Water/Electric Type

WaterElectric

Quick Summary

⚠️ Main Weaknesses:

2× weak to Grass, Ground

✓ Main Resistances:

¼× resists Steel
½× resists Fire, Water, Ice, Flying

Water/Electric strategy: pivot pressure with only two direct weaknesses

Water/Electric and Electric/Water are the same defensive pairing; this page uses water-electric as the canonical URL. Water/Electric is a flexible pivot typing that can pressure Fire, Flying, Ground, and Water-based structures while resisting several common utility attacks. Representative Pokémon include Lanturn, Chinchou, Rotom-Wash. The standard type chart gives this combination no 4× weakness and 2× weak to Grass, Ground. It has no type immunity under the standard chart. Its main defensive value comes from ¼× resists Steel; ½× resists Fire, Water, Ice, Flying, but stats, ability, item, and format still decide whether a real Pokémon can use those entries repeatedly.

Offensive plan

Water STAB threatens Fire, Ground, and Rock targets, while Electric STAB pressures Water and Flying targets. The pairing is especially useful on pivots because the opponent often has to choose between respecting Hydro Pump-style Water damage and blocking Volt Switch-style momentum. Grass and Dragon resist the Water side, and Ground can block Electric attacks unless an ability or move changes the interaction, so coverage and prediction still matter.

Counterplay and defensive risks

To counter Water/Electric, start with the chart pressure: Grass, 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

Water/Electric appreciates Grass answers and a plan for Ground pressure. Flying, Grass, or Bug partners can soften Ground lanes, while Steel or Fire partners may help against Grass attacks depending on the format. Use the Team Calculator to check whether the rest of the six stacks the same Grass, Ground 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, Water/Ground guide, and Flying/Steel guide.

Frequently asked questions

What is Water/Electric weak to?

Water/Electric is no 4× weakness and 2× weak to Grass, Ground under the standard type chart.

Is Electric/Water a different type combination?

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

What is Water/Electric immune to?

It has no type immunity under the standard chart.

TypeMatchup Original Analysis

Coverage Value

2

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

Profile

balanced defensive tradeoff

Main Planning Risk

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

How to interpret this pairing

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

Defensive Type Matchups

Weak (2×)

Resistant (½×)

Double Resistant (¼×)

Show Normal Effectiveness Types (11)