Flying/Psychic Type

FlyingPsychic

Quick Summary

⚠️ Main Weaknesses:

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

✓ Main Resistances:

¼× resists Fighting
½× resists Grass, Psychic

Flying/Psychic strategy: Ground immunity with five 2× weaknesses

Flying/Psychic and Psychic/Flying are the same defensive pairing; this page uses flying-psychic as the canonical URL. Flying/Psychic is a utility and speed-friendly pairing that blocks Ground while pressuring Fighting, Grass, Poison, and Bug targets. Representative Pokémon include Natu, Xatu, Lugia, Woobat, Sigilyph. The standard type chart gives this combination no 4× weakness and 2× weak to Electric, Ice, Rock, Ghost, Dark. It is immune to Ground. Its main defensive value comes from ¼× resists Fighting; ½× resists Grass, Psychic, 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 Psychic STAB threatens Fighting and Poison targets. Electric, Ice, Rock, Ghost, and Dark all hit for 2×, so the typing needs careful entries and often appreciates recovery, screens, or pivot support. Dark targets also block Psychic attacks, making coverage or teammates important.

Counterplay and defensive risks

To counter Flying/Psychic, 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/Psychic needs Electric, Ice, Rock, Ghost, and Dark answers. Steel, Fairy, Dark, and Ground partners can cover different parts of that spread while Flying/Psychic supplies a Ground immunity and Fighting resistance. 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, Psychic/Fairy guide, and Flying/Steel guide.

Frequently asked questions

What is Flying/Psychic weak to?

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

Is Psychic/Flying a different type combination?

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

What is Flying/Psychic immune to?

It is immune to Ground.

TypeMatchup Original Analysis

Coverage Value

-3

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

Profile

high-maintenance defensive profile

Main Planning Risk

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

How to interpret this pairing

Flying/Psychic should be judged by the trade it creates, not by the raw number of weaknesses alone. It offers safe entry into Ground, Fighting, Grass, Psychic, 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×)

Immune ()

Show Normal Effectiveness Types (9)