Pokemon Type Calculator
Calculate type effectiveness for any attacking type against any defending Pokemon type combination. Supports single and dual types for all 18 Pokemon types.
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Effectiveness Distribution
Breakdown of type effectiveness results
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Pokemon Type Guides & Articles
Pokemon Type Calculator: Every Weakness, Resistance, and Immunity Instant
Damage Multipliers Explained: How the Pokemon Type System Actually Works
Every type interaction in Pokemon resolves to one of six damage multipliers. These multipliers determine whether your move hits harder, lands weaker, or fails to deal damage entirely. Understanding each tier is the foundation of every competitive decision you make.
When a Pokemon has two types, the game multiplies each type's individual modifier together to reach a final result. A Ghost-type move hitting a Normal/Flying Pokemon is a good example: Normal resists Ghost at 0x (immune), and Flying has no interaction, giving a 0x result overall. The immunity completely overrides the Flying type's neutral response, meaning no damage lands at all. This is a critical rule: immunities always win.
The 4x damage tier appears exclusively with dual types. If both of a defender's types share a weakness to the same attacking type, the modifiers stack to 4x. Ground hitting a Steel/Rock Pokemon, or Ice hitting a Grass/Flying Pokemon, are classic examples. These are the matchups that end fights in one hit at high levels of play.
STAB, the Same Type Attack Bonus, multiplies damage by 1.5x when a Pokemon uses a move that matches one of its own types. This stacks multiplicatively with type effectiveness. A 2x super effective hit with STAB lands at 3x total damage. A 4x hit with STAB becomes 6x, which is essentially an instant elimination against anything without an enormous HP buffer. This is why matching coverage moves to your Pokemon's type is so powerful, and why STAB attackers with good offensive typing are so dominant in the metagame.
The Matchups Every Competitive Player Should Know by Heart
You don't need to memorize the full 18x18 grid, but certain matchups come up constantly. Ground is immune to Electric, which matters every time a Raichu or Miraidon threatens your team. Ghost and Normal are mutually immune to each other, a quirk that shapes how Ghost-type sweepers are checked. Fairy is immune to Dragon, which is why Fairy coverage has defined the meta since Generation 6. Steel resists ten types, the most of any type in the game, which explains why Steel is the default defensive typing for pivots at every level of play. These are the matchups this calculator will confirm instantly so you can move on to the next decision faster.
The Best Defensive Dual-Type Combinations in Competitive Pokemon
Defensive typing in competitive Pokemon is about minimizing the number of common moves that can threaten you for big damage, while ideally picking up immunities that completely shut off entire categories of attacks. Some dual-type combinations do this better than almost anything else in the game.
This combination is beloved for its coverage of two of the most common offensive types in the game. Water/Ground is immune to Electric, which removes one of Water's only real concerns, and the Ground type adds Rock, Steel, Fire, and Poison resistances on top of Water's already good defensive profile. The combination has no 4x weaknesses; Grass hits for 4x, but that single vulnerability is manageable with team support. Swampert and Gastrodon have defined roles in formats for years because of this typing.
Steel/Fairy is arguably the most defensively well-rounded typing in the entire game. It is immune to Dragon, Poison, and has resistances to Normal, Flying, Rock, Bug, Steel, Grass, Psychic, Ice, Dark, and Fairy. The only weaknesses are Fire and Ground, two types that are common enough to require team support but manageable with the right partners. Magearna and Klefable-adjacent builds use this archetype because it checks so many top threats in a single team slot.
Ghost/Dark is the only type combination in the game with three full immunities: Normal, Fighting, and Psychic. That alone makes it exceptional because Fighting and Psychic are two of the most spammed offensive types across all formats. The combination does come with real weaknesses to Dark, Ghost, and Fairy, but the sheer number of moves it completely shuts down makes it a unique defensive tool. Sableye is the only Pokemon to naturally carry this typing, and it has been a staple in specific formats for exactly these reasons.

