0.1% of the meta · Updated June 10, 2026
Win Rate
52.0%
Meta Share
0.1%
Core Cards
2
580
estimated packs to collect all core cards
Estimates based on pull rates. Actual results may vary.
As often as you like during your turn, you may choose 1 of your Pokémon that has damage on it, and move all of its damage to this Pokémon.
When this Pokémon is Knocked Out, flip a coin. If heads, your opponent can't get any points for it.
Dusknoir wins by exploiting its Fade into Darkness ability to deny your opponent points on knockouts, while its Shadow Void variant centralizes all damage onto itself to protect the rest of your board. The win condition is outlasting opponents through point denial and damage redirection until you close out with Hammer In or support attackers.
Open by placing Duskull and a bench filler such as Litwick or Pumpkaboo, using Professor's Research, Copycat, and Sightseer to dig toward Rare Candy and the Dusknoir line. Mid-game you prioritize getting the Fade into Darkness Dusknoir into the active spot so any KO has a coin-flip chance of giving your opponent zero points. Once a second Dusknoir is on the bench with Shadow Void, funnel chip damage from Gourgeist or Chandelure onto it to clear your bench between threats. Finish by attacking with Hammer In for 80 damage or shifting the pressure with Sabrina to force a favorable KO sequence.
Keep the Fade into Darkness Dusknoir active as your primary attacker. Every time it is knocked out, flip the coin — a heads result means your opponent scores nothing. Combined with Peculiar Plaza and hand-refresh supporters, you can recycle this threat repeatedly and force your opponent into an unfavorable scoring pace.
Bench the Shadow Void Dusknoir early and use its ability each turn to pull all accumulated damage off Chandelure, Gourgeist, or Meloetta and stack it onto Dusknoir. This keeps your smaller support Pokemon alive and functioning, giving you a continuous stream of bench presence while your active threatens the opponent.
Red Card forces your opponent to shuffle and redraw three cards, potentially breaking their evolution setup. Pair it with Sabrina to drag up a benched threat that is not yet ready to attack. This combination stalls the opponent long enough to complete your own Stage 2 evolution and set up the Fade into Darkness lock.
Dusknoir requires a three-stage evolution and only one Rare Candy. Aggressive decks that attack immediately on turn 2 and KO Duskull or Dusclops before the Stage 2 lands prevent the coin-flip denial entirely. Fast ex attackers that score 2 points per KO can close the game before Fade into Darkness ever activates.
Fade into Darkness only matters when Dusknoir is actually knocked out. Flood the board with multiple cheap non-ex attackers that each score 1 point per KO and cycle through them quickly. Your opponent's coin-flip denial never triggers because you are spending few resources per attacker and reaching 3 points through volume.
Oricorio-style mechanics that place bench damage bypass the active-spot dependency of Shadow Void redirection. Spreading damage across the entire bench forces Dusknoir to try to consolidate an impossible amount of damage. Indeedee ex and Pyukumuku similarly exploit the deck's reliance on a static bench layout.
Draw support
Bench attacker
#1 — makimon
Weekly#2-10|$100 forSeries|Noex/Monotype/Singleton · 5W-0L
#1 — meendes
Weekly#2-9|$100 for Series|Noex/Monotype/Singleton · 5W-0L
#1 — RCS | INSTINCT
Weekly#2-14|$100 forSeries|Noex/Monotype/Singleton · 4W-0L
Threats — Weak Against
Based on type weakness analysis of core cards. View full matchup matrix →