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Tera Type + Type Chart: When Tera Flips the Matchup

By TypeMatchup

Tera Type + Type Chart: When Tera Flips the Matchup

Terastallization is the one moment in a Scarlet or Violet battle when a Pokémon stops being its dual type on defense. The jewel goes up before any move, Ice Shard included, and the Pokémon still attacks that turn. Until it faints, incoming damage uses one type. The second factor is gone, so a 4× that was 2× times 2× cannot stay 4×. The same click can open a weakness the pair had cancelled, and it can put STAB on a type the species never had.

This is the Generation 6–9 chart, Fairy included. Confirm the pair, then the Tera type, on the Dual Type Calculator. Multiply with the dual-type chart guide, then place the Pokémon with the team-building guide. The 4× lines Tera is asked to answer are in every 4× weakness in Gen 9. The three cores below are the choice in Water/Ground vs Steel/Fairy vs Dragon/Ground. Pokémon GO has no Terastallization. Raids there belong on the Pokémon GO type chart.

What the chart changes

Read defense as the Tera type alone. Garchomp is Dragon/Ground until the jewel, then Steel, Fire, Fairy, or Ground with the second menu empty. Turn on Show multiplier calculations. The dual chart has two factors. The Tera chart has one. The long pages are Dragon/Ground, Steel, Fire, Fairy, and Ground.

Offense keeps the old types. Original-type moves stay at 1.5× STAB. Tera-type moves get 1.5×. When the Tera type is already one of yours, that type's moves get 2×. Ground Tera Earthquake is 2×, not 1.5× times 1.5×, and Dragon Claw on that Garchomp stays 1.5×. The ordinary 1.5× is the STAB guide. Adaptability changes only the Tera type, to 2×, or to 2.25× when that type was already yours. None of the Pokémon below have it.

Tera Blast becomes the Tera type, at 80 power, and it is physical when Attack is higher than Special Attack. Garchomp's is physical. Magearna's is special. A Tera-type move under 60 power is raised to 60 after Technician, except priority and multistrike moves. Bulldoze and Aerial Ace are already 60.

Stellar keeps the original defense, so Garchomp still takes Ice at 4×. The first move of each type is boosted once: 2× if that type is already yours, 1.2× if it is not. Later moves of that type return to 1.5× or 1×. Tera Raids, and Terapagos in its Stellar form, skip the once-per-type limit. A Stellar move is 2× into a Terastallized Pokémon and 1× into anything else.

One Pokémon Terastallizes. The jewel stays through a switch, and the other five keep their dual types. Storm Drain and Water Absorb still make Water 0×. The ability chart prints that. A type immunity leaves with the type that gave it. Levitate is separate from a Flying Tera's Ground immunity.

Stealth Rock on a later entry uses the Tera type. Rock at 0.5× is one sixteenth of max HP, at 1× one eighth, and at 2× one quarter. Toxic Spikes poison a grounded Pokémon that dropped Steel. A Flying Tera is not grounded, so Spikes miss.

Charizard is the short form in the 4× guide. Rock is 4× into Fire/Flying. Fire Tera takes Rock at 2×, because Fire is weak to Rock. Steel or Ground Tera takes it at 0.5×. The 4× always leaves. The resist is the type you picked. A single type never appears under Has a 4× weakness on the dual-type chart.

Garchomp: Steel, Fire, Fairy, or Ground

The core guide lists Earthquake, Outrage or Dragon Claw, Stone Edge, and Swords Dance. Scarlet and Violet also give Garchomp Iron Head and Fire Fang. They do not give it a Fairy move, so Fairy STAB here is Tera Blast. Ice is 4× before the jewel. Water and Grass cancel to 1×.

