Fire/Electric Type

FireElectric

Quick Summary

⚠️ Main Weaknesses:

4× weak to Ground
2× weak to Water, Rock

✓ Main Resistances:

¼× resists Steel
½× resists Fire, Electric, Grass, Ice, Flying, Bug, Fairy

Fire/Electric strategy: Ground pressure is the emergency matchup

Fire/Electric and Electric/Fire are the same defensive pairing; this page uses fire-electric as the canonical URL. Fire/Electric is a pressure pairing that threatens Steel, Grass, Ice, Bug, Water, and Flying targets while resisting several common utility attacks. Representative Pokémon include Heat Rotom. The standard type chart gives this combination 4× weak to Ground and 2× weak to Water, Rock. It has no type immunity under the standard chart. Its main defensive value comes from ¼× resists Steel; ½× resists Fire, Electric, Grass, Ice, Flying, Bug, Fairy, but stats, ability, item, and format still decide whether a real Pokémon can use those entries repeatedly.

Offensive plan

Fire STAB threatens Grass, Ice, Bug, and Steel targets, while Electric STAB pressures Water and Flying targets. Ground is the severe 4× weakness, and Water and Rock also hit for 2×. The typing needs Ground control before it can repeatedly exploit its strong offensive reach.

Counterplay and defensive risks

To counter Fire/Electric, start with the chart pressure: Ground, Water, Rock. 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

Fire/Electric needs Ground answers first, then Water and Rock support. Flying, Levitate, Grass, Water, and Ground-resistant partners can cover those lanes while Fire/Electric pressures Steel and Water structures. Use the Team Calculator to check whether the rest of the six stacks the same Ground, Water 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, Fire/Water guide, and Electric/Flying guide.

Frequently asked questions

What is Fire/Electric weak to?

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

Is Electric/Fire a different type combination?

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

What is Fire/Electric immune to?

It has no type immunity under the standard chart.

TypeMatchup Original Analysis

Coverage Value

1

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

Profile

balanced defensive tradeoff

Main Planning Risk

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

How to interpret this pairing

Fire/Electric should be judged by the trade it creates, not by the raw number of weaknesses alone. It offers safe entry into Steel, Fire, Electric, Grass, Ice, Flying, which means it can buy turns when those attack types are predictable. In exchange, the opponent will usually try to line upGround, Water, Rock, 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 Grass for Ground, Water; Water for Water; Fighting for Rock; Ground for Rock; Flying 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, Water problem.

Defensive Type Matchups

Quadruple Weak ()

Weak ()

Double Resistant (¼×)

Show Normal Effectiveness Types (7)