Electric/Steel Type

ElectricSteel

Quick Summary

⚠️ Main Weaknesses:

4× weak to Ground
2× weak to Fire, Fighting

✓ Main Resistances:

¼× resists Flying, Steel
½× resists Normal, Electric, Grass, Ice, Psychic, Bug, Rock, Dragon, Fairy

Electric/Steel strategy: Poison immunity with a 4× Ground risk

Electric/Steel and Steel/Electric are the same defensive pairing; this page uses electric-steel as the canonical URL. Electric/Steel is a resistance-heavy pairing that can check Flying, Fairy, Steel, Electric, and Ice lanes while pressuring Water and Flying targets. Representative Pokémon include Magnemite, Magneton, Magnezone, Togedemaru. The standard type chart gives this combination 4× weak to Ground and 2× weak to Fire, Fighting. It is immune to Poison. Its main defensive value comes from ¼× resists Flying, Steel; ½× resists Normal, Electric, Grass, Ice, Psychic, Bug, Rock, Dragon, Fairy, but stats, ability, item, and format still decide whether a real Pokémon can use those entries repeatedly.

Offensive plan

Electric STAB threatens Water and Flying targets, while Steel STAB pressures Fairy, Ice, and Rock targets. Ground is the severe 4× weakness, and Fire and Fighting also hit for 2×. The type is best when Ground immunity, Magnet Pull-style utility, pivoting, or coverage keeps its biggest answer from switching freely.

Counterplay and defensive risks

To counter Electric/Steel, start with the chart pressure: Ground, Fire, Fighting. If a 4× weakness is listed, preserve that attack type before revealing it; if there is no 4× weakness, repeated 2× pressure and hazard chip usually matter more than a single surprise hit. Scout for abilities, Terastallization, weather, recovery, and pivot moves before assuming the visible multiplier ends the exchange.

Team-building advice

Electric/Steel needs Ground protection first, then Fire and Fighting support. Flying, Levitate, Grass, Water, and Fairy partners can cover those lanes while Electric/Steel supplies Poison immunity and many resistances. Use the Team Calculator to check whether the rest of the six stacks the same Ground, Fire problem, then compare the full defensive chart before choosing moves or teammates.

Read the best Pokémon type combinations guide for a side-by-side defensive comparison.

Continue with Type Chart, Dual Type Calculator, Flying/Steel guide, and Water/Electric guide.

Frequently asked questions

What is Electric/Steel weak to?

Electric/Steel is 4× weak to Ground and 2× weak to Fire, Fighting under the standard type chart.

Is Steel/Electric a different type combination?

No. Steel/Electric and Electric/Steel use the same two types, so they share the same weaknesses, resistances, and immunities.

What is Electric/Steel immune to?

It is immune to Poison.

TypeMatchup Original Analysis

Coverage Value

8

Internal score from immunities, resistances, weaknesses, and 4× pressure.

Profile

excellent defensive compression

Main Planning Risk

Protect the Ground 4× weakness before relying on this pairing as a switch-in.

How to interpret this pairing

Electric/Steel should be judged by the trade it creates, not by the raw number of weaknesses alone. It offers safe entry into Poison, Flying, Steel, Normal, Electric, Grass, which means it can buy turns when those attack types are predictable. In exchange, the opponent will usually try to line upGround, Fire, Fighting, so the pairing needs either speed, bulk, recovery, pivoting, or a teammate ready to absorb that pressure.

Team-building partners

Based on TypeMatchup's own defensive coverage pass, useful single-type partners to test first are Flying for Ground, Fighting; Bug for Ground, Fighting; Fire for Fire; Water for Fire; Grass for Ground. These are not automatic best teammates; they are a shortlist for reducing repeated weaknesses before you choose actual Pokémon, moves, items, abilities, and battle format.

When this combination is worth using

Use this combination when its resisted or immune entries match threats you expect to face repeatedly. Avoid using it only because the summary looks efficient: a 4× weakness can dominate a matchup, while even a strong resistance profile can fail if the Pokémon lacks recovery, speed control, or meaningful pressure after switching in. For a six-Pokémon build, run this pairing through the Team Calculator and check whether another teammate shares the same Ground, Fire problem.

Defensive Type Matchups

Quadruple Weak (4×)

Weak (2×)

Double Resistant (¼×)

Immune (0×)

Show Normal Effectiveness Types (3)