Grass/Poison Type

GrassPoison

Popular Pokemon: Venusaur, Vileplume, Roserade

Quick Summary

⚠️ Main Weaknesses:

2× weak to Fire, Ice, Flying, Psychic

✓ Main Resistances:

¼× resists Grass
½× resists Water, Electric, Fighting, Fairy

Grass/Poison strategy: a status-ready pivot with four attack lanes to cover

Grass/Poison is a defensive utility typing with real offensive leverage. It double-resists Grass and resists Water, Electric, Fighting, Fairy, and Poison, letting Venusaur frustrate common defensive cores. Ground is neutral because Grass resists it while Poison is weak to it. The tradeoff is four 2× weaknesses—Fire, Ice, Flying, and Psychic—and no immunity. It can absorb a predicted Water or Fairy move but is not a blanket answer to special attackers. Venusaur can spread sleep or poison, pressure Water-types with Grass STAB, and become more dangerous in sun; stats, ability, recovery, and format still determine whether that plan works.

Offensive plan

Grass STAB targets Water, Ground, and Rock Pokémon, while Poison STAB threatens Grass and Fairy targets. That makes a Fairy switch less safe than it is against pure Grass and discourages Water/Ground pivots. Steel is the central answer: it resists Grass and is immune to Poison, so coverage, a pivot, or a teammate must create progress there. Fire-, Flying-, Poison-, Bug-, and Dragon-based targets can also resist Grass. A bulky set may value Leech Seed, recovery, sleep, or status more than perfect coverage; an offensive sun set may need a direct answer to Steel or Flying checks.

Counterplay and defensive risks

Fire, Ice, Flying, and Psychic moves all deal 2× damage, but the right lane depends on the set. A Fire attacker must respect sun-boosted Grass pressure or a Water pivot, while Psychic coverage can be discouraged by Dark partners. If no super-effective move is available, deny recovery, remove items, and force hazard and status damage; the resistances create entries, not unlimited longevity. Scout for Chlorophyll, a defensive Tera Type, or a status move before giving the Grass/Poison user a setup turn.

Team-building advice

Grass/Poison needs answers to Fire, Ice, Flying, and Psychic attacks. Water-types can cover Fire and Ice but may repeat Electric weakness; Steel-types help into Ice and Flying but need a Ground plan; Dark-types block Psychic. Build a core rather than assigning every risk to one partner. In return, Grass/Poison protects Water- and Ground-based teammates from Grass, absorbs Water and Electric pressure, and checks Fairy attacks that trouble Dragons or Fighters. Use the Team Calculator to test the whole spread, then compare this utility profile with the best type combinations guide. Include a route to pressure Steel-types, or they gain too many free turns.

Read the best Pokémon type combinations guide for a side-by-side defensive comparison.

Frequently asked questions

What is Grass/Poison weak to?

Fire, Ice, Flying, and Psychic attacks each deal 2× damage. It has no inherent 4× weakness.

What does Grass/Poison resist?

It resists Water, Electric, Fighting, Fairy, and Poison, while Grass attacks deal only ¼ damage.

Is Grass/Poison weak to Ground?

No. Poison is weak to Ground, but Grass resists it, so Ground attacks deal neutral 1× damage.

TypeMatchup Original Analysis

Coverage Value

-2

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

Profile

high-maintenance defensive profile

Main Planning Risk

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

How to interpret this pairing

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

Double Resistant (¼×)

Show Normal Effectiveness Types (9)

Strategy Tips

Why This Combination?

Classic starter

Best Counters

To counter Grass/Poison types, use Pokemon with Fire or Ice moves for 2× damage.