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.
Find any type's weaknesses in seconds
Each of the 18 type cards under the grid lists three things: 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.
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.
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.
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. The Pokemon Smash or Pass and Who's That Pokemon games turn the same matchups into quick fun, the Random Mega Pokemon Generator rolls Mega Evolutions, and the Random Shiny Pokemon Generator rolls shiny forms.
When you want to take a single Pokemon deeper, the Pokemon IV Calculator reconstructs the hidden values behind its stats, the Random Pokemon Name Generator gives it a nickname, and the Pokemon Card Generator with the Pokemon Trainer Card Generator put it on a printable card. More guides and math live on the Blog. Need a specific Pokemon fast? The Pokemon Search finds any species by name in the same dex.