18 Types · 324 Matchups · Dual-Type Calculator

Pokemon Type Chart

Every Pokemon type matchup on one grid: what beats what, what resists what, and what ignores it entirely. Hover any cell, use the dual-type damage calculator, or scan each type's weaknesses at a glance.

Pokemon type effectiveness chart, attacking types as rows and defending types as columns

Hover or tap any cell to read that matchup.

Dual-Type Damage Calculator

Test any attack against one or two defending types. The calculator multiplies the two matchups, immunity always wins, and the same math powers the grid above.

How it works

How the Pokemon Type Chart Works

Read the matchup grid in one line

The Pokemon type chart is a 18-by-18 grid: attacking types run down the left, defending types across the top, and each cell holds the damage multiplier that results when the two meet. Values are always one of four: 2x (super effective), 1x (neutral), ½x (not very effective), or 0x (immune). Hover or tap any cell and the matchup is written out beneath the table, so you never have to decode the symbols.

Because the chart only stores the non-neutral matchups internally, the grid stays honest — every cell is computed from the same ruleset, which means the table can never drift from the calculator below it.

The type chart, measured

Ask which type is the best attacker and the grid gives a flat answer: Fighting and Ground tie at the top, each hitting five types for double damage, with Rock, Fire and Ice next at four apiece. The catch is what those big hitters miss. Ghost types walk straight through Fighting, Flying types ignore Ground, and between those two blind spots sit some of the most common defensive pairings in the game. No serious squad leans on a single attacking type for coverage.

The defensive column is where the gaps show. Ice is the thinnest armor in the game: four types hit it hard and it resists exactly one, itself. Rock and Grass are tied for the worst at five weaknesses each. On the other end, Steel shrugs off ten of the eighteen types and ignores Poison outright, and Ghost fears only Ghost and Dark while treating Normal and Fighting as free switch-ins.

Read both columns before you call a type strong. The Pokemon Team Picker applies that check across all six slots; a five-target attacker that one immunity blanks is a coverage problem, not a coverage solution.

Find any type's weaknesses in seconds

The 18 type cards under the grid turn the page into a quick Pokemon weakness chart: each card lists what the type is weak to, what it resists, and what it is immune to. Steel resists ten types and ignores Poison; Ground is immune to Electric; Ghost never touches Normal. That single card answers "what hits this type hard?" instantly — which is exactly what you want before a raid, a gym fight, or a competitive match.

Pair the type cards with the Pokemon Nature Chart and the Pokemon Shiny Odds pages to turn a good match-up into a well-built Pokemon: the nature chart picks the stat spread, the odds page plans the hunt, and this chart checks the damage math on every member of the squad.

Double weaknesses, counted across the dex

Run every form in the National Dex through the grid and one number falls out: of the 1,351 forms in this dataset, 267 carry at least one double weakness that takes 4x damage. That is one in five.

Ice is the biggest source of double damage on the site: 44 forms take 4x from it, from the Dragonite and Garchomp families to Torterra and Gligar. Ground follows with 40, Rock with 33.

At the pairing level, Bug/Flying is the most punished combination in the game: fifteen forms share it, from Butterfree to Scyther to Vivillon, and every one of them takes 4x from Rock. Water/Rock, Dragon/Ground and Water/Ground each trap ten or more.

Some Mega Evolutions change type on the way up. Mega Aggron drops Rock completely, and the grid redraws with it. The Random Mega Pokemon Generator deals every one of those forms.

Dual-type damage, computed exactly

Most Pokemon have two types, so the calculator is the part that actually matters. Pick an attacking type and one or two defending types — the result multiplies the individual matchups together. Fire vs Water/Steel is ½x × ½x = ¼x, Ice vs Dragon/Flying is 2x × 2x = 4x, and Electric vs Water/Ground is 0x: immunity beats every other rule. A 4x or ¼x result almost always decides a battle, so checking before you commit a move is habit-worthy.

Want to build a team that covers these holes? The Pokemon Team Picker maps your whole squad's defensive coverage, and the Random Pokemon Generator rolls one with a tactical report attached — grade, coverage matrix, and weakness warnings. For the lighter side of types, the Favorite Pokemon of Each Type grid picks one personal favorite for each of the 18 types and exports the set as a single image.

Learn the chart without memorizing it

Nobody memorizes 324 cells, and you do not have to. Three rules cover most of it. First, water beats fire, fire beats grass, grass beats water: the starter triangle is the skeleton of the whole chart. Second, three attacking types play offense against most of the dex: Ground, Fighting and Rock. Third, the weird ones are worth learning on purpose: Normal cannot touch Ghost, Electric cannot touch Ground, and Fairy swallows Dragon entirely.

