Pokemon Types

Every Pokemon and every move has a type. Types determine how much damage attacks deal – a super-effective hit does 2x, a resisted hit does ½x, and an immune matchup does 0x. Below you will find the complete type chart, STAB mechanics, defensive rankings, and historical changes across all generations.

Pokemon Type Chart

Super effectiveNot very effectiveNo effectNormal damage
AtkDefNormalFireWaterElectricGrassIceFightingPoisonGroundFlyingPsychicBugRockGhostDragonDarkSteelFairy
Normalx1x1x1x1x1x1x1x1x1x1x1x1½0x1x1½x1
Firex1½½x1x2x2x1x1x1x1x1x2½x1½x1x2x1
Waterx1x2½x1½x1x1x1x2x1x1x1x2x1½x1x1x1
Electricx1x1x2½½x1x1x10x2x1x1x1x1½x1x1x1
Grassx1½x2x1½x1x1½x2½x1½x2x1½x1½x1
Icex1½½x1x2½x1x1x2x2x1x1x1x1x2x1½x1
Fightingx2x1x1x1x1x2x1½x1½½½x20x1x2x2½
Poisonx1x1x1x1x2x1x1½½x1x1x1½½x1x10x2
Groundx1x2x1x2½x1x1x2x10x1½x2x1x1x1x2x1
Flyingx1x1x1½x2x1x2x1x1x1x1x2½x1x1x1½x1
Psychicx1x1x1x1x1x1x2x2x1x1½x1x1x1x10½x1
Bugx1½x1x1x2x1½½x1½x2x1x1½x1x2½½
Rockx1x2x1x1x1x2½x1½x2x1x2x1x1x1x1½x1
Ghost0x1x1x1x1x1x1x1x1x1x2x1x1x2x1½x1x1
Dragonx1x1x1x1x1x1x1x1x1x1x1x1x1x1x2x1½0
Darkx1x1x1x1x1x1½x1x1x1x2x1x1x2x1½x1½
Steelx1½½½x1x2x1x1x1x1x1x1x2x1x1x1½x2
Fairyx1½x1x1x1x1x2½x1x1x1x1x1x1x2x2½x1
STAB (Same Type Attack Bonus)

STAB (Same Type Attack Bonus) is a 50% damage boost applied when a Pokemon uses a move that matches one of its types. For example, a Fire-type Pokemon using Flamethrower deals 1.5x damage compared to a non-Fire-type using the same move.

STAB Calculation Example
Charizard (Fire) uses Flamethrower vs Ferrothorn (Grass/Steel)Base Power: 90 × 1.5 (STAB) × 4 (super effective) = 540 effective base power

STAB stacks multiplicatively with type effectiveness. A STAB super-effective hit deals 3x damage (1.5 × 2), while a STAB double super-effective hit deals 6x (1.5 × 4). This is why mono-attacking Pokemon often prefer STAB moves over coverage moves with better type matchups.

Defensive Type Ranking
#TypeWeaknessesResistancesImmunitiesScore
1Steel3101+8
2Fire360+3
3Poison250+3
4Water240+2
5Electric130+2
6Ghost222+2
7Fairy231+2
8Flying331+1
9Dragon340+1
10Normal1010
11Fighting3300
12Ground3210
13Bug3300
14Dark3210
15Grass540-1
16Psychic320-1
17Rock540-1
18Ice410-3

Score = Resistances + Immunities − Weaknesses. Higher is better defensively. Steel dominates with 10 resistances and a Poison immunity.

Offensive Type Ranking
#TypeSE HitsResistedImmuneScore
1Ground521+2
2Rock430+1
3Fire4400
4Water3300
5Ice4400
6Flying3300
7Ghost2110
8Fairy3300
9Fighting551-1
10Psychic221-1
11Dragon111-1
12Dark230-1
13Steel340-1
14Electric231-2
15Normal021-3
16Poison241-3
17Grass370-4
18Bug370-4

Score = Super Effective hits − Resisted − Immunities. Higher is better offensively. Ground and Fighting lead with 5 super-effective targets each.

