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Analysis of the Dark-type

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INTRODUCTION

The Dark-type is a mysterious but powerful type that defies the boundaries set in motion by the laws of physics and effectively is much more than most would assume straight from battle. Though perhaps not among the most common of types, the Dark-type is a fairly universal type for the sheer commonness of Dark-type attacks amongst all kinds of non-Dark-type Pokémon, particularly in the case of moves like Bite and Crunch. Although it might be easily felled by the common Fighting and Bug-types and the not-so-common Fairy-type and has little to offer in many cases outside of simple offense, the Dark-type is truly a tactical type that can mess with the opposition's strategy, keep them from completing a simple task in a line of combinations or just outright immobilize them with fear and panic. It certainly might not be among the easiest of types to master, but for those willing to risk the type's downfalls for its sheer versatility, it is unlikely that many opponents will be able to completely deal with the power this type brings to any side of the battlefield.


POWERS AND ATTRIBUTES

The nature of the Dark-type shares a similar role with the Psychic and Ghost-types in that its features technically go beyond what science is currently equipped to fully deal with and is thus still a relative mystery. What can be said, however, is that the Dark-type is designed to operate as a technical counter against Psychic-types through the manipulation of an abnormal type of energy referred to as anti-positive energy (not to be confused with the conceptual usage of the term to describe the ‘anti-positive’ energy stored in space as a counterpart for the energy that exists in the universe). This strange form of energy acts as a harmonization force that encases objects, even at the atomic level, in a sheathe that temporarily provides an energetic 'shield' of sorts that prevents specific forms of energy from further manipulating particles, namely psychic energy; as such, this energy field essentially cancels out psychic power, though the exact manner in which it does so is still uncertain. More importantly, the usage of Dark-type attacks involves in most cases a direct blow from a limb or body part infused with anti-positive energy for a short amount of time; when applied to a Psychic-type, this temporarily shuts down their internal psychic powers and thus causes temporary neural damage, hurting the defender immensely in the process. Interestingly enough, this same principle applies to Ghost-types due to their need to manipulate particles both here and in another 'world' in order to manifest themselves as part of this reality. The Dark-type is well-known for the brute physical offenses that many Dark-types bring into battle and is among the more powerful of types, but its definition as a type is a bit difficult to understand since many species can utilize anti-positive energy without actually being dependent upon it for defenses; this suggests that only Dark-types have the ability to physically control how much anti-positive energy they use in battle, while all other species merely end up using it as an automatic defense without ever realizing it. Regardless, the Dark-type is a powerful force due to it only being resisted by a few different types, making it a lethal force on just about any kind of battlefield. It is noted, however, that the true benefits of the Dark-type come from its technical aspects, as many otherwise weak Dark-type attacks can generally become extremely powerful under the right situations and certain moves, such as Torment, Taunt and even Snatch, can easily turn the tables on an opponent without them being able to actually predict their usage in battle.


CATEGORIES OF IDENTIFICATION
There are currently 82 recognized species of Dark-types, 15 of them being pure-types and 67 being dual-types. Additionally, 38 of the dual-types are primary Dark-types while the remaining 29 are secondary Dark-types.

MAMMALS: Alolan Meowth, Alolan Persian, Alolan Rattata, Alolan Raticate, Umbreon, Poochyena, Mightyena, Absol (also Mega Absol), Purrloin, Liepard, Zorua, Zoroark, Sneasel, Weavile, Houndour, Houndoom (also Mega Houndoom), Stunky, Skuntank, Pangoro, Incineroar, Nickit, Thievul, Galarian Zigzagoon, Galarian Linoone, Obstagoon, Morpeko, Urshifu (Single Strike Style), Zarude, Hisuian Samurott, Meowscarada, Maschiff and Mabosstiff

These creatures are all mammalian in anatomy but are otherwise generally different from one another in terms of hunting styles and special powers. While creatures such as the members of the Houndour family are pack hunters capable of extreme damage in large numbers, others like Absol and the members of the Zorua family are omnivores that generally rely on local fruit and seed supplies before ever hunting for their meal. Pokémon such as the members of the Purrloin family are rather bland fighters with little else other than their exceptional Speed going for them, while others like Zoroark possess impressive illusionary abilities and are among the most feared of their type. In short, though, these creatures tend to be among the more controllable Dark-types and are easy to form a bond with in most cases than more ravenous beasts.

