Flying/Dark Type

FlyingDark

Popular Pokemon: Honchkrow, Yveltal, Mandibuzz

Quick Summary

⚠️ Main Weaknesses:

2× weak to Electric, Ice, Rock, Fairy

✓ Main Resistances:

½× resists Grass, Ghost, Dark

Flying/Dark strategy: two immunities and a crowded weakness list

Flying/Dark and Dark/Flying are the same defensive pairing; this page uses flying-dark as the canonical URL. Dark/Flying and Flying/Dark give a team Psychic and Ground immunities in one slot, which can be valuable for pivots and revenge killers. Representative Pokémon include Murkrow, Honchkrow, Vullaby, Mandibuzz, Yveltal. The standard type chart gives this combination no 4× weakness and 2× weak to Electric, Ice, Rock, Fairy. It is immune to Ground, Psychic. Its main defensive value comes from no ¼× resistance; ½× resists Grass, Ghost, Dark, but stats, ability, item, and format still decide whether a real Pokémon can use those entries repeatedly.

Offensive plan

Dark STAB threatens Psychic and Ghost targets, while Flying STAB pressures Grass, Fighting, and Bug targets. Electric, Ice, Rock, and Fairy all hit for 2×, so the typing often needs either strong Speed or defensive recovery to remain useful. Rock is especially important because it may also appear through entry hazards.

Counterplay and defensive risks

To counter Flying/Dark, start with the chart pressure: Electric, Ice, Rock, Fairy. 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

Dark/Flying needs Electric, Ice, Rock, and Fairy answers. Steel and Ground partners can cover several of those lanes, while the Dark/Flying slot can absorb Ground and Psychic pressure for them. Use the Team Calculator to check whether the rest of the six stacks the same Electric, Ice 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, Psychic/Dark guide, and Dragon/Flying guide.

Frequently asked questions

What is Flying/Dark weak to?

Flying/Dark is no 4× weakness and 2× weak to Electric, Ice, Rock, Fairy under the standard type chart.

Is Dark/Flying a different type combination?

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

What is Flying/Dark immune to?

It is immune to Ground, 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 Electric, Ice, Rock pressure can still force predictable switches.

How to interpret this pairing

Flying/Dark should be judged by the trade it creates, not by the raw number of weaknesses alone. It offers safe entry into Ground, Psychic, Grass, Ghost, Dark, which means it can buy turns when those attack types are predictable. In exchange, the opponent will usually try to line upElectric, Ice, Rock, Fairy, 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 Steel for Ice, Rock, Fairy; Fire for Ice, Fairy; Ground for Electric, Rock; Water for Ice; Electric for Electric. 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 Electric, Ice problem.

Defensive Type Matchups

Resistant (½×)

Immune ()

Show Normal Effectiveness Types (9)

Strategy Tips

Why This Combination?

Good coverage

Best Counters

To counter Flying/Dark types, use Pokemon with Electric or Ice moves for 2× damage.