Dusknoir is a Ghost-type Pokémon introduced in Generation IV and a final stage of its evolution line, with a base stat total of 525.

Dusknoir

Dusknoir

Abilities

Pressure

Raises foe’s PP usage.

Frisk

The Pokémon can check the foe’s held item.

Hidden Ability

Base Stats

Total: 525
EV Yield: 1 Defense, 2 Sp. Def
HP: 45
Attack: 100
Defense: 135
Sp. Atk: 65
Sp. Def: 135
Speed: 45

Dusknoir's Weaknesses and Resistances

Evolution Chain

Duskull evolves into Dusclops at level 37, and Dusclops evolves into Dusknoir by trading while holding a Reaper Cloth or with a Reaper Cloth.

Dusknoir Playthrough, Competitive, and Nuzlocke Usage

Using Dusknoir in a Playthrough

The Duskull line develops slowly but becomes one of the most defensively extreme Ghost families in the series. Duskull evolves into Dusclops at level 37, while Dusclops traditionally evolves into Dusknoir when traded holding a Reaper Cloth, making the final evolution dependent on both an item and access to trading in most core games. Dusclops has only base 40 HP but extraordinary base 130 Defense and Special Defense, while Dusknoir raises those defenses to 135, improves HP slightly to 45, and increases Attack from 70 to 100. Both evolved forms provide Normal and Fighting immunities, Will-O-Wisp, Pain Split, status, elemental punches or coverage, and Pressure, making them much better at surviving and disrupting than sweeping. Generation V creates an unusual decision because Eviolite boosts the defenses of unevolved Dusclops by 50 percent, often making it substantially bulkier than Dusknoir at the cost of holding its item and having much weaker offense. For an ordinary story, Dusknoir's higher Attack and lack of Eviolite dependence are convenient, but a player focused purely on maximum defensive reliability may find that keeping Dusclops unevolved is not actually a downgrade.

Dusknoir in Competitive Pokémon

Dusclops was one of ADV's defining defensive Ghost-types and arguably the generation's premier dedicated spinblocker, using enormous 130/130 defenses, Pressure, Will-O-Wisp, Pain Split or Rest, and Normal and Fighting immunities to prevent opposing Rapid Spin users from removing Spikes. Dusknoir arrived in Generation IV with slightly higher defenses, base 100 Attack, and a larger immediate offensive presence, but Smogon analyses note that it faced severe competition from Rotom formes as a defensive Ghost and spinblocker. Generation V then changed the family again through Eviolite: Dusclops could multiply both of its already enormous defenses by 1.5, making the middle evolution considerably harder to break than Dusknoir and giving it a renewed stall identity. Dusknoir retains advantages in Attack, item freedom, and somewhat greater offensive pressure, while Dusclops leans almost completely into burns, Night Shade or Seismic Toss-style fixed damage, Pain Split, Pressure, and prolonged defensive play. Neither has remained a consistent top-tier staple in modern singles because their tiny HP pools, extreme slowness, passivity, Knock Off vulnerability, and lack of conventional reliable recovery are exploitable, but the family's historical importance to defensive Ghost play is substantial.

Dusknoir in Nuzlockes

Dusclops and Dusknoir can be exceptionally safe Nuzlocke Pokemon in known matchups because Normal and Fighting immunities combine with enormous defenses and access to Will-O-Wisp or other disruption. Duskull itself is considerably less forgiving before level 37, and reaching Dusknoir may require both a Reaper Cloth and a trade, so some runs will realistically use Dusclops as the final obtainable stage. That is not necessarily a problem from Generation V onward: Eviolite Dusclops becomes extraordinarily difficult to break with neutral attacks and can often survive situations that would threaten Dusknoir. The family's low HP and poor Speed still matter, and Dark or Ghost attacks target its only ordinary type weaknesses; repeated status, critical hits, or Knock Off removing Eviolite can also undermine an apparently safe defensive plan. Dusknoir offers more immediate damage and item freedom, while Dusclops usually provides the greater raw defensive margin, making the choice unusually dependent on what kind of safety the run needs.

Learnsets

78 moves · Scarlet Violet

Level Up

1 Fire Punch fire type 75 100 physical move
1 Ice Punch ice type 75 100 physical move
1 Thunder Punch electric type 75 100 physical move
1 Bind normal type 15 85 physical move
1 Leer normal type --- 100 status move
1 Disable normal type --- 100 status move
1 Astonish ghost type 30 100 physical move
1 Shadow Punch ghost type 60 --- physical move
1 Gravity psychic type --- --- status move
1 Shadow Sneak ghost type 40 100 physical move
12 Confuse Ray ghost type --- 100 status move
16 Night Shade ghost type --- 100 special move
20 Payback dark type 50 100 physical move
24 Will-O-Wisp fire type --- 85 status move
28 Mean Look normal type --- --- status move
32 Hex ghost type 65 100 special move
36 Curse ghost type --- --- status move
42 Shadow Ball ghost type 80 100 special move
48 Future Sight psychic type 120 100 special move
54 Destiny Bond ghost type --- --- status move

