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Dex · 18 × 18 = 324 matchups

Type effectiveness

The complete type effectiveness reference. Includes offensive coverage ranking, defensive resistance ranking, and every type-based immunity in the game. For the interactive tool, head to the type chart calculator.

Quick chart (interactive version at type chart calculator):

Nor
Fir
Wat
Ele
Gra
Ice
Fig
Poi
Gro
Fly
Psy
Bug
Roc
Gho
Dra
Dar
Ste
Fai
Norm
½×½×
Fire
½×½×½×½×
Wate
½×½×½×
Elec
½×½×½×
Gras
½×½×½×½×½×½×½×
Ice
½×½×½×½×
Figh
½×½×½×½×½×
Pois
½×½×½×½×
Grou
½×½×
Flyi
½×½×½×
Psyc
½×½×
Bug
½×½×½×½×½×½×½×
Rock
½×½×½×
Ghos
½×
Drag
½×
Dark
½×½×½×
Stee
½×½×½×½×
Fair
½×½×½×

Offensive type rankings

Count of super-effective (2×) matchups per attacking type:

  1. Ground — 5 SE (Fire, Electric, Poison, Rock, Steel)
  2. Fighting — 5 SE (Normal, Ice, Rock, Dark, Steel)
  3. Rock — 4 SE (Fire, Ice, Flying, Bug)
  4. Ice — 4 SE (Grass, Ground, Flying, Dragon)
  5. Fire — 4 SE (Grass, Ice, Bug, Steel)
  6. Bug, Fairy — 3 SE each
  7. Most others — 1-2 SE

Defensive type rankings

(Resistances + immunities) minus weaknesses:

  1. Steel — 10 resistances + 1 immunity (Poison) - 3 weaknesses = +8 net
  2. Fairy — 3 resistances + 1 immunity (Dragon) - 2 weaknesses = +2 net
  3. Fire — 6 resistances - 3 weaknesses = +3 net
  4. Water — 4 resistances - 2 weaknesses = +2 net
  5. Bug, Grass, Normal — roughly even or slightly negative
  6. Ice — 1 resistance - 4 weaknesses = −3 net (worst defensive type)
  7. Rock — 4 resistances - 5 weaknesses = −1 net

Every type-based immunity

  • Normal → Ghost
  • Fighting → Ghost
  • Ghost → Normal
  • Psychic → Dark
  • Electric → Ground
  • Ground → Flying
  • Dragon → Fairy
  • Poison → Steel

Note: ability-based immunities (Levitate vs. Ground, Flash Fire vs. Fire, Volt Absorb vs. Electric, Water Absorb vs. Water, Sap Sipper vs. Grass, Storm Drain vs. Water, Lightning Rod vs. Electric) add more functional immunities on top of these.

Type chart historical changes

The type chart isn't static. Major changes:

  • Gen 1 only: Bug 2× Poison (changed to ½× in Gen 2). Ghost 0× Psychic (changed to 2× in Gen 2 — this was a bug/oversight in Gen 1).
  • Gen 2: Dark and Steel types added. Both designed as Psychic counters.
  • Gen 6: Fairy type added. Steel lost its resistance to Dark and Ghost. Designed as a Dragon counter (Dragon → Fairy is now 0×).
  • Gen 9: No new chart changes, but Terastallization adds a temporary type-change mechanic.