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
| AtkDef | Normal | Fire | Water | Electric | Grass | Ice | Fighting | Poison | Ground | Flying | Psychic | Bug | Rock | Ghost | Dragon | Dark | Steel | Fairy |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Normal | x1 | x1 | x1 | x1 | x1 | x1 | x1 | x1 | x1 | x1 | x1 | x1 | ½ | 0 | x1 | x1 | ½ | x1 |
| Fire | x1 | ½ | ½ | x1 | x2 | x2 | x1 | x1 | x1 | x1 | x1 | x2 | ½ | x1 | ½ | x1 | x2 | x1 |
| Water | x1 | x2 | ½ | x1 | ½ | x1 | x1 | x1 | x2 | x1 | x1 | x1 | x2 | x1 | ½ | x1 | x1 | x1 |
| Electric | x1 | x1 | x2 | ½ | ½ | x1 | x1 | x1 | 0 | x2 | x1 | x1 | x1 | x1 | ½ | x1 | x1 | x1 |
| Grass | x1 | ½ | x2 | x1 | ½ | x1 | x1 | ½ | x2 | ½ | x1 | ½ | x2 | x1 | ½ | x1 | ½ | x1 |
| Ice | x1 | ½ | ½ | x1 | x2 | ½ | x1 | x1 | x2 | x2 | x1 | x1 | x1 | x1 | x2 | x1 | ½ | x1 |
| Fighting | x2 | x1 | x1 | x1 | x1 | x2 | x1 | ½ | x1 | ½ | ½ | ½ | x2 | 0 | x1 | x2 | x2 | ½ |
| Poison | x1 | x1 | x1 | x1 | x2 | x1 | x1 | ½ | ½ | x1 | x1 | x1 | ½ | ½ | x1 | x1 | 0 | x2 |
| Ground | x1 | x2 | x1 | x2 | ½ | x1 | x1 | x2 | x1 | 0 | x1 | ½ | x2 | x1 | x1 | x1 | x2 | x1 |
| Flying | x1 | x1 | x1 | ½ | x2 | x1 | x2 | x1 | x1 | x1 | x1 | x2 | ½ | x1 | x1 | x1 | ½ | x1 |
| Psychic | x1 | x1 | x1 | x1 | x1 | x1 | x2 | x2 | x1 | x1 | ½ | x1 | x1 | x1 | x1 | 0 | ½ | x1 |
| Bug | x1 | ½ | x1 | x1 | x2 | x1 | ½ | ½ | x1 | ½ | x2 | x1 | x1 | ½ | x1 | x2 | ½ | ½ |
| Rock | x1 | x2 | x1 | x1 | x1 | x2 | ½ | x1 | ½ | x2 | x1 | x2 | x1 | x1 | x1 | x1 | ½ | x1 |
| Ghost | 0 | x1 | x1 | x1 | x1 | x1 | x1 | x1 | x1 | x1 | x2 | x1 | x1 | x2 | x1 | ½ | x1 | x1 |
| Dragon | x1 | x1 | x1 | x1 | x1 | x1 | x1 | x1 | x1 | x1 | x1 | x1 | x1 | x1 | x2 | x1 | ½ | 0 |
| Dark | x1 | x1 | x1 | x1 | x1 | x1 | ½ | x1 | x1 | x1 | x2 | x1 | x1 | x2 | x1 | ½ | x1 | ½ |
| Steel | x1 | ½ | ½ | ½ | x1 | x2 | x1 | x1 | x1 | x1 | x1 | x1 | x2 | x1 | x1 | x1 | ½ | x2 |
| Fairy | x1 | ½ | x1 | x1 | x1 | x1 | x2 | ½ | x1 | x1 | x1 | x1 | x1 | x1 | x2 | x2 | ½ | x1 |
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 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.
| # | Type | Weaknesses | Resistances | Immunities | Score |
|---|---|---|---|---|---|
| 1 | Steel | 3 | 10 | 1 | +8 |
| 2 | Fire | 3 | 6 | 0 | +3 |
| 3 | Poison | 2 | 5 | 0 | +3 |
| 4 | Water | 2 | 4 | 0 | +2 |
| 5 | Electric | 1 | 3 | 0 | +2 |
| 6 | Ghost | 2 | 2 | 2 | +2 |
| 7 | Fairy | 2 | 3 | 1 | +2 |
| 8 | Flying | 3 | 3 | 1 | +1 |
| 9 | Dragon | 3 | 4 | 0 | +1 |
| 10 | Normal | 1 | 0 | 1 | 0 |
| 11 | Fighting | 3 | 3 | 0 | 0 |
| 12 | Ground | 3 | 2 | 1 | 0 |
| 13 | Bug | 3 | 3 | 0 | 0 |
| 14 | Dark | 3 | 2 | 1 | 0 |
| 15 | Grass | 5 | 4 | 0 | -1 |
| 16 | Psychic | 3 | 2 | 0 | -1 |
| 17 | Rock | 5 | 4 | 0 | -1 |
| 18 | Ice | 4 | 1 | 0 | -3 |
Score = Resistances + Immunities − Weaknesses. Higher is better defensively. Steel dominates with 10 resistances and a Poison immunity.
| # | Type | SE Hits | Resisted | Immune | Score |
|---|---|---|---|---|---|
| 1 | Ground | 5 | 2 | 1 | +2 |
| 2 | Rock | 4 | 3 | 0 | +1 |
| 3 | Fire | 4 | 4 | 0 | 0 |
| 4 | Water | 3 | 3 | 0 | 0 |
| 5 | Ice | 4 | 4 | 0 | 0 |
| 6 | Flying | 3 | 3 | 0 | 0 |
| 7 | Ghost | 2 | 1 | 1 | 0 |
| 8 | Fairy | 3 | 3 | 0 | 0 |
| 9 | Fighting | 5 | 5 | 1 | -1 |
| 10 | Psychic | 2 | 2 | 1 | -1 |
| 11 | Dragon | 1 | 1 | 1 | -1 |
| 12 | Dark | 2 | 3 | 0 | -1 |
| 13 | Steel | 3 | 4 | 0 | -1 |
| 14 | Electric | 2 | 3 | 1 | -2 |
| 15 | Normal | 0 | 2 | 1 | -3 |
| 16 | Poison | 2 | 4 | 1 | -3 |
| 17 | Grass | 3 | 7 | 0 | -4 |
| 18 | Bug | 3 | 7 | 0 | -4 |
Score = Super Effective hits − Resisted − Immunities. Higher is better offensively. Ground and Fighting lead with 5 super-effective targets each.
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.
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.