When a matchup still surprises you, that is what the grid is for. Ten seconds of scrolling beats a minute of guessing, and after a few matches the patterns stick. Generations of players have played with partial knowledge; the ones who improve are the ones who check the chart after a surprising result instead of shrugging it off.

Three matchups worth memorizing

Guides explain the chart; a few matchups burn it in. These three are worth knowing cold.

Garchomp against Ice. Dragon takes double from Ice, Ground takes double from Ice, and the grid multiplies both: 4x. An Ice Beam aimed at a Garchomp is not a scare tactic; it is a countdown. When both halves of a dual type share one weakness, the damage doubles again. Hunting one? The shiny odds are on the Pokemon Shiny Odds page, and telling it apart from a regular Garchomp is a problem this chart cannot solve.

Skarmory against Ground. Steel is weak to Ground, and Skarmory is famously unbothered by it, because Flying is immune. Zero times two is still zero. The immunity simply erases the weakness, and "what does it resist" starts to matter as much as "what does it fear".

A Ghost type against Normal and Fighting. Two of the most common attacking types in the game deal literally nothing to Ghost, which makes Ghost the safest switch-in on a predicted Body Slam or Close Combat. The escape hatch is just as clean: Dark and Ghost moves never miss their mark. When a Ghost walls your Close Combat, the follow-up question writes itself: what is it afraid of?

From chart to gameplay

Type knowledge powers every other tool on this site. Roll a random squad with the Random Pokemon Picker, spin a Pokemon Wheel Spinner for a dramatic pick, or start a ruleset run with the Nuzlocke Team Builder — then come back here when you need to know what your team actually carries. Champions players run the same check on a smaller roster: the Pokemon Champions Team Builder keeps the Regulation M-C picks and their matchups in one grid. The Pokemon Smash or Pass and Who's That Pokemon games turn the same matchups into quick fun.

When you want to take a single Pokemon deeper, the Pokemon IV Calculator reconstructs the hidden values behind its stats, and the Random Pokemon Name Generator gives it a nickname. More guides and math live on the Blog. Not sure which type to build around? Let the random Pokemon type generator spin the type wheel for you.

FAQ

Pokemon Type Chart FAQ

What is a Pokemon type chart?

A Pokemon type chart is the reference table that maps every attacking type against every defending type, showing the damage multiplier that results: 2x super-effective, 1x neutral, 0.5x not very effective, and 0x immune. It is the ruleset behind every battle in the games.

How many Pokemon types are there?

There are 18 Pokemon types: Normal, Fire, Water, Electric, Grass, Ice, Fighting, Poison, Ground, Flying, Psychic, Bug, Rock, Ghost, Dragon, Dark, Steel and Fairy. The Stellar Tera type added in Generation 9 is a Tera-crystal property, not a regular type on the chart.

How does dual-type damage work?

Multiply the two multipliers together. A Flying/Dragon target takes 4x from Ice (2x x 2x), a Water/Steel target takes 0.25x from Fire (0.5x x 0.5x), and any immunity zeroes the result — an Electric move on a Water/Ground Pokemon is 0x even though Water would be 2x.

What does STAB mean?

Same-Type Attack Bonus: a move matching the user's own type deals 1.5x damage on top of the type chart multiplier. A Water-type Pokemon using Surf deals 2x (chart) plus STAB, which is why same-type moves are usually the best coverage choice.

Has the type chart changed over the generations?

Yes. Generation 2 added Dark and Steel, with Ghost and Steel rebalanced; Generation 6 introduced Fairy and changed Ghost and Dark to neutral against Steel. Abilities like Levitate, Wonder Guard and Soundproof also override certain matchups.

How do I use this chart?

Hover or tap any cell in the grid to see the matchup written out, use the calculator to test any attacking type against one or two defending types, or open a type card below the grid to scan its weaknesses, resistances and immunities at a glance.

Which types are best defensively?

Steel is the standout: ten resistances plus a Poison immunity, weak only to Fire, Fighting and Ground. Electric and Water also carry several useful resistances. Offensively, Ground, Fighting and Rock hit the most types super effectively — which is why they are the staple coverage types on competitive sets.

Is the chart identical in every game?

Since Generation 6 the 18-type chart has stayed stable, so the same grid applies from X/Y through Scarlet and Violet. Game-specific quirks come from abilities and mechanics, not the chart: Levitate, Lightning Rod, Soundproof, Wonder Guard and Normalize all override matchups in specific situations.

What about the Tera type in Generation 9?

Tera types are a battle mechanic, not a permanent typing: a Pokemon Terastallizes once per battle and only one of its Tera types applies during that turn. The chart itself stays the same — Tera only changes which of the 18 types is in effect, so the grid still tells you the multiplier.