Pokémon Type Effectiveness

REF

Type Effectiveness Chart (Attacking)

ATK ↓ DEF → NORFIRWATELE GRAICEFIGPOI GROFLYPSYBUG ROCGHODRADAR STEFAI
Super Effective
Normal Damage
½× Not Very Effective
No Effect

Understanding Type Matchups

Type effectiveness determines damage multipliers in Pokémon battles. Super effective (2×) deals double damage. Not very effective (½×) deals half damage. No effect (0×) means immunity. Dual-type Pokémon multiply both type interactions (4× super effective or ¼× resistant possible). Strategic type selection is crucial for competitive battles. Memorizing key matchups improves battle performance significantly.

Key Matchups Worth Memorizing

A few high-value rules cover a large share of battles. The starter triangle is the classic example: Water beats Fire, Fire beats Grass, and Grass beats Water. Three immunities (0× damage) come up constantly and are easy to forget — Normal and Fighting moves do nothing to Ghost types, Ground moves cannot hit Flying types, Electric moves do nothing to Ground, and since Generation 6 Dragon moves have no effect on Fairy. Fairy was added in Generation 6 partly to check Dragon types, and it also resists Fighting, Bug, and Dark. Steel is the best defensive type, resisting ten other types, while Ground, Rock, and Ice are strong offensive types that hit many common Pokémon for super-effective damage. Note that this chart reflects the current single-type interactions; older generations had a few differences (for instance, Ghost did no damage to Psychic before the chart was corrected, and Steel and Ghost were resistant to Dark and Ghost in earlier games).

Frequently Asked Questions

Q: How does damage work for dual-type Pokémon?
A: The two defending types multiply together. If a move is super effective against both types you get 4× damage; if it is super effective against one and resisted by the other you get 1× (neutral); and if one type is immune (0×), the attack deals no damage regardless of the other type.
Q: Which type has no weaknesses on its own?
A: As a single type, none is fully weakness-free, but Steel is the strongest defensively, resisting ten types and being immune to Poison. Certain dual-type combinations can cover each other's weaknesses, which is why competitive teams pair types carefully.
Q: Why did the type chart change over the years?
A: Generation 2 split the original Special stat and adjusted some interactions, Generation 6 added the Fairy type and removed Steel's resistances to Dark and Ghost, and a few early bugs were fixed. The chart on this page reflects the modern Generation 6+ standard used in current games.