Nor | Fir | Wat | Ele | Gra | Ice | Fig | Poi | Gro | Psy | Bug | Roc | Gho | Dra | Dar | Ste | Fai | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Norm | 0.625× | 0.39× | 0.625× | |||||||||||||||
Fire | 0.625× | 0.625× | 1.6× | 1.6× | 1.6× | 0.625× | 0.625× | 1.6× | ||||||||||
Wate | 1.6× | 0.625× | 0.625× | 1.6× | 1.6× | 0.625× | ||||||||||||
Elec | 1.6× | 0.625× | 0.625× | 0.39× | 1.6× | 0.625× | ||||||||||||
Gras | 0.625× | 1.6× | 0.625× | 0.625× | 1.6× | 0.625× | 0.625× | 1.6× | 0.625× | 0.625× | ||||||||
Ice | 0.625× | 0.625× | 1.6× | 0.625× | 1.6× | 1.6× | 1.6× | 0.625× | ||||||||||
Figh | 1.6× | 1.6× | 0.625× | 0.625× | 0.625× | 0.625× | 1.6× | 0.39× | 1.6× | 1.6× | 0.625× | |||||||
Pois | 1.6× | 0.625× | 0.625× | 0.625× | 0.625× | 0.39× | 1.6× | |||||||||||
Grou | 1.6× | 1.6× | 0.625× | 1.6× | 0.39× | 0.625× | 1.6× | 1.6× | ||||||||||
| 0.625× | 1.6× | 1.6× | 1.6× | 0.625× | 0.625× | |||||||||||||
Psyc | 1.6× | 1.6× | 0.625× | 0.39× | 0.625× | |||||||||||||
Bug | 0.625× | 1.6× | 0.625× | 0.625× | 0.625× | 1.6× | 0.625× | 1.6× | 0.625× | 0.625× | ||||||||
Rock | 1.6× | 1.6× | 0.625× | 0.625× | 1.6× | 1.6× | 0.625× | |||||||||||
Ghos | 0.39× | 1.6× | 1.6× | 0.625× | ||||||||||||||
Drag | 1.6× | 0.625× | 0.39× | |||||||||||||||
Dark | 0.625× | 1.6× | 1.6× | 0.625× | 0.625× | |||||||||||||
Stee | 0.625× | 0.625× | 0.625× | 1.6× | 1.6× | 0.625× | 1.6× | |||||||||||
Fair | 0.625× | 1.6× | 0.625× | 1.6× | 1.6× | 0.625× |
Why Pokémon GO uses different multipliers
GO's stat scaling (CP system, IV ranges 0-15 instead of 0-31) led Niantic to flatten the damage curve compared to the main series. The main games use a 2× / 0.5× super-effective / resisted system; GO uses 1.6× / 0.625×. The matchup chart itself (which types beat which) is the same — only the multipliers are different.
The 0× immunity rule in GO
GO does not have true 0× immunities. Instead, what would be a 0× matchup in the main games is treated as 0.39× ("doubly resistant"). So Normal-type moves do reduced damage to Ghost-type Pokémon in GO instead of nothing. This makes "off-type" damage still feasible in raids and PvP.
How effectiveness stacks on dual-types
If a defender has two types, the multipliers multiply: 1.6 × 1.6 = 2.56× (double super-effective), 0.625 × 0.625 = 0.39× (double resist), 1.6 × 0.625 = 1× (neutral). Same logic as main series, just with GO's modified numbers.
Practical implications
In GO raids: super-effective is meaningful but not game-changing. Bringing 6 super-effective counters vs. 6 neutral counters reduces TTW (Time To Win) by ~40%, not 100%. In PvP: shields and energy management matter more than type effectiveness in many matchups — but stacking SE moves still wins more games than not.
For the main series type chart (with full 2× / 0.5× values), see the interactive type chart calculator.