Grass/Ice Type

GrassIce

Quick Summary

⚠️ Main Weaknesses:

4× weak to Fire
2× weak to Fighting, Poison, Flying, Bug, Rock, Steel

✓ Main Resistances:

½× resists Water, Electric, Grass, Ground

Grass/Ice strategy: useful coverage with a Fire crisis

Grass/Ice and Ice/Grass are the same defensive pairing; this page uses grass-ice as the canonical URL. Grass/Ice is a rare pairing that pressures Water, Ground, Flying, Dragon, and Grass-based structures, but it has a demanding defensive chart. Representative Pokémon include Snover, Abomasnow, Mega Abomasnow. The standard type chart gives this combination 4× weak to Fire and 2× weak to Fighting, Poison, Flying, Bug, Rock, Steel. It has no type immunity under the standard chart. 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 Ice STAB threatens Dragon, Flying, Grass, and Ground targets. That offensive spread is useful, but Fire is a 4× weakness and Fighting, Poison, Flying, Bug, Rock, and Steel all hit for 2×. The typing should normally be used to force progress, not to absorb many attacks.

Counterplay and defensive risks

To counter Grass/Ice, start with the chart pressure: Fire, Fighting, Poison, Flying, Bug, Rock, Steel. 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/Ice needs a dedicated Fire answer and several secondary covers. Water, Dragon, Fire-resistant, Steel-resistant, and Flying-resistant teammates can help keep its many weaknesses from becoming a constant liability. Use the Team Calculator to check whether the rest of the six stacks the same Fire, Fighting 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, Grass/Poison guide, and Water/Ground guide.

Frequently asked questions

What is Grass/Ice weak to?

Grass/Ice is 4× weak to Fire and 2× weak to Fighting, Poison, Flying, Bug, Rock, Steel under the standard type chart.

Is Ice/Grass a different type combination?

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

What is Grass/Ice immune to?

It has no type immunity under the standard chart.

TypeMatchup Original Analysis

Coverage Value

-12

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

Profile

fragile defensive profile

Main Planning Risk

Protect the Fire 4× weakness before relying on this pairing as a switch-in.

How to interpret this pairing

Grass/Ice should be judged by the trade it creates, not by the raw number of weaknesses alone. It offers safe entry into 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, Fighting, Poison, Flying, Bug, Rock, Steel, 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 Steel for Poison, Flying, Bug, Rock, Steel; Fire for Fire, Bug, Steel; Poison for Fighting, Poison, Bug; Rock for Fire, Poison, Flying; Ghost for Fighting, Poison, Bug. 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, Fighting problem.

Defensive Type Matchups

Quadruple Weak ()

Resistant (½×)

Show Normal Effectiveness Types (7)