Best Dark-Type Fusions for Your Team in Pokémon Infinite Fusion

What are the best Dark-type fusions in Pokémon Infinite Fusion? After running the numbers through the fusion stat formula, the short answer is: Hydreigon + Salamence (Dark/Flying), Weavile + Machamp (Dark/Fighting), and Darkrai + Gengar (Dark/Poison) sit at the very top — devastating offensive stats, immunity to Psychic, and game-changing abilities like Levitate, Intimidate, and Bad Dreams. This guide ranks the 10 best Dark type fusions in Pokémon Infinite Fusion for your team, with exact typings, calculated stats, ability choices, and build paths in version 6.7.2.

Quick note: pokemon-infinitefusions.site is an unofficial fan guide. We are not affiliated with Nintendo, Game Freak, or the creators of Pokémon Infinite Fusion.

Trainer throwing a capture ball at a dark creature in a shadowy canyon

What Makes the Best Dark-Type Fusions in Pokémon Infinite Fusion

Dark is the type that keeps Psychic and Ghost honest. Every Dark fusion is immune to Psychic — which means free switch-ins against the Alakazam, Espeon, and Mewtwo fusions dominating the late game — and Dark STAB hits Psychic and Ghost super effectively. In a meta full of special attackers, that defensive profile is gold.

But Dark has famous problems of its own: weaknesses to Fighting, Bug, and Fairy, three of the most common coverage types in the game. Every fusion below is ranked on four things:

  • Does the typing fix Dark’s weaknesses? Dark/Steel (Zoroark + Lucario) resists Bug and is immune to Poison and Psychic. Dark/Flying (Hydreigon + Salamence) is immune to Ground and Psychic. Dark/Poison (Darkrai + Gengar) resists Grass, Poison, Ghost, Dark, and Fairy while staying immune to Psychic — with Ground as its only weakness.
  • Offense first, but bulk counts. Dark’s best attackers are mixed (Hydreigon 125/105, Darkrai 135 Special). The head donates two-thirds of the special stats and the primary Dark typing; the body donates physical stats and its secondary typing. Every pick below lists the exact order — verify it in the Pokémon Infinite Fusion calculator before fusing.
  • Abilities that define the pick. Intimidate, Levitate, Prankster, Moxie, Huge Power, Bad Dreams — Dark’s family has some of the best abilities in the game, and fusion lets you choose either parent’s.
  • The Fairy problem is real. Fairy types resist Dark and hit it super effectively. Every team running these fusions needs a Steel or Poison answer for Fairies — the team builder will show the hole if you forget.

New to fusion mechanics? Our guide to how fusion works explains DNA Splicers, head/body order, and the typing rules behind every pick here.

The 10 Best Dark-Type Fusions for Your Team, Ranked

Every fusion below keeps the Dark typing, uses the exact head/body order listed, and has its stats calculated with the official fusion formula. Rankings weigh raw power, defensive typing, ability options, and realistic availability.

#1 Hydreigon (Head) + Salamence (Body) — The Dark Sky Tyrant

Type: Dark/Flying | Key stats: 125 Attack, 120 Sp. Attack, 99 Speed | Abilities: Levitate, Intimidate, or Moxie

The best Dark fusion in Pokémon Infinite Fusion: 125 Attack and 120 Special Attack on a typing immune to both Psychic and Ground. Hydreigon’s head donates the Dark primary typing and 125 Special Attack; Salamence’s body donates 135 Attack and the Flying secondary typing. Dark Pulse, Dragon Pulse, Crunch, Earthquake, and Fire Blast give it an answer for everything.

Levitate is technically redundant with the Flying typing’s Ground immunity, so the real choice is Intimidate (safe switch-ins, cripples physical attackers) versus Moxie (snowballing Attack after every KO). Intimidate for consistency, Moxie for sweeps. Weaknesses to Electric, Ice, Rock, and Fairy are real — 4x Ice is the nightmare — so keep it away from Ice Shard users and bring it in on the Psychic and Ground types it walls. Naive nature, Dark Pulse, Draco Meteor or Dragon Pulse, Earthquake, Roost.

