Dusclops
Black/WhiteBlack 2/White 2

It seeks drifting will-o’-the-wisps and sucks them into its empty body. What happens inside is a mystery.

Evolution Chain

duskull
Duskull
Level 37
dusclops
Dusclops
🔄
Trade
holding reaper cloth
dusknoir
Dusknoir

Pokédex Data

Classification Beckon Pokémon
Height 1.6 m (5'03")
Weight 30.6 kg (67.5 lbs)
Abilities

Held Items

Training

EV Yield +1 defense
+1 Sp. Def
Catch Rate 90
Base Friendship 35
Growth Rate fast
Gender Ratio
Egg Groups Indeterminate

Learned Moves

Level Up Moves

Black/White
Lvl Name Class Power Acc. PP Effect
1 Fire Punch
75 100% 15 Has a 10% chance to burn the target.
1 Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
1 Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
1 Bind
15 85% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
1 Leer
100% 30 Lowers the target's Defense by one stage.
1 Disable
100% 20 Disables the target's last used move for 1-8 turns.
1 Night Shade
100% 15 Inflicts damage equal to the user's level.
1 Gravity
5 Disables moves and immunities that involve flying or levitating for five turns.
6 Disable
100% 20 Disables the target's last used move for 1-8 turns.
9 Foresight
40 Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it's a Ghost.
14 Astonish
30 100% 15 Has a 30% chance to make the target flinch.
17 Confuse Ray
100% 10 Confuses the target.
22 Shadow Sneak
40 100% 30 Inflicts regular damage with no additional effect.
25 Pursuit
40 100% 20 Has double power against, and can hit, Pokémon attempting to switch out.
30 Curse
10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
33 Will O Wisp
85% 15 Burns the target.
37 Shadow Punch
60 20 Never misses.
42 Hex
65 100% 10 Has double power if the target has a major status ailment.
49 Mean Look
5 Prevents the target from leaving battle.
58 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
61 Future Sight
120 100% 10 Hits the target two turns later.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Fire Punch
75 100% 15 Has a 10% chance to burn the target.
1 Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
1 Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
1 Bind
15 85% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
1 Leer
100% 30 Lowers the target's Defense by one stage.
1 Disable
100% 20 Disables the target's last used move for 1-8 turns.
1 Night Shade
100% 15 Inflicts damage equal to the user's level.
1 Gravity
5 Disables moves and immunities that involve flying or levitating for five turns.
6 Disable
100% 20 Disables the target's last used move for 1-8 turns.
9 Foresight
40 Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it's a Ghost.
14 Astonish
30 100% 15 Has a 30% chance to make the target flinch.
17 Confuse Ray
100% 10 Confuses the target.
22 Shadow Sneak
40 100% 30 Inflicts regular damage with no additional effect.
25 Pursuit
40 100% 20 Has double power against, and can hit, Pokémon attempting to switch out.
30 Curse
10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
33 Will O Wisp
85% 15 Burns the target.
37 Shadow Punch
60 20 Never misses.
42 Hex
65 100% 10 Has double power if the target has a major status ailment.
49 Mean Look
5 Prevents the target from leaving battle.
58 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
61 Future Sight
120 100% 10 Hits the target two turns later.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
TM04 Calm Mind
20 Raises the user's Special Attack and Special Defense by one stage.
TM06 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11 Sunny Day
5 Changes the weather to sunny for five turns.
TM12 Taunt
100% 20 For the next few turns, the target can only use damaging moves.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM14 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM17 Protect
10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
5 Changes the weather to rain for five turns.
TM19 Telekinesis
15 Moves have 100% accuracy against the target for three turns.
TM21 Frustration
100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM26 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM27 Return
100% 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target's Special Defense by one stage.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team
15 Raises the user's evasion by one stage.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target's Speed by one stage.
TM41 Torment
100% 15 Prevents the target from using the same move twice in a row.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
5 User sleeps for two turns, completely healing itself.
TM45 Attract
100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM46 Thief
60 100% 25 Takes the target's item.
TM48 Round
60 100% 15 Has double power if it's used more than once per turn.
TM56 Fling
100% 10 Throws held item at the target; power depends on the item.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user's Special Attack by one stage.
TM61 Will O Wisp
85% 15 Burns the target.
TM63 Embargo
100% 15 Target cannot use held items.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM70 Flash
100% 20 Lowers the target's accuracy by one stage.
TM77 Psych Up
10 Discards the user's stat changes and copies the target's.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target's Speed by one stage.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
TM87 Swagger
85% 15 Raises the target's Attack by two stages and confuses the target.
TM90 Substitute
10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM92 Trick Room
5 For five turns, slower Pokémon will act before faster Pokémon.
TM94 Rock Smash
40 100% 15 Has a 50% chance to lower the target's Defense by one stage.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
Bind
15 85% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Gravity
5 Disables moves and immunities that involve flying or levitating for five turns.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Icy Wind
55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
Pain Split
20 Sets the user's and targets's HP to the average of their current HP.
Skill Swap
10 User and target swap abilities.
Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
Snatch
10 Steals the target's move, if it's self-targeted.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Spite
100% 10 Lowers the PP of the target's last used move by 4.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Trick
100% 10 User and target swap items.
Wonder Room
10 All Pokémon's Defense and Special Defense are swapped for 5 turns.

Base Stats

Hp 40
Attack 70
Defense 130
Sp. Atk 60
Sp. Def 130
Speed 25
Total 455

Type Defenses

(vs. Gen 6+ rules)

0x
0x
0.5x
0.5x
2x
2x