Dusknoir #477 {{ activeForm.form_name }}

The {{ activeForm.genus }} The Gripper Pokémon

Dusknoir in Pokémon Sword & Shield Dusknoir in SW/SH
Dusknoir's shiny sprite in Pokémon Sword & Shield Shiny Dusknoir in SW/SH

Abilities

1: Pressure

Frisk (hidden)

Abilities

Breeding

Egg groups : Amorphous

Hatch time : 6425 steps (25 egg cycles)

Growth rate : Fast

Gender ratio : 50%, 50%


In the Wild

Catch rate : 45 (5.9% with Poké Ball & full HP)

Held item : None

EVs given : 1 Defense, 2 Sp. Def EVs (Effort Values) gained when fainting Dusknoir

Exp. given : 236 Exp. points Experience points gained in battle when fainting Dusknoir


Species

Height : 2.2 m / 7'03" Dusknoir's height in meters / feet'inches"

Weight : 106.6 kg / 235.05 lbs. Dusknoir's weight in kilograms / pounds

Japanese : ヨノワール (Yonoir) Japanese Katakana (Latinized Japanese)

Cry


Stats

:

Total : 525


Competitive

Introduced in : Diamond & Pearl / Sinnoh / Generation 4 {{ activeForm.introducedIn }}


Dusknoir's Type Defenses

Weaknesses

Immunities

Resistances

This does not currently take into effect changes in type defenses caused by abilities like Flash Fire, Volt Absorb and Thick Fat. Just a heads up!

Dusknoir's Evolutions
Duskull

Duskull #355

Level 37

Dusclops

Dusclops #356

Trade holding Reaper Cloth

Dusknoir

Dusknoir #477


Dusknoir's Level Up Moves
Lvl Move Type Pow/Acc
1 Leer Status - 100

Lowers the target's Defense by one stage.

30 PP

1 Disable Status - 100

Disables the target's last used move, preventing its use for 4–7 turns, selected at random, or until the target leaves the field. If the target hasn't used a move since entering the field, if it tried to use a move this turn and failed, if its last used move has 0 PP remaining, or if it already has a move disabled, this move will fail.

20 PP

1 Gravity Status - -

For five turns (including this one), all immunities to Ground moves are disabled. For the duration of this effect, the evasion of every Pokémon on the field is lowered by two stages. Cancels the effects of Bounce, Fly, and Sky Drop.
Specifically, Flying Pokémon and those with Levitate or that have used Magnet Rise are no longer immune to Ground attacks, Arena Trap, Spikes, or Toxic Spikes.
Bounce, Fly, Sky Drop, High Jump Kick, Jump Kick, and Splash cannot be used while this move is in effect.
*Bug*: If this move is used during a double or triple battle while Pokémon are under the effect of Sky Drop, Sky Drop's effect is not correctly canceled on its target, and it remains high in the air indefinitely. As Sky Drop prevents the target from acting, the only way to subsequently remove it from the field is to faint it.

5 PP

1 Fire Punch Physical 75 100

Inflicts regular damage. Has a 10% chance to burn the target.

15 PP

1 Ice Punch Physical 75 100

Ice Punch attacks for regular damage and has a 10% chance to freeze the target.

15 PP

1 Thunder Punch Physical 75 100

Inflicts regular damage. Has a 10% chance to paralyze the target.

15 PP

1 Bind Physical 15 85

Inflicts regular damage. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. The user continues to use other moves during this time. If the user leaves the field, this effect ends.
Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.
Rapid Spin cancels this effect.

20 PP

1 Astonish Physical 30 100

Inflicts regular damage. Has a 30% chance to make the target Flinch.

15 PP

1 Shadow Punch Physical 60 -

Inflicts regular damage. Ignores accuracy and evasion modifiers.

20 PP

1 Shadow Sneak Physical 40 100

Attacks for regular damage.

+1 Priority

30 PP

12 Confuse Ray Status - 100

Confuses the target.

10 PP

16 Night Shade Special - 100

Inflicts damage equal to the user's level. Type immunity applies, but other type effects are ignored.

15 PP

20 Payback Physical 50 100

Inflicts regular damage. If the target uses a move or switches out this turn before this move is used, this move has double power.

10 PP

24 Will-O-Wisp Status - 85

Burns the target.

