Legends: Z-A · Move #399
Dark Pulse
special- Power
- 80
- Base cooldown
- 8 s
- Target
- opponents
Effect
May interrupt the target with a flinch.
- 10% chance to flinch the target.
Normal and Plus
Recorded base parameters are shown below. Cooldown, wind-up and execution-loop frames describe separate quantities; these are not a complete time-to-hit measurement. Plus effects are not assumed from a universal power multiplier.
Normal
- Base power
- 80
- Base cooldown
- 8 s
- Wind-up
- 20 frames
- Execution loop
- 20 frames
- 10% chance to flinch the target.
Plus
- Base power
- 80
- Base cooldown
- 8 s
- Wind-up
- 20 frames
- Execution loop
- 20 frames
- 10% chance to flinch the target.
Technical Machines
TM acquisition and Pokémon compatibility are separate relationships.
Pokémon learning Dark Pulse
At least one recorded form per species. Open a profile for form-specific level, evolution and TM methods; this list does not establish that every form learns the move.
92 of 92 Pokémon
Absol
Aggron
Amaura
Arbok
Armarouge
Aurorus
Banette
Blastoise
Carvanha
Chandelure
Clauncher
Clawitzer
Cofagrigus
Crobat
Darkrai
Ekans
Espurr
Frogadier
Furfrou
Garbodor
Gastly
Genesect
Gengar
Glalie
Golisopod
Gourgeist
Greninja
Gyarados
Haunter
Heatran
Heliolisk
Helioptile
Hoopa
Houndoom
Houndour
Inkay
Jigglypuff
Krokorok
Krookodile
Lampent
Larvitar
Liepard
Litwick
Lucario
Mabosstiff
Malamar
Marowak
Maschiff
Mawile
Meowstic
MeowthMewtwo
Mimikyu
Morpeko
Nickit
Noibat
Noivern
Overqwil
Palossand
Pangoro
Perrserker
Persian
Phantump
Porygon-Z
Pumpkaboo
Pupitar
Purrloin
Pyroar
Qwilfish
Rotom
Runerigus
Sableye
Sandile
Sandygast
Scrafty
Scraggy
Seviper
Sharpedo
Shuppet
Skarmory
Steelix
Tatsugiri
Thievul
Trevenant
Trubbish
Tyranitar
Tyrantrum
Tyrunt
Umbreon
Wigglytuff
Yamask
Yveltal