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.
| 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.
Every type in Pokemon has specific weaknesses and strengths defined by the official type chart. There are three damage multipliers you need to know:
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.
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:
When teambuilding, always check dual-type matchups – a single coverage move can hit a 4x weakness and end a battle in one shot.
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:
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.
Competitive viability depends on both offensive and defensive typing. Here's how the top and bottom types stack up:
Best defensive types:
Worst defensive types:
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.