Basic - Duskull Evolves into Dusclops

Name Set Name Number Type HP Stage Weakness Resistance Retreat Cost Rarity Pokemon Power Attack 1 Attack 2 Attack 3 Attack 4
Duskull 
View
Flashfire  38  Psychic  50  Basic  Dx2  F-20  Common    [1] Revival - Put a Basic Pokemon from your opponent's discard pile onto his or her Bench.  [P] Sneaky Placement - Put 1 damage counter on your opponent's Active Pokemon.     
Duskull 
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Boundaries Crossed  61  Psychic  50  Basic  Dx2    Common    [P] Confuse Ray - The Defending Pokemon is now Confused.       
Duskull 
View
Stormfront  59  Psychic  50  Basic  D+10  C-20  Common    [P] Silhouette - Put 1 damage counter on the Defending Pokemon. If the Defending Pokemon already has any damage counters on it, put 2 damage counters on that Pokemon instead.  [2] Will-o'-the-wisp (20)     
Duskull 
View
Stormfront  60  Psychic  50  Basic  D+10  C-20  Common    [1] Tackle (10)  [1P] Surprise Attack (30) Flip a coin. If tails, this attack does nothing.     
Duskull 
View
Stormfront  105  Psychic  60  Basic  D+10  C-20  Ultra-Rare    [0] Counting Song - Put up to 3 damage counters on Duskull. Then, put that many damage counters on the Defending Pokemon.  [P] Ram (10)  [1P] Night Bind (20) Flip a coin. If heads, your opponent can't attach any Energy from his or her hand to the Active Pokemon during his or her next turn.   
Duskull 
View
Secret Wonders  86  Psychic  50  Basic  D+10  C-20  Common  Reaper Cloth - Duskull can evolve during the turn you play it. (Poke-ITEM)  [P] Astonish - Flip a coin. If heads, choose 1 card from your opponent's hand without looking. Look at the card you chose, then have your opponent shuffle that card into his or her deck.       
Duskull 
View
Diamond and Pearl  80  Psychic  50  Basic  D+10  C-20  Common    [1] Disable - Flip a coin. If heads, choose 1 of the Defending Pokemon's attacks. That Pokemon can't use that attack during your opponent's next turn.  [1P] Night Shade (20) Does 10 damage to 1 of your opponent's Benched Pokemon. (Don't apply Weakness and Resistance for Benched Pokemon.)     
Duskull 
View
Power Keepers  50  Psychic  50  Basic  Common    [1P] Surprise Attack (30) Flip a coin. If tails, this attack does nothing.       
Duskull 
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Crystal Guardians  51  Psychic  40  Basic  Common    [1] Collect - Draw a card.  [P] Super Psy Bolt (10)     
Duskull 
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Emerald  46  Psychic  40  Basic  Common    [1] Pound (10)       
Duskull 
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Deoxys  58  Psychic  40  Basic  Common    [1] Paralyzing Gaze - Flip a coin. If heads, the Defending Pokemon is now Paralyzed.  [1P] Will-o'-the-wisp (20)     
Duskull 
View
Sandstorm  61  Psychic  40  Basic  Common    [1] Surprise - Choose 1 card from your opponent's hand without looking. Look at the card you chose, then have your opponent shuffle that card into his or her deck.  [P] Confuse Ray - Flip a coin. If heads, the Defending Pokemon is now Confused.     
Duskull 
View
Sandstorm  62  Psychic  40  Basic  Common    [P] Haunt - Put 1 damage counter on the Defending Pokemon.  [2] Dark Mind (10) Does 10 damage to 1 of your opponent's Benched Pokemon. (Don't apply Weakness and Resistance for Benched Pokemon.)     
Name Set Name Number Type HP Stage Weakness Resistance Retreat Cost Rarity Pokemon Power Attack 1 Attack 2 Attack 3 Attack 4


