- If you were looking for the moves known as Dark moves in Japanese, see Shadow move.
- If you were looking for the Pokémon surrounded by Dark Auras in Colosseum and XD: Gale of Darkness, see Shadow Pokémon.
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, Grimsley of the Unova Elite Four, and Island Kahuna Nanu of Ula'ula Island. Notably, the Dark type is the only type that has yet to have a Gym Leader specialize in it, although it is a recurrent type used by members of villainous teams and the Elite Four. Prior to changes in Generation IV, all damaging Dark-type moves were special, but they may now also be physical depending on the attack.
The Dark type was introduced in Generation II, along with the Steel type.
Statistical averages
Overall
Fully evolved
Battle properties
Generations II to V
Offensive
|
|
Defensive
|
Power
|
Types
|
|
Power
|
Types
|
2×
|
|
½×
|
|
½×
|
|
2×
|
|
0×
|
None
|
0×
|
|
Generation VI onwards
As of Generation VII, Dark-type Pokémon are immune to opposing Pokémon's moves that gain priority due to the Ability Prankster.
Offensive
|
|
Defensive
|
Power
|
Types
|
|
Power
|
Types
|
2×
|
|
½×
|
|
½×
|
|
2×
|
|
0×
|
None
|
0×
|
|
Characteristics
Defense
The Dark type, along with the Steel type, was introduced in Generation II in order to balance the previously overpowered Psychic type, and the Ghost type, who had no type resistant to it. As such, Dark is designed to have a resistance to Ghost, a key immunity to Psychic moves and a resistance to itself. However, most Dark-type Pokémon have poor HP, Defense, and Special Defense stats, though there are others with high defensive stats, such as Tyranitar, Umbreon, Mandibuzz, and Drapion.
Prior to Generation VI, Dark/Ghost-type Pokémon had no weaknesses (excluding Fighting under immunity-negating conditions such as Foresight or Scrappy), as the resistances of the Dark type cover the weaknesses of Ghost, and vice-versa. Introduced in Generation VI, the Fairy type is super effective against Dark and not resisted by Ghost. As of Generation VII, Dark-types are also unaffected to any opposing priority status moves caused by the Ability Prankster.
Weaknesses to Fighting and Bug types results in the Dark-type alone offering little defensive utility outside of its aforementioned characteristics, due to its vulnerability to common Fighting coverage and U-turn coupled with usually poor defensive stats among Pokémon of this type, therefore it performs better defensively if paired with types such as Poison - the latter nullifies all of the former's weaknesses, while Dark removes Poison's weakness to Psychic, leaving a single Ground weakness.
Offense
Dark-type moves are especially useful when combating Psychic and Ghost types. Many of them involve the possession of an opponent's attributes, such as Knock Off and Foul Play. Dark had little use as neutral coverage until Steel lost its resistance to it in Generation VI. Despite not being very effective against Fairy, several Dark-type Pokémon have access to Steel and Poison-type moves to pose a threat. Dark-type attacks work very well with Fairy-type attacks since the rare Steel/Fairy is the only combination that resists both.
Despite being a special type prior to Generation IV, all previous Dark-type attacks became physical, which is helpful since most Dark-type Pokémon are physical attackers due to their typically high Attack. Nevertheless, some Dark types have notably higher Special Attack, such as Hydreigon, Houndoom, and Zoroark.
With a neutral hit on Steel and no immunity against it, Dark is considered to be one of the best offensive types available as of Generation VI.
Contest properties
In Contests, Dark-type moves are typically categorized as Clever moves.
