Pokémon TCG: Top 10 Best Dusknoir

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In this article, check out the 10 best Dusknoir in Pokémon TCG, one of the most important Ghost Pokémon in Gen IV, that is, from Sinnoh and Diamond & Pearl.

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Translated byJoey

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Introduction

Today, we'll explore Dusknoir, one of the most important Ghost Pokémon in Gen IV, that is, from Sinnoh and Diamond & Pearl.

Many old Pokémon from old regions got new evolutions later on. Dusclops, from the Hoenn era, eventually got Dusknoir, its final form.

That being said, let's go over the best Dusknoir in Pokémon TCG.

Top 10 Best Dusknoir in Pokémon TCG

10 - Dusknoir (Diamond/Pearl: Stormfront)

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Its ability, Shadow Command, draws 2 cards. If you have more than 7 cards in hand, you must discard until you only have 6. Then, you'll place 2 damage counters on Dusknoir.

These counters will be important for its attack, Damaged Even, which moves all damage counters on Dusknoir itself to an enemy Pokémon.

Furthermore, its second attack, Night Spin, prevents the opponent from attacking and using attack effects on their active Pokémon if they have 2 energies attached or less.

Please note: this card is not available in Expanded.

9 - Dusknoir (Sun/Moon: Burning Shadows)

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Its ability, Dark Invitation, forces the opponent to reveal their hand. Then, you may get any basic Pokémon you find there, put it on their bench, and put 3 damage counters on it.

Its main attack deals 30 base damage and 30 extra damage for each Pokémon on the opponent's bench.

8 - Dusknoir (Sun/Moon: Cosmic Eclipse)

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This Pokémon stands out because of its ability, Grim Marking. When this Pokémon is knocked out, you may put 4 damage counters on enemy Pokémon however you like.

You can set up many combos in Expanded with it, Spell Tag LOT 190, and Horror Psychic Energy RCL 172.

7 - Dusknoir (Sword/Shield: Vivid Voltage)

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This Pokémon stands out for its ability, Spectral Breach, which disables all special energies attached to Pokémon in play (yours and the opponent's).

It's excellent in Expanded in control decks or sabotage decks, particularly against Lugia VSTAR SIT 139 and Archeops SIT 147, for instance, which use many special energies.

6 - Dusknoir (Scarlet/Violet: Shrouded Fable)

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This card currently sees play in Standard, and its ability makes a huge difference in many games.

Cursed Blast lets you put 13 damage counters on an enemy Pokémon, but you must sacrifice Dusknoir to do it. It will be knocked out and give a Prize card to the opponent.

Once you're behind in the Prize card race, you can use an effect like Counter Catcher sv4 160 (which rotated out of the format in Aprillink outside website).

In Expanded, this card was quite controversial because of Duskull CEC 83 and how easily you could get its evolution. Eventually, Duskull was banned.

Dusknoir SFA 20 is also essential in spread decks.

5 - Dusknoir (Diamond/Pearl: Base Set)

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This Pokémon stands out because of its ability, Dark Palm. You can activate it if the opponent has 4 Pokémon on their bench. You can then pick one of these benched Pokémon and return it to their deck alongside all cards attached to it. It's a sort of control strategy.

Its main attack puts 5 damage counters on the opponent's active Pokémon. Then, you check how many Prize cards they have taken. You'll add that many extra counters, up to 5 more. In that case, Dusknoir can put 10 counters in play!

Please note that this card isn't available in Expanded.

4 - Dusknoir (Diamond/Pearl: Stormfront)

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This Pokémon stands out for its ability, Dark Pulse. While Dusknoir is your active Pokémon, you may put 1 damage counter on each enemy Pokémon that has any energies attached.

Please note that this card isn't available in Expanded.

3 - Dusknoir (Black/White: Boundaries Crossed)

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The third-best Dusknoir in the game saw a lot of play in Black & White's Standard format because of its ability, Sinister Hand. It lets you move 1 damage counter on enemy Pokémon however you like.

You can see how that works in the view below:

In Expanded, you can set something up with this card and Munkidori PRE 44, as well as some recent cards from 2025 and 2026.

2 - Dusknoir LV.X (Diamond/Pearl: Stormfront)

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Pokémon LV.X can use abilities and attacks from their previous versions. So, this Dusknoir LV.X SF 96 can do everything Dusknoir (1) SF 1, Dusknoir DP 2, and Dusknoir (17) SF 17 can, for instance.

Dusknoir LV.X SF 96 stands out for its ability, Ectoplasm, which works as such: if this Pokémon is knocked out, all cards attached to it (energies and tools) are discarded, and this will give the opponent a Prize card. But Dusknoir will become a Stadium and, between turns, all enemy Pokémon will get 1 damage counter.

This Pokémon was more popular in spread strategies and was a strong option in the Diamond & Pearl era, though it was a bit expensive.

Please note that this card isn't available in Expanded.

1 -Trevenant & Dusknoir TAG TEAM-GX (Sun/Moon: Promo Cards)

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The best Dusknoir in Pokémon TCG is the TAG TEAM version. If you'd like to see more about how it works in Expanded, you can check out this articlelink outside website.

This Pokémon controls the game because of its attack, Night Watch (P)(P)(P), which deals 150 damage and lets you look at the opponent's hand. Then, you may pick 2 cards and return them to their deck. It sabotages the opponent considerably.

Finally, its GX attack, Pale Moon, "instant K.O.'s" a Pokémon at the end of the opponent's turn. It does have an extra effect: if it has a (P) energy attached besides what it needs to use this attack, you'll also be able to discard all energies on the opponent's active Pokémon.

The rules are clear: to play around an attack effect, you need to retreat your Pokémon. When you use Pale Moon's effect, however, the opponent won't be able to retreat their Pokémon manually with their energies. They'll have to use another card to do it forcefully.

Final Words

What do you think? Tell us your thoughts in our comment section below.

Thank you for reading, and see you next time!