15 PP

28 Mean Look Status - -

The target cannot switch out normally. Ignores accuracy and evasion modifiers. This effect ends when the user leaves the field.
The target may still escape by using Baton Pass, U Turn, or a Shed Shell.
Both the user and the target pass on this effect with Baton Pass.

5 PP

32 Hex Special 65 100

Inflicts regular damage. If the target has a major status ailment, this move has double power.

10 PP

36 Curse Status - -

All Pokémon that use this move, if they are not a Ghost-type Pokémon, lower their speed by one stage, and in return also boost their attack and defense stat by one stage each.
If the user however is a Ghost-type Pokémon, it loses half of its max HP to place a curse on the target that damages it for 1/4 its max HP every turn.
The type of this move used to be ???-type until Pokémon Black/White.

10 PP

42 Shadow Ball Special 80 100

Shadow Ball attacks for regular damage and has a 20% chance to lower the target's Special Defense stat by one stage.

15 PP

48 Future Sight Special 120 100

Inflicts typeless regular damage at the end of the third turn, starting with this one. This move cannot score a critical hit. If the target switches out, its replacement will be hit instead. Damage is calculated at the time this move is used; stat changes and switching out during the delay won't change the damage inflicted. No move with this effect can be used against the same target again until after the end of the third turn.
This effect breaks through Wonder Guard.
If the target is protected by Protect or Detect on the turn this move is used, this move will fail. However, the damage on the third turn will break through protection.
The damage is applied at the end of the turn, so it ignores Endure and Focus Sash.
This move cannot be copied by Mirror Move.

10 PP

54 Destiny Bond Status - -

If the user faints before its next move, the Pokémon that fainted it will automatically faint. End-of-turn damage is ignored.
This move cannot be selected by Assist or Metronome.

5 PP


Dusknoir's Breeding Moves
Move Type Pow/Acc
Haze Status - -

Removes stat, accuracy, and evasion modifiers from every Pokémon on the field.
This does not count as a stat reduction for the purposes of Clear Body or White Smoke.

30 PP

Pain Split Status - -

Changes the user's and target's remaining HP to the average of their current remaining HP. Ignores accuracy and evasion modifiers. This effect does not count as inflicting damage for other moves and effects that respond to damage taken.
This effect fails against a Substitute.

20 PP

Memento Status - 100

Lowers the target's Attack and Special Attack by two stages. User faints.

10 PP

Grudge Status - -

If the user faints before it next acts, the move that fainted it will have its PP dropped to 0. End-of-turn damage does not trigger this effect.

5 PP


Dusknoir's TM Moves
TM Move Type Pow/Acc
0 Mega Punch Physical 80 85

Mega Punch attacks for regular damage.

20 PP

1 Mega Kick Physical 120 75

Mega Kick attacks for regular damage.

5 PP

3 Fire Punch Physical 75 100

Inflicts regular damage. Has a 10% chance to burn the target.

15 PP

4 Ice Punch Physical 75 100

Ice Punch attacks for regular damage and has a 10% chance to freeze the target.

15 PP

5 Thunder Punch Physical 75 100

Inflicts regular damage. Has a 10% chance to paralyze the target.

15 PP

8 Hyper Beam Special 150 90

Inflicts regular damage. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
Shoots a beam for regular damage. The user has to recharge the following turn, and cannot attack or switch out in that turn.

5 PP

9 Giga Impact Physical 150 90

Inflicts regular damage. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
Shoots a beam for regular damage. The user has to recharge the following turn, and cannot attack or switch out in that turn.

5 PP

21 Rest Status - -

User falls to sleep and immediately regains all its HP. If the user has another major status effect, sleep will replace it. The user will always wake up after two turns, or one turn with Early Bird.
This move fails if the Pokémon cannot fall asleep due to Uproar, Insomnia, or Vital Spirit. It also fails if the Pokémon is at full health or is already asleep.

10 PP

22 Rock Slide Physical 75 90

Inflicts regular damage. Has a 30% chance to make the target Flinch.

10 PP

23 Thief Physical 60 100

Inflicts regular damage. If the target is holding an item and the user is not, the user will permanently take the item. Damage is still inflicted if an item cannot be taken.
Pokémon with Sticky Hold or Multitype are immune to the item theft effect.
The target cannot recover its item with Recycle.
This move cannot be selected by Assist or Metronome.

25 PP

24 Snore Special 50 100

Only usable if the user is sleeping. Inflicts regular damage. Has a 30% chance to make the target Flinch.

