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
![]() |

Where 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
|

Pokemon 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?

Best 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.
|
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