IncomingDragon/GroundTera SteelTera FireTera FairyTera Ground
Ice4×0.5×0.5×1×2×
Dragon2×0.5×1×0×1×
Fairy2×0.5×0.5×1×1×
Electric0×0.5×1×1×0×
Fire0.5×2×0.5×1×1×
Fighting1×2×1×0.5×1×
Ground1×2×2×1×1×
Water1×1×2×1×2×
Grass1×0.5×0.5×1×2×
Rock0.5×0.5×2×1×0.5×
Poison0.5×0×1×2×0.5×
Steel1×0.5×0.5×2×1×

Weavile's Ice Shard is the 4× at priority. Terastallize on that turn and the shard uses the new row. Steel and Fire take it at 0.5×. Fairy takes it at 1×, so a faster Pokémon still clicks neutral priority. Ground takes it at 2×. Yache Berry makes one Ice hit 2× and then expires. Tera changes every later hit.

Flutter Mane's Moonblast is the Fairy 2×. Steel and Fire take it at 0.5×. Iron Head after Tera Steel is 2× into Flutter Mane before STAB, where Earthquake was 1×. Fire Fang into Flutter Mane is 1×. Dragon Claw is 0× into that Fairy on either chart.

Dragapult's Dragon Darts are 0× into Tera Fairy. Dragon Claw was already 2× into Dragapult, and Tera Blast Fairy is 2× at 80 power with 1.5× STAB. The gain is the incoming Dragon move. Steel and Poison become 2×, and Electric becomes 1×. Great Tusk takes Fairy at 2× and Earthquake at 1×. Liquidation is already 2× into Tusk, so Tera Fairy is not the Tusk button when that move is on the set.

Tera Fire is the click into Corviknight, Scizor, and Ferrothorn. Earthquake is 0× into Corviknight and 1× into Scizor and Ferrothorn. Fire Fang is 2× into Corviknight and 4× into Scizor and Ferrothorn, then 1.5× STAB. Heatran still wants Earthquake: Fire into Fire/Steel is 1×, and Ground is 4×. Water, Ground, and Rock become 2×, so the next Stealth Rock entry is one quarter. Dragon falls from 2× to 1×, and the Electric immunity becomes 1×.

Tera Ground raises Earthquake's STAB from 1.5× to 2×. Dragon and Fairy fall to 1×. Electric stays 0×. Ice stays a weakness at 2×, and Water and Grass become 2×. Use it when the KO is Earthquake. Use Steel or Fire when Garchomp has to survive Ice Shard.

Load the pair on the team calculator, then clear the second type and set the first to the Tera. Weak members for Ice drops on Steel or Fire. Fire's number rises on Steel. The green banner only means some resist exists on the six. Dragapult on that sheet still takes Ice at 2×. The team-building guide already has a green sheet that loses an un-Terastallized Garchomp to Ice Shard.

Water/Ground: leaving the Grass 4×

Swampert, Gastrodon, and Quagsire share Water/Ground. Grass is 4×, and it is the only super-effective type. Electric is 0×. The Water/Ground page is that row. Rillaboom's Grassy Glide is the 4× at priority in Grassy Terrain. Both STABs are 0.5× into Rillaboom. Tera does not fix that damage unless the new type is super effective into Grass. Ice Punch is already 2× into Rillaboom with no jewel.

The chart's Ice line is 1×: 0.5× into Water, 2× into Ground. Freeze-Dry treats Water as weak to that Ice hit, so the factors are 2× and 2×. Drop Water and the clause drops with it. Keep Water and Freeze-Dry stays super effective.

MoveWater/GroundTera FlyingTera SteelTera Water
Grassy Glide4×0.5×0.5×2×
Freeze-Dry4×2×0.5×2×
Ice Beam1×2×0.5×0.5×
Thunderbolt0×2×0.5×2×
Earthquake, incoming1×0×2×1×
Flamethrower0.5×1×2×0.5×
Close Combat1×0.5×2×1×
Stealth Rock, later entry1/161/41/161/8

Tera Flying takes Grass at 0.5× and makes Ground 0×. Electric, the hit this core was brought to answer, becomes 2×. Ice and Rock become 2×, so the next rocks are one quarter. Freeze-Dry falls from 4× to 2× while Ice Beam rises from 1× to 2×. Swampert has no Flying attack. Earthquake and Waterfall keep 1.5×. Gastrodon's Storm Drain still draws Water moves and makes them 0× even though Flying shows Water at 1×. Storm Drain survives the type change, and so does Quagsire's Water Absorb. Spikes miss, because Flying is not grounded.