How to build it: Deino is a late-game catch evolving into Hydreigon at a high level; Bagon is the Meteor Falls-style hunt evolving into Salamence. A late-game project with endgame dominance.

#2 Weavile (Head) + Machamp (Body) — The 127-Attack Assassin

Type: Dark/Fighting | Key stats: 127 Attack, 78 Speed | Abilities: Pressure, Pickpocket, No Guard, Guts, or Steadfast

127 Attack with Dark/Fighting STAB — the best offensive typing combination in the game, resisted by almost nothing. Weavile’s head donates Dark typing and 120 Attack; Machamp’s body donates 130 Attack and the Fighting typing. Knock Off removes the opponent’s item, Close Combat deletes everything that does not resist it, Ice Shard provides priority, and Icicle Crash covers the Flying types.

No Guard (from Machamp) is the spicy pick: Dynamic Punch and Stone Edge never miss. Guts turns burns into a 50% Attack boost. Pickpocket steals items on contact. The honest flaws: a 4x weakness to Fighting, weakness to Flying and Fairy, and 78 Speed that loses to real sweepers. This is a wallbreaker, not a revenge killer — switch in on a Psychic type it walls, delete something, and accept the trade. Adamant nature, Knock Off, Close Combat, Ice Shard, Swords Dance.

How to build it: Sneasel is a mid-game catch evolving into Weavile; Machop is one of the earliest catches in the game, evolving into Machamp. Very accessible for a top-tier pick.

#3 Darkrai (Head) + Gengar (Body) — The Bad Dreams Nuke

Type: Dark/Poison | Key stats: 133 Sp. Attack, 115 Speed | Abilities: Bad Dreams, Levitate, or Cursed Body

133 Special Attack and 115 Speed with Bad Dreams chipping every sleeping opponent for 1/8 HP per turn. Darkrai’s head donates 135 Special Attack; Gengar’s body donates its Poison secondary typing and 110 Speed. Dark/Poison is immune to Psychic, resists Fighting… no — it resists Poison, Grass, Ghost, and Dark, and its weaknesses are just Ground and Psychic. Dark Void (if available) plus Bad Dreams plus Nasty Plot is the most oppressive setup sequence in the game.

Levitate (from Gengar) is the premium option: Dark/Poison is naturally weak only to Ground and Psychic, and Dark’s Psychic immunity cancels the Psychic weakness — so Levitate leaves this fusion with no weaknesses at all, alongside resistances to Grass, Poison, Ghost, Dark, and Fairy and an immunity to Psychic. That defensive profile with 133 Special Attack and 115 Speed is absurd. The cost: 67/70/85 bulk folds to any strong neutral hit, and both halves are late/post-game catches. Timid nature, Dark Pulse, Sludge Bomb, Nasty Plot, Dark Void or Substitute.

How to build it: Darkrai is a post-game/event encounter; Gastly is the early Lavender catch evolving to Gengar. Strictly endgame — but the best special Dark fusion in the game.

#4 Zoroark (Head) + Lucario (Body) — The Illusion Blade

Type: Dark/Steel | Key stats: 118 Sp. Attack, 108 Attack, 95 Speed | Abilities: Illusion, Justified, Steadfast, or Inner Focus

Illusion disguises it as the last party member — opponents waste their Fighting move on what they think is your Psychic sweeper, then eat a Dark Pulse. Dark/Steel is immune to Psychic and Poison, resists nine types, and is weak only to Fighting (4x), Fire, and Ground. 118 Special Attack and 108 Attack make it genuinely mixed: Dark Pulse, Flash Cannon, Aura Sphere, and Nasty Plot or Swords Dance.

