Ghost/Fire Type

GhostFire

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

Ghost/Fire strategy: two immunities with five 2× weaknesses

Ghost/Fire and Fire/Ghost are the same defensive pairing; this page uses ghost-fire as the canonical URL. Ghost/Fire is a dangerous offensive pairing that blocks Normal and Fighting while threatening Steel, Grass, Ice, Bug, Ghost, and Psychic targets. Representative Pokémon include Litwick, Lampent, Chandelure, Blacephalon, Skeledirge. The standard type chart gives this combination no 4× weakness and 2× weak to Water, Ground, Rock, Ghost, Dark. It is immune to Normal, Fighting. Its main defensive value comes from ¼× resists Bug; ½× resists Fire, Grass, Ice, Poison, Steel, Fairy, but stats, ability, item, and format still decide whether a real Pokémon can use those entries repeatedly.

Offensive plan

Ghost STAB pressures Ghost and Psychic targets, while Fire STAB threatens Grass, Ice, Bug, and Steel targets. Water, Ground, Rock, Ghost, and Dark all hit for 2×, so the user needs positioning before committing to a switch-in. The typing rewards strong special pressure and punishes passive targets that cannot threaten its weaknesses.

Counterplay and defensive risks

To counter Ghost/Fire, start with the chart pressure: Water, Ground, 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

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

Frequently asked questions

What is Ghost/Fire weak to?

Ghost/Fire is no 4× weakness and 2× weak to Water, Ground, Rock, Ghost, Dark under the standard type chart.

Is Fire/Ghost a different type combination?

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

What is Ghost/Fire immune to?

It is immune to Normal, Fighting.

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

Ghost/Fire 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)