What it does
Dark Pulse is a Dark-type special move that has a chance to flinch the target, preventing it from acting that turn. In doubles, where both Pokémon act each turn, a flinch on a slower opponent means they do nothing for that turn entirely.
Dark typing covers Psychic and Ghost. Both frequently appear in doubles as support or speed control Pokémon, and Dark Pulse hits them super-effectively. Unlike Sucker Punch, it has no usage condition. Unlike Knock Off, it doesn't depend on the target holding an item. It's just reliable Dark-type special damage with upside.
Single-target move only — no spread in doubles.
Who runs it
Hydreigon runs it at ~93% usage. Extremely high Special Attack plus Dark STAB makes every Dark Pulse hit threatening. Speed lets it outpace slower support Pokémon, and the flinch chance is meaningful on targets that act after it — damage first, then a chance to prevent their action.
Clawitzer (84% usage) has Mega Launcher, which boosts pulse moves — and Dark Pulse is classified as a pulse move. That ability bonus makes Dark Pulse noticeably stronger in its hands than on a standard Special Attack user.
Greninja carries it for Dark-type coverage to pair with its Water moves, threatening both types simultaneously.
Zoroark gets STAB Dark and has solid Special Attack. Combined with Illusion's unpredictability, the opponent can't safely switch in a Psychic-type without giving away information.
Spiritomb occasionally uses it with Dark/Ghost STAB, mainly against Psychic-type targets.
How to use it
In doubles, primary targets are Psychic- and Ghost-type Pokémon. Use Dark Pulse for stable damage — no conditions needed.
Flinch is worth noting in doubles: if your partner has already forced a situation where the opponent's other Pokémon is constrained (like a Fake Out window expired), landing a flinch with Dark Pulse can make one target do nothing for an entire turn. It's not guaranteed, but when a zero-action turn on a key opponent matters, the flinch probability is part of the decision.
For Clawitzer, the Mega Launcher interaction is why you specifically choose Dark Pulse over other Dark options — the ability boost significantly increases the effective damage.
Tips & strategy
Normal-type Pokémon resist Dark (0.5×). Don't click Dark Pulse into a Normal-type when you need damage — the hit is halved.
Flinch is a bonus, not a strategy. Design around the damage; enjoy the flinch when it lands. Trying to 'fish for flinches' with Dark Pulse in doubles is giving up turn efficiency for a probabilistic outcome that isn't reliable enough to base a plan on.