Ground/Steel Type

GroundSteel

Quick Summary

⚠️ Main Weaknesses:

2× weak to Fire, Water, Fighting, Ground

✓ Main Resistances:

¼× resists Rock
½× resists Normal, Flying, Psychic, Bug, Dragon, Steel, Fairy

Ground/Steel strategy: Electric and Poison immunities with four 2× weaknesses

Ground/Steel and Steel/Ground are the same defensive pairing; this page uses ground-steel as the canonical URL. Ground/Steel is a high-compression defensive and offensive pairing that blocks Electric and Poison while threatening many common targets. Representative Pokémon include Steelix, Excadrill, Iron Treads, Alolan Dugtrio, Galarian Stunfisk. The standard type chart gives this combination no 4× weakness and 2× weak to Fire, Water, Fighting, Ground. It is immune to Electric, Poison. Its main defensive value comes from ¼× resists Rock; ½× resists Normal, Flying, Psychic, Bug, Dragon, Steel, Fairy, 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 Steel STAB pressures Fairy, Ice, and Rock targets. Fire, Water, Fighting, and Ground all hit for 2×. The typing needs support against those lanes but rewards it with valuable immunities and many resistances.

Counterplay and defensive risks

To counter Ground/Steel, start with the chart pressure: Fire, Water, Fighting, Ground. 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/Steel needs Fire, Water, Fighting, and Ground answers. Flying, Water, Grass, Fairy, and Ghost partners can cover those lanes while Ground/Steel anchors Electric and Poison matchups. Use the Team Calculator to check whether the rest of the six stacks the same Fire, Water 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, Dragon/Steel guide, and Poison/Ground guide.

Frequently asked questions

What is Ground/Steel weak to?

Ground/Steel is no 4× weakness and 2× weak to Fire, Water, Fighting, Ground under the standard type chart.

Is Steel/Ground a different type combination?

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

What is Ground/Steel immune to?

It is immune to Electric, Poison.

TypeMatchup Original Analysis

Coverage Value

7

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

Profile

strong defensive compression

Main Planning Risk

No 4× weakness, but repeated Fire, Water, Fighting pressure can still force predictable switches.

How to interpret this pairing

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

Defensive Type Matchups

Double Resistant (¼×)

Immune (0×)

Show Normal Effectiveness Types (4)