Bite
Melee · PhysicalDelivers a quick bite with knockback.
Base cooldown: 0.45 s · Max level: 5
Dark attacks threaten Psychic and Ghost. Psychic attacks against Dark are reduced rather than cancelled. Explore the Dark move pool, four legendary entries and Dark Alley.
Damage modifiers against a single defending type. Psychic, Ghost: ×1.6; Fighting, Dark, Fairy: ×0.6.
Incoming damage modifiers for a single-type partner. Fighting, Bug, Fairy: ×1.6; Ghost, Dark: ×0.6; Psychic: ×0.3.
The checked official catalog contains 5 Dark moves, including 5 evolution recipes. Their maximum level is 5. Available moves depend on the partner; this type list is not every Pokémon’s learnset.
Checked base values from the reference snapshot. Upgrades and balance changes can alter cooldown; these are not final attack intervals.
Delivers a quick bite with knockback.
Base cooldown: 0.45 s · Max level: 5
Releases dark energy outward in all directions.
Base cooldown: 1.15 s · Max level: 5
Maintains a damaging shadow field around your partner.
Base cooldown: 0.5 s · Max level: 5
Shots follow a moving target.
Base cooldown: 0.7 s · Max level: 5
Repeated spins hit enemies around the partner.
Base cooldown: 1 s · Max level: 5
Bite strikes nearby enemies, Dark Pulse bursts outward and Night Shade uses an aura. Night Shade is classified as Dark in this game. Sucker Punch adds a tracking shot and Night Slash repeats spinning strikes; follow the game catalog rather than assuming main-series move types.
A cramped alley rewards small, precise dodges. Keep an exit open and avoid wide turns.
4 legendary entries can use this arena. A dual-type legendary can use either type’s arena and keeps both types for damage matchups.
View the full Rift guideThe 60 entries include 56 partners and 4 legendaries. Each dual-type Pokémon counts once. Starter labels describe roster status, not immediate availability.
Sprites: PMD SpriteCollab · CC BY-NC 4.0.
Check attack damage separately from the partner’s weather protection. The table shows modifiers from the checked implementation; a second type also determines protection.
| Weather | Attack damage of this type | Additional effect |
|---|---|---|
| Sandstorm | ×1 | Weather damage unless the partner also has Rock, Ground or Steel. |
| Snowfall | ×1 | Weather damage and up to 10% slower movement unless the partner has Ice as its other type. |
Multipliers shown at full weather intensity; they transition gradually as weather starts and ends. ×1 means no change to this attack type’s damage. Weather protection checks both of the partner’s types.
Against a single defending type: Psychic, Ghost. Each advantage deals ×1.6. For a dual-type target, multiply both modifiers up to ×2.4.
A single-type partner takes ×1.6 from: Fighting, Bug, Fairy. A second type can change the result.
Reach maximum move level, obtain its card and choose the evolution when offered. Bite → Crunch (Power); Dark Pulse → Snarl (Sprint); Night Shade → Nightmare (Synthesis); Sucker Punch → Foul Play (Power); Night Slash → Darkest Lariat (Sprint).
No. Upgrades modify cooldown. Charge time, duration and behavior also depend on the move; the listed base values come from the checked code and do not guarantee a final attack cadence.
Choose a partner and put what you have learned into practice.