Dark (type): Difference between revisions

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Revision as of 05:40, 11 January 2015

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 Indigo Plateau 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, along with the Steel type.

Statistical averages

Overall

Stat
HP: 67.05
Attack: 89.64
Defense: 65.72
Sp.Atk: 70.69
Sp.Def: 63.62
Speed: 73.95
Total: 430.67


Fully evolved

Stat
HP: 76.61
Attack: 101.91
Defense: 78.35
Sp.Atk: 83.52
Sp.Def: 75.26
Speed: 80.22
Total: 495.87


Battle properties

Generations II to V

Offensive Dark Defensive
Power Types   Power Types
Ghost
Psychic
½× Dark
Ghost
½× Dark
Fighting
Steel
Bug
Fighting
None Psychic


Generation VI onwards

Offensive Dark Defensive
Power Types   Power Types
Ghost
Psychic
½× Dark
Ghost
½× Dark
Fairy
Fighting
Bug
Fairy
Fighting
None Psychic


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 about 6.3% of all Pokémon (counting forms and Mega Evolutions that change typing as different Pokémon), making it the 6th rarest type.

Pure Dark-type Pokémon

# Name
197 Umbreon Umbreon
261 Poochyena Poochyena
262 Mightyena Mightyena
359 Absol Absol
359 Absol Mega Absol
491 Darkrai Darkrai
509 Purrloin Purrloin
510 Liepard Liepard
570 Zorua Zorua
571 Zoroark Zoroark

Pokéstar Studios opponents

# Name
N/A Monster Monster

Half Dark-type Pokémon

Primary Dark-type Pokémon

# Name Type 1 Type 2
198 Murkrow Murkrow Dark Flying
215 Sneasel Sneasel Dark Ice
228 Houndour Houndour Dark Fire
229 Houndoom Houndoom Dark Fire
229 Houndoom Mega Houndoom Dark Fire
302 Sableye Sableye Dark Ghost
302 Sableye Mega Sableye Dark Ghost
430 Honchkrow Honchkrow Dark Flying
461 Weavile Weavile Dark Ice
559 Scraggy Scraggy Dark Fighting
560 Scrafty Scrafty Dark Fighting
624 Pawniard Pawniard Dark Steel
625 Bisharp Bisharp Dark Steel
629 Vullaby Vullaby Dark Flying
630 Mandibuzz Mandibuzz Dark Flying
633 Deino Deino Dark Dragon
634 Zweilous Zweilous Dark Dragon
635 Hydreigon Hydreigon Dark Dragon
686 Inkay Inkay Dark Psychic
687 Malamar Malamar Dark Psychic
717 Yveltal Yveltal Dark Flying

Secondary Dark-type Pokémon

# Name Type 1 Type 2
130 Gyarados Mega Gyarados Water Dark
248 Tyranitar Tyranitar Rock Dark
248 Tyranitar Mega Tyranitar Rock Dark
274 Nuzleaf Nuzleaf Grass Dark
275 Shiftry Shiftry Grass Dark
318 Carvanha Carvanha Water Dark
319 Sharpedo Sharpedo Water Dark
319 Sharpedo Mega Sharpedo Water Dark
332 Cacturne Cacturne Grass Dark
342 Crawdaunt Crawdaunt Water Dark
434 Stunky Stunky Poison Dark
435 Skuntank Skuntank Poison Dark
442 Spiritomb Spiritomb Ghost Dark
452 Drapion Drapion Poison Dark
551 Sandile Sandile Ground Dark
552 Krokorok Krokorok Ground Dark
553 Krookodile Krookodile Ground Dark
658 Greninja Greninja Water Dark
675 Pangoro Pangoro Fighting Dark
720 Hoopa Unbound Hoopa Psychic Dark

Pokéstar Studios opponents

# Name Type 1 Type 2
N/A Brycen-man Brycen-man Dark Psychic
N/A Majin Majin Dark Ghost

Moves

Gen Move Category Contest Power Accuracy PP Target Description
IV Assurance Physical Beauty 60 100% 10 (max 16)
     
     
Any adjacent Pokémon
If the target has already taken some damage in the same turn, this attack's power is doubled.
II Beat Up Physical Smart Varies 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user gets all party Pokémon to attack the target. The more party Pokémon, the greater the number of attacks.
I Bite Physical Tough 60 100% 25 (max 40)
     
     
Any adjacent Pokémon
The target is bitten with viciously sharp fangs. It may make the target flinch.
II Crunch Physical Tough 80 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user crunches up the target with sharp fangs. It may also lower the target's Defense stat.
IV Dark Pulse Special Cool 80 100% 15 (max 24)
     
     
Anyone
The user releases a horrible aura imbued with dark thoughts. It may also make the target flinch.
IV Dark Void Status Smart 80% 10 (max 16)
     
