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Calculator · 18 types · 324 matchups

Pokémon type chart

Every Pokémon type matchup in one interactive chart. Hover any cell to see the multiplier, switch to defensive view to see your weaknesses and resistances, or use the dual-type lookup to check any combination — including Tera type matchups.

Rows = attacking, columns = defending

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×
Legend: 4× super effective 2× super effective 1× neutral ½× resisted ¼× resisted 0× immune

Dual-type lookup

Pick one or two types to instantly see the defender's complete weakness and resistance profile.

Primary type

Secondary type (optional)

How to read the Pokémon type chart

The chart above is read row-first in "Attacking" mode (default). Pick the attacker's move type on the left, find the defender's type along the top, and the cell at the intersection tells you the damage multiplier. Switch to "Defending" mode if you want to think type-first from the defender's perspective.

Most cells are blank — that means a 1× neutral matchup. The chart only shows non-neutral multipliers (2×, ½×, ¼×, 4×, and 0×) to keep the visual signal high. A fully neutral row like Normal-type offense looks sparse precisely because Normal hits most types for 1×.

The 18 types, ranked offensively

Offensive value of a type is measured by how many of the 18 types it hits for super-effective damage. Top of the list in Gen 9:

  • Ground — super-effective on Fire, Electric, Poison, Rock, Steel (5 types). Strongest single offensive type in the game.
  • Fighting — Normal, Ice, Rock, Dark, Steel (5 types). Same count as Ground but worse coverage in practice because of Ghost immunity.
  • Rock — Fire, Ice, Flying, Bug (4 types).
  • Ice — Grass, Ground, Flying, Dragon (4 types). The "dragon-slayer" type but defensively the worst — see below.
  • Fire — Grass, Ice, Bug, Steel (4 types).

At the bottom: Normal and Electric hit nothing super-effectively except for one type each (Rock immune for Normal, no super-effective at all… wait, actually Electric hits Water and Flying). The ranking shifts when you add abilities — Pixilate, Galvanize, Aerilate, Refrigerate convert Normal moves to a different type and give Normal types a path to relevance.

The 18 types, ranked defensively

Defensive value is measured by weaknesses minus resistances. In Gen 9 (after Fairy and Steel rebalancing), the cleanest defensive types are:

  • Steel — 10 resistances + 1 immunity, only 3 weaknesses (Fire, Ground, Fighting). Best mono-type defensively.
  • Fairy — Resists Fighting, Dark, Bug; immune to Dragon. Weak to Steel, Poison only.
  • Water — Resists Fire, Water, Ice, Steel. Weak to Grass, Electric only.
  • Ghost — Immune to Normal and Fighting (huge in singles). Weak to Ghost and Dark.

The worst defensive single types are Ice (4 weaknesses: Fire, Fighting, Rock, Steel — only 1 resistance) and Rock (5 weaknesses: Water, Grass, Fighting, Ground, Steel). Ice Pokémon survive in the meta only via secondary typings (Ice/Water like Cetitan, Ice/Ghost like Froslass, Ice/Dragon like Baxcalibur and Kyurem).

Best and worst dual-type combinations

Combining two types multiplies their matchups. The best dual typings in Gen 9:

  • Steel/Flying (Corviknight, Skarmory) — 9 resistances, 2 immunities (Ground, Poison), 2 weaknesses (Electric, Fire). Premier defensive Pokémon.
  • Water/Ground (Quagsire, Clodsire, Swampert) — 4 resistances, 1 immunity (Electric), only 1 weakness (Grass — though it's 4×).
  • Ghost/Fairy (Flutter Mane, Mimikyu) — 3 immunities (Normal, Fighting, Dragon), 4 resistances, 2 weaknesses (Ghost, Steel).
  • Steel/Ghost (Gholdengo, Aegislash) — Gholdengo's Good as Gold also makes it immune to status moves, layering on top of an already excellent defensive profile.