The Illusion mind games are the entire point — without them this is just a good mixed attacker. Build your party so the disguise is believable (put a Fighting-weak Pokémon last), and lead with it to steal turn one. Justified is the honest alternative: +1 Attack every time it takes a Dark hit. 63/67/63 bulk means it cannot take the hits it baits without the disguise working. Timid nature, Nasty Plot, Dark Pulse, Flash Cannon, Focus Blast.

How to build it: Zorua is a mid-to-late-game catch evolving into Zoroark; Riolu is the early egg/hatch encounter evolving into Lucario. Our Lucario guide covers the Riolu line.

Two dark creatures fusing inside a swirling black and purple energy vortex

#5 Houndoom (Head) + Arcanine (Body) — The Flash Fire Hound

Type: Dark/Fire | Key stats: 107 Sp. Attack, 103 Attack, 95 Speed | Abilities: Flash Fire, Intimidate, Early Bird, Unnerve, or Justified

Two Fire immunities in one slot: Flash Fire (available from both parents) absorbs Fire attacks for a Special Attack boost, and Dark/Fire’s Psychic immunity plus Ghost and Dark resistances make it a premium special pivot. 107 Special Attack with Fire Blast, Dark Pulse, and Sludge Bomb or Solar Beam covers enormous ground; 103 Attack with Flare Blitz and Crunch gives it a physical mode.

Intimidate (from Arcanine) is the alternative: switch in, drop the opponent’s Attack, and suddenly 70 Defense is workable. Dark/Fire’s weaknesses (Fighting, Ground, Rock, Water) are all common, so this is a pivot and wallbreaker, not a setup sweeper — come in on a Psychic or Ghost move, threaten, and leave. Timid nature, Fire Blast, Dark Pulse, Nasty Plot, Morning Sun or Will-O-Wisp. A sun-team staple if you run Drought support.

How to build it: Houndour is a mid-game catch evolving into Houndoom; Growlithe is an early-game catch evolving into Arcanine with a Fire Stone. Very accessible.

#6 Absol (Head) + Scizor (Body) — The Technician Executioner

Type: Dark/Steel | Key stats: 130 Attack, 87 Defense | Abilities: Technician, Super Luck, Justified, Swarm, or Light Metal

130 Attack with Technician-boosted Bullet Punch priority and Super Luck critical synergy — pick your poison. Absol’s head donates Dark typing and 130 Attack; Scizor’s body donates 130 Attack and the Steel secondary typing. Dark/Steel is immune to Psychic and Poison with nine resistances; Swords Dance + Bullet Punch + Knock Off + Psycho Cut or Iron Head sweeps once the Fighting types are removed.

Technician is the default: Bullet Punch picks off faster threats, and with 130 Attack behind it, “priority chip” becomes “priority nuke.” Super Luck with Scope Lens and Night Slash is the crit-fishing alternative (50% crit rate). The 4x Fighting weakness and 68 Speed are the honest flaws — this needs Fighting types eliminated before it sweeps, and it needs the Swords Dance turn to be safe. Adamant nature, Swords Dance, Bullet Punch, Knock Off, Iron Head or Psycho Cut.

How to build it: Absol is a mid-game route catch; Scyther is the Safari Zone/bug-area catch evolving into Scizor. Mid-game accessible, endgame viable.

#7 Sableye (Head) + Mawile (Body) — The Prankster Menace

Type: Dark/Fairy | Key stats: 82 Attack, 82 Defense | Abilities: Prankster, Keen Eye, Stall, Huge Power, Intimidate, or Sheer Force

The stats are the worst on this list and it does not matter, because Prankster gives priority to every status move: Will-O-Wisp before the attacker moves, Taunt before the setup sweeper sets up, Recover before the second hit lands, Destiny Bond to trade with anything. Dark/Fairy is immune to Psychic and Dragon, weak only to Fairy and Steel — and Prankster Will-O-Wisp halves the Attack of the Steel types that threaten it.

Huge Power (from Mawile) is the wild alternative: 82 Attack doubled to 164 effective with Play Rough, Knock Off, and Sucker Punch. But Prankster is the honest pick — this fusion wins by disruption, not damage. It is the ultimate glue for Dark teams: it handles the Fighting types (Fairy resists Fighting) that threaten every other pick on this list. Careful nature, Will-O-Wisp, Taunt, Recover, Knock Off or Foul Play.

