Water/Ice Type

WaterIce

Quick Summary

⚠️ Main Weaknesses:

2× weak to Electric, Grass, Fighting, Rock

✓ Main Resistances:

¼× resists Ice
½× resists Water

Water/Ice strategy: Ice coverage with four 2× weaknesses

Water/Ice and Ice/Water are the same defensive pairing; this page uses water-ice as the canonical URL. Water/Ice is an offense-leaning pairing that threatens Fire, Ground, Rock, Dragon, Flying, and Grass targets. Representative Pokémon include Dewgong, Cloyster, Lapras, Spheal, Walrein. The standard type chart gives this combination no 4× weakness and 2× weak to Electric, Grass, Fighting, Rock. It has no type immunity under the standard chart. Its main defensive value comes from ¼× resists Ice; ½× resists Water, 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 Ice STAB pressures Dragon, Flying, Grass, and Ground targets. Electric, Grass, Fighting, and Rock all hit for 2×, so the typing needs support before switching into common coverage. It often works best when it can force damage rather than repeatedly absorb hits.

Counterplay and defensive risks

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

Frequently asked questions

What is Water/Ice weak to?

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

Is Ice/Water a different type combination?

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

What is Water/Ice immune to?

It has no type immunity under the standard chart.

Water/Ice worked multiplier checks

Water/Ice has no single stacked 4× row in these checks; the factors show why several threats remain 2×.

DefenderAttacking typeFactor oneFactor twoResult
Lapras (Water/Ice)Grass2×1×2×
Dewgong (Water/Ice)Rock1×2×2×
Cloyster (Water/Ice)Fighting1×2×2×
  • Grass is super effective against Water and neutral against Ice.
  • Rock is neutral against Water and super effective against Ice.
  • Fighting is neutral against Water and super effective against Ice.

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 Electric, Grass, Fighting pressure can still force predictable switches.

How to interpret this pairing

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

Defensive Type Matchups

Resistant (½×)

Double Resistant (¼×)

Show Normal Effectiveness Types (12)