Pokémon Type Chart & Weakness Calculator
By the CalcBrew team · Updated
Weakness calculator
Pick one or two types, or search for a Pokémon to load its typing.
Types (pick up to 2)
Pick a type or a Pokémon above to see its weaknesses and resistances.
Team coverage
Add up to six Pokémon by name, or set a slot’s types by hand. Your team is saved in this browser, and the page address always contains it, so the link can be shared.
Slot 1
Empty
Slot 2
Empty
Slot 3
Empty
Slot 4
Empty
Slot 5
Empty
Slot 6
Empty
Add at least one Pokémon to see what the team is weak to.
Full type chart (18 × 18)
Rows are the attacking move’s type, columns the defending Pokémon’s type. An empty cell means normal damage (×1).
- 2super effective
- ½not very effective
- 0no effect
Swipe sideways to see every column.
| Atk ↓ Def → | NOR | FIR | WAT | ELE | GRA | ICE | FIG | POI | GRO | FLY | PSY | BUG | ROC | GHO | DRA | DAR | STE | FAI |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Normal | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | ½ | 0 | 1 | 1 | ½ | 1 |
| Fire | 1 | ½ | ½ | 1 | 2 | 2 | 1 | 1 | 1 | 1 | 1 | 2 | ½ | 1 | ½ | 1 | 2 | 1 |
| Water | 1 | 2 | ½ | 1 | ½ | 1 | 1 | 1 | 2 | 1 | 1 | 1 | 2 | 1 | ½ | 1 | 1 | 1 |
| Electric | 1 | 1 | 2 | ½ | ½ | 1 | 1 | 1 | 0 | 2 | 1 | 1 | 1 | 1 | ½ | 1 | 1 | 1 |
| Grass | 1 | ½ | 2 | 1 | ½ | 1 | 1 | ½ | 2 | ½ | 1 | ½ | 2 | 1 | ½ | 1 | ½ | 1 |
| Ice | 1 | ½ | ½ | 1 | 2 | ½ | 1 | 1 | 2 | 2 | 1 | 1 | 1 | 1 | 2 | 1 | ½ | 1 |
| Fighting | 2 | 1 | 1 | 1 | 1 | 2 | 1 | ½ | 1 | ½ | ½ | ½ | 2 | 0 | 1 | 2 | 2 | ½ |
| Poison | 1 | 1 | 1 | 1 | 2 | 1 | 1 | ½ | ½ | 1 | 1 | 1 | ½ | ½ | 1 | 1 | 0 | 2 |
| Ground | 1 | 2 | 1 | 2 | ½ | 1 | 1 | 2 | 1 | 0 | 1 | ½ | 2 | 1 | 1 | 1 | 2 | 1 |
| Flying | 1 | 1 | 1 | ½ | 2 | 1 | 2 | 1 | 1 | 1 | 1 | 2 | ½ | 1 | 1 | 1 | ½ | 1 |
| Psychic | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 1 | 1 | ½ | 1 | 1 | 1 | 1 | 0 | ½ | 1 |
| Bug | 1 | ½ | 1 | 1 | 2 | 1 | ½ | ½ | 1 | ½ | 2 | 1 | 1 | ½ | 1 | 2 | ½ | ½ |
| Rock | 1 | 2 | 1 | 1 | 1 | 2 | ½ | 1 | ½ | 2 | 1 | 2 | 1 | 1 | 1 | 1 | ½ | 1 |
| Ghost | 0 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 1 | 1 | 2 | 1 | ½ | 1 | 1 |
| Dragon | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 1 | ½ | 0 |
| Dark | 1 | 1 | 1 | 1 | 1 | 1 | ½ | 1 | 1 | 1 | 2 | 1 | 1 | 2 | 1 | ½ | 1 | ½ |
| Steel | 1 | ½ | ½ | ½ | 1 | 2 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 1 | 1 | 1 | ½ | 2 |
| Fairy | 1 | ½ | 1 | 1 | 1 | 1 | 2 | ½ | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | ½ | 1 |
How type effectiveness works
Every move has one type and every Pokémon has one or two. When a move hits, the game looks up the move’s type against each of the defender’s types: super effective is ×2, not very effective is ×½, no effect is ×0 and everything else is ×1. For a dual-type Pokémon the two results are multiplied. That is why a Rock move does four times the damage to Charizard (Fire and Flying are both weak to Rock), why Ground does nothing to it (Flying is immune, and zero times anything is zero), and why Water/Ground Pokémon such as Swampert shrug off Electric moves entirely but fold to Grass.
The possible results are therefore ×4, ×2, ×1, ×½, ×¼ and ×0, and the calculator above groups the 18 attacking types into exactly those buckets. Of the 153 possible two-type combinations, 53 carry at least one ×4 weakness, so checking before you commit to a team member is worth the ten seconds.
