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Dusknoir (Pokémon)/Generation VII learnset
Language
Watch
Edit
← Dusknoir
By
leveling up
Generation VII
Other generations:
IV
-
V
-
VI
-
VIII
-
IX
Level
Move
Type
Cat.
Pwr.
Acc.
PP
01
1
Shadow Punch
Ghost
Physical
060
60
00—
—%
20
01
1
Future Sight
Psychic
Special
120
120
100
100%
10
01
1
Fire Punch
Fire
Physical
075
75
100
100%
15
01
1
Ice Punch
Ice
Physical
075
75
100
100%
15
01
1
Thunder Punch
Electric
Physical
075
75
100
100%
15
01
1
Gravity
Psychic
Status
0000
—
00—
—%
5
01
1
Bind
Normal
Physical
015
15
085
85%
20
01
1
Leer
Normal
Status
0000
—
100
100%
30
01
1
Night Shade
Ghost
Special
0000
—
100
100%
15
01
1
Disable
Normal
Status
0000
—
100
100%
20
01
1
Astonish
Ghost
Physical
030
30
100
100%
15
06
6
Disable
Normal
Status
0000
—
100
100%
20
09
9
Astonish
Ghost
Physical
030
30
100
100%
15
14
14
Foresight
Normal
Status
0000
—
00—
—%
40
17
17
Shadow Sneak
Ghost
Physical
040
40
100
100%
30
22
22
Pursuit
Dark
Physical
040
40
100
100%
20
25
25
Will-O-Wisp
Fire
Status
0000
—
085
85%
15
30
30
Confuse Ray
Ghost
Status
0000
—
100
100%
10
33
33
Curse
Ghost
Status
0000
—
00—
—%
10
40
40
Hex
Ghost
Special
065
65
100
100%
10
45
45
Shadow Ball
Ghost
Special
080
80
100
100%
15
52
52
Mean Look
Normal
Status
0000
—
00—
—%
5
57
57
Payback
Dark
Physical
050
50
100
100%
10
64
64
Future Sight
Psychic
Special
120
120
100
100%
10
Bold
indicates a move that gets
STAB
when used by Dusknoir
Italic
indicates a move that gets STAB only when used by an Evolution of Dusknoir
Click on the generation numbers at the top to see level-up moves from other generations
By
TM
Generation VII
Other generations:
IV
-
V
-
VI
-
VIII
-
IX
TM
Move
Type
Cat.
Pwr.
Acc.
PP
TM04
TM04
Calm Mind
Psychic
Status
0000
—
00—}}
—%
20
TM06
TM06
Toxic
Poison
Status
0000
—
090}}
90%
10
TM10
TM10
Hidden Power
Normal
Special
060
60
100}}
100%
15
TM11
TM11
Sunny Day
Fire
Status
0000
—
00—}}
—%
5
TM12
TM12
Taunt
Dark
Status
0000
—
100}}
100%
20
TM13
TM13
Ice Beam
Ice
Special
090
90
100}}
100%
10
TM14
TM14
Blizzard
Ice
Special
110
110
070}}
70%
5
TM15
TM15
Hyper Beam
Normal
Special
150
150
090}}
90%
5
TM17
TM17
Protect
Normal
Status
0000
—
00—}}
—%
10
TM18
TM18
Rain Dance
Water
Status
0000
—
00—}}
—%
5
TM21
TM21
Frustration
Normal
Physical
0000
—
100}}
100%
20
TM26
TM26
Earthquake
Ground
Physical
100
100
100}}
100%
10
TM27
TM27
Return
Normal
Physical
0000
—
100}}
100%
20
TM29
TM29
Psychic
Psychic
Special
090
90
100}}
100%
10
TM30
TM30
Shadow Ball
Ghost
Special
080
80
100}}
100%
15
TM31
TM31
Brick Break
Fighting
Physical
075
75
100}}
100%
15
TM32
TM32
Double Team
Normal
Status
0000
—
00—}}
