Ground/Psychic Type

GroundPsychic

Quick Summary

⚠️ Main Weaknesses:

2× weak to Water, Grass, Ice, Bug, Ghost, Dark

✓ Main Resistances:

½× resists Fighting, Poison, Psychic, Rock

Ground/Psychic strategy: Electric immunity with six 2× weaknesses

Ground/Psychic and Psychic/Ground are the same defensive pairing; this page uses ground-psychic as the canonical URL. Ground/Psychic blocks Electric while threatening Electric, Fire, Poison, Rock, Steel, Fighting, and Poison targets. Representative Pokémon include Baltoy, Claydol. The standard type chart gives this combination no 4× weakness and 2× weak to Water, Grass, Ice, Bug, Ghost, Dark. It is immune to Electric. Its main defensive value comes from no ¼× resistance; ½× resists Fighting, Poison, Psychic, Rock, but stats, ability, item, and format still decide whether a real Pokémon can use those entries repeatedly.

Offensive plan

Ground STAB threatens Electric, Fire, Poison, Rock, and Steel targets, while Psychic STAB pressures Fighting and Poison targets. Water, Grass, Ice, Bug, Ghost, and Dark all hit for 2×, so the typing needs broad support. It often functions best through utility, hazards, or pivoting rather than raw defensive safety.

Counterplay and defensive risks

To counter Ground/Psychic, start with the chart pressure: Water, Grass, Ice, Bug, 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

Ground/Psychic needs Water, Grass, Ice, Bug, Ghost, and Dark answers. Steel, Fairy, Dark, Water, and Flying partners can cover different lanes while Ground/Psychic offers Electric immunity. Use the Team Calculator to check whether the rest of the six stacks the same Water, 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, Poison/Ground guide, and Psychic/Rock guide.

Frequently asked questions

What is Ground/Psychic weak to?

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

Is Psychic/Ground a different type combination?

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

What is Ground/Psychic immune to?

It is immune to Electric.

TypeMatchup Original Analysis

Coverage Value

-5

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

Profile

high-maintenance defensive profile

Main Planning Risk

No 4× weakness, but repeated Water, Grass, Ice pressure can still force predictable switches.

How to interpret this pairing

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

Defensive Type Matchups

Immune ()

Show Normal Effectiveness Types (7)