How Pokemon Type Effectiveness Works
Each attacking type has a multiplier against each defending type: 2× for super effective, 1× for normal damage, 0.5× for not very effective, or 0× when the defender is immune. For a dual-type defender, multiply the two values. An Ice attack against Grass/Flying is 2×2=4×, while an Electric attack against Water/Ground is 2×0=0×. The calculator shows both parts of the equation so you can see exactly why the final result occurs.
How to Use the 18×18 Type Effectiveness Matrix
Matrix rows are attacking move types and columns are single defending types. Choose any cell to load that matchup into the calculator, then add an optional second defending type to test a dual-type target. The matrix covers the base type chart; STAB, abilities, weather, items, critical hits, and other battle modifiers apply after the displayed type multiplier.
The 4× Weakness Explained
A 4× weakness happens when both of a Pokémon's types are weak to the same attacking type. Familiar examples include Rhyperior against Water or Grass, Gyarados against Electric, Charizard against Rock, Scizor against Fire, and Garchomp against Ice. These matchups can decide a turn immediately, but abilities, items, Terastallization, and a game's damage rules may still alter the practical outcome.
Types That Are Immune to What?
Seven defending-type immunities are especially useful to memorize: Normal is immune to Ghost; Ghost is immune to Normal and Fighting; Ground is immune to Electric; Flying is immune to Ground; Dark is immune to Psychic; Fairy is immune to Dragon; and Steel is immune to Poison. Because any 0× factor makes a dual-type calculation equal zero, an immunity can completely override the second type's weakness.
How to Memorize Type Effectiveness
Learn the immunities first, then group intuitive relationships such as Water beating Fire, Ground, and Rock or Fire beating Grass, Ice, Bug, and Steel. Use the matrix for exceptions and reinforce them with the site's type quiz instead of trying to memorize all 324 single-type cells at once.
Dual-Type Interactions Worth Memorizing
Because dual-type defenders multiply, a few pairs behave in ways that surprise people. Steel/Fairy takes only ¼× from Fire, since Fire is ½× against both of its types. Water/Ground is 4× weak to Grass, yet it resists Fire, Water, and Poison and takes 0× from Electric through Ground. Dark/Ghost hits Psychic and Ghost at 2×, with only Fairy resisting the combination.
How the Type Chart Changed Across Generations
The 18-type chart is stable today, but three moments shaped it:
- Generation 2 introduced Dark and Steel. From Generation 6 onward, Ghost and Dark moves hit Steel neutrally, where earlier generations had them resisted.
- Generation 6 introduced Fairy, which is super-effective against Dragon, Dark, and Fighting while resisting Bug, Dark, and Fighting. This remains the last structural change to the chart.
- Generation 1 quirks were later corrected: Ghost was not effective against Psychic (now 2×), Bug was super-effective against Poison (now Bug resists Poison), and Ice was neutral against Fire (now ½×).
A Historical Chart, Archived From a Dead Site
Before Generation 4, moves were split into physical and special by the type of the move rather than by the individual move. A 2009 fan chart archived from the now-defunct site azureheights.com lists only 15 types and groups them as Special (Fire, Water, Grass, Electric, Ice, Psychic) and Physical (Normal, Fighting, Flying, Ground, Rock, Bug, Poison, Ghost, Dragon). That type-based split was replaced in Generation 4 when the physical/special distinction moved to individual moves, a useful reminder that the chart itself has changed over time.
Source: archived snapshot via the Wayback Machine, 2009-01-07. Included as historical context, not as a current reference.
Who Made This Page
This is a fan-made reference page, built so that one lookup does not require opening five tabs. There are no ads, no tracking, and no account. The effectiveness values follow the official games' defined type chart, which is public and stable across generations, while the layout and wording here are original. If you spot a discrepancy, the in-game values always win.
Not affiliated with Nintendo, Game Freak, or The Pokemon Company.
Type Effectiveness FAQ
How does Pokémon type effectiveness work?
Each attacking type has a 2×, 1×, 0.5×, or 0× relationship with each defending type. For a dual-type defender, multiply both relationships together.
Which Pokémon have famous 4× weaknesses?
Examples include Rhyperior against Water and Grass, Gyarados against Electric, Charizard against Rock, Scizor against Fire, and Garchomp against Ice.
What is the difference between 0.25× and 0.5× damage?
A 0.5× result means one defending type resists the attack. A 0.25× result means both defending types resist it, so 0.5 × 0.5 = 0.25×.
What types are immune to what?
Key immunities include Normal to Ghost, Ghost to Normal and Fighting, Ground to Electric, Flying to Ground, Dark to Psychic, Fairy to Dragon, and Steel to Poison.