Type Chart Changes by Generation
Gen II (1999)Dark and Steel types introduced to balance Psychic dominance. Steel resisted Ghost and Dark.
Gen VI (2013)Fairy type added to counter Dragon/Dark/Fighting. Steel lost Ghost and Dark resistances.
Gen VI (2013)Ghost and Dark moves became neutral vs Steel (previously resisted).

The type chart has remained unchanged since Generation VI. All 18 types and their interactions are consistent across Gen VI – IX games, including Scarlet/Violet.

FAQ
Understanding Pokemon Types

The Pokemon type system is the foundation of all competitive and in-game battles. Each of the 18 types has a unique set of offensive and defensive interactions. Mastering the type chart is essential for building effective teams in any format – from casual playthroughs to VGC tournaments.

Pokemon Type Weaknesses and Strengths

Every type in Pokemon has specific weaknesses and strengths defined by the official type chart. There are three damage multipliers you need to know:

  • 2x – super effective: the attacker's type hits the defender for double damage
  • ½x – not very effective: the move is resisted, dealing half damage
  • 0x – immune: the defender takes no damage from that type at all

For example, Fire is weak to Water, Rock, and Ground, but resists Bug, Steel, Grass, Ice, and Fairy. Knowing type weaknesses tells you which moves to run and which threats to cover on your team. The full type weakness chart above lists all 18 types and their interactions in one place.

How Dual Typing Works in Pokemon

Most Pokemon have two types, and dual typing changes their defensive matchups significantly. Damage multipliers from both types are multiplied together – which can result in 4x vulnerabilities or full immunities that cancel out weaknesses. Some of the most impactful dual-type combinations:

  • Grass/Ice → 4x weakness to Fire (2x Grass × 2x Ice) – one of the worst defensive pairings in the game
  • Water/Ground → immune to Electric – Ground cancels out Water's Electric weakness entirely
  • Steel/Fairy → 12 resistances and 2 immunities (Dragon, Poison) – one of the best defensive type combos
  • Ghost/Dark → immune to Normal, Fighting, and Psychic – exceptional defensive utility

When teambuilding, always check dual-type matchups – a single coverage move can hit a 4x weakness and end a battle in one shot.

Pokemon Type Advantages and Disadvantages

Type advantages are what make Pokemon battles strategic rather than purely stat-based. Not all types are equal offensively – some hit far more targets than others:

  • Ground – hits 5 types super effectively (Fire, Electric, Poison, Rock, Steel), resisted by only Grass and Bug
  • Fighting – hits 5 types (Normal, Ice, Rock, Dark, Steel), but faces 4 resistances and 1 immunity (Ghost)
  • Rock – hits 4 types (Fire, Ice, Flying, Bug), excellent coverage against Flying-heavy teams
  • Grass – worst offensive type: resisted by 7 types (Fire, Flying, Bug, Poison, Dragon, Steel, Grass)
  • Normal – hits no type super effectively, making it purely neutral coverage

The offensive ranking table above scores every type by its super-effective hit count minus resisted and immune matchups, giving you an at-a-glance view of each type's attacking value.

Best and Worst Pokemon Types for Competitive Play

Competitive viability depends on both offensive and defensive typing. Here's how the top and bottom types stack up:

Best defensive types:

  • Steel – 10 resistances + 1 immunity (Poison), only 3 weaknesses; has been the top defensive type since Gen II
  • Fairy – immune to Dragon, resists Fighting and Dark; introduced in Gen VI to counter Dragon's long-standing dominance
  • Water – only 2 weaknesses (Grass, Electric), 4 resistances; one of the most reliable defensive types

Worst defensive types:

  • Ice – 4 weaknesses (Fire, Fighting, Rock, Steel), only 1 resistance (Ice itself), 0 immunities
  • Rock – 4 weaknesses including Water and Grass, which makes Stealth Rock a risky move for Rock-types themselves
  • Grass – 5 weaknesses and limited defensive utility, though it performs well offensively vs. Water and Ground

Ice remains offensively valuable for hitting Dragon and Flying – which is why it appears as a coverage move on many competitive sets despite poor defensive stats. Fairy's introduction in Generation VI reshaped the entire metagame overnight by hard-countering the previously near-unbeatable Dragon type.