15 PP

25 Protect Status - -

No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail.
If the user successfully used Detect, Endure, Protect, Quick Guard, or Wide Guard on the last turn, this move has a 50% chance to fail.
Lock On, Mind Reader, and No Guard provide a (100 – accuracy)% chance for moves to break through this move. This does not apply to one-hit KO moves (Fissure, Guillotine, Horn Drill, and Sheer Cold); those are always blocked by this move.
Thunder during Rain Dance and Blizzard during Hail have a 30% chance to break through this move.
The following effects are not prevented by this move:
* Acupressure from an ally * Curse's curse effect * Delayed damage from Doom Desire and Future Sight; however, these moves will be prevented if they are used this turn * Feint, which will also end this move's protection after it hits * Imprison * Perish Song * Shadow Force * Moves that merely copy the user, such as Transform or Psych Up
This move cannot be selected by Assist or Metronome.

+4 Priority

10 PP

27 Icy Wind Special 55 95

Attacks for regular damage and also lowers the opponent's speed by one stage (100% chance).

15 PP

31 Attract Status - 100

Causes the target to fall in love with the user, giving it a 50% chance to do nothing each turn. If the user and target are the same gender, or either is genderless, this move will fail. If either Pokémon leaves the field, this effect ends.

15 PP

33 Rain Dance Status - -

Changes the weather to rain for five turns, during which Water moves inflict 50% extra damage, and Fire moves inflict half damage.
If the user is holding Damp Rock, this effect lasts for eight turns.
Thunder has 100% accuracy. If the target has used Detect or Protect, Thunder has a (100 - accuracy)% chance to break through the protection.
Solar Beam has half power.
Moonlight, Morning Sun, and Synthesis heal only 1/4 of the user's max HP.
Pokémon with Swift Swim have doubled original Speed.
Pokémon with Forecast become Water.
Pokémon with Dry Skin heal 1/8 max HP, Pokémon with Hydration are cured of major status effects, and Pokémon with Rain Dish heal 1/16 max HP at the end of each turn.

5 PP

34 Sunny Day Status - -

Changes the weather to sunshine for five turns, during which Fire moves inflict 50% extra damage, and Water moves inflict half damage.
If the user is holding Heat Rock, this effect lasts for eight turns.
Pokémon cannot become frozen.
Thunder has 50% accuracy.
Solar Beam skips its charge turn.
Moonlight, Morning Sun, and Synthesis heal 2/3 of the user's max HP.
Pokémon with Chlorophyll have doubled original Speed.
Pokémon with Forecast become Fire.
Pokémon with Leaf Guard are not affected by major status effects.
Pokémon with Flower Gift change form; every Pokémon on their side of the field have their original Attack and Special Attack increased by 50%.
Pokémon with Dry Skin lose 1/8 max HP at the end of each turn.
Pokémon with Solar Power have their original Special Attack raised by 50% but lose 1/8 their max HP at the end of each turn.

5 PP

38 Will-O-Wisp Status - 85

Burns the target.

15 PP

39 Facade Physical 70 100

Inflicts regular damage. If the user is burned, paralyzed, or poisoned, this move has double power.

20 PP

41 Helping Hand Status - -

Boosts the power of the target's moves by 50% until the end of this turn.
This move cannot be copied by Mirror Move, nor selected by Assist or Metronome.

+5 Priority

20 PP

42 Revenge Physical 60 100

Inflicts regular damage. If the target damaged the user this turn and was the last to do so, this move has double power.
Pain Split does not count as damaging the user.

-4 Priority

10 PP

43 Brick Break Physical 75 100

Destroys any Light Screen or Reflect on the target's side of the field, then inflicts regular damage.

15 PP

44 Imprison Status - -

Prevents any Pokémon on the opposing side of the field from using any move the user knows until the user leaves the field. This effect is live; if the user obtains new moves while on the field, these moves become restricted. If no opposing Pokémon knows any of the user's moves when this move is used, this move will fail.

10 PP

48 Rock Tomb Physical 60 95

Attacks for regular damage and also lowers the opponent's speed by one stage (100% chance).

15 PP

57 Payback Physical 50 100

Inflicts regular damage. If the target uses a move or switches out this turn before this move is used, this move has double power.

10 PP

59 Fling Physical - 100

Inflicts regular damage. Power and type are determined by the user's held item. The item is consumed. If the user is not holding an item, or its item has no set type and power, this move will fail.
This move ignores Sticky Hold.
If the user is under the effect of Embargo, this move will fail.