BIRDS: Galarian Moltres, Murkrow, Honchkrow, Vullaby, Mandibuzz, Yveltal and Bombirdier

These birds are noticeably different among Flying-types for their ability to utilize anti-positive energy naturally as part of their regular offense. While the members of the Vullaby family are defensive fighters at best and are better suited for support positions in battle, the members of the Murkrow family and Honchkrow in particular are powerful offensive fighters that can utilize some of the type's best attacks, such as Night Slash and Dark Pulse, to their utmost in battle. Moreover, the members of the Murkrow family and Sableye are the only creatures capable of naturally learning the bizarre Quash technique, allowing them to take on a tactical role in battle with little effort. Bombirdier take on their Dark-type qualities from their mischievous ways for the most part, as they have a habit of dropping objects on others for the sheer fun of it. Yveltal is said to be the living embodiment of destruction and its Dark-type nature reflects this, as it can utilize anti-positive energy to launch devastating attacks and is so efficient at channeling anti-positive energy that its own Ability serves to intensify Dark-type moves used by itself and all nearby Pokémon. Galarian Moltres acquired their Dark-type powers as a consequence of excessive exposure to Galar particles, and use the dark aura their body radiates in place of the flames normally featured on Kantonian Moltres to burn others.

REPTILES: Scraggy, Scrafty, Sandile, Krokorok, Krookodile and Tyranitar (also Mega Tyranitar)

These reptiles are well-noted for their abnormal specialty of utilizing anti-positive energy as a direct form of offense and generally have possession of powerful offensive attacks that make them a threat in just about any battle. The members of the Scraggy family learn a large number of powerful offensive attacks but are better noted for their impressive defensive stats, in turn making them a good wall in battle that can at least dish out some decent damage while being pummeled. The members of the Sandile family, on the other hand, are ruthless physical combatants that will do anything and everything to win in battle, even if that means literally tearing apart the opposition. Tyranitar are the oddball members of this group as only they and not their pre-evolved form are designed to utilize anti-positive energy regularly; it is believed that this is due to their powers being in an immature state while in their pre-evolved forms despite the fact that they naturally learn the Bite, Payback, Crunch and Dark Pulse attacks while in these states.

ARTHROPODS: Pawniard, Bisharp, Kingambit, Crawdaunt, Drapion and Lokix

These creatures are distinct among arthropods for their capacity to utilize anti-positive energy as an offensive tool in battle but are generally quite different from one another in the wild. Crawdaunt are little more than big bullies that have only moderate offensive and defensive abilities under their belt, making them difficult to use professionally. The members of the Pawniard family, on the other hand, are ruthless beasts capable of slicing apart anything that dares to challenge them, a trait made even worse by their tendency to hunt in large packs as well as their natural penchant for advanced combat tactics in the wild and professional combat. Drapion are oddballs in that they only gain the capacity to naturally utilize Dark-type attacks to their fullest extent after evolution, a trait believed to be linked to their adaptation as desert 'berserkers' designed to overpower the strongest of desert-dwelling life forms for food that also causes them to lose their Bug-type powers in exchange for offensive attacks better designed for their current specialties. Lokix are unique as the only Dark-types that are also primarily Bug-types as a result of evolution awakening a dark fighting spirit within them that grants them the power to make short work of others with no mercy and full brutality in the best of their attacks.

PLANTS: Nuzleaf, Shifty and Cacturne

These creatures all possess plant-based cellular structures but are distinct from other plant-based organisms in that they are able to channel anti-positive energy just as efficiently as any animal-based Dark-type out there. Nuzleaf and Shiftry generally do not learn any truly useful Dark-type attacks naturally aside from Torment and Feint Attack and must be taught them artificially to be of much use, but their access to powerful Grass-type attacks like Leaf Storm helps to supplement this loss. Cacturne, on the other hand, do learn a few good Dark-type attacks and are better able to utilize their powers in physical combat than Nuzleaf or Shiftry ever could.