     
All adjacent foes
Opposing Pokémon are dragged into a world of total darkness that makes them sleep.
IV Embargo Status Cute 100% 15 (max 24)
     
     
Any adjacent Pokémon
It prevents the target from using its held item. Its Trainer is also prevented from using items on it.
III Fake Tears Status Smart 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user feigns crying to fluster the target, harshly lowering its Sp. Def stat.
II Feint Attack Physical Smart 60 % 20 (max 32)
     
     
Any adjacent Pokémon
The user approaches the target disarmingly, then throws a sucker punch. It hits without fail.
III Flatter Status Smart 100% 15 (max 24)
     
     
Any adjacent Pokémon
Flattery is used to confuse the target. However, it also raises the target's Sp. Atk stat.
IV Fling Physical Tough Varies 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user flings its held item at the target to attack. Its power and effects depend on the item.
V Foul Play Physical Smart 95 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user turns the target's power against it. The higher the target's Attack stat, the greater the damage.
V Hone Claws Status Cute % 15 (max 24)
     
     
Self
The user sharpens its claws to boost its Attack stat and accuracy.
III Knock Off Physical Smart 65 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user slaps down the target's held item, preventing that item from being used in the battle.
III Memento Status Tough % 10 (max 16)
     
     
Any adjacent Pokémon
The user faints when using this move. In return, it harshly lowers the target's Attack and Sp. Atk.
IV Nasty Plot Status Cute % 20 (max 32)
     
     
Self
The user stimulates its brain by thinking bad thoughts. It sharply raises the user's Sp. Atk.
V Night Daze Special Cool 85 95% 10 (max 16)
     
     
Any adjacent Pokémon
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 70 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user slashes the target the instant an opportunity arises. Critical hits land more easily.
VI Parting Shot Status Cool % 20 (max 32)
     
     
Any adjacent Pokémon
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 50 100% 10 (max 16)
     
     
Any adjacent Pokémon
If the user moves after the target, this attack's power will be doubled.
IV Punishment Physical Smart Varies 100% 5 (max 8)
     
     
Any adjacent Pokémon
This attack's power increases the more the target has powered up with stat changes.
II Pursuit Physical Smart 40 100% 20 (max 32)
     
     
Any adjacent Pokémon
An attack move that inflicts double damage if used on a target that is switching out of battle.
V Quash Status Smart 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user suppresses the target and makes its move go last.
V Snarl Special Tough 55 95% 15 (max 24)
     
     
All adjacent foes
The user yells as if it is ranting about something, making the target's Sp. Atk stat decrease.
III Snatch Status Smart % 10 (max 16)
     
     
Self
The user steals the effects of any healing or stat-changing move the opponent attempts to use.
IV Sucker Punch Physical Smart 80 100% 5 (max 8)
     
     
Any adjacent Pokémon
This move enables the user to attack first. It fails if the target is not readying an attack, however.
IV Switcheroo Status Cool 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user trades held items with the target faster than the eye can follow.
III Taunt Status Smart 100% 20 (max 32)
     
     
Any adjacent Pokémon
The target is taunted into a rage that allows it to use only attack moves for three turns.
II Thief Physical Tough 60 100% 25 (max 40)
     
     
Any adjacent Pokémon
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 Smart % 20 (max 32)
     
     
Any adjacent Pokémon
All stat changes affecting the target turn topsy-turvy and become the opposite of what they were.
III Torment Status Tough 100% 15 (max 24)
     
     
Any adjacent Pokémon
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 the Dark type, introduced in Generation II.
  • Although the Dark type was a special type before the Generation IV, every damaging Dark-type move introduced beforehand was made a physical move.

In other languages

Language Title
Japan Flag.png Japanese あく (悪) Aku
Mandarin Chinese 惡 / 恶 È
邪惡 / 邪恶 Xié'è
Denmark Flag.png Danish Mørke
The Netherlands Flag.png Dutch Duister
Donker
Finland Flag.png Finnish Pimeys
Pimeä
France Flag.png French Ténèbres
Germany Flag.png German Unlicht
Greece Flag.png Greek Σκοταδιού Skotadiou
Israel Flag.png Hebrew אופל Offel
Indonesia Flag.png Indonesian Kegelapan
Italy Flag.png Italian Buio
South Korea Flag.png Korean Ak
Norway Flag.png Norwegian Mørk
Poland Flag.png Polish Mroczny
Brazil Flag.png Brazilian Portuguese Sombrio
Noturno
Romania Flag.png Romanian Întuneric
Russia Flag.png Russian Тёмный Tyomnii
Spanish CELAC Flag.png Latin America Oscuridad
Spain Flag.png Spain Siniestro
Sweden Flag.png Swedish Mörker
Thailand Flag.png Thai มืด or ความมืด
Vietnam Flag.png Vietnamese Bóng Tối