10 PP

70 Trick Room Status - -

For five turns (including this one), slower Pokémon will act before faster Pokémon. Move priority is not affected. Using this move when its effect is already active will end the effect.
Pokémon holding Full Incense, Lagging Tail, or Quick Claw and Pokémon with Stall ignore this effect.

-7 Priority

5 PP

71 Wonder Room Status - -

For five turns (including this one), every Pokémon's Defense and Special Defense are swapped.

10 PP

76 Round Special 60 100

Inflicts regular damage. If Round has already been used this turn, this move's power is doubled. After this move is used, any other Pokémon using it this turn will immediately do so (in the order they would otherwise act), regardless of Speed or priority. Pokémon using other moves will then continue to act as usual.

15 PP

77 Hex Special 65 100

Inflicts regular damage. If the target has a major status ailment, this move has double power.

10 PP

81 Bulldoze Physical 60 100

Attacks for regular damage and also lowers the opponent's speed by one stage (100% chance).

20 PP


Dusknoir's TR Moves
TR Move Type Pow/Acc
1 Body Slam Physical 85 100

Inflicts regular damage. Has a 30% chance to paralyze the target.

15 PP

5 Ice Beam Special 90 100

Ice Beam attacks for regular damage and has a 10% chance to freeze the target.

10 PP

6 Blizzard Special 110 70

Creates a blizzard that inflicts regular damage to the opponent. This blizzard has a 10% chance to freeze the target.
Blizzard has 100% accuracy during Hail weather. Due to a glitch in Pokémon Diamond and Pearl, Blizzard has a 30% chance to break through the protection of opponents using Protect or Detect in those games.

5 PP

10 Earthquake Physical 100 100

Inflicts regular damage.
If the target is in the first turn of Dig, this move will hit with double power.

10 PP

11 Psychic Special 90 100

Psychic attacks for regular damage and has a 10% chance to lower the target's Special Defense stat by one stage.

10 PP

14 Metronome Status - -

Selects any move at random and uses it. Moves the user already knows are not eligible. Assist, meta, protection, and reflection moves are also not eligible; specifically, Assist, Chatter, Copycat, Counter, Covet, Destiny Bond, Detect, Endure, Feint, Focus Punch, Follow Me, Helping Hand, Me First, Metronome, Mimic, Mirror Coat, Mirror Move, Protect, Quick Guard, Sketch, Sleep Talk, Snatch, Struggle, Switcheroo, Thief, Trick, and Wide Guard will not be selected by this move.
This move cannot be copied by Mimic or Mirror Move, nor selected by Assist, Metronome, or Sleep Talk.

10 PP

20 Substitute Status - -

Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail. If the user leaves the field, the doll will vanish. If the user cannot pay the HP cost, this move will fail.
The doll takes damage as normal, using the user's stats and types, and will break when its HP reaches zero. Self-inflicted damage from confusion or recoil is not absorbed. Healing effects from opponents ignore the doll and heal the user as normal. Moves that work based on the user's HP still do so; the doll's HP does not influence any move.
The doll will block major status effects, confusion, and flinching. The effects of Smelling Salts and Wake Up Slap do not trigger against a doll, even if the Pokémon behind the doll has the appropriate major status effect. Multi-turn trapping moves like Wrap will hit the doll for their regular damage, but the multi-turn trapping and damage effects will not activate.
Moves blocked or damage absorbed by the doll do not count as hitting the user or inflicting damage for any effects that respond to such, e.g., Avalanche, Counter, or a Rowap Berry. Magic Coat still works as normal, even against moves the doll would block. Opposing Pokémon that damage the doll with a leech move like Absorb are healed as normal.
It will also block Acupressure, Block, the curse effect of Curse, Dream Eater, Embargo, Flatter, Gastro Acid, Grudge, Heal Block, Leech Seed, Lock On, Mean Look, Mimic, Mind Reader, Nightmare, Pain Split, Psycho Shift, Spider Web, Sketch, Swagger, Switcheroo, Trick, Worry Seed, and Yawn. A Pokémon affected by Yawn before summoning the doll will still fall to sleep.
The doll blocks Intimidate, but all other abilities act as though the doll did not exist. If the user has an ability that absorbs moves of a certain type for HP (such as Volt Absorb absorbing Thunder Wave), such moves will not be blocked.
Life Orb and berries that cause confusion still work as normal, but their respective HP loss and confusion are absorbed/blocked by the doll.
The user is still vulnerable to damage inflicted when entering or leaving the field, such as by Pursuit or Spikes; however, the doll will block the poison effect of Toxic Spikes.
The doll is passed on by Baton Pass. It keeps its existing HP, but uses the replacement Pokémon's stats and types for damage calculation.
All other effects work as normal.