The worst dual typings are mostly Ice combinations — Ice/Rock (3× weakness to Steel, 4× weaknesses to Fighting and Fire) and Grass/Ice (Abomasnow's 7 weaknesses including 4× to Fire) are notorious. Insurgent, Avalugg, and Cetitan have to lean hard on their stats and ability synergies to overcome typing alone.

Type immunities — the full list

There are seven type-based immunities in the chart (not counting ability-based ones like Levitate, Flash Fire, Volt Absorb):

  • Normal → no effect on Ghost
  • Fighting → no effect on Ghost
  • Ghost → no effect on Normal
  • Psychic → no effect on Dark
  • Electric → no effect on Ground
  • Ground → no effect on Flying
  • Dragon → no effect on Fairy
  • Poison → no effect on Steel

The most exploited immunity in competitive play is Ground vs. Flying. It's why Levitate (giving non-Flying types an "honorary Flying" status against Ground) is one of the best abilities in the game, and why Tera Flying is a popular escape hatch on Pokémon like Garchomp and Iron Bundle.

Pokémon type chart history

The chart has changed three times since Generation 1:

  • Gen 1: No Dark or Steel types existed. Psychic had no immunity and dominated the metagame ("Bug" was supposed to be its counter but no Bug-type with usable stats had a Bug-type move).
  • Gen 2: Dark and Steel added. Bug damage to Poison was changed from 2× to ½×. Ghost damage to Psychic was changed from 0× (a bug in Gen 1) to 2×.
  • Gen 6: Fairy added. Steel lost its resistance to Ghost and Dark. The chart we use today is the Gen 6+ version.
  • Gen 9: No changes to type chart, but Terastallization adds a new layer where Pokémon can temporarily change to any of the 18 types (plus Stellar) during battle.

Frequently asked questions

How many Pokémon types are there?

There are 18 types as of Generation 6 (when Fairy was added): Normal, Fire, Water, Electric, Grass, Ice, Fighting, Poison, Ground, Flying, Psychic, Bug, Rock, Ghost, Dragon, Dark, Steel, and Fairy. Stellar (Gen 9) is a Tera-only type that doesn't appear on the standard chart.

What's the difference between 2× and 4× weakness?

A 2× weakness means an attacking move of that type does double damage. A 4× weakness happens on dual-type Pokémon when both types are weak to the same attacking type — for example, Volcarona (Bug/Fire) takes 4× damage from Rock moves because both Bug and Fire are individually weak to Rock.

Which type has the most immunities?

Steel has the most resistances (10 — including immunity to Poison), while Ghost and Dark have the highest combined immunity count. Normal-type moves don't affect Ghost, Fighting-type moves don't affect Ghost, Ghost-type moves don't affect Normal, Psychic-type moves don't affect Dark, Ground-type moves don't affect Flying or Pokémon with Levitate, Electric-type moves don't affect Ground, and Dragon-type moves don't affect Fairy.

Does Terastallization change my type chart?

Yes — once Terastallized, a Pokémon is treated as its Tera type for defensive type matchups. Offensive STAB rules also change (see our damage calculator FAQ). Use the dual-type lookup above and select the Tera type as the second type if you're previewing your Tera defensive profile.

Which is the best defensive typing in Gen 9?

Statistically: Steel/Fairy (only 2 weaknesses: Fire, Ground) — but no current Pokémon has this exact combo besides Mawile and Magearna. The most-used defensively-strong typings in Gen 9 OU are Steel/Flying (Corviknight), Water/Ground (Quagsire / Clodsire — only weak to Grass), and Bug/Steel (Scizor — only weak to Fire 4×).

What about the Stellar Tera type?

Stellar isn't a normal type — it's a Tera-only mechanic introduced in The Indigo Disk. Stellar Tera moves get a 2× STAB on first use per type, then 1.2× thereafter. Defensively, Stellar Tera Pokémon are treated as their original type. Terapagos's Terastal Form is the only one with permanent Stellar typing.