Dark (type)

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   Defensive
Power Types   Power Types
 
 
½×  
 
½×  
 
 
 
 
None  


Generation VI onwards

Offensive   Defensive
Power Types   Power Types
 
 
½×  
 
½×  
 
 
 
 
 
None  


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

Pokéstar Studios opponents

# Name
N/A   Monster

Half Dark-type Pokémon

Primary Dark-type Pokémon

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

Secondary Dark-type Pokémon

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

Pokéstar Studios opponents

# Name Type 1 Type 2
N/A   Brycen-man Dark Psychic
N/A   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 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 % 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 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 % 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 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user suppresses the target and makes its move go last.
V Snarl Special 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 % 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 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.

In other languages

Language Title
  Japanese あく (悪) Aku
Mandarin Chinese 惡 / 恶 È
邪惡 / 邪恶 Xié'è
  Danish Mørke
  Dutch Duister
Donker
  Finnish Pimeys
Pimeä
  French Ténèbres
  German Unlicht
  Greek Σκοταδιού Skotadiou
  Hebrew אופל Offel
  Indonesian Kegelapan
  Italian Buio
  Korean Ak
  Norwegian Mørk
  Polish Mroczny
  Brazilian Portuguese Sombrio
Noturno
  Romanian Întuneric
  Russian Тёмный Tyomnii
Spanish   Latin America Oscuridad
  Spain Siniestro
  Swedish Mörker
  Thai มืด or ความมืด
  Vietnamese Bóng Tối