From Bulbapedia, the community-driven Pokémon encyclopedia.
- If you were looking for the moves known as Dark moves in Japanese, see Shadow move.
The Dark type (Japanese: あくタイプ Evil type) is one of the eighteen types. Notable Trainers who specialize in Dark-type Pokémon are Karen of the Johto Elite Four, Sidney of the Hoenn Elite Four, and Grimsley of the Unova Elite Four. Notably, the Dark type is the only type that has never had a Pokémon Gym specialize in it, although it is a recurrent type used by villainous teams and Elite Four members. Prior to changes in Generation IV, all Dark-type moves were special, but they may now also be physical depending on the attack.
The Dark type was introduced in Generation II.
Statistical averages
Overall
Fully evolved
Battle properties
Generation II-V
Offensive
|
|
Defensive
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Power
|
Types
|
|
Power
|
Types
|
2×
|
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½×
|
|
½×
|
|
2×
|
|
0×
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None
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0×
|
|
Generation VI-onward
Offensive
|
|
Defensive
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Power
|
Types
|
|
Power
|
Types
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2×
|
|
½×
|
|
½×
|
|
2×
|
|
0×
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None
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0×
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|
Characteristics
Defense
Dark-type Pokémon are notable for the fact that they don't have any strong stat trends other than Attack (which is in and of itself modified by a few powerful outliers and slightly ironic as Dark was exclusively a special type, not a physical type until Generation IV), but usually have relatively poor defenses, with the exception of Umbreon, Spiritomb, Bisharp, Drapion, Scrafty, Mandibuzz and Tyranitar. On the plus side, Dark types have an immunity to Psychic-type moves.
Additionally, prior to Generation VI, Pokémon that are both Dark-type and Ghost-type have no weaknesses (excluding Fighting-type moves used under immunity-negating conditions such as Ring Target or Scrappy), as the resistances of the Dark type cover the weaknesses of Ghost, and vice-versa. In Generation VI, the Fairy type was introduced, which is super effective against Dark and not resisted by Ghost, so these Pokémon now have a weakness to Fairy.
Meanwhile, a Psychic/Dark-type Pokémon, such as Inkay and Malamar, has no resistances while having a double weakness to Bug-type moves, a single weakness to Fairy-type moves and an immunity to Psychic.
Offense
Dark-type moves, when combating Psychic types, are especially useful due to their secondary effects; Crunch lowers Defense (an already low stat among Psychic types), Bite causes flinching, Feint Attack never misses, Sucker Punch has priority (if the target was planning an attacking move), Night Slash has a high critical hit ratio while Pursuit hits Pokémon as they switch for double damage. Many Dark-type moves also involve stealing or deception, such as moves like: Thief, which steals an opponent's held item; Snatch, which steals the beneficial effects of an opponent's moves; and Foul Play, which uses a number of the opponent's offensive modifiers, such as Attack, to calculate damage.
Even though the Dark type was considered a special type prior to Generation IV, the three Dark-type moves that are currently special (Dark Pulse, Snarl and Night Daze) were introduced after Generation III, meaning that all Dark-type moves that were once special moves are now all physical moves, which helps many Dark types since most of them are physical attackers. Similar to the Ghost-type, Dark-type attacks work very well with Fairy-type attacks, as only two Pokémon resist said combination.
Contest properties
In Contests, Dark-type moves are typically categorized as Smart moves.
Pokémon
As of Generation VI, there are 45 Dark-type Pokémon or 6.1% of all Pokémon (counting forms and Mega Evolutions that change typing as different Pokémon), making it the 6th rarest type.
