Water/Rock Type

WaterRock

Quick Summary

⚠️ Main Weaknesses:

4× weak to Grass
2× weak to Electric, Fighting, Ground

✓ Main Resistances:

¼× resists Fire
½× resists Normal, Ice, Poison, Flying

Water/Rock strategy: Fire control with a 4× Grass problem

Water/Rock and Rock/Water are the same defensive pairing; this page uses water-rock as the canonical URL. Water/Rock is a physical-pressure pairing that checks Fire, Flying, Ice, and Rock lanes but must respect Grass coverage. Representative Pokémon include Omanyte, Omastar, Kabuto, Kabutops, Drednaw. The standard type chart gives this combination 4× weak to Grass and 2× weak to Electric, Fighting, Ground. It has no type immunity under the standard chart. Its main defensive value comes from ¼× resists Fire; ½× resists Normal, Ice, Poison, 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 Rock STAB pressures Flying, Fire, Ice, and Bug targets. Grass is the severe 4× weakness, and Electric, Fighting, and Ground also hit for 2×. The typing is strongest when it can punish Fire and Flying targets without giving Grass attackers free entry.

Counterplay and defensive risks

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

Water/Rock needs a dedicated Grass answer and support against Electric, Fighting, and Ground. Steel, Flying, Poison, Grass, and Dragon partners can cover those lanes while Water/Rock pressures Fire, Flying, and Ice structures. Use the Team Calculator to check whether the rest of the six stacks the same Grass, Electric 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 Ground/Rock guide.

Frequently asked questions

What is Water/Rock weak to?

Water/Rock is 4× weak to Grass and 2× weak to Electric, Fighting, Ground under the standard type chart.

Is Rock/Water a different type combination?

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

What is Water/Rock immune to?

It has no type immunity under the standard chart.

TypeMatchup Original Analysis

Coverage Value

-4

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

Profile

high-maintenance defensive profile

Main Planning Risk

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

How to interpret this pairing

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

Defensive Type Matchups

Quadruple Weak ()

Resistant (½×)

Double Resistant (¼×)

Show Normal Effectiveness Types (9)