FAIRY-MORPHS: Impidimp, Morgrem and Grimmsnarl

These creatures do not fall into any main biological group on account of them being fairies, but they are unique among all Fairy-types for being to naturally generate and channel anti-positive energy. This unorthodox combination renders their access to Fairy-type attacks limited, but they are still able to make do with the attacks they do get, including access to the Spirit Break attack when they are fully-evolved. These critters can be real tricksters and prove to be a nuisance if not a danger to others, but they can still show their good side to those willing to work to pull it out of them.

AQUATIC ORGANISMS: Carvanha, Sharpedo (also Mega Sharpedo), Hisuian Qwilfish and Overqwil

These creatures are notably different from other aquatic predators for their ability to utilize anti-positive energy proficiently in battle and are often rendered dangerous creatures to confront up-close as a consequence. Instead of being an overall adaptation to the usage of the type itself, however, it is believed that this power was accidentally assimilated into their physical bodies over time, with the members of the Carvanha family gaining it as a result of their proficient use of the Bite and Crunch attacks to tear prey apart quickly and violently; while this is the sole purpose of the type among Carvanha, Sharpedo are a bit more versatile in battle as a result of their capacity to learn the Night Slash attack late in life. The members of the Hisuian Qwilfish family, on the other hand, seem to have acquired their powers due to the presence of unique chemicals and toxins that existed only in the times of the Hisui region, and while they might not get many attacks that make good use of this type, it still dominates as their primary type due to their proficient use of it for defensive purposes.

AMPHIBIANS: Greninja

Greninja is the only amphibious Dark-type recognized as a result of their unique capacity to freely use and energize themselves with anti-positive energy, a potential side-effect caused by their biologically inherent, ninja-like combat strategies. Greninja are usually rather complacent with their lives and rarely ever have to use their Dark-type powers outside of battle for any purpose, but they are nonetheless quite gifted in their trade and are able to wield powerful moves like Feint Attack and Night Slash. Their abnormal agility may also be to blame for their unusual powers, as most amphibian Pokémon are on the slower-side when it comes to movement and therefore rely on other forms of offense, such as toxins and even the earth itself.

CEPHALOPODS: Inkay and Malamar

Inkay and Malamar are closely related to squids but are otherwise almost completely land-based organisms, a strange lifestyle that only adds on to their already bizarre behaviors and powers. Unique in being the only Pokémon to be able to harness both psychic and anti-positive energy efficiently and safely, these creatures are a significant threat to a variety of opponents and are able to especially make great use of their Dark-type powers to use strong attacks like Night Slash and Foul Play. Inkay might be relatively safe for most trainers to approach and even play with, but Malamar are dire threats to all life forms and are much, much greater threats in the wild than their otherwise moderate stats may suggest.

FISH: Mega Gyarados

As one of the few species of Pokémon capable of Mega Evolution, Gyarados are fierce beasts to begin with and only become even more dangerous upon reaching a state of Mega Evolution. Due to their unique genetic reaction with their associated Mega Stone, Gyarados gain added resistance against electrical attacks and become capable of channeling anti-positive energy freely, in turn swapping out their partial Flying-type assignment for a partial Dark-type assignment. It might not be of much use to them in most cases outside of TMs, but this at least allows these creatures to deal powerful Bite and Crunch attacks far stronger than they otherwise should be.

SPIRITUAL: Sableye (also Mega Sableye) and Spiritomb

These creatures are utterly unique among both Dark and Ghost-types in general in that they are spiritual creatures that have managed to acquire the capacity to efficiently utilize anti-positive energy as a weapon. In the case of Sableye, it is believed that this came about as a result of their bodies being mostly physical in nature as well as the possible product of living in stable, utter darkness for most of their existence. Spiritomb, on the other hand, are believed to have acquired their Dark-type nature as a result of being bound to Odd Keystones to prevent them from causing mischief; the combination of being the fusion of many different sprits as well as the capacity to channel anti-positive energy through a physical object apparently led them to naturally use the type to their advantage, in turn allowing them to learn some of the rarer and more powerful Dark-type attacks like Dark Pulse. Both of these creatures, however, are still distinct among all Pokémon in that they are the only species that do not normally have a weakness to any type aside from the Fairy-type; this is only outdone by the members of the Tynamo family who have no natural weaknesses, but they require that their Ability still be functional for this to be the case.

