Fire/Dark Type

FireDark

Quick Summary

⚠️ Main Weaknesses:

2× weak to Water, Fighting, Ground, Rock

✓ Main Resistances:

½× resists Fire, Grass, Ice, Ghost, Dark, Steel

Fire/Dark strategy: Psychic immunity with four clean weaknesses

Fire/Dark and Dark/Fire are the same defensive pairing; this page uses fire-dark as the canonical URL. Fire/Dark is a disruptive attacking pairing that threatens Steel, Grass, Ice, Bug, Psychic, and Ghost targets while blanking Psychic attacks. Representative Pokémon include Houndour, Houndoom, Mega Houndoom, Incineroar, Chi-Yu. The standard type chart gives this combination no 4× weakness and 2× weak to Water, Fighting, Ground, Rock. It is immune to Psychic. Its main defensive value comes from no ¼× resistance; ½× resists Fire, Grass, Ice, Ghost, Dark, Steel, but stats, ability, item, and format still decide whether a real Pokémon can use those entries repeatedly.

Offensive plan

Fire STAB threatens Grass, Ice, Bug, and Steel targets, while Dark STAB pressures Psychic and Ghost targets. Water, Fighting, Ground, and Rock all hit for 2×, so the typing needs strong positioning or utility to stay on the field. Intimidate, pivoting, setup, or wallbreaking stats can change the role, but the chart risks remain.

Counterplay and defensive risks

To counter Fire/Dark, start with the chart pressure: Water, Fighting, Ground, Rock. If a 4× weakness is listed, preserve that attack type before revealing it; if there is no 4× weakness, repeated 2× pressure and hazard chip usually matter more than a single surprise hit. Scout for abilities, Terastallization, weather, recovery, and pivot moves before assuming the visible multiplier ends the exchange.

Team-building advice

Fire/Dark needs Water, Fighting, Ground, and Rock answers. Grass, Fairy, Flying, Water, and Ground-immune partners can help, while Fire/Dark gives the team Psychic immunity and Steel pressure. Use the Team Calculator to check whether the rest of the six stacks the same Water, Fighting problem, then compare the full defensive chart before choosing moves or teammates.

Read the best Pokémon type combinations guide for a side-by-side defensive comparison.

Continue with Type Chart, Dual Type Calculator, Fire/Fighting guide, and Flying/Dark guide.

Frequently asked questions

What is Fire/Dark weak to?

Fire/Dark is no 4× weakness and 2× weak to Water, Fighting, Ground, Rock under the standard type chart.

Is Dark/Fire a different type combination?

No. Dark/Fire and Fire/Dark use the same two types, so they share the same weaknesses, resistances, and immunities.

What is Fire/Dark immune to?

It is immune to Psychic.

TypeMatchup Original Analysis

Coverage Value

1

Internal score from immunities, resistances, weaknesses, and 4× pressure.

Profile

balanced defensive tradeoff

Main Planning Risk

No 4× weakness, but repeated Water, Fighting, Ground pressure can still force predictable switches.

How to interpret this pairing

Fire/Dark should be judged by the trade it creates, not by the raw number of weaknesses alone. It offers safe entry into Psychic, Fire, Grass, Ice, Ghost, Dark, which means it can buy turns when those attack types are predictable. In exchange, the opponent will usually try to line upWater, Fighting, Ground, Rock, so the pairing needs either speed, bulk, recovery, pivoting, or a teammate ready to absorb that pressure.

Team-building partners

Based on TypeMatchup's own defensive coverage pass, useful single-type partners to test first are Grass for Water, Ground; Flying for Fighting, Ground; Bug for Fighting, Ground; Water for Water; Fighting for Rock. These are not automatic best teammates; they are a shortlist for reducing repeated weaknesses before you choose actual Pokémon, moves, items, abilities, and battle format.

When this combination is worth using

Use this combination when its resisted or immune entries match threats you expect to face repeatedly. Avoid using it only because the summary looks efficient: a 4× weakness can dominate a matchup, while even a strong resistance profile can fail if the Pokémon lacks recovery, speed control, or meaningful pressure after switching in. For a six-Pokémon build, run this pairing through the Team Calculator and check whether another teammate shares the same Water, Fighting problem.

Defensive Type Matchups

Immune (0×)

Show Normal Effectiveness Types (7)