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Duskull

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Duskull in Pokémon Black & White

#355 in the National Pokédex • Requiem Pokémon

Duskull in the National Pokédex
Duskull sprite

Normal

Shiny Duskull sprite

Shiny

Pokédex entries

Pokémon Black

It loves the crying of children. It startles bad kids by passing through walls and making them cry.

Pokémon White

It loves the crying of children. It startles bad kids by passing through walls and making them cry.

Pokémon details

Type

Ghost

Category

Requiem Pokémon

Abilities

Height

0.8 m (2'07")

Weight

15 kg (33.1 lbs)

National Pokédex

#0355

Duskull in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

20

150

244

Attack

40

76

196

Defense

90

166

306

Sp. Atk

30

58

174

Sp. Def

90

166

306

Speed

25

49

163

Total

295

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Duskull, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

Resists

Immune to

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
-
EV yield
1 SpD
Catch rate
190
Base Exp.
59

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
25

Evolution requirements shown in a compact table or chain view.

Known encounter locations for this Pokémon in this game.
Black
LocationMethodLevelChanceConditions

Entralink

Entree Forest (historical Spooky Manor transfer)

Historical Dream World10-

Historical Dream World transfer to Entree Forest; official service has closed and new transfers are unavailable, Spooky Manor catalog; Levitate ability

White
LocationMethodLevelChanceConditions

Entralink

Entree Forest (historical Spooky Manor transfer)

Historical Dream World10-

Historical Dream World transfer to Entree Forest; official service has closed and new transfers are unavailable, Spooky Manor catalog; Levitate ability

Programmed wild held-item entries. Some species require imports and have no wild Black/White encounter.
Black
5%
White
5%

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartLeer

The opposing team gains an intimidating leer with sharp eyes. The opposing team’s Defense stats are reduced.

Normal-10030
StartNight Shade

The user makes the target see a frightening mirage. It inflicts damage matching the user’s level.

Ghost-10015
6Disable

For four turns, this move prevents the target from using the move it last used.

Normal-10020
9Foresight

Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. It also enables an evasive target to be hit.

Normal--40
14Astonish

The user attacks the target while shouting in a startling fashion. It may also make the target flinch.

Ghost3010015
17Confuse Ray

The target is exposed to a sinister ray that triggers confusion.

Ghost-10010
22Shadow Sneak

The user extends its shadow and attacks the target from behind. This move always goes first.

Ghost4010030
25Pursuit

An attack move that inflicts double damage if used on a target that is switching out of battle.

Dark4010020
30Curse

A move that works differently for the Ghost type than for all other types.

Ghost--10
33Will-O-Wisp

The user shoots a sinister, bluish-white flame at the target to inflict a burn.

Fire-7515
38Hex

This relentless attack does massive damage to a target affected by status problems.

Ghost5010010
41Mean Look

The user pins the target with a dark, arresting look. The target becomes unable to flee.

Normal--5
46Payback

If the user moves after the target, this attack’s power will be doubled.

Dark5010010
49Future Sight

Two turns after this move is used, a hunk of psychic energy attacks the target.

Psychic10010010

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
TM04Calm Mind

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Psychic--20
TM06Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Poison-9010
TM10Hidden Power

A unique attack that varies in type and intensity depending on the Pokémon using it.

Varies

30–7010015
TM11Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves.

Fire--5
TM12Taunt

The target is taunted into a rage that allows it to use only attack moves for three turns.

Dark-10020
TM13Ice Beam

The target is struck with an icy-cold beam of energy. It may also freeze the target solid.

Ice9510010
TM14Blizzard

A howling blizzard is summoned to strike the opposing team. It may also freeze them solid.

Ice120705
TM17Protect

It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

Water--5
TM19Telekinesis

The user makes the target float with its psychic power. The target is easier to hit for three turns.

Psychic--15
TM21Frustration

A full-power attack that grows more powerful the less the user likes its Trainer.

Normal-10020
TM27Return

A full-power attack that grows more powerful the more the user likes its Trainer.

Normal-10020
TM29Psychic

The target is hit by a strong telekinetic force. It may also reduce the target’s Sp. Def stat.

Psychic9010010
TM30Shadow Ball

The user hurls a shadowy blob at the target. It may also lower the target’s Sp. Def stat.

Ghost8010015
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM41Torment

The user torments and enrages the target, making it incapable of using the same move twice in a row.

Dark-10015
TM42Facade

An attack move that doubles its power if the user is poisoned, burned, or has paralysis.