—%
15
TM39
TM39
Rock Tomb
Rock
Physical
060
60
095}}
95%
15
TM41
TM41
Torment
Dark
Status
0000
—
100}}
100%
15
TM42
TM42
Facade
Normal
Physical
070
70
100}}
100%
20
TM44
TM44
Rest
Psychic
Status
0000
—
00—}}
—%
10
TM45
TM45
Attract
Normal
Status
0000
—
100}}
100%
15
TM46
TM46
Thief
Dark
Physical
060
60
100}}
100%
25
TM48
TM48
Round
Normal
Special
060
60
100}}
100%
15
TM52
TM52
Focus Blast
Fighting
Special
120
120
070}}
70%
5
TM56
TM56
Fling
Dark
Physical
0000
—
100}}
100%
10
TM57
TM57
Charge Beam
Electric
Special
050
50
090}}
90%
10
TM61
TM61
Will-O-Wisp
Fire
Status
0000
—
085}}
85%
15
TM63
TM63
Embargo
Dark
Status
0000
—
100}}
100%
15
TM66
TM66
Payback
Dark
Physical
050
50
100}}
100%
10
TM68
TM68
Giga Impact
Normal
Physical
150
150
090}}
90%
5
TM77
TM77
Psych Up
Normal
Status
0000
—
00—}}
—%
10
TM78
TM78
Bulldoze
Ground
Physical
060
60
100}}
100%
20
TM80
TM80
Rock Slide
Rock
Physical
075
75
090}}
90%
10
TM83
TM83
Infestation
Bug
Special
020
20
100}}
100%
20
TM85
TM85
Dream Eater
Psychic
Special
100
100
100}}
100%
15
TM87
TM87
Swagger
Normal
Status
0000
—
085}}
85%
15
TM88
TM88
Sleep Talk
Normal
Status
0000
—
00—}}
—%
10
TM90
TM90
Substitute
Normal
Status
0000
—
00—}}
—%
10
TM92
TM92
Trick Room
Psychic
Status
0000
—
00—}}
—%
5
TM97
TM97
Dark Pulse
Dark
Special
080
80
100}}
100%
15
XTM100
TM100
Confide
Normal
Status
0000
—
00—}}
—%
20
Bold
indicates a move that gets
STAB
when used by Dusknoir
Italic
indicates a move that gets STAB only when used by an Evolution of Dusknoir
Click on the generation numbers at the top to see TM moves from other generations
By
breeding
Generation VII
Other generations:
IV
-
V
-
VI
-
VIII
-
IX
Parent
Move
Type
Cat.
Pwr.
Acc.
PP
Dark Pulse
Dark
Special
80
100%
15
Destiny Bond
Ghost
Status
—
—%
5
Feint Attack
Dark
Physical
60
—%
20
Grudge
Ghost
Status
—
—%
5
Haze
Ice
Status
—
—%
30
Imprison
Psychic
Status
—
—%
10
Memento
Dark
Status
—
100%
10
Ominous Wind
Ghost
Special
60
100%
5
Pain Split
Normal
Status
—
—%
20
Skill Swap
Psychic
Status
—
—%
10
Moves marked with an asterisk (*) must be
chain bred
onto Dusknoir in Generation VII
Moves marked with a double dagger (‡) can only be bred from a Pokémon who learned the move in an earlier generation.
Moves marked with a superscript game abbreviation can only be bred onto Dusknoir in that game.
Bold
indicates a move that gets
STAB
when used by Dusknoir
Italic
indicates a move that gets STAB only when used by an Evolution of Dusknoir
Click on the generation numbers at the top to see Egg moves from other generations
By
tutoring
Generation VII
Other generations:
IV
-
V
-
VI
-
VIII
-
IX
Game
Move
Type
Cat.
Pwr.
Acc.