10 PP

26 Endure Status - -

The user's HP cannot be lowered below 1 by any means for the remainder of this turn.
If the user successfully used Detect, Endure, Protect, Quick Guard, or Wide Guard on the last turn, this move has a 50% chance to fail.
This move cannot be selected by Assist or Metronome.

+4 Priority

10 PP

27 Sleep Talk Status - -

Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.
This move will not select Assist, Bide, Bounce, Chatter, Copycat, Dig, Dive, Fly, Focus Punch, Me First, Metronome, Mirror Move, Shadow Force, Skull Bash, Sky Attack, Sky Drop, Sleep Talk, Solar Beam, Razor Wind, or Uproar.
If the selected move requires a recharge turn—i.e., one of Blast Burn, Frenzy Plant, Giga Impact, Hydro Cannon, Hyper Beam, Roar Of Time, or Rock Wrecker—and the user is still sleeping next turn, then it's forced to use this move again and pay another PP for the recharge turn.
This move cannot be copied by Mirror Move, nor selected by Assist, Metronome, or Sleep Talk.

10 PP

33 Shadow Ball Special 80 100

Shadow Ball attacks for regular damage and has a 20% chance to lower the target's Special Defense stat by one stage.

15 PP

34 Future Sight Special 120 100

Inflicts typeless regular damage at the end of the third turn, starting with this one. This move cannot score a critical hit. If the target switches out, its replacement will be hit instead. Damage is calculated at the time this move is used; stat changes and switching out during the delay won't change the damage inflicted. No move with this effect can be used against the same target again until after the end of the third turn.
This effect breaks through Wonder Guard.
If the target is protected by Protect or Detect on the turn this move is used, this move will fail. However, the damage on the third turn will break through protection.
The damage is applied at the end of the turn, so it ignores Endure and Focus Sash.
This move cannot be copied by Mirror Move.

10 PP

37 Taunt Status - 100

Target is forced to only use damaging moves for the next 3–5 turns, selected at random. Moves that select other moves not known in advance do not count as damaging.
Assist, Copycat, Me First, Metronome, Mirror Move, and Sleep Talk do not directly inflict damage and thus may not be used.
Bide, Counter, Endeavor, Metal Burst, and Mirror Coat are allowed.

20 PP

38 Trick Status - 100

User and target permanently swap held items. Works even if one of the Pokémon isn't holding anything. If either Pokémon is holding mail, this move will fail.
If either Pokémon has Multitype or Sticky Hold, this move will fail.
If this move results in a Pokémon obtaining Choice Band, Choice Scarf, or Choice Specs, and that Pokémon was the latter of the pair to move this turn, then the move it used this turn becomes its chosen forced move. This applies even if both Pokémon had a choice item before this move was used. If the first of the two Pokémon gains a choice item, it may select whatever choice move it wishes next turn.
Neither the user nor the target can recover its item with Recycle.
This move cannot be selected by Assist or Metronome.

10 PP

40 Skill Swap Status - -

User and target switch abilities. Ignores accuracy and evasion modifiers.
If either Pokémon has Multitype or Wonder Guard, this move will fail.

10 PP

49 Calm Mind Status - -

Raises the user's Special Attack and Special Defense by one stage each.

20 PP

58 Dark Pulse Special 80 100

Inflicts regular damage. Has a 20% chance to make the target Flinch.

15 PP

64 Focus Blast Special 120 70

Focus Blast attacks for regular damage and has a 10% chance to lower the target's Special Defense stat by one stage.

5 PP

83 Ally Switch Status - -

User switches position on the field with the friendly Pokémon opposite it. If the user is in the middle position in a triple battle, or there are no other friendly Pokémon, this move will fail.

+2 Priority

15 PP

93 Darkest Lariat Physical 85 100

Inflicts regular damage. Damage calculation ignores the target's stat modifiers, including evasion.

10 PP


Locations

Locations are under development and will be available in pokeforest.io 2.0.