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.