When Dual Typing Becomes a Liability
Not every dual-type combination is a defensive upgrade. Some pairings create 4x weaknesses that are difficult to work around. Rock/Flying is weak to Water, Electric, Steel, Ice, and takes 4x damage from Rock, which is a brutal profile. Bug/Grass takes 4x from Fire and also stacks Ice and Flying weaknesses. These combinations can still work offensively, but defensively they demand constant team support to cover their holes. Use this calculator to input any custom dual-type combination, including Fakemon you're building or hypothetical team slots you're evaluating. The output will show the full defensive profile so you can make an informed decision before you commit to a team slot.
Building Offensive Type Coverage That Hits the Entire Metagame
STAB moves are your primary offense, but no single type covers everything super effectively. Coverage moves, the off-type attacks that fill the gaps in your STAB, are what separate a well-built moveset from one that gets walled by a single Pokemon.
The general principle of two-move coverage is simple: if your two attacking moves together can hit every type in the game for at least neutral damage, you have functional coverage. Hitting super effectively is better, but neutral coverage on everything means no Pokemon can switch in for free. Identifying the best second type to pair with your STAB is one of the most common questions this calculator can answer quickly.
Fighting is the single most valuable coverage type in the game. It hits Normal, Rock, Steel, Ice, and Dark for super effective damage, five of the most common defensive types at high levels of play. A Fighting move on a non-Fighting type attacker immediately threatens Tyranitar, Ferrothorn, Heatran, and the entire family of bulky Normal types. Paired with any Fire or Ground STAB, Fighting coverage creates a set that is nearly impossible to wall with a single switch.
Fire coverage targets the types that resist or are neutral to physical hits: Grass, Ice, Steel, and Bug. Steel in particular is the most resistant type in the game, and Fire is one of the few reliable ways to hit it super effectively. On special attackers especially, a Fire move as a second slot turns a lot of defensive cores from hard counters into soft checks.
Super Effective Targeting vs. Neutral Coverage
The choice between running coverage that always hits super effectively versus coverage that covers neutral gaps depends on your role. Wallbreakers want super effective hits to punch through defensive cores. Sweepers often want broad neutral coverage so nothing can sit in front of them for free. Using this calculator, you can run through your expected threats one by one and identify whether your coverage set can touch each of them for super effective or at minimum neutral damage.
Immunity-Bypassing Abilities
Two abilities in particular change the coverage calculation entirely. Scrappy allows Normal and Fighting moves to hit Ghost types, removing an immunity that would otherwise wall those moves. Moldbreaker, and its variants Turboblaze and Teravolt, let moves hit through abilities like Levitate, which normally grants an immunity to Ground. When building coverage around a Pokemon with one of these abilities, factor the bypassed immunities into your calculations. This calculator evaluates standard type chart rules; note which immunities would be bypassed in your specific matchup by ability interactions.
Complete 18-Type Matchup Reference Across All Generations
This calculator covers every type introduced across the main series Pokemon games, from the original Red and Blue through Scarlet and Violet. The type system has expanded three times since its introduction, and knowing when each type was added matters when you play format-restricted modes like Little Cup, VGC Retro formats, or any challenge mode that limits the game to a specific generation.
The 15 original types introduced in Generation 1 are: NormalFireWaterElectricGrassIceFightingPoisonGroundPsychicBugRockGhostDragon. Generation 2 (Gold and Silver) added Dark and Steel, both introduced specifically to balance the Psychic type, which was nearly unchecked in Generation 1. Generation 6 (X and Y) added Fairy, which was introduced to counter the Dragon type that had dominated competitive play since the transition to 3D games.
For format-restricted play, if a tournament or challenge mode restricts Pokemon to Generation 1, Steel and Dark are unavailable as types entirely, which dramatically changes the matchup landscape. The full 18-type chart in this calculator reflects the current generation ruleset by default. When evaluating older format scenarios, factor in which types existed in that generation before drawing conclusions from the output.
