Flying/Ghost Type

FlyingGhost

Quick Summary

⚠️ Main Weaknesses:

2× weak to Electric, Ice, Rock, Ghost, Dark

✓ Main Resistances:

¼× resists Bug
½× resists Grass, Poison

Flying/Ghost strategy: three immunities with five 2× weaknesses

Flying/Ghost and Ghost/Flying are the same defensive pairing; this page uses flying-ghost as the canonical URL. Flying/Ghost blocks Normal, Fighting, and Ground while threatening Grass, Fighting, Bug, Ghost, and Psychic targets. Representative Pokémon include Drifloon, Drifblim, Sensu Oricorio. The standard type chart gives this combination no 4× weakness and 2× weak to Electric, Ice, Rock, Ghost, Dark. It is immune to Normal, Fighting, Ground. Its main defensive value comes from ¼× resists Bug; ½× resists Grass, Poison, but stats, ability, item, and format still decide whether a real Pokémon can use those entries repeatedly.

Offensive plan

Flying STAB pressures Grass, Fighting, and Bug targets, while Ghost STAB threatens Ghost and Psychic targets. Electric, Ice, Rock, Ghost, and Dark all hit for 2×, so the typing needs support against common coverage and hazards. Its triple immunity is valuable for pivots and disruption.

Counterplay and defensive risks

To counter Flying/Ghost, start with the chart pressure: Electric, Ice, Rock, Ghost, Dark. 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

Flying/Ghost needs Electric, Ice, Rock, Ghost, and Dark answers. Steel, Fairy, Dark, Ground, and Water partners can cover those lanes while Flying/Ghost supplies three immunities. Use the Team Calculator to check whether the rest of the six stacks the same Electric, Ice 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, Ghost/Fairy guide, and Flying/Psychic guide.

Frequently asked questions

What is Flying/Ghost weak to?

Flying/Ghost is no 4× weakness and 2× weak to Electric, Ice, Rock, Ghost, Dark under the standard type chart.

Is Ghost/Flying a different type combination?

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

What is Flying/Ghost immune to?

It is immune to Normal, Fighting, Ground.

TypeMatchup Original Analysis

Coverage Value

3

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

Profile

balanced defensive tradeoff

Main Planning Risk

No 4× weakness, but repeated Electric, Ice, Rock pressure can still force predictable switches.

How to interpret this pairing

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

Defensive Type Matchups

Resistant (½×)

Double Resistant (¼×)

Show Normal Effectiveness Types (7)