PP
S
M
US
UM
Ally Switch
Psychic
Status
—
—%
15
S
M
US
UM
Bind
Normal
Physical
15
85%
20
S
M
US
UM
Fire Punch
Fire
Physical
75
100%
15
S
M
US
UM
Focus Punch
Fighting
Physical
150
100%
20
S
M
US
UM
Gravity
Psychic
Status
—
—%
5
S
M
US
UM
Ice Punch
Ice
Physical
75
100%
15
S
M
US
UM
Icy Wind
Ice
Special
55
95%
15
S
M
US
UM
Laser Focus
Normal
Status
—
—%
30
S
M
US
UM
Pain Split
Normal
Status
—
—%
20
S
M
US
UM
Skill Swap
Psychic
Status
—
—%
10
S
M
US
UM
Snatch
Dark
Status
—
—%
10
S
M
US
UM
Snore
Normal
Special
50
100%
15
S
M
US
UM
Spite
Ghost
Status
—
100%
10
S
M
US
UM
Telekinesis
Psychic
Status
—
—%
15
S
M
US
UM
Thunder Punch
Electric
Physical
75
100%
15
S
M
US
UM
Trick
Psychic
Status
—
100%
10
S
M
US
UM
Wonder Room
Psychic
Status
—
—%
10
A black or white abbreviation in a colored box indicates that Dusknoir can be tutored the move in that game
A colored abbreviation in a white box indicates that Dusknoir cannot be tutored the move in that game
Bold
indicates a move that gets
STAB
when used by Dusknoir
Italic
indicates a move that gets STAB only when used by an Evolution of Dusknoir
Click on the generation numbers at the top to see Move Tutor moves from other generations
By a prior
Evolution
Generation VII
Other generations:
IV
-
V
-
VI
-
VIII
-
IX
Stage
Move
Type
Cat.
Pwr.
Acc.
PP
This Pokémon has no moves exclusive to prior Evolutions.
Bold
indicates a move that gets
STAB
when used by Dusknoir
Italic
indicates a move that gets STAB only when used by an Evolution of Dusknoir
Click on the generation numbers at the top to see moves from other generations
By
transfer
from another generation
Generation VII
Other generations:
V
-
VI
-
VIII
-
IX
Gen.
Move
Type
Cat.
Pwr.
Acc.
PP
IV
V
VI
Captivate
Normal
Status
0000
—
100}}
100%
20
IV
V
VI
Endure
Normal
Status
0000
—
00—}}
—%
10
IV
V
VI
Flash
Normal
Status
0000
—
100}}
100%
20
IV
V
VI
Headbutt
Normal
Physical
070
70
100}}
100%
15
IV
V
VI
Mud-Slap
Ground
Special
020
20
100}}
100%
10
IV
V
VI
Natural Gift
Normal
Physical
0000
—
100}}
100%
15
IV
V
VI
Power-Up Punch
Fighting
Physical
040
40
100}}
100%
20
IV
V
VI
Rock Smash
Fighting
Physical
040
40
100}}
100%
15
IV
V
VI
Secret Power
Normal
Physical
070
70
100}}
100%
20
IV
V
VI
Strength
Normal
Physical
080
80
100}}
100%
15
IV
V
VI
Sucker Punch
Dark
Physical
070
70
100}}
100%
5
A striped background indicates a generation in which the move can only be obtained via event or as a special move
Bold
indicates a move that gets
STAB
when used by Dusknoir
Italic
indicates a move that gets STAB only when used by an Evolution of Dusknoir
Click on the generation numbers at the top to see transfer-only moves for other generations
By
transfer
, only via prior
Evolution
Generation VII
Prior evolution:
→Dusclops
Gen.
Move
Type
Cat.
Pwr.
Acc.
PP
III
IV
V
VI
Body Slam
Normal
Physical
085
85
100}}
100%
15
III
IV
V
VI
Counter
Fighting
Physical
0000
—
100}}
100%
20
III
IV
V
VI
Double-Edge
Normal
Physical
120
120
100}}
100%
15
III
IV
V
VI
Dynamic Punch
Fighting
Physical
100
100
050}}
50%
5
III
IV
V
VI
Helping Hand
Normal
Status
0000
—
00—}}
—%
20
III
IV
V
VI
Mega Kick
Normal
Physical
120
120
075}}
75%
5
III
IV
V
VI
Mega Punch
Normal
Physical
080
80
085}}
85%
20
III
IV
V
VI
Metronome
Normal
Status
0000
—
00—}}
—%
10
III
IV
V
VI
Mimic
Normal
Status
0000
—
00—}}
—%
10
III
IV
V
VI
Nightmare
Ghost
Status
0000
—
100}}
100%
15
III
IV
V
VI
Seismic Toss
Fighting
Physical
0000
—
100}}
100%
20
A striped background indicates a generation in which the move can only be obtained via event or as a special move
Bold
indicates a move that gets
STAB
when used by Dusknoir
Italic
indicates a move that gets STAB only when used by an Evolution of Dusknoir
Click on the generation numbers at the top to see transfer-only moves for other generations