Tera Steel takes Grass, Freeze-Dry, and Ice Beam at 0.5×. Steel resists Electric, so Thunderbolt is 0.5×: the immunity is gone, and it did not become a weakness. Fire, Fighting, and Ground are 2×. Open Steel beside the pair and that swap is the read. Swampert learns Hard Press. Tera Blast is the cleaner Steel STAB. Poison moves become 0×, and a later switch ignores Toxic Spikes.

Tera Water raises Water STAB from 1.5× to 2×. Grass falls from 4× to 2×, so Grassy Glide is still super effective, and Electric falls from 0× to 2×. Freeze-Dry stays 2× because you are still Water, while Ice Beam becomes 0.5×. Click it when the extra Water STAB takes a KO and the Electric move is already off the field.

Steel/Fairy: Ground or Fire

Tinkaton, Magearna, and Crowned Zacian share Steel/Fairy. Fire and Ground are 2×. There is no 4×. Poison and Dragon are 0×. Electric is 0.5×, because Steel resists it and Fairy does not change the product. The Steel/Fairy page has the full row. The flip is the attack: both STABs bounce off the Steel walls in the core guide.

Tinkaton clicks Gigaton Hammer, Play Rough, and Knock Off. Hammer cannot be used on consecutive turns. Magearna clicks Fleur Cannon, Flash Cannon, and Focus Blast. Neither learns Earthquake or a Fire move. Tinkaton does learn Bulldoze, at 60 power. The Ground or Fire button you add is Tera Blast. Hammer, Play Rough, Flash Cannon, and Fleur Cannon keep 1.5× STAB. Focus Blast stays 0× into Gholdengo.

The table is type effectiveness only. Tera Blast then multiplies by 1.5×.

TargetSteel moveFairy moveTera GroundTera Fire
Heatran0.25×0.25×4×1×
Gholdengo0.5×0.5×2×2×
Kingambit0.5×1×2×2×
Ferrothorn0.5×0.5×1×4×
Scizor0.5×0.5×1×4×
Corviknight0.5×0.5×0×2×

Heatran is the Ground flip. Hammer and Fleur Cannon are 0.25×. Tera Blast Ground is 4× before STAB. Earth Power into Steel/Fairy is 2× and into Ground is 1×. Magma Storm is the same pair, because Fire into Ground is 1×. One jewel makes both of Heatran's STABs neutral and your new STAB 4× into it. Flash Fire makes a Fire move into Heatran 0× and leaves Earth Power at 4×. Tera Fire gets neither: Fire into Fire/Steel is 1×, Flash Fire makes that 0×, and Earth Power into Fire stays 2×.

Gholdengo and Kingambit take either new type at 2×. Ferrothorn and Scizor take Fire at 4× and Ground at 1×. Corviknight takes Ground at 0×, so Tera Ground into it is a blank and Tera Fire is the click. Open Ground and Fire beside the pair before you pay for that damage.

IncomingSteel/FairyTera GroundTera Fire
Fire2×1×0.5×
Ground2×1×2×
Water1×2×2×
Grass0.5×2×0.5×
Ice0.5×2×0.5×
Electric0.5×0×1×
Dragon0×1×1×
Poison0×0.5×1×
Rock0.5×0.5×2×
Fighting1×1×1×

Tera Ground drops Fire and Ground to 1× and gains an Electric immunity. Water, Grass, and Ice become 2×. Dragon moves that did 0× now hit, and a later switch can be poisoned because you are no longer Steel. Rillaboom's Grass move rises from 0.5× to 2×.

Tera Fire turns the Fire weakness into a resist and leaves Ground at 2×, so it is the wrong jewel for Earthquake. Water and Rock become 2×, and later rocks are one quarter. Scizor's Bullet Punch falls from 1× to 0.5× on the same turn Fire becomes 4× into Scizor. Dragon and Poison immunities are gone. Crowned Zacian uses this same chart while it holds the Rusted Sword. Hero Zacian is pure Fairy, so the Steel resists are not there to trade.

