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Dusknoir - Psychic - 120 HP

Pokémon - Stage 2 - Evolves from Dusclops

Ability: 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.

PC Damage Even

Count the number of damage counters on Dusknoir. Put that many damage counters on 1 of your opponent's Pokémon.

PPC Night Spin 50

Prevent all effects of an attack, including damage, done to Dusknoir by your opponent's Pokémon that has 2 or less Energy attached to it during your opponent's next turn.

Weakness: Darkness
Resistance: Colorless
Retreat: 3

Illustrated by Mitsuhiro Arita

Price History

Decklists that include this card

This card does not appear in any decklist from our main database. You can try searching for City League decklists instead.