Water/Flying Type

WaterFlying

Popular Pokemon: Gyarados, Pelipper, Cramorant

Quick Summary

⚠️ Main Weaknesses:

4× weak to Electric
2× weak to Rock

✓ Main Resistances:

½× resists Fire, Water, Fighting, Bug, Steel

Water/Flying strategy: a Ground-proof pivot with one huge weakness

Water/Flying is deceptively sturdy. It is immune to Ground and resists Fire, Water, Fighting, Bug, and Steel, giving Gyarados, Pelipper, and Cramorant useful switch-in lanes. Both types are weak to Electric, making it a 4× weakness that changes every turn against Thunderbolt, Wild Charge, or Electric Tera Blast. Rock is also a 2× weakness, so Stealth Rock costs one quarter of maximum HP under standard hazard rules—serious, but not the half-health loss of Fire/Flying. The individual Pokémon still matters: Gyarados can set up physically, Pelipper sets rain and pivots, and Cramorant has a disruptive role.

Offensive plan

Water STAB threatens Fire, Ground, and Rock targets; Flying STAB pressures Grass, Fighting, and Bug Pokémon. Flying can punish the Grass switch-ins that normally answer Water, but Water-resistant Dragon and opposing Water types remain awkward, while Electric and Steel targets often need coverage or a teammate. Gyarados can combine a boosting move with physical Water and Flying pressure; Pelipper more often uses rain-boosted Water attacks and slow momentum. Choose whether the slot must sweep, bring in a rain abuser, or repeatedly check Ground and Fighting attacks rather than treating the typing as a fixed moveset.

Counterplay and defensive risks

Electric is the clearest answer, but reveal it carefully if a Ground-type can absorb it. Fast Electric attackers, Volt Switch pressure, or a predicted double switch can matter more than blindly clicking the strongest move. Rock attacks and Stealth Rock also exploit the typing; Grass is only neutral and is not a substitute. If direct coverage is unavailable, use strong neutral attacks, status, and hazards to limit pivots. A 4× weakness does not guarantee a knockout through special bulk, a defensive Tera Type, an immunity, or a well-timed switch.

Team-building advice

Pair Water/Flying with an Electric immunity or a Pokémon that reliably punishes Electric attackers. Ground-types are the direct choice, but must not leave the team overly exposed to Ice or Grass coverage. Water/Flying repays partners by checking Fire, Ground, Fighting, Bug, and Steel pressure. Rain teams should separate the weather setter, rain abuser, and Electric answer instead of assuming Pelipper covers all three. Use the Team Calculator to spot repeated Electric weaknesses, then compare this profile with the best type combinations guide. A safe core needs an answer that can enter on Electric moves, not merely revenge-kill an Electric Pokémon after Water/Flying falls.

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

Frequently asked questions

What is Water/Flying 4× weak to?

Electric attacks deal 4× damage because both Water and Flying are weak to Electric.

What is Water/Flying immune to?

It is immune to Ground attacks through its Flying typing.

Is Water/Flying weak to Rock?

Yes. Rock attacks normally deal 2× damage, so Stealth Rock is a meaningful entry-hazard concern.

TypeMatchup Original Analysis

Coverage Value

2

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

Profile

balanced defensive tradeoff

Main Planning Risk

Protect the Electric 4× weakness before relying on this pairing as a switch-in.

How to interpret this pairing

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

Defensive Type Matchups

Quadruple Weak ()

Weak ()

Immune ()

Show Normal Effectiveness Types (10)

Strategy Tips

Why This Combination?

Common combination

Best Counters

To counter Water/Flying types, use Pokemon with Electric moves for 4× damage.