Kingambit: Fighting 4× to 0×

Kingambit is the Generation 9 Fighting 4×, on Dark/Steel. The 4× guide names the two jewels. Tera Ghost makes Fighting 0×. Tera Flying makes it 0.5×. Kowtow Cleave and Iron Head keep 1.5× STAB. Sucker Punch does too when it was bred on. The new STAB is a move Kingambit already learns: Shadow Claw on Tera Ghost, Aerial Ace on Tera Flying. Aerial Ace is 60 power, so the Tera power floor does not raise it.

IncomingDark/SteelTera GhostTera Flying
Fighting4×0×0.5×
Ground2×1×0×
Fire2×1×1×
Dark0.5×2×1×
Ghost0.5×2×1×
Psychic0×1×1×
Poison0×0.5×1×
Rock0.5×1×2×
Ice0.5×1×2×
Electric0.5×1×2×
Fairy1×1×1×

Close Combat and Mach Punch do nothing to Ghost. Shadow Claw is 2× into Gholdengo, and Gholdengo's Shadow Ball into you rises from 0.5× to 2×. Ground and Fire fall to 1×. Psychic rises from 0× to 1×.

Tera Flying is the turn for Close Combat or Headlong Rush. Fighting is 0.5× and Ground is 0×. Electric, Ice, and Rock are 2×, so the next rocks are one quarter. Fairy stays 1×. Kingambit was never a Fairy resist, and the team-building guide already separates that 1× from a real resist.

The turn you spend it

Write the incoming product, then the single-type product, then the move that gains STAB. Change that one slot on the team calculator and read Weak members again.

Ice into Dragon/Ground and Grass into Water/Ground are 2× times 2×. Ground into Steel/Fairy is 2× times 1×. Open the Tera type with no second type. A 2× means the 4× is gone and a weakness remains, as with Ground Tera Garchomp into Ice or Water Tera Swampert into Grass. A 0.5× or 0× means you resisted or blanked it, and the new type's weaknesses are the price. Iron Head, Fire Fang, Shadow Claw, and Aerial Ace are real moves. Tinkaton's new Ground or Fire move is Tera Blast, or Bulldoze. Original STAB stays. The other five did not Terastallize. If this Pokémon will switch, recompute Stealth Rock on the Tera type.

A 4× that becomes 2× is still super effective. A new 2× on Electric, Rock, or Ground is how the next turn is lost. Spend the Orb when the incoming number and the move you gain both change.

FAQ

Does Terastallization replace both defending types?

Yes. Until the Pokémon faints, defense is the Tera type alone. Original types keep 1.5× STAB. The Tera type adds 1.5×. A type you already had rises to 2× STAB. Compare the pair and the single type on the calculator.

Does Tera Steel Garchomp keep Dragon and Ground STAB?

Yes. Earthquake and Dragon Claw stay at 1.5×, and Iron Head gains 1.5×. Ice, Fairy, and Dragon fall to 0.5×. Fire, Fighting, and Ground rise to 2×. Read Steel against Dragon/Ground.

Does Tera Water fix Water/Ground's Grass weakness?

Grass falls from 4× to 2×, and Electric rises from 0× to 2×. Freeze-Dry stays super effective because you are still Water. Flying or Steel takes Grass at 0.5×. The base row is Water/Ground.

When is Tera Ground better than Tera Fire on Steel/Fairy?

Against Heatran. Ground is 4× into Fire/Steel, and Earth Power and Magma Storm fall to 1×. Tera Fire is 4× into Ferrothorn and Scizor and 2× into Corviknight, and Ground into you stays 2×. Heatran takes the Fire move at 1×, or at 0× with Flash Fire.

Does Stellar Tera remove a 4× weakness?

No. Defense stays on the original types. The boost is offensive, and outside Tera Raids it applies once per type. The jewels in this guide are normal Tera types.

Do these matchups work in Pokémon GO?

No. This is Scarlet and Violet on the Generation 6–9 chart. Use the Pokémon GO type chart for GO battles.