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.
- Find the multiplier of the attacking type against type 1.
- Find the multiplier against type 2.
- Multiply the two numbers.
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
| Type | Weak to (2x) |
|---|---|
| Normal | Fighting |
| Fire | Water, Ground, Rock |
| Water | Electric, Grass |
| Electric | Ground |
| Grass | Fire, Ice, Poison, Flying, Bug |
| Ice | Fire, Fighting, Rock, Steel |
| Fighting | Flying, Psychic, Fairy |
| Poison | Ground, Psychic |
| Ground | Water, Grass, Ice |
| Flying | Electric, Ice, Rock |
| Psychic | Bug, Ghost, Dark |
| Bug | Fire, Flying, Rock |
| Rock | Water, Grass, Fighting, Ground, Steel |
| Ghost | Ghost, Dark |
| Dragon | Ice, Dragon, Fairy |
| Dark | Fighting, Bug, Fairy |
| Steel | Fire, Fighting, Ground |
| Fairy | Poison, Steel |
Worked examples
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.