pokemonteambuilder

Pokémon Type Chart

An interactive Pokémon weakness chart with all 18 types. Click an attacking or defending type to highlight its row or column, and switch between the Gen 1, Gen 2–5 and Gen 6–9 type effectiveness tables.

Updated:

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How to read this Pokémon weakness chart

Rows are the attacking type, columns are the defending type. A green 2 means the attack deals double damage, a red ½ means half damage, a dark 0 means the attack has no effect, and a blank cell is neutral. Click any type in the left column to dim every other row and see exactly what that type hits; click any type across the top to see exactly what hits it. A summary line appears under the table listing the ×2, ×½ and ×0 matchups in words, and Clear highlight resets the view.

The Type chart dropdown switches between the three rule sets the main games have used: Gen 6–9 (X and Y onward, including Scarlet and Violet, Legends: Z-A and Pokémon Champions), Gen 2–5 (Gold and Silver through Black 2 and White 2), and Gen 1 (Red, Blue and Yellow). The differences are listed further down this page.

Pokémon type weakness chart: all 18 types (Gen 6 and later)

This table is the defensive view of the chart above. For each type, it lists the attacking types that deal ×2, ×½ and ×0 damage to it. Anything not listed is neutral.

Defending typeWeak to (×2)Resists (×½)Immune to (×0)
NormalFighting—Ghost
FireWater, Ground, RockFire, Grass, Ice, Bug, Steel, Fairy—
WaterElectric, GrassFire, Water, Ice, Steel—
ElectricGroundElectric, Flying, Steel—
GrassFire, Ice, Poison, Flying, BugWater, Electric, Grass, Ground—
IceFire, Fighting, Rock, SteelIce—
FightingFlying, Psychic, FairyBug, Rock, Dark—
PoisonGround, PsychicGrass, Fighting, Poison, Bug, Fairy—
GroundWater, Grass, IcePoison, RockElectric
FlyingElectric, Ice, RockGrass, Fighting, BugGround
PsychicBug, Ghost, DarkFighting, Psychic—
BugFire, Flying, RockGrass, Fighting, Ground—
RockWater, Grass, Fighting, Ground, SteelNormal, Fire, Poison, Flying—
GhostGhost, DarkPoison, BugNormal, Fighting
DragonIce, Dragon, FairyFire, Water, Electric, Grass—
DarkFighting, Bug, FairyGhost, DarkPsychic
SteelFire, Fighting, GroundNormal, Grass, Ice, Flying, Psychic, Bug, Rock, Dragon, Steel, FairyPoison
FairyPoison, SteelFighting, Bug, DarkDragon

A few patterns worth remembering. Steel has ten resistances and one immunity against three weaknesses, which is why one Steel type patches so many holes on a team. Ice has four weaknesses and resists only itself. Normal has a single weakness and a single immunity and nothing else. Grass and Rock are the two types with five weaknesses each.

How the chart works for dual-type Pokémon

Most Pokémon have two types, and the chart is applied once per type with the results multiplied together. Two ×2 results make a ×4 weakness; two ×½ results make a ×¼ resistance; a ×2 and a ×½ cancel to ×1; and a ×0 on either type makes the whole attack miss. Ice against a Dragon/Flying Pokémon is ×4 because both types are weak to it. Fighting against a Normal/Flying Pokémon is ×1 because Normal is weak and Flying resists.

Doing that arithmetic by hand for every attacking type is slow, so the Pokémon type calculator does it for you: pick two types or search a Pokémon, and it sorts all 18 attacking types into ×4, ×2, ×1, ×½, ×¼ and ×0 groups.

Pokémon type effectiveness chart by generation

The chart has been revised twice. Pick the version that matches the game you are playing, not the generation the Pokémon was introduced in.

Gen 1: Red, Blue and Yellow

Fifteen types only. Steel, Dark and Fairy do not exist, so Magnemite is pure Electric and Clefairy, Jigglypuff and Mr. Mime are Normal or Psychic without a Fairy weakness to Poison or Steel. Beyond the missing types, four matchups differ from later games:

  • Ghost does nothing to Psychic. In the released game this is a bug; the type was designed to be super effective. Combined with Psychic resisting itself and Bug moves being weak, Psychic types in Gen 1 are nearly uncounterable.
  • Bug is super effective against Poison (×2 instead of the later ×½).
  • Poison is super effective against Bug (×2 instead of the later ×1).
  • Fire does not resist Ice. Ice hits Fire types for neutral damage; from Gen 2 on it is ×½.

Because Steel does not exist, Ice is also unresisted by Steel, and Rock and Ground keep all their power against the types that later gained a Steel subtype. The Red, Blue and Yellow team builder uses this chart automatically.

