The 'physical reality' mnemonic
Many type matchups follow real-world physics:
- Water > Fire (water puts out fire)
- Fire > Grass (fire burns plants)
- Grass > Water (plants absorb water)
- Fire > Ice (fire melts ice)
- Ice > Dragon (mythological — ice slays dragons)
- Electric > Water (electricity conducts through water)
- Ground > Electric (ground absorbs current)
- Electric > Flying (lightning hits birds)
- Rock > Flying (rocks knock birds out of the sky)
- Rock > Fire (rocks smother flames — debatable, but in-game it's true)
- Water > Rock (water erodes rock)
- Grass > Rock (plants break rock)
- Fighting > Normal (martial artists beat normies)
The 'thematic' mnemonic
Other matchups follow lore or character themes:
- Dark > Psychic (Psychic-types fear the unknown — Gen 2 introduced Dark as a Psychic counter)
- Bug > Psychic (originally a hard counter; bugs creep psychic types out)
- Ghost > Psychic (ghosts haunt the mind)
- Fairy > Dragon (fairy tales slay dragons)
- Steel > Fairy (cold iron repels fairies, classic mythology)
- Fighting > Steel (martial artists shape metal)
- Poison > Fairy (toxic to the otherworldly)
- Ghost > Ghost (only ghosts can hurt ghosts)
- Dragon > Dragon (only dragons rival dragons)
The 'immunity' shortcuts
Eight type immunities are easy to remember because they're paired:
- Normal ↔ Ghost — they can't touch each other (Normal → Ghost = 0, Ghost → Normal = 0)
- Fighting → Ghost — you can't punch a ghost
- Ground → Flying — your earthquake doesn't reach the sky
- Electric → Ground — current absorbed by earth
- Poison → Steel — you can't poison metal
- Psychic → Dark — Dark-types are immune to mind games (Gen 2 design)
- Dragon → Fairy — fairy magic resists draconic might (Gen 6 design)
The 'defensive types worth memorizing'
Only a few types stand out defensively:
- Steel: 10 resistances, 1 immunity, 3 weaknesses. Best mono-type wall.
- Water: 4 resistances, 2 weaknesses. Versatile defensive type.
- Fairy: 3 resistances + Dragon immunity, 2 weaknesses.
- Ghost: 3 immunities (Normal, Fighting, and Ghost-only takes 1× from Ghost). Combined with Dark resist, Ghost is the meta-defining defensive secondary type.
The 'best offensive types'
Ground and Fighting tied for most super-effective matchups (5 each). Most teams have at least one Ground and one Fighting attacker — they're the universal coverage answer to Steel and Fairy threats.
Tera type meta
Gen 9 added Terastallization, which temporarily changes a Pokémon's type. The most common Tera types are:
- Tera Steel — gives 4× resistances to Steel-typed teams; common on Iron Valiant, Iron Hands, Roaring Moon to flip matchups.
- Tera Ghost — removes Fighting weakness; common on Garchomp, Kingambit, Baxcalibur.
- Tera Flying — Ground immunity + Acrobatics activation; common on Kingambit, Roaring Moon.
- Tera Fire — Water resist + Fire STAB boost; common on Sun-team Pokémon.
- Tera Fairy — Dragon immunity + Fairy STAB; common on Dragon-types like Roaring Moon, Garchomp.
For the interactive type chart, use our type chart calculator. For coverage analysis (which 4 moves hit which types), see the coverage calculator.