AMORPHOUS LIFE FORMS: Alolan Grimer and Alolan Muk

While their normal variants are pure Poison-types, Alolan Grimer and Alolan Muk have taken on different elemental traits and moves as a result of their diet of rotting food and garbage in the Alola region, versus the toxic sludge that they normally dine on. As a result of this, this has rendered the outside of their bodies non-toxic, but their insides are far more lethal to explore, as excess toxins from the garbage material they digest are compressed and form crystals filled with lethally-toxic gas before then rising to the surface. Aside from acting almost like teeth, these crystals allow these creatures to naturally channel anti-positive energy though their bodies quite readily, in turn rendering them partial Dark-types.

DRAGONS: Deino, Zweilous and Hydreigon

The members of the Deino family are unique among Dragon-types in that they are the only creatures able to naturally channel anti-positive energy for offense in battle. It is believed by some that this ability might have a hand in their otherwise unstable genetics and in turn their radical evolutionary pathway, but it may just be an ability that they have always possessed. Regardless, this grants these creatures a unique set of type advantages and disadvantages unseen among other creatures and completely separates them from other Dragon-types in terms of both offensive might and sheer ferocity.

SOWER OF NIGHTMARES: Darkrai

Darkrai are highly distinct from other Dark-types not only because of their capacity to wield both psychic and anti-positive energy in battle (though their anti-positive-energy-based attacks are much more dominant) but mainly because their physical presence near sleeping organisms generates nightmares. This super-psychic power is believed to have originally been developed as a defense mechanism to prevent them from being attacked by others, but it has gone so far beyond this that most people are afraid to even go near Darkrai. This makes plenty of sense in light of their powers, as Darkrai are the only creatures to naturally possess the pain-inducing Bad Dreams Ability and the only creatures known to wield the devastating Dark Void technique, a drowning blast of anti-positive energy that can put multiple targets to Sleep with an astounding Accuracy Rate only outdone by the otherwise difficult-to-use Spore technique (as those able to learn the move naturally are generally not among the strongest of fighters).

DARK DJINN: Hoopa Unbound

While Hoopa are normally Psychic/Ghost-type Pokémon in their Confined state, when exposed to their full power from a Prison Bottle and in turn elevated to their Unbound state, they become Psychic/Dark-types and gain a tremendous boost to not only their stats and but their ability to create and control wormholes with psychic power. These fiends are far stronger and crueler than their Confined counterparts and possess teleportation abilities that seem to have no end, transporting enormous buildings or hundreds of objects at once with little effort on their part. This incredible power was seen as being too great in older times and was thus sealed from their grasp while they were bound to the ethereal place, but when in possession of their true power, these ancient creatures seem capable of just about anything and are without a doubt the most powerful Dark-type Pokémon to ever exist.

ULTRA BEAST: Guzzlord

This Ultra Beast’s association with its type assignment’s individual components is the only example out of all of the Ultra Beasts where it does not seem to be primarily reflective of its most dominant physical traits. What can be said is that the creature seems to be a strong source of anti-positive energy, its body so heavily-charged with the substances that it practically leaks out into the surrounding air as it moves. This does not do much for it defensively-speaking, but it does allow it to make great use of the Bite, Crunch and Brutal Swing attacks accessible to it thanks to its massive jaws and pincer-shaped dual tongues.

