Pokémon Guide
Pokémon Type Chart: Every Strength and Weakness
Type matchups decide more battles than levels do. This is the complete chart for Generation 6 and later (the version with the Fairy type), written so you can actually remember it instead of squinting at a grid.
Test your knowledge: Higher or Lower →Every attacking move has one type, and every Pokémon has one or two types. When a move hits, the game multiplies its damage by how that move's type interacts with each of the target's types. Super effective is 2x, not very effective is 0.5x, and a few matchups deal no damage at all (0x).
The chart below reads from the attacker's point of view. For each type it lists what it hits hard, what shrugs it off, and what is completely immune. Anything not listed takes normal (1x) damage.
The full type chart
2x: —
0.5x: Rock, Steel
0x: Ghost
2x: Grass, Ice, Bug, Steel
0.5x: Fire, Water, Rock, Dragon
0x: —
2x: Fire, Ground, Rock
0.5x: Water, Grass, Dragon
0x: —
2x: Water, Flying
0.5x: Electric, Grass, Dragon
0x: Ground
2x: Water, Ground, Rock
0.5x: Fire, Grass, Poison, Flying, Bug, Dragon, Steel
0x: —
2x: Grass, Ground, Flying, Dragon
0.5x: Fire, Water, Ice, Steel
0x: —
2x: Normal, Ice, Rock, Dark, Steel
0.5x: Poison, Flying, Psychic, Bug, Fairy
0x: Ghost
2x: Grass, Fairy
0.5x: Poison, Ground, Rock, Ghost
0x: Steel
2x: Fire, Electric, Poison, Rock, Steel
0.5x: Grass, Bug
0x: Flying
2x: Grass, Fighting, Bug
0.5x: Electric, Rock, Steel
0x: —
2x: Fighting, Poison
0.5x: Psychic, Steel
0x: Dark
2x: Grass, Psychic, Dark
0.5x: Fire, Fighting, Poison, Flying, Ghost, Steel, Fairy
0x: —
2x: Fire, Ice, Flying, Bug
0.5x: Fighting, Ground, Steel
0x: —
2x: Psychic, Ghost
0.5x: Dark
0x: Normal
2x: Dragon
0.5x: Steel
0x: Fairy
2x: Psychic, Ghost
0.5x: Fighting, Dark, Fairy
0x: —
2x: Ice, Rock, Fairy
0.5x: Fire, Water, Electric, Steel
0x: —
2x: Fighting, Dragon, Dark
0.5x: Fire, Poison, Steel
0x: —
How dual-typing changes the numbers
When a Pokémon has two types, the multipliers stack. A Ground move against a Steel/Rock Pokémon is 2x for Steel and 2x for Rock, which multiplies out to 4x. That is why a single well-chosen move can nearly one-shot something.
The same stacking works in reverse. A Grass Pokémon resists Water (0.5x); a Grass/Dragon Pokémon resists it twice (0.25x). And immunities always win: a Flying type takes 0x from Ground no matter what its second type is, because zero multiplied by anything is still zero.
A few combinations are famous for it. Bug/Steel (Scizor, Forretress) resists eleven types. Ghost/Dark (Spiritomb, Sableye before Fairy existed) was once weak to nothing at all. Dragon/Flying (Dragonite, Salamence) takes a brutal 4x from Ice, which is the first thing experienced players reach for.
The most useful offensive types
Ground is the best single attacking type on paper: it is super effective against five types (Fire, Electric, Poison, Rock, Steel) and is the only type that hits Electric Pokémon for super effective damage while also ignoring their would-be Electric immunity tricks.
Fighting and Ice are the classic coverage pair. Fighting handles Normal, Rock, Steel, Dark, and Ice; Ice answers the Grass, Ground, Flying, and Dragon types that Fighting struggles with. Between the two, very little is left resisting you.
Fairy quietly became one of the strongest types when it arrived in Generation 6, because it is super effective against Dragon, Dark, and Fighting, three types that used to dominate competitive play, and it is outright immune to Dragon moves.
The hardest types to deal with defensively
Steel resists the most types of any single type (ten), which is why Steel Pokémon show up on so many defensive teams. Pair it with a type that covers its Fire, Fighting, and Ground weaknesses and you have a wall.
Normal has exactly one weakness (Fighting) and one immunity it grants (Ghost), making it deceptively sturdy. Ghost and Dark cover each other almost perfectly. And Water remains the most flexible defensive type because so few things hit it hard.
More guides
- Gym leadersRegion-by-region rosters for every gym leader and Elite Four member, Kanto to Paldea.
- GenerationsAll nine generations: regions, games, new-species counts, and the mechanic each one added.
- StartersEvery Grass, Fire, and Water starter trio, their final forms, and which to pick.
- LegendariesBox legends, trios, and event mythicals from every region, grouped and explained.
- ShiniesWhat shinies are, the real odds across games, and every method used to hunt them.