Stage 1 - Dusclops

Name Set Name Number Type HP Stage Weakness Resistance Retreat Cost Rarity Pokemon Power Attack 1 Attack 2 Attack 3 Attack 4
Dusclops 
View
Flashfire  39  Psychic  80  Stage 1  Dx2  F-20  Uncommon    [P] Confuse Ray - Your opponent's Active Pokemon is now Confused.  [2P] Cursed Drop - Put 4 damage counters on your opponent's Pokemon in any way you like.     
Dusclops 
View
Boundaries Crossed  62  Psychic  80  Stage 1  Dx2    Uncommon    [P] Astonish - Choose a random card from your opponent's hand. Your opponent reveals that card and shuffles it into his or her deck.  [2P] Psyshot (40)     
Dusclops 
View
Stormfront  34  Psychic  80  Stage 1  D+20  C-20  Uncommon    [P] Dark One-eye (20) You may discard a card from your hand. If you do, your opponent discards a card from his or her hand.  [2P] Ambush (40+) Flip a coin. If heads, this attack does 40 damage plus 20 more damage.     
Dusclops 
View
Stormfront  35  Psychic  80  Stage 1  D+20  C-20  Uncommon    [1P] Confuse Ray (20) Flip a coin. If heads, the Defending Pokemon is now Confused.  [2P] Trick Room (40+) If you have a Stadium card in play, this attack does 40 damage plus 20 more damage. If your opponent has a Stadium card in play, remove 2 damage counters from Dusclops.     
Dusclops 
View
Diamond and Pearl  47  Psychic  80  Stage 1  D+20  C-20  Uncommon    [1P] Roam - Flip a coin. If heads, put 2 damage counters on each of your opponent's Pokemon. If tails, put 2 damage counters on 1 of your Pokemon.  [PP] Gravity Wave (30) Does 10 damage to each of your opponent's Benched Pokemon that doesn't have a Retreat Cost. (Don't apply Weakness and Resistance for Benched Pokemon.)     
Dusclops 
View
Power Keepers  14  Psychic  80  Stage 1  Rare    [1P] Dark Mind (20) Does 20 damage to 1 of your opponent's Benched Pokemon. (Don't apply Weakness and Resistance for Benched Pokemon.)  [2P] Mysterious Light (50) If Phoebe's Stadium is in play, the Defending Pokemon is now Confused.     
Dusclops 
View
Crystal Guardians  17  Psychic  70  Stage 1  Rare  Cursed Glare - As long as Dusclops is your Active Pokemon, your opponent can't attach any Special Energy cards (except for D and M Energy cards) from his or her hand to his or her Active Pokemon. (Poke-BODY)  [1P] Will-o'-the-wisp (30)  [1PP] Psychic Shield (50) Prevent all effects of attacks, including damage, done to Dusclops by your opponent's Pokemon-ex during your opponent's next turn.     
Dusclops 
View
Deoxys  7  Psychic  70  Stage 1  Rare    [P] Psychic Removal (20) Flip 2 coins. If both of them are heads, discard all Energy attached to the Defending Pokemon.  [1PP] Powerful Hand - Count the number of cards in your hand. Put that many damage counters on the Defending Pokemon. You can't put more than 7 damage counters in this way.     
Dusclops 
View
Sandstorm  4  Psychic  70  Stage 1  Rare    [1P] Judgement - Flip 2 Coins. If both of them are heads, the Defending Pokemon is Knocked Out.  [2P] Random Curse - Put a total of 5 damage counters on all Defending Pokemon in any way you like.     
Name Set Name Number Type HP Stage Weakness Resistance Retreat Cost Rarity Pokemon Power Attack 1 Attack 2 Attack 3 Attack 4


