Stage 2 - Dusknoir

Name Set Name Number Type HP Stage Weakness Resistance Retreat Cost Rarity Pokemon Power Attack 1 Attack 2 Attack 3 Attack 4
Dusknoir 
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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.       
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 Evolves into Dusknoir

Name Set Name Number Type HP Stage Weakness Resistance Retreat Cost Rarity Pokemon Power Attack 1 Attack 2 Attack 3 Attack 4
Dusclops 
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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 
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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 
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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 
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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 
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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 
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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 
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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 
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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


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 
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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 
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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 
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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 
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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 
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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 
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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


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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