Pokémon
As of Generation VII, there are 54 Dark-type Pokémon or 6.7% of all Pokémon (counting those that are Dark-type in at least one of their forms, including Mega Evolutions and Alola Forms), making it the 7th 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
|
Power
|
Accuracy
|
PP
|
Range
|
Description
|
IV
|
Assurance
|
Physical
|
Clever
|
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
|
Clever
|
VariesVaries
|
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
|
Tough
|
06060
|
100100%
|
2525 (max 40)
|
|
The target is bitten with viciously sharp fangs. This may also make the target flinch.
|
VII
|
Black Hole Eclipse
|
Physical
|
|
000—
|
000—%
|
011 (max 1)
|
|
The user gathers dark energy using its Z-Power and sucks the target into it. The power varies, depending on the original move.
|
VII
|
Black Hole Eclipse
|
Special
|
|
000—
|
000—%
|
011 (max 1)
|
|
The user gathers dark energy using its Z-Power and sucks the target into it. The power varies, depending on the original move.
|
VII
|
Brutal Swing
|
Physical
|
|
06060
|
100100%
|
2020 (max 32)
|
|
The user swings its body around violently to inflict damage on everything in its vicinity.
|
II
|
Crunch
|
Physical
|
Tough
|
08080
|
100100%
|
1515 (max 24)
|
|
The user crunches up the target with sharp fangs. This 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. This may also make the target flinch.
|
IV
|
Dark Void
|
Status
|
Clever
|
000—
|
05050%
|
1010 (max 16)
|
|
Opposing Pokémon are dragged into a world of total darkness that makes them sleep.
|
VII
|
Darkest Lariat
|
Physical
|
|
08585
|
100100%
|
1010 (max 16)
|
|
The user swings both arms and hits the target. The target's stat changes don't affect this attack's damage.
|
IV
|
Embargo
|
Status
|
Clever
|
000—
|
100100%
|
1515 (max 24)
|
|
This move prevents the target from using its held item for five turns. Its Trainer is also prevented from using items on it.
|
III
|
Fake Tears
|
Status
|
Cute
|
000—
|
100100%
|
2020 (max 32)
|
|
The user feigns crying to fluster the target, harshly lowering its Sp. Def stat.
|
II
|
Feint Attack
|
Physical
|
Clever
|
06060
|
000—%
|
2020 (max 32)
|
|
The user approaches the target disarmingly, then throws a sucker punch. This attack never misses.
|
III
|
Flatter
|
Status
|
Clever
|
000—
|
100100%
|
1515 (max 24)
|
|
Flattery is used to confuse the target. However, this also raises the target's Sp. Atk stat.
|
IV
|
Fling
|
Physical
|
Cute
|
VariesVaries
|
100100%
|
1010 (max 16)
|
|
The user flings its held item at the target to attack. This move's power and effects depend on the item.
|
V
|
Foul Play
|
Physical
|
Clever
|
09595
|
100100%
|
1515 (max 24)
|
|
The user turns the target's power against it. The higher the target's Attack stat, the greater the move's power.
|
V
|
Hone Claws
|
Status
|
Cute
|
000—
|
000—%
|
1515 (max 24)
|
|
The user sharpens its claws to boost its Attack stat and accuracy.
|
VI
|
Hyperspace Fury
|
Physical
|
Tough
|
100100
|
000—%
|
055 (max 8)
|
|
Using its many arms, the user unleashes a barrage of attacks that ignore the effects of moves like Protect and Detect. But the user's Defense stat falls.
|
III
|
Knock Off
|
Physical
|
Clever
|
06565
|
100100%
|
2020 (max 32)
|
|
The user slaps down the target's held item, and that item can't be used in that battle. The move does more damage if the target has a held item.
|
VII
|
Malicious Moonsault
|
Physical
|
|
180180
|
000—%
|
011 (max 1)
|
|
The user, Incineroar, strengthens its body using its Z-Power and crashes into the target with full force.
|
III
|
Memento
|
Status
|
Tough
|
000—
|
100100%
|
1010 (max 16)
|
|
The user faints when using this move. In return, this harshly lowers the target's Attack and Sp. Atk stats.
|
IV
|
Nasty Plot
|
Status
|
Clever
|
000—
|
000—%
|
2020 (max 32)
|
|
The user stimulates its brain by thinking bad thoughts. This sharply raises the user's Sp. Atk stat.