Stage 2 - Dusknoir Evolves from Dusclops

Name Set Name Number Type HP Stage Weakness Resistance Retreat Cost Rarity Pokemon Power Attack 1 Attack 2 Attack 3 Attack 4
Dusknoir 
View
Flashfire  40  Psychic  130  Stage 2  Dx2  F-20  Rare  Shadow Void - As often as you like during your turn (before your attack), you may move 1 damage counter from 1 of your Pokemon to this Pokemon. (Ability)  [2P] Pain Pellets - Put damage on 1 of your opponent's Pokemon equal to the number of damage counters on this Pokemon.       
Dusknoir 
View
Plasma Blast  104  Psychic  130  Stage 2  Dx2    Ultra-Rare  Sinister Hand - As often as you like during your turn (before your attack), you may move 1 damage counter from 1 of your opponent's Pokemon to another of your opponent's Pokemon. (Ability)  [3P] Shadow Punch (60) This attack's damage isn't affected by Resistance.       
Dusknoir 
View
Boundaries Crossed  63  Psychic  130  Stage 2  Dx2    Rare  Sinister Hand - As often as you like during your turn (before your attack), you may move 1 damage counter from 1 of your opponent's Pokemon to another of your opponent's Pokemon. (Ability)  [3P] Shadow Punch (60) This attack's damage isn't affected by Resistance.       
Dusknoir 
View
Stormfront  1  Psychic  120  Stage 2  D+30  C-20  Rare  Shadow Command - Once during your turn (before your attack), you may draw 2 cards. If you have 7 or more cards in your hand, discard a number of cards until you have 6 cards in your hand. Then put 2 damage counters on Dusknoir. This power can't be used if Dusknoir is affected by a Special Condition. (Poke-POWER)  [1P] Damage Even - Count the number of damage counters on Dusknoir. Put that many damage counters on 1 of your opponent's Pokemon.  [1PP] Night Spin (50) Prevent all effects of an attack, including damage, done to Dusknoir by your opponent's Pokemon that has 2 or less Energy attached to it during your opponent's next turn.     
Dusknoir 
View
Stormfront  17  Psychic  120  Stage 2  D+30  C-20  Rare  Spirit Pulse - As long as Dusknoir is your Active Pokemon, put 1 damage counter on each of your opponent's Pokemon that has any Energy attached to it between turns. (Poke-BODY)  [2P] Darkness Mist (60+) If the Defending Pokemon already has 2 or more damage counters on it, this attack does 60 damage plus 20 more damage.       
Dusknoir 
View
Diamond and Pearl  2  Psychic  120  Stage 2  D+30  C-20  Rare  Dark Palm - Once during your turn (before your attack), if your opponent has 4 or more Benched Pokemon, you may choose 1 of them and shuffle that Pokemon and all cards attached to it into his or her deck. This power can't be used if Dusknoir is affected by a Special Condition. (Poke-POWER)  [1PP] Hard Feelings - Put 5 damage counters on the Defending Pokemon. Then, count the number of Prize cards your opponent has taken and put that many damage counters on the Defending Pokemon.       
Dusknoir 
View
Diamond and Pearl Promos  33  Psychic  130  Stage 2  D+30  C-20  Promo  Dark Hide - Once during your turn (before your attack), you may flip a coin. If heads, look at your opponent's hand, choose a Pokemon you find there, and put it on the bottom of his or her deck. This power can't be used if Dusknoir is affected by a Special Condition. (Poke-POWER)  [1PP] Reaper Pulse (70) Move up to 2 damage counters from Dusknoir to 1 of your opponent's Benched Pokemon.       
Name Set Name Number Type HP Stage Weakness Resistance Retreat Cost Rarity Pokemon Power Attack 1 Attack 2 Attack 3 Attack 4


Level Up - Dusknoir Lv.X Levels Up from Dusknoir

Name Set Name Number Type HP Stage Weakness Resistance Retreat Cost Rarity Pokemon Power Attack 1 Attack 2 Attack 3 Attack 4
Dusknoir Lv.X 
View
Stormfront  96  Psychic  140  Level Up  Dx2  C-20    Ultra-Rare  Ectoplasm - If Dusknoir is your Active Pokemon and would be Knocked Out by damage from your opponent's attack, you may discard all cards attached to Dusknoir Lv.X and put Dusknoir Lv.X as a Stadium card into play instead of discarding it. This counts as Dusknoir being Knocked Out and your opponent takes a Prize card. As long as you have Dusknoir Lv.X as a Stadium card in play, put 1 damage counter on each of your opponent's Pokemon between turns. If another Stadium card comes into play or Dusknoir Lv.X is discarded by the effect of any attacks, Poke-Powers, Poke-Bodies, Trainer, or Supporter cards, return Dusknoir Lv.X to your hand. (Poke-POWER)         
Name Set Name Number Type HP Stage Weakness Resistance Retreat Cost Rarity Pokemon Power Attack 1 Attack 2 Attack 3 Attack 4

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