Normal7010020
TM44Rest

The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

Psychic--10
TM45Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM46Thief

The user attacks and steals the target’s held item simultaneously. It can’t steal if the user holds an item.

Dark4010010
TM48Round

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

Normal6010015
TM56Fling

The user flings its held item at the target to attack. Its power and effects depend on the item.

Dark-10010
TM57Charge Beam

The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Electric509010
TM61Will-O-Wisp

The user shoots a sinister, bluish-white flame at the target to inflict a burn.

Fire-7515
TM63Embargo

It prevents the target from using its held item. Its Trainer is also prevented from using items on it.

Dark-10015
TM66Payback

If the user moves after the target, this attack’s power will be doubled.

Dark5010010
TM70Flash

The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate caves.

Normal-10020
TM77Psych Up

The user hypnotizes itself into copying any stat change made by the target.

Normal--10
TM85Dream Eater

The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user’s HP.

Psychic10010015
TM87Swagger

The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat.

Normal-9015
TM90Substitute

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

Normal--10
TM92Trick Room

The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Psychic--5

Moves this Pokémon can inherit through breeding or similar methods.
Class
Dark Pulse

The user releases a horrible aura imbued with dark thoughts. It may also make the target flinch.

Dark8010015
Destiny Bond

When this move is used, if the user faints, the Pokémon that landed the knockout hit also faints.

Ghost--5
Faint Attack

The user approaches the target disarmingly, then throws a sucker punch. It hits without fail.

Dark60-20
Grudge

If the user faints, the user’s grudge fully depletes the PP of the opponent’s move that knocked it out.

Ghost--5
Imprison

If the opponents know any move also known by the user, the opponents are prevented from using it.

Psychic--10
Memento

The user faints when using this move. In return, it harshly lowers the target’s Attack and Sp. Atk.

Dark-10010
Ominous Wind

The user blasts the target with a gust of repulsive wind. It may also raise all the user’s stats at once.

Ghost601005
Pain Split

The user adds its HP to the target’s HP, then equally shares the combined HP with the target.

Normal--20
Skill Swap

The user employs its psychic power to exchange Abilities with the target.

Psychic--10

These require the labeled breeding, transfer, trade or historical distribution route. Historical gifts and Dream World services are no longer ordinary active acquisition sources.
Class
Acquisition
Body Slam

The user drops onto the target with its full body weight. It may also leave the target with paralysis.

Normal8510015

Generation III → Pal Park → Generation IV → PokéTransfer

Captivate

If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat.

Normal-10020

PokéTransfer from Generation IV

Double-Edge

A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.

Normal12010015

Generation III → Pal Park → Generation IV → PokéTransfer

Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10

PokéTransfer from Generation IV

Gravity

Gravity is intensified for five turns, making moves involving flying unusable and negating Levitate.

Psychic--5

PokéTransfer from Generation IV

Headbutt

The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch.

Normal7010015

PokéTransfer from Generation IV

Icy Wind

The user attacks with a gust of chilled air. It also reduces the targets’ Speed stat.

Ice559515

PokéTransfer from Generation IV

Mimic

The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.

Normal--10

Generation III → Pal Park → Generation IV → PokéTransfer

Natural Gift

The user draws power to attack by using its held Berry. The Berry determines its type and power.

Varies

-10015

PokéTransfer from Generation IV

Secret Power

The user attacks the target with a secret power. Its added effects vary depending on the user’s environment.

Normal7010020

PokéTransfer from Generation IV

Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10

PokéTransfer from Generation IV

Snatch

The user steals the effects of any healing or stat-changing move the opponent attempts to use.

Dark--10

PokéTransfer from Generation IV

Snore

An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal4010015

PokéTransfer from Generation IV

Spite

The user unleashes its grudge on the move last used by the target by cutting 4 PP from it.

Ghost-10010

PokéTransfer from Generation IV

Sucker Punch

This move enables the user to attack first. It fails if the target is not readying an attack, however.

Dark801005

PokéTransfer from Generation IV

Trick

The user catches the target off guard and swaps its held item with its own.

Psychic-10010

Historical Dream World: Spooky Manor

Trick

The user catches the target off guard and swaps its held item with its own.

Psychic-10010

PokéTransfer from Generation IV

Wonder Room

The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns.

Psychic--10

Trade from Black 2 or White 2

Ability options available to this Pokémon in this game.

Levitate

Ability Slot 1

Gives full immunity to all Ground-type moves.

Evades Ground moves.

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