Dark (type)

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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.

Types
Normal Fire
Fighting Water
Flying Grass
Poison Electric
Ground Psychic
Rock Ice
Bug Dragon
Ghost Dark
Steel Fairy
???

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, Sidney, Grimsley, and Island Kahuna Nanu of Ula'ula Island. Notably, the Dark type is the only type that has never had 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

Stat
HP: 70.24
Attack: 96.78
Defense: 70.94
Sp.Atk: 77.45
Sp.Def: 69.65
Speed: 75.84
Total: 460.90


Fully evolved

Stat
HP: 78.71
Attack: 109.71
Defense: 82.47
Sp.Atk: 90.50
Sp.Def: 81.06
Speed: 81.88
Total: 524.32


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

The Dark type, along with the Steel type, was introduced in Generation II in order to balance the previously overpowered Psychic type. As such, Dark is designed to have a key immunity to Psychic moves. 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.

Dark pairs well with Poison defensively—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.

Contest properties

In Contests, Dark-type moves are typically categorized as Clever moves.

Pokémon

As of Generation VI, there are 46 Dark-type Pokémon or 6.4% of all Pokémon (counting those that are Dark-type in at least one of their forms, including Mega Evolutions), making it the 7th rarest type.

Pure Dark-type Pokémon

# Name
052 Meowth Meowth
Alola Form
053 Persian Persian
Alola Form
197 Umbreon Umbreon
261 Poochyena Poochyena
262 Mightyena Mightyena
359 Absol Absol
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
019 Rattata Rattata
Alola Form
Dark Normal
020 Raticate Raticate
Alola Form
Dark Normal
198 Murkrow Murkrow Dark Flying
215 Sneasel Sneasel Dark Ice
228 Houndour Houndour Dark Fire
229 Houndoom Houndoom Dark Fire
Houndoom Mega Houndoom Dark Fire
302 Sableye Sableye Dark Ghost
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
799 Guzzlord Guzzlord Dark Dragon

Secondary Dark-type Pokémon

# Name Type 1 Type 2
088 Grimer Grimer
Alola Form
Poison Dark
089 Muk Muk
Alola Form
Poison Dark
130 Gyarados Mega Gyarados Water Dark
248 Tyranitar Tyranitar Rock Dark
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
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
Greninja Ash-Greninja Water Dark
675 Pangoro Pangoro Fighting Dark
720 Hoopa Hoopa Unbound Psychic Dark
727 Incineroar Incineroar Fire 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 Clever 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 Clever 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. This may also make the target flinch.
VII Black Hole Eclipse Physical % 1 (max 1)
     
     
Any adjacent Pokémon
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 % 1 (max 1)
     
     
Any adjacent Pokémon
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 60 100% 20 (max 32)
     
     
All adjacent Pokémon
The user swings its body around violently to inflict damage on everything in its vicinity.
II Crunch Physical Tough 80 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user crunches up the target with sharp fangs. This 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. This may also make the target flinch.
IV Dark Void Status Clever 50% 10 (max 16)
     
     
All adjacent foes
Opposing Pokémon are dragged into a world of total darkness that makes them sleep.
VII Darkest Lariat Physical 85 100% 10 (max 16)
     
     
Any adjacent Pokémon
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 100% 15 (max 24)
     
     
Any adjacent Pokémon
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 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 Clever 60 % 20 (max 32)
     
     
Any adjacent Pokémon
The user approaches the target disarmingly, then throws a sucker punch. This attack never misses.
III Flatter Status Clever 100% 15 (max 24)
     
     
Any adjacent Pokémon
Flattery is used to confuse the target. However, this also raises the target's Sp. Atk stat.
IV Fling Physical Cute Varies 100% 10 (max 16)
     
     
Any adjacent Pokémon
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 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 move's power.
V Hone Claws Status Cute % 15 (max 24)
     
     
Self
The user sharpens its claws to boost its Attack stat and accuracy.
VI Hyperspace Fury Physical Tough 100 % 5 (max 8)
     
     
Any adjacent Pokémon
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 65 100% 20 (max 32)
     
     
Any adjacent Pokémon
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 180 % 1 (max 1)
     
     
Any adjacent Pokémon
The user, Incineroar, strengthens its body using its Z-Power and crashes into the target with full force.
III Memento Status Tough 100% 10 (max 16)
     
     
Any adjacent Pokémon
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 % 20 (max 32)
     
     
Self
The user stimulates its brain by thinking bad thoughts. This sharply raises the user's Sp. Atk stat.
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. This may also lower the target's accuracy.
IV Night Slash Physical Cool 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 100% 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 Tough 50 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user stores power, then attacks. If the user moves after the target, this attack's power will be doubled.
VII Power Trip Physical 20 100% 10 (max 16)
     
     
Any adjacent Pokémon
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 Varies 100% 5 (max 8)
     
     
Any adjacent Pokémon
The more the target has powered up with stat changes, the greater the move's power.
II Pursuit Physical Clever 40 100% 20 (max 32)
     
     
Any adjacent Pokémon
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 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's ranting about something, which lowers the Sp. Atk stat of opposing Pokémon.
III Snatch Status Clever % 10 (max 16)
     
     
Self
The user steals the effects of any attempts to use a healing or stat-changing move.
IV Sucker Punch Physical Clever 70 100% 5 (max 8)
     
     
Any adjacent Pokémon
This move enables the user to attack first. This move fails if the target is not readying an attack.
IV Switcheroo Status Clever 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user trades held items with the target faster than the eye can follow.
III Taunt Status Clever 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. The user can't steal anything if it already holds an item.
VII Throat Chop Physical 80 100% 15 (max 24)
     
     
Any adjacent Pokémon
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 % 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 the Dark type

A Pokémon with Color Change, Protean, Imposter, 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, or is holding a Dread Plate.

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 II and Generation VI introduced the fewest (not counting Generation I), with six each.
  • 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.
  • There has yet to be a Pokémon Gym that specializes in the Dark type. It is the only type to currently hold this status.
  • 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.

In other languages

Language Title
Japan Flag.png Japanese あく (悪) Aku
Chinese Cantonese Ok
Mandarin 惡 / 恶 È
The Czech Republic Flag.png Czech Temný
Denmark Flag.png Danish Mørke
Mørk
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
Hungary Flag.png Hungarian Sötét
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
Trevas
Romania Flag.png Romanian Întuneric
Russia Flag.png Russian Темнота Temnota
Spanish CELAC Flag.png Latin America Oscuridad
Spain Flag.png Spain Siniestro
Sweden Flag.png Swedish Mörker
Mörk
Thailand Flag.png Thai มืด Mụ̄d
ความมืด Khwāmmụ̄d
Vietnam Flag.png Vietnamese Bóng tối