Gen 2 to 5: Gold and Silver through Black 2 and White 2

Steel and Dark are added, the four Gen 1 quirks above are fixed, and the chart is otherwise the modern one with one difference: Steel resists Ghost and Dark. A Steel type in these games has twelve resistances, and Ghost/Dark coverage, which hits every type combination neutrally today, is resisted by Steel types such as Steelix, Skarmory and Forretress.

Gen 6 and later: X and Y onward

Fairy is added. It is immune to Dragon, resists Fighting, Bug and Dark, is weak to Poison and Steel, and hits Fighting, Dragon and Dark for ×2. Many existing Pokémon were retyped, including Clefairy, Jigglypuff, Marill, Gardevoir and Mawile. At the same time Steel lost its Ghost and Dark resistances. The chart has not changed since, so this version applies to every game from X and Y through Scarlet and Violet, Legends: Z-A and Pokémon Champions.

Which types make the best cores?

The defensive table above makes a few partnerships obvious:

  • Steel + Water answer each other's weaknesses almost completely. Water resists Fire, which threatens Steel; Steel resists both Grass and Electric, the two types that threaten Water. Only Fighting and Ground hit Steel without Water resisting them.
  • Fairy + Steel + Dragon is the classic three-way core: Steel resists Fairy's weaknesses (Poison and Steel), Fairy is immune to Dragon, and Dragon resists the Fire that threatens Steel.
  • Ground + Flying trade immunities: Ground is immune to Electric, Flying is immune to Ground, and together they shut down two of the most common attacking types.
  • Normal + Ghost trade immunities too: Ghost is immune to Fighting, Normal's only weakness, and Normal is immune to Ghost, one of Ghost's two weaknesses.

Checking whether a full team actually has those switch-ins is what the Pokémon team builder on the home page does: it counts, for each attacking type, how many members are weak, resist and are immune, and flags the types nobody can switch into.

Reading the chart offensively

The same grid tells you which attacks are worth carrying. Reading across a row, Ground hits five types for ×2 (Fire, Electric, Poison, Rock, Steel) and is the single best offensive type by that count; Fighting also hits five (Normal, Ice, Rock, Dark, Steel). Normal hits nothing for ×2 and is resisted by Rock and Steel and walled by Ghost, which is why it is almost never chosen as coverage. Ice hits four of the most common defensive types (Grass, Ground, Flying, Dragon) and is resisted only by Fire, Water, Ice and Steel, making it one of the most useful coverage moves despite being the worst defensive type.

To test a set of up to four attacking types against every type combination that actually exists on a Pokémon, use the type coverage calculator. It reports how many single types and how many real dual types you hit super effectively, and lists the combinations you miss.

More tools and guides

Frequently asked questions

How do I read the Pokémon type chart?

Rows are the attacking type and columns are the defending type, as the corner label Atk / Def shows. A green 2 means the attack does double damage, a red ½ means half damage, a dark 0 means no damage, and a blank cell is neutral. Click a row header to see everything that type hits, or a column header to see everything that hits it.

Which type has the most weaknesses?

Grass and Rock are tied with five weaknesses each in the current chart. Grass is weak to Fire, Ice, Poison, Flying and Bug; Rock is weak to Water, Grass, Fighting, Ground and Steel. Ice is close behind with four and only one resistance, which makes it the weakest defensive type overall.

Which type has the fewest weaknesses?

Normal and Electric each have exactly one weakness, Fighting and Ground respectively. Normal has no resistances to go with it, only the Ghost immunity. Electric resists Electric, Flying and Steel, so it is the better defensive type of the two.

Which type has the most resistances?

Steel resists ten types: Normal, Grass, Ice, Flying, Psychic, Bug, Rock, Dragon, Steel and Fairy, and it is immune to Poison. Its only weaknesses are Fire, Fighting and Ground. In Gen 2 to 5 it also resisted Ghost and Dark for twelve resistances in total.

What are the type immunities in Pokémon?

There are eight: Normal and Fighting do nothing to Ghost, Ghost does nothing to Normal, Ground does nothing to Flying, Electric does nothing to Ground, Poison does nothing to Steel, Psychic does nothing to Dark, and Dragon does nothing to Fairy. Abilities like Levitate add more, but these eight come from the chart itself.

Is the type chart the same in Pokémon GO?

The matchups are the same, but the numbers are not. In GO a super-effective hit does ×1.6 instead of ×2, a resisted hit does ×0.625, and the immunities from the main games are replaced by a ×0.39 multiplier. The chart on this page shows the main-series values.

Why does the chart change when I pick Gen 1?

Red, Blue and Yellow used an earlier version of the chart with 15 types. Steel, Dark and Fairy did not exist, Ghost moves had no effect on Psychic types, Bug was super effective against Poison, Poison was super effective against Bug, and Fire did not resist Ice. The Gen 1 option reproduces those rules so you can plan for the original games.

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