How to build it: Sableye is a cave encounter; Mawile appears in caves and rocky areas. Both mid-game, no legendaries — the best support fusion on this list.

#8 Umbreon (Head) + Snorlax (Body) — The Curse Wall

Type: Dark/Normal | Key stats: 117 HP, 123 Sp. Defense, 95 Attack | Abilities: Synchronize, Inner Focus, Thick Fat, Immunity, or Gluttony

117 HP and 123 Special Defense, immune to both Psychic and Ghost, weak only to Fighting (4x), Bug, and Fairy. This is the special wall Dark teams dream about: it switches into every Psychic and Ghost attacker in the game for free, shrugs off the hit, and fires back with Foul Play (which uses the opponent’s Attack) or sets up Curse to become a slow physical juggernaut.

Thick Fat halves Fire and Ice damage — excellent on a wall. Synchronize punishes status users. The Curse set (Curse, Payback, Rest, Sleep Talk) is the classic: after two Curses, 95 Attack becomes terrifying behind 117/123 bulk. The 4x Fighting weakness is the honest flaw — one Close Combat from a real fighter ends it, so scout before setting up. Careful nature, Curse, Payback or Foul Play, Rest, Sleep Talk. Our Snorlax guide covers the other half.

How to build it: Eevee + Moon Stone for Umbreon; Snorlax from the Kanto route blockers. Our Eevee guide has the stone locations.

#9 Umbreon (Head) + Tyranitar (Body) — The Sand Stream General

Type: Dark/Rock | Key stats: 120 Sp. Defense, 111 Attack, 110 Defense | Ability: Sand Stream (plus Synchronize/Inner Focus options)

The sandstorm commander: Sand Stream chips every opponent, boosts Rock-type Special Defense, and enables entire sand teams — all on a 120 Special Defense, 110 Defense bulky attacker with Crunch, Stone Edge, and Earthquake. This fusion also appears in our best Eeveelution fusions ranking (as the #4 Eeveelution pick), where we break down its full stat spread, movesets, and the 62-Speed limitation that keeps it honest.

On a Dark team specifically, it is the weather setter and special sponge in one slot — roles no other Dark fusion fills. Pair it with Sand Rush or Sand Veil teammates and a Fairy answer, and it anchors the archetype.

#10 Yveltal (Head) + Rayquaza (Body) — The Dark Aura Apocalypse

Type: Dark/Flying | Key stats: 144 Attack, 137 Sp. Attack, 119 HP | Abilities: Dark Aura, Air Lock, or Big Pecks

144 Attack and 137 Special Attack with Dark Aura boosting every Dark move by 33% — Oblivion Wing, Dark Pulse, and Sucker Punch hit like legendary signature moves because they are. Dark/Flying is immune to Psychic and Ground; the bulk (119/92/93) survives what it needs to. This is the strongest Dark fusion in the game by raw numbers, full stop.

It ranks tenth for one reason: both halves are post-game legendaries, so almost no reader will build it during the story that matters. But in the post-game legendary gauntlet, nothing else compares. Dark Aura even boosts teammates’ Dark moves in doubles. Naive nature, Oblivion Wing, Dark Pulse, Dragon Ascent or Brave Bird, Sucker Punch. Our post-game guide covers the legendary hunt.

The Fairy Problem: Every Dark Team’s Homework

Dark’s nightmare matchup is Fairy: Fairy resists Dark and hits Dark super effectively, and most Fairy types carry Dazzling Gleam or Play Rough specifically for moments like this. The fusions above handle it three ways:

  • Steel coverage on the fusion itself. Zoroark + Lucario and Absol + Scizor both run Flash Cannon or Iron Head — Fairy switch-ins eat a super effective Steel move instead of walling you.
  • Poison coverage. Darkrai + Gengar’s Sludge Bomb and Houndoom + Arcanine’s Sludge Bomb delete Fairy types. If your Dark core lacks Poison or Steel coverage, you do not have a Fairy answer — fix it on the team builder.
  • A dedicated Fairy counter on the team. The honest solution: do not ask your Dark fusion to beat Fairies alone. Pair every Dark core with a Steel or Poison teammate — a Steel-type fusion walls every Fairy in the game.

