Grass/Ghost Type

GrassGhost

Quick Summary

⚠️ Main Weaknesses:

2× weak to Fire, Ice, Flying, Ghost, Dark

✓ Main Resistances:

½× resists Water, Electric, Grass, Ground

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

Grass/Ghost and Ghost/Grass are the same defensive pairing; this page uses grass-ghost as the canonical URL. Grass/Ghost is a utility pairing that blocks Normal and Fighting while pressuring Water, Ground, Rock, Ghost, and Psychic lanes. Representative Pokémon include Phantump, Trevenant, Pumpkaboo, Gourgeist, Decidueye. The standard type chart gives this combination no 4× weakness and 2× weak to Fire, Ice, Flying, Ghost, Dark. It is immune to Normal, Fighting. Its main defensive value comes from no ¼× resistance; ½× resists Water, Electric, Grass, Ground, but stats, ability, item, and format still decide whether a real Pokémon can use those entries repeatedly.

Offensive plan

Grass STAB threatens Water, Ground, and Rock targets, while Ghost STAB pressures Ghost and Psychic targets. Fire, Ice, Flying, Ghost, and Dark all hit for 2×, so the typing must use immunities and resistances carefully. It often fits best with recovery, status, spinblocking, or disruption rather than pure defensive bulk.

Counterplay and defensive risks

To counter Grass/Ghost, start with the chart pressure: Fire, Ice, Flying, 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

Grass/Ghost needs Fire, Ice, Flying, Ghost, and Dark answers. Water, Fairy, Dark, Steel, and Rock-resistant partners can cover those lanes while Grass/Ghost handles Normal and Fighting attacks. Use the Team Calculator to check whether the rest of the six stacks the same Fire, 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/Water guide, and Grass/Dark guide.

Frequently asked questions

What is Grass/Ghost weak to?

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

Is Ghost/Grass a different type combination?

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

What is Grass/Ghost immune to?

It is immune to Normal, Fighting.

TypeMatchup Original Analysis

Coverage Value

0

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

Profile

balanced defensive tradeoff

Main Planning Risk

No 4× weakness, but repeated Fire, Ice, Flying pressure can still force predictable switches.

How to interpret this pairing

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

Defensive Type Matchups

Resistant (½×)

Immune (0×)

Show Normal Effectiveness Types (7)