|
V
|
Night Daze
|
Special
|
Cool
|
08585
|
09595%
|
1010 (max 16)
|
|
The user lets loose a pitch-black shock wave at its target. This may also lower the target's accuracy.
|
IV
|
Night Slash
|
Physical
|
Cool
|
07070
|
100100%
|
1515 (max 24)
|
|
The user slashes the target the instant an opportunity arises. Critical hits land more easily.
|
VI
|
Parting Shot
|
Status
|
Cool
|
000—
|
100100%
|
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
|
Tough
|
05050
|
100100%
|
1010 (max 16)
|
|
The user stores power, then attacks. If the user moves after the target, this attack's power will be doubled.
|
VII
|
Power Trip
|
Physical
|
|
02020
|
100100%
|
1010 (max 16)
|
|
The user boasts its strength and attacks the target. The more the user's stats are raised, the greater the move's power.
|
IV
|
Punishment
|
Physical
|
Cool
|
VariesVaries
|
100100%
|
055 (max 8)
|
|
The more the target has powered up with stat changes, the greater the move's power.
|
II
|
Pursuit
|
Physical
|
Clever
|
04040
|
100100%
|
2020 (max 32)
|
|
The power of this attack move is doubled if it's used on a target that's switching out of battle.
|
V
|
Quash
|
Status
|
Clever
|
000—
|
100100%
|
1515 (max 24)
|
|
The user suppresses the target and makes its move go last.
|
V
|
Snarl
|
Special
|
Tough
|
05555
|
09595%
|
1515 (max 24)
|
|
The user yells as if it's ranting about something, which lowers the Sp. Atk stat of opposing Pokémon.
|
III
|
Snatch
|
Status
|
Clever
|
000—
|
000—%
|
1010 (max 16)
|
|
The user steals the effects of any attempts to use a healing or stat-changing move.
|
IV
|
Sucker Punch
|
Physical
|
Clever
|
07070
|
100100%
|
055 (max 8)
|
|
This move enables the user to attack first. This move fails if the target is not readying an attack.
|
IV
|
Switcheroo
|
Status
|
Clever
|
000—
|
100100%
|
1010 (max 16)
|
|
The user trades held items with the target faster than the eye can follow.
|
III
|
Taunt
|
Status
|
Clever
|
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. The user can't steal anything if it already holds an item.
|
VII
|
Throat Chop
|
Physical
|
|
08080
|
100100%
|
1515 (max 24)
|
|
The user attacks the target's throat, and the resultant suffering prevents the target from using moves that emit sound for two turns.
|
VI
|
Topsy-Turvy
|
Status
|
Clever
|
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
|
Tough
|
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 the Dark type
A Pokémon with Color Change, Protean, Imposter, RKS System, or Multitype will become a Dark-type Pokémon if (respectively) it is hit with a Dark-type move, uses a Dark-type move, is sent out against a Dark-type opponent, is holding a Dark Memory, or is holding a Dread Plate or Darkinium Z.
Since Generation VII, Dark-type Pokémon are also immune to opposing Pokémon's moves that gain priority due to Prankster.
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
Currently, no Abilities are exclusive to Dark types. This does not include signature Abilities.
Trivia
- Generation V introduced the most Dark-type Pokémon of any generation, with 16, while Generation VII introduced the fewest, with only two.
- Generation IV introduced the most Dark-type moves of any generation, with 11, and Generation VI introduced the fewest (excluding Generation I) Dark-type moves, with three.
- 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.
- The Dark type was the only type in Generation II to not have a type boost from a Badge.
- Despite Dark-type moves being special before Generation IV, every Dark-type move originating from before Generation IV was made into a physical move.
- The Dark-type and Ghost-types share their super effectiveness, with both types being only strong against Ghost and Psychic-types.
- More regional variants belong to the Dark-type than any other type, with six.
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