Eevee Weakness (2x)
Fighting
#133 · Normal · Evolution Pokemon · Gen 1
The evolution Pokemon, with more possible futures than anything else in the dex. Eevee starts from a Normal type and a 325 base stat total — everything after that is a choice.
BST 325
Abilities: Run Away · Adaptability · Anticipation (hidden) · Evolution stage: initial
From the full 18-type grid on the Pokemon Type Chart.
Fighting
Ghost
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Pokemon stats and facts
Eevee is Pokemon number 133 in the national dex and the head of the most famous branched family in the series. Eight evolutions sit one step away: Vaporeon, Jolteon, Flareon, Espeon, Umbreon, Leafeon, Glaceon and Sylveon. Run Away and Adaptability are the standard abilities and Anticipation takes the hidden slot, and the whole family counts nine members — Eevee and its eight branches, none leading into another. Kanto is the home region, and the pick has been a fan favorite ever since.
The defensive card is one of the strangest profiles in the dex: one weakness, zero resists, one full immunity. Fighting doubles, Ghost does literally nothing, and everything else lands neutral. That means positioning does the work a resist list normally would: you are always either on even ground or one bad switch away from trouble. Plan the Ghost freebie in, and keep Fighting off the field.
Monotype Normal keeps the plan short. The defensive list runs one line: Fighting doubles, Ghost does nothing, everything else is neutral. So the goal is simple — trade hits on even ground, use the Ghost immunity as a free switch, and keep Fighting types off the field entirely. One weakness means one job for the team: find the Fighting answer early, and the Normal type quietly holds the middle of the roster.
The stats give that plan its shape. Sp. Def 65 is the tower in the spread, HP 55 and Attack 55 stand either side of it, and Sp. Atk 45 lags behind — Eevee works from the physical side on offense and from a standing start on defense. It is not built to move first; it is built to take the first hit and still hold its line.
Read the six numbers and the emphasis is obvious: 55 HP, 55 Attack, 50 Defense, 45 Sp. Atk, 65 Sp. Def, 55 Speed. Everything clusters between 45 and 65 — no spikes, no dead weight. The one number to respect is Sp. Atk 45: hits come from the physical side (Attack 55), so special sets are a project rather than a default. The physical side is not spectacular either — 55 Attack is workable, not a weapon, which is exactly why the evolution you pick matters more than the spread you start with.
The trade is deliberate: at 55 Speed it loses most races, so every turn has to be spent well. What saves the plan is what comes next — every branch lands on the same 525 base stat total, a jump from 325 that sits above the typical first-stage start of around 304. Choose the branch first; the stats follow. That is the deal on offer: a modest start now in exchange for a made-to-order final form later.
In practice the whole defensive plan is one rule: Fighting is the only type that punishes mistakes, and everything else is decided on even ground. The Ghost immunity buys a free switch once a fight, which is real value on a Normal type. Give it a partner that eats Fighting moves and the rest takes care of itself.
The rule of thumb: neutral ground, no Fighting, and let the destination do the heavy lifting. The weak list is the part to remember because it is the only part — one type, one answer, one teammate to find. Everything past that is about what Eevee turns into, which is a much longer conversation. Take the card as it is, and the only real decision left is the destination.
Nuzlocke players live and die on matchups like this one: a single weakness is easy to cover, and easy to forget. Build the run in the Nuzlocke Team Builder, and keep the Random Pokemon Picker close for emergency encounters. On a finished team it holds a physical slot with the best Sp. Def on the roster. When two branches feel equally right, the Pokemon Wheel Spinner breaks the tie. Early routes treat it as an ordinary Normal type; the whole bet is on what it becomes.
Eight paths out of one pick — that is the whole story with Eevee, and the team is where the choice starts to matter. Not sure which sibling fits the open slot? The Pokemon Team Picker can tell you, and Eevee Evolutions runs the full comparison: types, stat grids, and how each of the eight gets triggered. Sylveon answers Fighting and Dragons, Umbreon walls what the rest of the squad cannot, and Jolteon turns its 130 Speed into pressure — the chart sorts the rest in one table. Pick the role first, then let coverage patch the plan; Vaporeon's Water Absorb even turns a weakness into free healing. If an evolution turns into a shiny project, Pokemon Shiny Odds has the math, and the Random Shiny Pokemon Generator handles the rolls. Longer guides live on the Blog.
FAQ
Eevee is a Normal type: doubled damage from Fighting, no resistances at all, and a full immunity to Ghost. Neutral everywhere else, which makes it the simplest defensive picture in the dex — and a partner that covers Fighting is the entire answer.
Fighting, all at double damage. Ghost does nothing at all, and nothing else on the chart bounces off for less. With no resist list, positioning does the work a resists column normally would. Re-check the matchup card before a gym, a rival battle, or any fight that actually matters.
Eevee branches rather than chains: one Eevee becomes exactly one of eight evolutions. Stones handle Vaporeon, Jolteon and Flareon; friendship at the right time of day gives Espeon or Umbreon; a mossy or icy rock adds Leafeon and Glaceon; Sylveon comes from affection. None of the eight evolves any further, and the typing changes with the branch.
Run Away and Adaptability are the standard abilities and Anticipation is the hidden one, and their whole story is about keeping options open: Run Away gets it out of bad encounters, Adaptability turns the Normal STAB into real damage, and Anticipation warns about incoming super-effective moves. Hidden abilities take special routes to find, so most runs only meet the first two. Pick the ability to match the branch you are planning.
The shape is a fan, not a line: one Eevee on the left, eight arrows out, and a trigger beside each arrow — three stones, two friendships, two location rocks, and Sylveon's affection. Every arrow is a one-way trip.
Sp. Def at 65 is the highest number in the spread, and it shapes every branch's starting point: soak the first hit, then work from there. The three 55s — HP, Attack and Speed — round out the card.