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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 ![]() |
Flashfire | 38 | Psychic | 50 | Basic | Dx2 | F-20 | 1 | 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 ![]() |
Boundaries Crossed | 61 | Psychic | 50 | Basic | Dx2 | 1 | Common | [P] Confuse Ray - The Defending Pokemon is now Confused. | |||||
Duskull ![]() |
Stormfront | 59 | Psychic | 50 | Basic | D+10 | C-20 | 1 | 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 ![]() |
Stormfront | 60 | Psychic | 50 | Basic | D+10 | C-20 | 1 | Common | [1] Tackle (10) | [1P] Surprise Attack (30) Flip a coin. If tails, this attack does nothing. | |||
Duskull ![]() |
Stormfront | 105 | Psychic | 60 | Basic | D+10 | C-20 | 1 | 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 ![]() |
Secret Wonders | 86 | Psychic | 50 | Basic | D+10 | C-20 | 1 | 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 ![]() |
Diamond and Pearl | 80 | Psychic | 50 | Basic | D+10 | C-20 | 1 | 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 ![]() |
Power Keepers | 50 | Psychic | 50 | Basic | D | F | 1 | Common | [1P] Surprise Attack (30) Flip a coin. If tails, this attack does nothing. | ||||
Duskull ![]() |
Crystal Guardians | 51 | Psychic | 40 | Basic | D | F | 1 | Common | [1] Collect - Draw a card. | [P] Super Psy Bolt (10) | |||
Duskull ![]() |
Emerald | 46 | Psychic | 40 | Basic | D | F | 1 | Common | [1] Pound (10) | ||||
Duskull ![]() |
Deoxys | 58 | Psychic | 40 | Basic | D | F | 1 | Common | [1] Paralyzing Gaze - Flip a coin. If heads, the Defending Pokemon is now Paralyzed. | [1P] Will-o'-the-wisp (20) | |||
Duskull ![]() |
Sandstorm | 61 | Psychic | 40 | Basic | D | F | 1 | 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 ![]() |
Sandstorm | 62 | Psychic | 40 | Basic | D | F | 1 | 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 ![]() |
Flashfire | 39 | Psychic | 80 | Stage 1 | Dx2 | F-20 | 2 | 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 ![]() |
Boundaries Crossed | 62 | Psychic | 80 | Stage 1 | Dx2 | 2 | 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 ![]() |
Stormfront | 34 | Psychic | 80 | Stage 1 | D+20 | C-20 | 1 | 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 ![]() |
Stormfront | 35 | Psychic | 80 | Stage 1 | D+20 | C-20 | 1 | 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 ![]() |
Diamond and Pearl | 47 | Psychic | 80 | Stage 1 | D+20 | C-20 | 2 | 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 ![]() |
Power Keepers | 14 | Psychic | 80 | Stage 1 | D | F | 2 | 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 ![]() |
Crystal Guardians | 17 | Psychic | 70 | Stage 1 | D | F | 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 ![]() |
Deoxys | 7 | Psychic | 70 | Stage 1 | D | F | 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 ![]() |
Sandstorm | 4 | Psychic | 70 | Stage 1 | D | F | 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 ![]() |
Flashfire | 40 | Psychic | 130 | Stage 2 | Dx2 | F-20 | 3 | 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 ![]() |
Plasma Blast | 104 | Psychic | 130 | Stage 2 | Dx2 | 3 | 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 ![]() |
Boundaries Crossed | 63 | Psychic | 130 | Stage 2 | Dx2 | 3 | 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 ![]() |
Stormfront | 1 | Psychic | 120 | Stage 2 | D+30 | C-20 | 3 | 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 ![]() |
Stormfront | 17 | Psychic | 120 | Stage 2 | D+30 | C-20 | 2 | 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 ![]() |
Diamond and Pearl | 2 | Psychic | 120 | Stage 2 | D+30 | C-20 | 3 | 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 ![]() |
Diamond and Pearl Promos | 33 | Psychic | 130 | Stage 2 | D+30 | C-20 | 2 | 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 ![]() |
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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