Machine

- Fire Punch fire type 75 100 physical move
- Ice Punch ice type 75 100 physical move
- Thunder Punch electric type 75 100 physical move
- Body Slam normal type 85 100 physical move
- Ice Beam ice type 90 100 special move
- Blizzard ice type 110 70 special move
- Hyper Beam normal type 150 90 special move
- Earthquake ground type 100 100 physical move
- Psychic psychic type 90 100 special move
- Night Shade ghost type --- 100 special move
- Confuse Ray ghost type --- 100 status move
- Haze ice type --- --- status move
- Metronome normal type --- --- status move
- Swift normal type 60 --- special move
- Leech Life bug type 80 100 physical move
- Rest psychic type --- --- status move
- Rock Slide rock type 75 90 physical move
- Substitute normal type --- --- status move
- Thief dark type 60 100 physical move
- Curse ghost type --- --- status move
- Spite ghost type --- 100 status move
- Protect normal type --- --- status move
- Icy Wind ice type 55 95 special move
- Endure normal type --- --- status move
- Sleep Talk normal type --- --- status move
- Pain Split normal type --- --- status move
- Rain Dance water type --- --- status move
- Sunny Day fire type --- --- status move
- Psych Up normal type --- --- status move
- Shadow Ball ghost type 80 100 special move
- Future Sight psychic type 120 100 special move
- Will-O-Wisp fire type --- 85 status move
- Facade normal type 70 100 physical move
- Focus Punch fighting type 150 100 physical move
- Taunt dark type --- 100 status move
- Helping Hand normal type --- --- status move
- Trick psychic type --- 100 status move
- Brick Break fighting type 75 100 physical move
- Skill Swap psychic type --- --- status move
- Imprison psychic type --- --- status move
- Rock Tomb rock type 60 95 physical move
- Calm Mind psychic type --- --- status move
- Gravity psychic type --- --- status move
- Fling dark type --- 100 physical move
- Dark Pulse dark type 80 100 special move
- Focus Blast fighting type 120 70 special move
- Giga Impact normal type 150 90 physical move
- Trick Room psychic type --- --- status move
- Charge Beam electric type 50 90 special move
- Hex ghost type 65 100 special move
- Phantom Force ghost type 90 100 physical move
- Skitter Smack bug type 70 90 physical move
- Poltergeist ghost type 110 90 physical move
- Tera Blast normal type 80 100 special move
- Hard Press steel type --- 100 physical move

Egg

- Haze ice type --- --- status move
- Pain Split normal type --- --- status move
- Memento dark type --- 100 status move

Pokédex Entries

6 entries
Diamond / Pearl / Y / Alpha Sapphire

The antenna on its head captures radio waves from the world of spirits that command it to take people there.

Platinum / Black / White / Black 2 / White 2 / X / Omega Ruby

It is said to take lost spirits into its pliant body and guide them home.

Heartgold / Soulsilver

This feared Pokémon is said to travel to worlds unknown. Some even believe that it takes lost spirits along with it.

Sword

At the bidding of transmissions from the spirit world, it steals people and Pokémon away. No one knows whether it has a will of its own.

Shield

With the mouth on its belly, Dusknoir swallows its target whole. The soul is the only thing eaten— Dusknoir disgorges the body before departing.

Legends Arceus

Comes to those whose lives have come to an end and escorts their souls to the afterlife. Known to mistakenly take the souls of those who yet have life left in them, albeit rarely.

Held Items

2 items
Kasib Berry
  • Diamond: 5% chance
  • Pearl: 5% chance
  • Platinum: 5% chance
  • Heartgold: 5% chance
  • Soulsilver: 5% chance
  • Black: 5% chance
  • White: 5% chance
  • Black 2: 5% chance
  • White 2: 5% chance
Spell Tag
  • Omega Ruby: 5% chance
  • Alpha Sapphire: 5% chance
  • Sun: 5% chance
  • Moon: 5% chance
  • Ultra Sun: 5% chance
  • Ultra Moon: 5% chance

Additional Images

PokeAPI sprites

Open this section to load extra PokeAPI sprite images.

Dusknoir Biology and Behavior

Dusknoir acts as a supernatural intermediary between the living world and the spirit world, using the antenna on its head to receive mysterious transmissions instructing it which spirits or beings to collect. It is widely feared because those transmissions can command it to take people away, and rare accounts suggest that living people may sometimes be carried off by mistake; whether Dusknoir has free will or is compelled to obey the signals remains unknown. The band across its abdomen opens into a large mouth capable of swallowing a target whole, but Dusknoir is specifically said to consume only spectral essence or souls and leave the physical body behind. Other accounts describe a more benevolent role in which it takes lost spirits into its pliant body and guides them to the place they belong, making the same behavior appear either terrifying or compassionate depending on the victim. Dusknoir therefore occupies an unusually ambiguous ecological role: it is not simply a predator of the living, but something closer to a psychopomp whose body transports souls between worlds according to signals no one fully understands.

Dusknoir Biological Data

National Pokédex
#477
Species
Gripper Pokémon
Height
7' 3" (2.2 m)
Weight
235.0 lbs (106.6 kg)
Habitat
Currently Unknown
Color
Black
Body Style
Arms
Gender
50% female / 50% male

Misc

Catch Rate: 45

Base Experience: 236 Exp

Hatch Counter: 25

Dusknoir Size Comparison: BETA

Dusknoir is listed at 7' 3" (2.2 m) and shown in an in-chart visual comparison.

8 ft7 ft6 ft5 ft4 ft3 ft2 ft1 ft0 ft
dusknoir
Professor Oak
How is visual size determined?

Pokédex height is treated as the official listed measurement, but the chart uses pose-aware visual scaling so each sprite looks reasonable in a direct comparison.

For long or coiled Pokémon, the listed height may represent total body length rather than upright height. For Pokémon with floppy ears, leaves, feathers, antennae, wings, or other flexible features, the chart usually measures to the top of the solid, substantial part of the head or body instead of the tallest decorative feature.

The goal is not to replace the official height, but to make the artwork compare naturally at the size it appears to occupy.