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 Held Items | |
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 3 spawn locations in Pokemon Brilliant Diamond and Shining Pearl. You can find the Unevolved form Lv. 16-63 Dusclops, within the Dazzling Cave location using the Walking 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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