Pure Dark-type Pokémon
Pokéstar Studios opponents
Half Dark-type Pokémon
Primary Dark-type Pokémon
Secondary Dark-type Pokémon
Pokéstar Studios opponents
Moves
Gen
|
Move
|
Category
|
Contest
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Power
|
Accuracy
|
PP
|
Range
|
Description
|
IV
|
Assurance
|
Physical
|
Beauty
|
06060
|
100100%
|
1010 (max 16)
|
|
If the target has already taken some damage in the same turn, this attack's power is doubled.
|
II
|
Beat Up
|
Physical
|
Smart
|
VariesVaries
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100100%
|
1010 (max 16)
|
|
The user gets all party Pokémon to attack the target. The more party Pokémon, the greater the number of attacks.
|
I
|
Bite
|
Physical
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Tough
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06060
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100100%
|
2525 (max 40)
|
|
The target is bitten with viciously sharp fangs. It may make the target flinch.
|
II
|
Crunch
|
Physical
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Tough
|
08080
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100100%
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1515 (max 24)
|
|
The user crunches up the target with sharp fangs. It may also lower the target's Defense stat.
|
IV
|
Dark Pulse
|
Special
|
Cool
|
08080
|
100100%
|
1515 (max 24)
|
|
The user releases a horrible aura imbued with dark thoughts. It may also make the target flinch.
|
IV
|
Dark Void
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Status
|
Smart
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000—
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08080%
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1010 (max 16)
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|
Opposing Pokémon are dragged into a world of total darkness that makes them sleep.
|
IV
|
Embargo
|
Status
|
Cute
|
000—
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100100%
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1515 (max 24)
|
|
It prevents the target from using its held item. Its Trainer is also prevented from using items on it.
|
II
|
Feint Attack
|
Physical
|
Smart
|
06060
|
000—%
|
2020 (max 32)
|
|
The user approaches the target disarmingly, then throws a sucker punch. It hits without fail.
|
III
|
Fake Tears
|
Status
|
Smart
|
000—
|
100100%
|
2020 (max 32)
|
|
The user feigns crying to fluster the target, harshly lowering its Sp. Def stat.
|
III
|
Flatter
|
Status
|
Smart
|
000—
|
100100%
|
1515 (max 24)
|
|
Flattery is used to confuse the target. However, it also raises the target's Sp. Atk stat.
|
IV
|
Fling
|
Physical
|
Tough
|
VariesVaries
|
100100%
|
1010 (max 16)
|
|
The user flings its held item at the target to attack. Its power and effects depend on the item.
|
V
|
Foul Play
|
Physical
|
|
09595
|
100100%
|
1515 (max 24)
|
|
The user turns the target's power against it. The higher the target's Attack stat, the greater the damage.
|
V
|
Hone Claws
|
Status
|
|
000—
|
000—%
|
1515 (max 24)
|
|
The user sharpens its claws to boost its Attack stat and accuracy.
|
III
|
Knock Off
|
Physical
|
Smart
|
06565
|
100100%
|
2020 (max 32)
|
|
The user slaps down the target's held item, preventing that item from being used in the battle.
|
III
|
Memento
|
Status
|
Tough
|
000—
|
000—%
|
1010 (max 16)
|
|
The user faints when using this move. In return, it harshly lowers the target's Attack and Sp. Atk.
|
IV
|
Nasty Plot
|
Status
|
Cute
|
000—
|
000—%
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2020 (max 32)
|
|
The user stimulates its brain by thinking bad thoughts. It sharply raises the user's Sp. Atk.
|
V
|
Night Daze
|
Special
|
|
08585
|
09595%
|
1010 (max 16)
|
|
The user lets loose a pitch-black shock wave at its target. It may also lower the target's accuracy.
|
IV
|
Night Slash
|
Physical
|
Beauty
|
07070
|
100100%
|
1515 (max 24)
|
|
The user slashes the target the instant an opportunity arises. Critical hits land more easily.
|
VI
|
Parting Shot
|
Status
|
|
000—
|
000—%
|
2020 (max 32)
|
|
With a parting threat, the user lowers the target's Attack and Sp. Atk stats. Then it switches with a party Pokémon.
|
IV
|
Payback
|
Physical
|
Cool
|
05050
|
100100%
|
1010 (max 16)
|
|
If the user moves after the target, this attack's power will be doubled.
|
IV
|
Punishment
|
Physical
|
Smart
|
VariesVaries
|
100100%
|
055 (max 8)
|
|
This attack's power increases the more the target has powered up with stat changes.