Test the matchup in the fusion calculator: plug in your Dark fusion against common Fairy threats and check whether you have a super effective answer. If the answer is no, the team is not finished.

Where to Catch Dark Types in Pokémon Infinite Fusion

Dark hunting is generous. Eevee (Celadon quest or Secret Garden) plus a Moon Stone gives you Umbreon — the easiest Dark fusion half in the game. Growlithe is an early catch for the Houndoom + Arcanine build. Machop is in every early cave. Sneasel, Houndour, Absol, Sableye, and Mawile are all mid-game catches in their respective areas. Zorua and Deino are later-game finds; Bagon is the classic dragon-hunt evolving into Salamence.

The legendary halves — Darkrai, Yveltal, and Rayquaza — are post-game encounters. Check exact locations in the Infinite Fusion Dex. Start with Weavile + Machamp or Houndoom + Arcanine, and graduate to the legendary builds after the Elite Four — our Elite Four guide will get you there. New to the game? Download Pokémon Infinite Fusion (version 6.7.2) and start your Dark-type squad today.

Three-headed dark dragon looming over a stormy mountain peak with lightning

Best Dark Fusions FAQ

What is the best Dark fusion in Pokémon Infinite Fusion?

Hydreigon (head) + Salamence (body) is the best Dark-type fusion in Pokémon Infinite Fusion. Dark/Flying typing with 125 Attack, 120 Special Attack, immunity to Psychic and Ground, and Intimidate or Moxie makes it the most complete Dark attacker in the game. It is a late-game build — Weavile + Machamp is the best accessible alternative.

What beats Dark-type fusions?

Fighting, Bug, and Fairy hit Dark super effectively. Fighting is the most dangerous because of Close Combat’s raw power — never leave a Dark/Rock or Dark/Steel fusion in on a Fighting move. Fairy types both resist Dark STAB and hit back super effectively, so every Dark team needs a Steel or Poison teammate as the dedicated Fairy answer.

Are Dark fusions good against the Elite Four?

Excellent — the late game is full of Psychic and Ghost types that Dark deletes. Hydreigon + Salamence, Weavile + Machamp, and Darkrai + Gengar all sweep large portions of the Elite Four. The one warning: bring a Fairy answer, because the Elite Four carries Fairy coverage specifically for Dark sweepers. Our Elite Four guide breaks down each member’s team.

Should the Dark Pokémon be the head or the body?

The head, in most cases. The head donates the Dark primary typing (with its Psychic immunity) and two-thirds of the special stats. Dark’s best attackers are mixed or special-leaning, so the head slot maximizes them. Body-slot Dark is a niche trick for donating abilities like Prankster (Sableye) or Moxie without taking the Dark typing.

What is the best Dark fusion for a Nuzlocke?

Umbreon + Snorlax (117 HP, 123 Special Defense, immune to Psychic and Ghost) or Sableye + Mawile (Prankster disruption that never needs to take a hit). Both forgive mistakes, which is what matters when one faint ends the run. Our best fusions for Nuzlocke guide ranks the safest picks across every type.

Conclusion

The best Dark-type fusions in Pokémon Infinite Fusion pair Psychic immunity with devastating offense: Hydreigon + Salamence for the ultimate mixed Dark attacker, Weavile + Machamp for accessible 127-Attack wallbreaking, and Darkrai + Gengar for post-game special dominance. Cover your Fairy weakness, preview every combination in the fusion calculator, and build the squad on the team builder — this unofficial fan guide will keep the rankings current as version 6.7.2 evolves.

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