Weaknesses and resistances of every type
The same information as the chart, read from the defender’s side: what each single type takes double damage from, what it resists and what cannot touch it.
| Type | Weak to (×2) | Resists (×½) | Immune to (×0) |
|---|---|---|---|
| Normal | Fighting | – | Ghost |
| Fire | WaterGroundRock | FireGrassIceBugSteelFairy | – |
| Water | ElectricGrass | FireWaterIceSteel | – |
| Electric | Ground | ElectricFlyingSteel | – |
| Grass | FireIcePoisonFlyingBug | WaterElectricGrassGround | – |
| Ice | FireFightingRockSteel | Ice | – |
| Fighting | FlyingPsychicFairy | BugRockDark | – |
| Poison | GroundPsychic | GrassFightingPoisonBugFairy | – |
| Ground | WaterGrassIce | PoisonRock | Electric |
| Flying | ElectricIceRock | GrassFightingBug | Ground |
| Psychic | BugGhostDark | FightingPsychic | – |
| Bug | FireFlyingRock | GrassFightingGround | – |
| Rock | WaterGrassFightingGroundSteel | NormalFirePoisonFlying | – |
| Ghost | GhostDark | PoisonBug | NormalFighting |
| Dragon | IceDragonFairy | FireWaterElectricGrass | – |
| Dark | FightingBugFairy | GhostDark | Psychic |
| Steel | FireFightingGround | NormalGrassIceFlyingPsychicBugRockDragonSteelFairy | Poison |
| Fairy | PoisonSteel | FightingBugDark | Dragon |
The 8 immunities
Immunities are the strongest matchups in the game, because they turn a hit into nothing and give you a free switch:
- Ghost is immune to Normal moves
- Ground is immune to Electric moves
- Ghost is immune to Fighting moves
- Steel is immune to Poison moves
- Flying is immune to Ground moves
- Dark is immune to Psychic moves
- Normal is immune to Ghost moves
- Fairy is immune to Dragon moves
Abilities add more on top of the chart: Levitate (Ground), Flash Fire (Fire), Water Absorb and Storm Drain (Water), Volt Absorb and Lightning Rod (Electric), Sap Sipper (Grass) and Earth Eater (Ground). Those depend on the individual Pokémon, so they are not counted in the team table.
STAB: why your own types matter on offense
A move that shares a type with the Pokémon using it gets the same-type attack bonus, a ×1.5 multiplier. STAB stacks with type effectiveness: a super effective STAB move hits for three times the damage of a neutral move without the bonus. The “offensive gaps” box in the team section uses this idea. It lists the types that none of your team’s own types hit super effectively, which is where you want a coverage move of another type.
Team-building tips
- Cover every shared weakness. Two Pokémon weak to the same type is fine as long as a third resists it or is immune. The team table flags the types where half the team is weak and nobody can switch in.
- Watch the ×4 weaknesses. A double weakness means most unboosted super effective hits knock the Pokémon out in one turn. One on a team is manageable, two to the same type is a liability.
- Use immunities as switch-ins. A Ground type next to a Pokémon that is weak to Electric, or a Flying type next to one weak to Ground, turns a threat into a free turn.
- Count Steel and Fairy. Steel resists 10 types and Fairy is immune to Dragon, which is why most competitive teams carry at least one of them.
- Do not overfit. Type coverage is the first filter, not the whole answer. Speed, bulk, abilities and move pools decide the rest.
Need inspiration for a team to test? Roll six with the random Pokémon generator, which shows the same shared-weakness summary, or see how many of the 1,025 species you can name in the Pokémon quiz.
Which games this chart applies to
This is the Generation 6 and later chart with all 18 types. Generation 1 had 15 types; Dark and Steel arrived in Gold and Silver, and Fairy was added in X and Y in 2013, when Steel also lost its resistance to Ghost and Dark. Nothing in the chart has changed since, so it is correct for Sword and Shield, Scarlet and Violet, Legends: Z-A and Pokémon Champions. Older games played on original hardware use the earlier charts.
Pokémon and Pokémon character names are trademarks of Nintendo, Creatures Inc. and GAME FREAK inc. CalcBrew is an independent fan tool and is not affiliated with or endorsed by them or The Pokémon Company.
Frequently asked questions
Cite this calculator
CalcBrew. (2026). Pokémon Type Chart. https://calcbrew.com/pokemon-type-chart“Pokémon Type Chart.” CalcBrew, 2026, calcbrew.com/pokemon-type-chart.Link to https://calcbrew.com/pokemon-type-chart. Results are estimates; cite the underlying formula or data source for academic work.
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