|
II
|
Pursuit
|
Physical
|
Smart
|
04040
|
100100%
|
2020 (max 32)
|
|
An attack move that inflicts double damage if used on a target that is switching out of battle.
|
V
|
Quash
|
Status
|
|
000—
|
100100%
|
1515 (max 24)
|
|
The user suppresses the target and makes its move go last.
|
V
|
Snarl
|
Special
|
|
05555
|
09595%
|
1515 (max 24)
|
|
The user yells as if it is ranting about something, making the target's Sp. Atk stat decrease.
|
III
|
Snatch
|
Status
|
Smart
|
000—
|
000—%
|
1010 (max 16)
|
|
The user steals the effects of any healing or stat-changing move the opponent attempts to use.
|
IV
|
Sucker Punch
|
Physical
|
Smart
|
08080
|
100100%
|
055 (max 8)
|
|
This move enables the user to attack first. It fails if the target is not readying an attack, however.
|
IV
|
Switcheroo
|
Status
|
Cool
|
000—
|
100100%
|
1010 (max 16)
|
|
The user trades held items with the target faster than the eye can follow.
|
III
|
Taunt
|
Status
|
Smart
|
000—
|
100100%
|
2020 (max 32)
|
|
The target is taunted into a rage that allows it to use only attack moves for three turns.
|
II
|
Thief
|
Physical
|
Tough
|
06060
|
100100%
|
2525 (max 40)
|
|
The user attacks and steals the target's held item simultaneously. It can't steal if the user holds an item.
|
VI
|
Topsy-Turvy
|
Status
|
|
000—
|
000—%
|
2020 (max 32)
|
|
All stat changes affecting the target turn topsy-turvy and become the opposite of what they were.
|
III
|
Torment
|
Status
|
Smart
|
000—
|
100100%
|
1515 (max 24)
|
|
The user torments and enrages the target, making it incapable of using the same move twice in a row.
|
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.
|
Abilities
Interacting with Dark-type
User of Color Change will be changed into Dark-type after it is hit with a Dark-type move. Protean will change its user into Dark-type when it uses a Dark-type move. When a Pokémon with Multitype holds a Dread Plate, it will become a Dark-type Pokémon. When a Pokémon with Imposter is sent out and its opposite opponent is Dark-type, it will transform into that Pokémon and turn into Dark-type.
Gen
|
Ability
|
Description
|
VI
|
Dark Aura
|
Powers up each Pokémon's Dark-type moves.
|
V
|
Justified
|
Boosts the Attack stat when it's hit by a Dark-type move.
|
V
|
Rattled
|
Raises Speed one stage upon being hit by a Dark, Ghost, or Bug move.
|
All details are accurate to Generation VI games. For details that have changed between generations, please see an individual Ability's page.
|
Exclusive Abilities
Only Dark-type Pokémon can have these Abilities. This does not include signature Abilities.
Trivia
- Generation V introduced the most Dark-type Pokémon of any generation, with 16, and Generation VI introduced the fewest (minus Generation I) Dark-type Pokémon, with five.
- Generation IV introduced the most Dark-type moves of any generation, with 11, and Generation VI introduced the fewest (minus Generation I) Dark-type moves, with two.
- Neither of the moves introduced in Generation VI deal damage.
- In Generation II, the Dark type saw one type change in a move (Bite), but no change in a Pokémon. The opposite is true for the Steel type, which saw one type change in a Pokémon family (Magnemite and Magneton), but no change in a move.
- There has yet to be a Pokémon Gym that specializes in the Dark type.
- The Fairy-type, introduced in Generation VI, received its own gym before Dark-type, introduced in Generation II.
- Like Ghost, there are no Pokémon with a type combination doubly vulnerable to Dark, though in Generation VI the move Trick-or-Treat can create such a combination in-battle if it is used on a Psychic-type.
- Although the Dark type was a special type before the Generation IV, every damaging Dark-type move introduced beforehand was made a physical move.
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