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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

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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.