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Pokémon Type Calculator

Choose a Pokémon's type (and its second type if it has one) to see which attacking types hit it for 4x, 2x, half, quarter or no damage.

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How to use the Pokémon Type Calculator

Pick the first type
Choose the defending Pokémon's primary type, such as Water or Steel.
Add a second type if it has one
Dual-type Pokémon take damage based on both types. Leave the second box on None for a single-type Pokémon.
Read the matchups
See every attacking type that deals 4x, 2x, half, quarter or no damage. Types not listed deal normal damage.

The formula

Damage multiplier = (attack vs type 1) × (attack vs type 2)
Each single multiplier is 2 (super effective), 1 (normal), 0.5 (not very effective) or 0 (no effect).
Examples: 2 × 2 = 4x, 2 × 0.5 = 1x, 0.5 × 0.5 = 0.25x, anything × 0 = 0x.

How Pokémon type matchups work

Every move and every Pokémon has a type, and the type of the move compared with the type of the target decides the damage. A move can be super effective (2x), neutral (1x), not very effective (0.5x) or have no effect (0x). This calculator works from the defender's side: pick your target and see which attacking types are dangerous for it.

The chart used here is the current one from Generation 6 onward, which includes the Fairy type and the later rule changes that apply in recent main-series games.

How dual-type damage is calculated

A Pokémon with two types takes the product of the two multipliers, one for each of its types.

  1. Find the multiplier of the attacking type against type 1.
  2. Find the multiplier against type 2.
  3. Multiply the two numbers.
Example: Water / Ground. Grass vs Water = 2x and Grass vs Ground = 2x, so Grass does 2 × 2 = 4x. Electric vs Water = 2x but vs Ground = 0x, so Electric does 0x, because any zero wipes out the rest.

Immunities

Some types cannot be hurt at all by certain attacks. Ghost is immune to Normal and Fighting, Ground is immune to Electric, Flying is immune to Ground, Dark is immune to Psychic, Steel is immune to Poison and Fairy is immune to Dragon. When a Pokémon has an immune type, the multiplier is always 0x for that attack, even if the other type is weak to it.

Using the calculator for team building

  • Check each team member and note the types that appear as 2x or 4x several times. That is your team's common weakness.
  • Look for Pokémon whose resistances cover those gaps.
  • A type with few weaknesses is not automatically better. Stats, moves and ability matter too.
  • Abilities such as Levitate or Flash Fire can change immunities, so check your Pokémon's ability as well.

Offense versus defense

This tool shows defense: what hurts a Pokémon. To plan offense, flip the question and look at which of your attacking types are listed as 2x for the target you are facing. Picking a move with a 2x multiplier, plus a same-type attack bonus (STAB) when the move matches your Pokémon's own type, is usually the strongest option.

Quick reference: the 18 types

TypeWeak to (2x)
NormalFighting
FireWater, Ground, Rock
WaterElectric, Grass
ElectricGround
GrassFire, Ice, Poison, Flying, Bug
IceFire, Fighting, Rock, Steel
FightingFlying, Psychic, Fairy
PoisonGround, Psychic
GroundWater, Grass, Ice
FlyingElectric, Ice, Rock
PsychicBug, Ghost, Dark
BugFire, Flying, Rock
RockWater, Grass, Fighting, Ground, Steel
GhostGhost, Dark
DragonIce, Dragon, Fairy
DarkFighting, Bug, Fairy
SteelFire, Fighting, Ground
FairyPoison, Steel

Worked examples

Steel / Fairy: only Fire and Ground are super effective (2x). Poison and Dragon deal 0x, because Steel is immune to Poison and Fairy is immune to Dragon. Bug deals 0.25x, since both types resist it. Steel's usual weakness to Fighting cancels out (2 × 0.5 = 1x) because Fairy resists Fighting.
Ghost: Normal and Fighting both deal 0x, since Ghost is immune to them. Ghost and Dark attacks deal 2x.
Dragon / Flying: Ice is 2x against Dragon and 2x against Flying, so it deals 4x. Ground is 0x because Flying is immune.

Working through a few matchups by hand is a good way to learn the chart, and the calculator lets you check yourself instantly.

Common mistakes

  • Adding instead of multiplying. Two weaknesses make 4x, not 3x or 2x plus 2x.
  • Forgetting that a resist cancels a weakness. 2 × 0.5 = 1x, so the attack is just neutral.
  • Ignoring immunities. One 0x multiplier makes the whole product 0x.
  • Mixing up attacker and defender. A type can be strong when attacking but weak when defending. Fire is a good example.

Notes on older games

The chart changed over time. Before Generation 2 there were no Dark or Steel types, and before Generation 6 there was no Fairy type. In Generations 2 to 5, Steel also resisted Ghost and Dark, which it no longer does. This calculator uses the modern chart only. If you play a very old game, results may differ.

Frequently asked questions

What does 4x damage mean in Pokémon?

It is a double weakness. A dual-type Pokémon takes 4x damage when both of its types are weak to the attacking type, such as Grass moves against a Water / Ground Pokémon.

Do dual-type Pokémon have more weaknesses?

Often, yes. Each type adds its own weaknesses, and they only cancel when the other type resists the same attack. Rock / Ice, for example, ends up weak to six types. Use the calculator to count them for any pair.

What types are immune to what?

Ghost is immune to Normal and Fighting, Ground to Electric, Flying to Ground, Dark to Psychic, Steel to Poison and Fairy to Dragon.

How do I calculate type effectiveness?

Multiply the move's effectiveness against each of the defender's types. Super effective is 2, not very effective is 0.5, no effect is 0 and normal is 1.

Does the Fairy type exist in every game?

Fairy was introduced in Generation 6 (X and Y). Games before that do not have it, so the chart here applies to Gen 6 and later.

Do abilities change type matchups?

Yes, some do. Levitate gives immunity to Ground moves, and abilities such as Flash Fire, Volt Absorb and Water Absorb give immunity or healing against certain types. The calculator shows types only.

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