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Calculator · 4 moves · 18 defending types

Pokémon coverage calculator

Pick the four move types you're running on your Pokémon. We'll show every type that resists, is neutral to, takes super-effective damage from, or is fully immune to your offense — perfect for finding the one slot you should swap.

Move 1 type

Move 2 type

Move 3 type

Move 4 type

How to read the coverage calculator

Each defending type is checked against your 4 move types. For each defender we take the maximum effectiveness across your 4 moves — that's your best damage option against that type. The result is broken down into:

  • Super-effective (2× or 4×): You have at least one move that hits this type hard. Good — this is your "hit list".
  • Neutral (1×): No type advantage, but no resistance either. Acceptable for moves with high base power and STAB.
  • Resisted (½× or ¼×): Your best option does reduced damage. If this includes common defensive types in your tier, you have a problem.
  • Immune (0×): One or more of your moves does literally zero damage. Critical to know — your opponent gets a free switch.

The 4-type math

There are C(18, 4) × 4 = 73,440 distinct 4-type combinations across 4 move slots. Most have coverage holes. The mathematically optimal coverage sets (hitting the most distinct types super-effective) cluster around:

  • Fighting + Fire + Ground + Rock — 17 of 18 types hit super-effective. Misses: Flying (Rock resists Bug, but Flying is hit by Rock and Ice — wait, this set doesn't include Ice. Set actually hits everything except Flying because Flying resists Ground/Rock).
  • Ground + Ice + Fighting + Ghost — 16 of 18, covers Psychic and Ghost-immune Normal.
  • Fire + Ground + Rock + Ghost — 16 of 18, with Ghost giving you a Psychic / Ghost answer that Rock alone can't provide.

Practical coverage in Gen 9

Pure type coverage matters less than "do I hit the relevant mons?". In Gen 9 OU, the threats most teams need to answer are:

  • Gholdengo — Steel/Ghost, immune to Normal/Fighting, weak to Fire/Ground/Dark/Ghost. Have at least one of those.
  • Great Tusk — Ground/Fighting, weak to Water/Grass/Ice/Fairy/Flying/Psychic. Easy to hit.
  • Kingambit — Dark/Steel, weak only to Fighting/Fire/Ground. If your team has no Fighting move and no Fire move and no Ground move, Kingambit will sweep you.
  • Zamazenta-Crowned — Fighting/Steel, weak to Fire/Fighting/Ground. Same answer set as Kingambit.

Combine the coverage calc above with our damage calc to verify your "Fire move OHKOes Gholdengo" assumption actually holds at the EVs / item you're running.

Frequently asked questions

What does 'coverage' mean in Pokémon?

The set of defending types your moveset hits for super-effective damage. Perfect offensive coverage means at least 2× damage against every single one of the 18 types (impossible with 4 moves alone, but 14 of 18 is achievable). Lack of coverage means there's at least one type that wholly resists your offense, giving your opponent a free switch.

What's the best 4-move coverage combo?

There are dozens of mathematically optimal 4-type combos. Some classics: Fighting + Fire + Ground + Rock (hits 17/18 super-effective). Fighting + Ice + Ground + Ghost (hits 16/18 and includes a Psychic answer). Dragon + Steel + Ground + Fire (covers Steel-types, which resist Dragon STAB).

Why does my offense feel weak even with 4 moves?

Most likely cause: you have 2 STAB moves that share a type-chart neighbor — e.g., Earthquake + Stone Edge both fail vs. Flying-types with Levitate AND share Flying/Bug as common neutrals. Pick a 3rd move that hits everything your STAB shares as a resist. Use this tool to find the gap.

Should I run 4 attacking moves or include a status/setup move?

Depends on the role. Choice items (Band/Specs/Scarf) usually run 4 attacks because you're locked in. Setup sweepers run setup (Dragon Dance, Calm Mind) + 3 attacks. Walls run 1-2 attacks + 2-3 status moves. The coverage analyzer here helps the 4-attack sets — if you only run 2-3 attacks, the same logic applies, just with more gaps.