Dark Type

Knock Off, trap control, and anti-Psychic/Ghost pressure. Dark defines item removal and forces awkward switches.

How Dark plays

Dark-types are glue: Knock Off, Taunt, Sucker Punch, and strong neutral STAB (Crunch/Fiery Wrath). They pair with Fighting (handles Dark/Steel/Rock) and Poison/Fairy to switch into opposing Fairies. Great on balance, stall, and offense alike.

Strengths
  • Super-effective vs Psychic, Ghost
  • Knock Off/item control + strong priority options
  • Great synergy with Fighting and Steel/Poison
Weaknesses
  • Weak to Fighting, Bug, Fairy
  • Prediction games around Sucker Punch

Team-building notes

  • Cover blind spots: pair Dark with partners that answer the weaknesses above.
  • Create a pivot path: use U-turn/Volt Switch/Parting Shot or status to bring your breaker in safely.
  • Speed control: priority or fast teammates let your core close once checks are chipped.
  • Win-con clarity: decide if Dark is your breaker, cleaner, or glue—and support that role with hazards/screens/heal.

Make the most of Regions