PARADOX POKÉMON: Brute Bonnet, Roaring Moon and Iron Jugulis

Paradox Pokémon as a whole consist of Pokémon that appear to exist outside of the normal boundaries of time as seen in the present day; in other words, in the case of these specimens, they are creatures from the ancient past in the case of Brute bonnet sand Roaring Moon, and the future in the case of Iron Jugulis, that have been brought to the present and whose biological functions are still a mystery. At the very least, it seems that Brute Bonnet are a relative of Amoonguss of some sort and has taken on the form that is more savage than its modern representative, and one of of obviously different elemental traits, as the creature has lost most of its natural poisonous powers, existing as wilder variations of their modern counterpart with aggressive tendencies and notable Dark-type powers; Roaring Moon are draconic beasts with potential connections to Mega Salamence and not just normal Salamence, and whose brutal and ruthless aggression is oddly countered by the beauty of the feathers they leave in their wake, which is also strange as they have lost their Flying-type attributes altogether, being replaced with a wild Dark-type nature instead; and Iron Jugulis are machines of some sort that have taken on the form of a roboticized Hydreigon, though one of of obviously different elemental traits, as the creature has lost its Dragon-type attributes and instead serves as a partial Flying-type, being propelled through the air by an advanced propulsion system. These attributes grant all of these creatures a different selection of strengths and weaknesses, and thus grants them a different degree of versatility than that exhibited by their supposed relatives that exist in the present day.

TREASURES OF RUIN: Wo-Chien, Ting-Lu, Chi-Yu and Chien-Pao

These beasts are the result of mystical items becoming corrupted by the negative emotions possessed by those that pass them from one carrier to the next, the negativity of grudges and revenge, fear, envy and fury, respectively, overtaking these items and transforming them into these legendary monsters. While their bodies are made entirely of physical objects, the cursed relics attached to them being the true seat of their minds and power, they can nonetheless use these forms to appear imposing and unleash cataclysms across the landscape. These beings once brought great destruction and ruination to the people of the Paldea region in ancient times, but were sealed away eventually to keep their dark power from falling into the wrong hands once more. While they may be difficult to locate, that is entirely the point, as they were sealed away so only those with a pure heart and strong bonds with their Pokémon could ever release them, if only perhaps with the hope of someone eventually purifying the dark corruption that gave them life in the first place.


TYPE ADVANTAGES/DISADVANTAGES (OFFENSIVELY)

Advantage against Ghost: Ghost-types in general do not have fully-physical bodies and thus must rely on the manipulation of particles both in this world and some other world in order to exist within any one reality. This manipulative power is easily damaged by attacks that utilize anti-positive energy even though it is not the type the Dark-type is designed to counter, allowing even small Pokémon with an attack like Bite to inflict significant damage on a stronger Ghost-type in battle.

Advantage against Psychic: The fact that anti-positive energy serves as a direct cancellation of psychic energy means that Psychic-types will experience a great deal of physical and mental anguish when anti-positive energy seeps into their body and begins to temporarily impair their psychic abilities, in turn making the type extremely weak to Dark-type attacks.

Disadvantage against Dark: Not surprisingly, Pokémon that have learned to depend on the effects of anti-positive energy for offenses are automatically born with some degree of resistance against other Dark-type attacks.

Disadvantage against Fighting: The unique physical and mental structure of many Fighting-types would normally make them vulnerable to the anti-positive energy used by Dark-types, but unlike Psychic-types, there is not an endless stream of psychic energy to feed off of. As such, the intelligent Fighting-type tends to demonstrate a surprising resistance against the deteriorating effects of anti-positive energy and therefore Dark-type attacks in battle.

Disadvantage against Fairy: The Fairy Force is capable of dispelling not only draconic energy but anti-positive energy as well; while this is not enough in the latter case to completely prevent damage from Dark-type attacks, it is nonetheless more than enough to severely weaken the power behind any Dark-type attack thrown at a Fairy-type.


TYPE ADVANTAGES/DISADVANTAGES (DEFENSIVELY)

Strong against Dark: Not surprisingly, Pokémon that have learned to depend on the effects of anti-positive energy for offenses are automatically born with some degree of resistance against other Dark-type attacks.

