Ghost/Water Type

GhostWater

Quick Summary

⚠️ Main Weaknesses:

2× weak to Electric, Grass, Ghost, Dark

✓ Main Resistances:

½× resists Fire, Water, Ice, Poison, Bug, Steel

Ghost/Water strategy: two immunities with four common weaknesses

Ghost/Water and Water/Ghost are the same defensive pairing; this page uses ghost-water as the canonical URL. Ghost/Water is a flexible utility pairing that blocks Normal and Fighting while checking Fire, Water, Ice, Bug, and Steel pressure. Representative Pokémon include Frillish, Jellicent, Basculegion. The standard type chart gives this combination no 4× weakness and 2× weak to Electric, Grass, Ghost, Dark. It is immune to Normal, Fighting. Its main defensive value comes from no ¼× resistance; ½× resists Fire, Water, Ice, Poison, Bug, Steel, but stats, ability, item, and format still decide whether a real Pokémon can use those entries repeatedly.

Offensive plan

Water STAB threatens Fire, Ground, and Rock targets, while Ghost STAB pressures Ghost and Psychic targets. Electric, Grass, Ghost, and Dark all hit for 2×, so the user needs to choose entries carefully. The pairing often works best with recovery, status, or strong immediate damage that punishes predicted switch-ins.

Counterplay and defensive risks

To counter Ghost/Water, start with the chart pressure: Electric, Grass, 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/Water wants Electric, Grass, Ghost, and Dark answers. Grass, Dark, Fairy, and Steel partners can cover those lanes while Ghost/Water offers Normal and Fighting immunities. Use the Team Calculator to check whether the rest of the six stacks the same Electric, Grass 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, Water/Dragon guide, and Poison/Ghost guide.

Frequently asked questions

What is Ghost/Water weak to?

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

Is Water/Ghost a different type combination?

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

What is Ghost/Water 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 Electric, Grass, Ghost pressure can still force predictable switches.

How to interpret this pairing

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

Defensive Type Matchups

Immune ()

Show Normal Effectiveness Types (6)