How Pokemon Type Effectiveness Works
- Super Effective (2x): The attacking type deals double damage to the defending type
- Not Very Effective (0.5x): The attacking type deals half damage to the defending type
- No Effect (0x): The attacking type has no effect (immunity) on the defending type
- Neutral (1x): Normal damage with no type advantage or disadvantage
- Dual Types: Multipliers stack — a 2x against both types becomes 4x, while 2x and 0.5x cancel to 1x
- 18 Types: Normal, Fire, Water, Electric, Grass, Ice, Fighting, Poison, Ground, Flying, Psychic, Bug, Rock, Ghost, Dragon, Dark, Steel, Fairy
Frequently Asked Questions
When a Pokemon has two types, the game calculates the damage modifier for each type separately and then multiplies them together to get the final result. So if an attacking type does 2x to the first type and 2x to the second type, the move lands at 4x total. If one type gives a 0.5x resistance and the other gives a 2x weakness, those multiply to 1x, meaning the hit lands neutral. An immunity (0x) from either type overrides everything and results in zero damage, regardless of what the other type's modifier would be.
Steel holds the record with ten resistances: Normal, Flying, Rock, Bug, Steel, Grass, Psychic, Ice, Dragon, and Fairy. It also has one immunity to Poison. This is why Steel is the most common defensive typing in competitive play, and it is why Fire, Ground, and Fighting are prioritized as coverage types. Any time a Steel type sits in front of your moveset and you cannot hit it for neutral or better damage, you have a coverage problem that needs solving before tournament day.
No single type in the current 18-type chart has zero weaknesses. Normal comes close with only one weakness (Fighting) and one immunity (Ghost), but it still has a vulnerability. The closest to "no weaknesses" comes through dual typing: Ghost/Dark is immune to Normal, Fighting, and Psychic, and its only true weaknesses are Dark, Ghost, and Fairy. Eviolite Sableye in Little Cup formats has historically been a problem Pokemon partly because of how hard that typing is to exploit with common offensive moves.
Terastallization replaces a Pokemon's type with its Tera Type for the duration it is Terastallized. From a matchup calculation standpoint, treat the Tera Type as a single type and run it through the calculator as if the original types do not exist. Defensively, this means previous weaknesses may disappear entirely. Offensively, STAB becomes based on the Tera Type, and if the Tera Type matches one of the original types, STAB moves of that type get a boosted 2x STAB multiplier instead of the standard 1.5x. This mechanic has reshaped how players evaluate threats in Scarlet and Violet formats significantly.
Ground is consistently rated as the best offensive type in the game. It hits Fire, Electric, Poison, Rock, and Steel for super effective damage, covering five types that include some of the most defensively prominent in competitive play. Ground also ignores the Electric immunity that would otherwise complicate coverage. The only major issue is that Ground does nothing to Flying types and Pokemon with Levitate, so pairing Ground with a secondary coverage type, usually Ice or Fighting, fills those gaps and creates a near-complete coverage combination.
STAB multiplies damage by 1.5x and stacks multiplicatively with the type effectiveness modifier. On a 2x super effective hit, STAB brings the total to 3x damage. On a 4x hit, STAB produces 6x damage. Conversely, a resisted STAB hit lands at 0.75x (1.5 times 0.5), meaning resisted STAB moves still deal less damage than a neutral non-STAB hit. This interaction is why coverage type choices matter so much: a 2x effective non-STAB move deals more damage than a 0.5x resisted STAB move in most realistic attack stat scenarios.
Rock/Flying and Bug/Grass each accumulate significant 4x exposure alongside multiple 2x weaknesses. Rock/Flying is weak to Rock at 4x, and also takes super effective damage from Water, Electric, Steel, and Ice. That is five common offensive types threatening it, which means opponents rarely have trouble finding a move that hits hard. These combinations can still work in practice because offensive pressure or speed tiers can prevent opponents from exploiting the weaknesses, but they demand precise team support and strong positioning to use without getting punished heavily.
Yes, several abilities in the game bypass normal type immunities. Scrappy allows Normal and Fighting moves to hit Ghost-type Pokemon, which are otherwise fully immune to both. Moldbreaker, Turboblaze, and Teravolt all allow moves to ignore the effects of abilities like Levitate, meaning Ground moves can hit floating Pokemon that would otherwise be immune. Foresight and Odor Sleuth also temporarily remove Ghost-type immunity to Normal and Fighting in-battle. When building a team around these abilities, adjust your coverage expectations accordingly since the standard type chart immunity no longer applies.