
Traps opponent, damaging them for 4-5 turns.
|
| 1 |
Astonish
|
Power:
45 Acc: 100
PP: 15
May cause flinching.
|
| 1 |
Leer
|
Power: —
Acc: 100
PP: 30
Lowers opponent's Defense.
|
| 1 |
Disable
|
Power: —
Acc: 100
PP: 20
Opponent can't use its last attack for a few turns.
|
| 1 |
Shadow Sneak
|
Power:
60 Acc: 100
PP: 30
User attacks first.
|
| 12 |
Confuse Ray
|
Power: —
Acc: 100
PP: 10
Confuses opponent.
|
| 16 |
Night Shade
|
Power: —
Acc: 100
PP: 15
Inflicts damage equal to user's level.
|
| 20 |
Payback
|
Power: 50
Acc: 100
PP: 10
Power doubles if the user was attacked first.
|
| 24 |
Will-O-Wisp
|
Power: —
Acc: 85
PP: 15
Burns opponent.
|
| 28 |
Mean Look
|
Power: —
Acc: —
PP: 5
Opponent cannot flee or switch.
|
| 32 |
Hex
|
Power:
97.5 Acc: 100
PP: 10
Inflicts more damage if the target has a status condition.
|
| 36 |
Curse
|
Power: —
Acc: —
PP: 10
Ghosts lose 50% of max HP and curse the opponent; Non-Ghosts raise Attack, Defense and lower Speed.
|
| 42 |
Shadow Ball
|
Power:
120 Acc: 100
PP: 15
May lower opponent's Special Defense.
|
| 48 |
Future Sight
|
Power: 120
Acc: 100
PP: 10
Damage occurs 2 turns later.
|
| 54 |
Destiny Bond
|
Power: —
Acc: —
PP: 5
If the user faints, the opponent also faints.
|
Dusknoir TM Moves
List of Moves Dusknoir can learn using (TMs) Technical Machine Items.
| TM | Move | Desc |
|---|---|---|
| TM01 |
Focus Punch
|
Power: 150
Acc: 100
PP: 20
If the user is hit before attacking, it flinches instead.
|
| TM04 |
Calm Mind
|
Power: —
Acc: —
PP: 20
Raises user's Special Attack and Special Defense.
|
| TM11 |
Sunny Day
|
Power: —
Acc: —
PP: 5
Makes it sunny for 5 turns.
|
| TM12 |
Taunt
|
Power: —
Acc: 100
PP: 20
Opponent can only use moves that attack.
|
| TM13 |
Ice Beam
|
Power: 90
Acc: 100
PP: 10
May freeze opponent.
|
| TM14 |
Blizzard
|
Power: 110
Acc: 70
PP: 5
May freeze opponent.
|
| TM15 |
Hyper Beam
|
Power: 150
Acc: 90
PP: 5
User must recharge next turn.
|
| TM17 |
Protect
|
Power: —
Acc: —
PP: 10
Protects the user, but may fail if used consecutively.
|
| TM18 |
Rain Dance
|
Power: —
Acc: —
PP: 5
Makes it rain for 5 turns.
|
| TM26 |
Earthquake
|
Power: 100
Acc: 100
PP: 10
Power is doubled if opponent is underground from using Dig.
|
| TM29 |
Psychic
|
Power: 90
Acc: 100
PP: 10
May lower opponent's Special Defense.
|
| TM30 |
Shadow Ball
|
Power:
120 Acc: 100
PP: 15
May lower opponent's Special Defense.
|
| TM31 |
Brick Break
|
Power: 75
Acc: 100
PP: 15
Breaks through Reflect and Light Screen barriers.
|
| TM32 |
Double Team
|
Power: —
Acc: —
PP: 15
Raises user's Evasiveness.
|
| TM39 |
Rock Tomb
|
Power: 60
Acc: 95
PP: 15
Lowers opponent's Speed.
|
| TM41 |
Torment
|
Power: —
Acc: 100
PP: 15
Opponent cannot use the same move in a row.
|
| TM42 |
Facade
|
Power: 70
Acc: 100
PP: 20
Power doubles if user is burned, poisoned, or paralyzed.
|
| TM44 |
Rest
|
Power: —
Acc: —
PP: 10
User sleeps for 2 turns, but user is fully healed.
|
| TM45 |
Attract
|
Power: —
Acc: 100
PP: 15
If opponent is the opposite gender, it's less likely to attack.
|
| TM46 |
Thief
|
Power: 60
Acc: 100
PP: 25
Also steals opponent's held item.
|
| TM48 |
Skill Swap
|
Power: —
Acc: —
PP: 10
The user swaps Abilities with the opponent.
|
| TM52 |
Focus Blast
|
Power: 120
Acc: 70
PP: 5
May lower opponent's Special Defense.
|
| TM56 |
Fling
|
Power: —
Acc: 100
PP: 10
Power depends on held item.
|
| TM57 |
Charge Beam
|
Power: 50
Acc: 90
PP: 10
May raise user's Special Attack.
|
| TM58 |
Endure
|
Power: —
Acc: —
PP: 10
Always left with at least 1 HP, but may fail if used consecutively.
|
| TM61 |
Will-O-Wisp
|
Power: —
Acc: 85
PP: 15
Burns opponent.
|
| TM66 |
Payback
|
Power: 50
Acc: 100
PP: 10
Power doubles if the user was attacked first.
|
| TM68 |
Giga Impact
|
Power: 150
Acc: 90
PP: 5
User must recharge next turn.
|
| TM70 |
Flash
|
Power: —
Acc: 100
PP: 20
Lowers opponent's Accuracy.
|
| TM77 |
Psych Up
|
Power: —
Acc: —
PP: 10
Copies the opponent's stat changes.
|
| TM79 |
Dark Pulse
|
Power: 80
Acc: 100
PP: 15
May cause flinching.
|
| TM80 |
Rock Slide
|
Power: 75
Acc: 90
PP: 10
May cause flinching.
|
| TM82 |
Sleep Talk
|
Power: —
Acc: —
PP: 10
User performs one of its own moves while sleeping.
|
| TM83 |
Bulldoze
|
Power: 60
Acc: 100
PP: 20
Lowers opponent's Speed.
|
| TM85 |
Dream Eater
|
Power: 100
Acc: 100
PP: 15
User recovers half the HP inflicted on a sleeping opponent.
|
| TM87 |
Swagger
|
Power: —
Acc: 85
PP: 15
Opponent becomes confused, but its Attack is sharply raised.
|
| TM90 |
Substitute
|
Power: —
Acc: —
PP: 10
Uses HP to creates a decoy that takes hits.
|
| TM92 |
Trick Room
|
Power: —
Acc: —
PP: 5
Slower Pokémon move first in the turn for 5 turns.
|
| TM96 |
Strength
|
Power: 80
Acc: 100
PP: 15
|
| TM98 |
Rock Smash
|
Power: 40
Acc: 100
PP: 15
May lower opponent's Defense.
|
Click/Tap GHOST Pokemon similar to Dusknoir.