Strong against Ghost: Since Dark-types naturally have a significant type advantage over Ghost-types, they tend to induce a small amount of viable fear within opposing Ghost-types that makes them leery of attack and thus unlikely to attack at full-force for fear of a counterattack, which makes at least a little bit of sense considering Ghost-types become unable to maintain their form and even existence if they cannot manipulate the surrounding space to fit their needs.

Weak against Bug: As with Psychic-types, there is a slight fear associated with Bug-types that makes them more vulnerable than normal, though this fear is based less on intellectual thought than it is sheer primal fear. It is unknown when such a deep-seated fear could have been produced, but it is likely that the Bug-type's general inability to utilize many Dark-types attacks means that their brain structures may be resistant against anti-positive energy, in turn meaning they can strike more ferociously against Dark-types without risking their lives in the process.

Weak against Fighting: Although it is still not quite understood why, it seems that the same momentum/impulse principles that work on armor have a similar effect on Dark-types and appear to be the key way of disrupting their capacity to utilize anti-positive energy for both combat and life-processes, in turn making the Fighting-type one of only three types that can readily take down the otherwise indomitable Dark-type.

Weak against Fairy: The Fairy Force has the unique capacity to dispel anti-positive energy, allowing the Fairy Force to eliminate any defensive advantages anti-positive energy might provide a Dark-type with and in turn severely weaken their defensive abilities before an attack actually makes contact.

Immune to Psychic: The capacity of anti-positive energy to nullify the effects of psychic energy are completely personified in regards to their defenses, as the sheer amount of anti-positive energy flowing through the bodies of Dark-types makes them essentially immune to any attacks that involve the use of psychic energy as a weapon.


DIFFICULTY OF USE/REQUIRED TRAINING SPECIALTIES

Unlike the Psychic-type, the Dark-type is actually quite easy for beginning trainers to utilize and is likely to be at least a small component to most teams due to the fact that Dark-type attacks are learned naturally by an enormous span of different species. Moreover, most young Dark-types tend to be easy to train and work with, though their friendliness tends to be fairly low even with a trainer of great experience. Many Dark-types are extremely dangerous when fully evolved and are among some of the top predators on land, making them a considerable threat to both humans and any wild Pokémon they designate as prey. While many Dark-types are unable to learn a wide variety of moves aside from those supplemented by a partial type, the type itself is still better off than similar types as it can be played equally in two different battling styles, offensive and tactical. Offensive battling is where most trainers will spend their time working and is generally the type of strategy taken on by most beginning and intermediate trainers. However, the place where the Dark-type truly shines is tactical combat, as many of the debilitating moves that trainers have come to loathe everywhere, namely moves such as Snatch, Torment, Taunt and Quash, all have the capacity to completely turn a battle around when used by themselves and can potentially shut down an otherwise indomitable opponent before they can even react. Dark-type Pokémon are generally a bit difficult for early trainers to find (though some exceptions like Poochyena do exist) and tend to be more than a bit difficult to pacify and capture, but they also display a great deal of loyalty if trained properly in most cases. The creatures classified as Dark-types tend to have varying degrees of intelligence; while Pokémon like Krookodile and Sharpedo are driven by pure instinct and show little capacity for advanced battle strategies, others like Bisharp and Spiritomb demonstrate a natural knack for tactical fights and can use whatever offenses they have to great effect in battle without having to rely on their trainer for much instruction. Trainers that wish to specialize in the Dark-type need to be cautious about how they raise their Pokémon and should try to avoid close contact if possible early-on; although anti-positive energy is not as effective at dealing damage against humans as it would a Psychic or Ghost-type, most Dark-type attacks are still quite painful and moves like Crunch can literally remove a limb when used by Pokémon proficient in such moves. Overall, the Dark-type certainly lives up to its name in terms of the sheer brutality and fear it can bring in battle, but for those willing to master the art of tactically fighting with the type, there will be much more of a reward than any other type could possibly hope to provide.

Professor Wormwood
An analysis of the Dark-type. Enjoy.
© 2012 - 2024 Mutitus
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what are the effects of anti-positive energy on humans?, things like unnatural flinching, fear inducement and such?.