Dark (type)

Revision as of 08:52, 11 May 2017 by Pumpkinking0192 (talk | contribs) (→‎Defense: Made a typo while fixing a typo... now that's ACTUALLY an example of irony.)
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, 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: 72.78
Attack: 95.07
Defense: 69.22
Sp.Atk: 76.25
Sp.Def: 69.18
Speed: 75.53
Total: 458.03


Fully evolved

Stat
HP: 82.78
Attack: 108.18
Defense: 80.48
Sp.Atk: 89.68
Sp.Def: 80.75
Speed: 81.53
Total: 523.40


Battle properties

Generations II to V

Offensive   Defensive
Power Types   Power Types
 
 
½×  
 
½×  
 
 
 
 
None  


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
 
 
½×  
 
½×  
 
 
 
 
 
None  


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

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

Secondary Dark-type Pokémon

# Name Type 1 Type 2
088   Grimer
Alola Form
Poison Dark
089   Muk
Alola Form
Poison Dark
130   Mega Gyarados Water Dark
248   Tyranitar Rock Dark
  Mega Tyranitar Rock Dark
274   Nuzleaf Grass Dark
275   Shiftry Grass Dark
318   Carvanha Water Dark
319   Sharpedo Water Dark
  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
  Ash-Greninja Water Dark
675   Pangoro Fighting Dark
720   Hoopa Unbound Psychic Dark
727   Incineroar Fire 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 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, 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.
  • 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.
  • More regional variants belong to the Dark-type than any other type, with six.

In other languages

Language Title
  Japanese あく (悪) Aku
Chinese Cantonese Ok
Mandarin 惡 / 恶 È
  Czech Temný
  Danish Mørke
Mørk
  Dutch Duister
Donker
  Finnish Pimeys
Pimeä
  French Ténèbres
  German Unlicht
  Greek Σκοταδιού Skotadiou
  Hebrew אופל Offel
  Hungarian Sötét
  Indonesian Kegelapan
  Italian Buio
  Korean Ak
  Norwegian Mørk
  Polish Mroczny
  Brazilian Portuguese Sombrio
Noturno
Trevas
  Romanian Întuneric
  Russian Темнота Temnota
Spanish   Latin America Oscuridad
  Spain Siniestro
  Swedish Mörker
Mörk
  Thai มืด Mụ̄d
ความมืด Khwāmmụ̄d
  Vietnamese Bóng tối