Fire/Ghost Type

FireGhost

Quick Summary

⚠️ Main Weaknesses:

2× weak to Water, Ground, Rock, Ghost, Dark

✓ Main Resistances:

¼× resists Bug
½× resists Fire, Grass, Ice, Poison, Steel, Fairy

TypeMatchup Original Analysis

Coverage Value

4

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

Profile

strong defensive compression

Main Planning Risk

No 4× weakness, but repeated Water, Ground, Rock pressure can still force predictable switches.

How to interpret this pairing

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

Defensive Type Matchups

Double Resistant (¼×)

Immune ()

Show Normal Effectiveness Types (4)