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 type | Weak to (×2) | Resists (×½) | Immune to (×0) |
|---|---|---|---|
| Normal | Fighting | — | Ghost |
| Fire | Water, Ground, Rock | Fire, Grass, Ice, Bug, Steel, Fairy | — |
| Water | Electric, Grass | Fire, Water, Ice, Steel | — |
| Electric | Ground | Electric, Flying, Steel | — |
| Grass | Fire, Ice, Poison, Flying, Bug | Water, Electric, Grass, Ground | — |
| Ice | Fire, Fighting, Rock, Steel | Ice | — |
| Fighting | Flying, Psychic, Fairy | Bug, Rock, Dark | — |
| Poison | Ground, Psychic | Grass, Fighting, Poison, Bug, Fairy | — |
| Ground | Water, Grass, Ice | Poison, Rock | Electric |
| Flying | Electric, Ice, Rock | Grass, Fighting, Bug | Ground |
| Psychic | Bug, Ghost, Dark | Fighting, Psychic | — |
| Bug | Fire, Flying, Rock | Grass, Fighting, Ground | — |
| Rock | Water, Grass, Fighting, Ground, Steel | Normal, Fire, Poison, Flying | — |
| Ghost | Ghost, Dark | Poison, Bug | Normal, Fighting |
| Dragon | Ice, Dragon, Fairy | Fire, Water, Electric, Grass | — |
| Dark | Fighting, Bug, Fairy | Ghost, Dark | Psychic |
| Steel | Fire, Fighting, Ground | Normal, Grass, Ice, Flying, Psychic, Bug, Rock, Dragon, Steel, Fairy | Poison |
| Fairy | Poison, Steel | Fighting, Bug, Dark | Dragon |
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.