Ghost/Steel Type

GhostSteel

Quick Summary

⚠️ Main Weaknesses:

2× weak to Fire, Ground, Ghost, Dark

✓ Main Resistances:

¼× resists Bug
½× resists Grass, Ice, Flying, Psychic, Rock, Dragon, Steel, Fairy

Ghost/Steel strategy: three immunities and elite resistance spread

Ghost/Steel and Steel/Ghost are the same defensive pairing; this page uses ghost-steel as the canonical URL. Ghost/Steel compresses several defensive jobs into one slot by combining Normal, Fighting, and Poison immunities with many useful resistances. Representative Pokémon include Honedge, Doublade, Aegislash, Gholdengo. The standard type chart gives this combination no 4× weakness and 2× weak to Fire, Ground, Ghost, Dark. It is immune to Normal, Fighting, Poison. Its main defensive value comes from ¼× resists Bug; ½× resists Grass, Ice, Flying, Psychic, Rock, Dragon, 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 Steel STAB threatens Fairy, Ice, and Rock targets. Fire, Ground, Ghost, and Dark are the chart pressure points, so the user must scout coverage before assuming its long resistance list creates a safe entry. A Ghost/Steel Pokemon can often force progress with utility or setup, but it still needs support against strong Fire and Ground attackers.

Counterplay and defensive risks

To counter Ghost/Steel, start with the chart pressure: Fire, Ground, 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/Steel pairs well with Water, Flying, Dark, and Fairy teammates that can cover Fire, Ground, Ghost, and Dark pressure. It repays that support by absorbing Normal, Fighting, Poison, Fairy, Rock, and Ice interactions for the rest of the team. Use the Team Calculator to check whether the rest of the six stacks the same Fire, 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, Flying/Steel guide, and Poison/Ghost guide.

Frequently asked questions

What is Ghost/Steel weak to?

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

Is Steel/Ghost a different type combination?

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

What is Ghost/Steel immune to?

It is immune to Normal, Fighting, Poison.

TypeMatchup Original Analysis

Coverage Value

11

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

Profile

excellent defensive compression

Main Planning Risk

No 4× weakness, but repeated Fire, Ground, Ghost pressure can still force predictable switches.

How to interpret this pairing

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

Defensive Type Matchups

Double Resistant (¼×)

Show Normal Effectiveness Types (2)