While Bug is my favorite type because I like a lot of Bug Pokemon, Dark is my second favorite type because of its moves. So many Dark moves have unique and interesting effects and mechanics that you don't see anywhere else. Let's run through these, shall we?
- Assurance: Doubles in power if the target has already been damaged this turn, such as from a partner attack, recoil, or hazards.
- Beat Up: The whole squad rolls up to attack the target. Each healthy team mate contributes a hit, with their attack stat determining the power of their hit.
- Embargo: Prevents the target from using their held item, and prevents the player from using bag items during the main game.
- Fling: Yeets the user's held item at the target. Base power and even secondary effects are determined by the item thrown.
- Foul Play: The user is often completely absent from the damage calculation, as it uses the target's attack stat instead of the user's.
- Jaw Lock: Traps both the target and the user indefinitely.
- Knock Off: Removes the target's held item with few exceptions, and even gets a power boost if it succeeds in removing something.
- Payback: Doubles in power if the target has already acted that turn. Differs from the likes of Revenge and Avalanche in that it doesn't matter if the target has actually hit the user.
- Punishment: Increases in power for each stat boost the target has.
- Pursuit: Doubles in power if the target switches, and even takes precedence over the switch.
- Quash: Forces the target to act last in the turn.
- Snatch: Waits for someone else to try to use a self-targeting move, then yoinks it away.
- Sucker Punch: Its success in conditional on what kind of move the target chose. Not even what move the target used. What the target chose.
- Taunt: Locks the target away from status moves.
- Throat Chop: Locks the target away from sound moves.
- Topsy-Turvy: Flips the target's stat changes on their head.
- Torment: Forces the target to never repeat themselves.