Pokémon Type Chart Guide: All 18 Types Explained for Team Building
Quick Answer
Complete guide to the Pokémon type chart with all 18 types, super-effective matchups, resistances, immunities, dual-type interactions, and practical team building applications.
The Pokémon type chart is the foundation of every battle decision. Whether you’re picking moves, building teams, or predicting switches, understanding type effectiveness is what separates good players from great ones. This guide covers everything from basic matchups to advanced dual-type interactions. For the raw data, see the official type chart on Bulbapedia.
How Type Effectiveness Works
Every attack has a type. Every Pokémon has one or two types. When an attack hits, the game checks effectiveness:
- Super effective (2×) — the attack type is strong against the defender’s type
- Not very effective (0.5×) — the attack type is weak against the defender’s type
- Immune (0×) — the defender’s type completely negates the attack
- Neutral (1×) — normal damage, no bonus or penalty
Dual-Type Interactions
For dual-type Pokémon, multiply both type matchups together:
- 4× damage — both types are weak to the attack (Ice vs. Dragon/Ground Garchomp)
- 2× damage — one type is weak, one is neutral
- 1× damage — both neutral, or one weak + one resists (cancels out)
- 0.5× damage — one resists, one is neutral
- 0.25× damage — both types resist the attack
- 0× damage — one type is immune (immunity always wins, regardless of other type)
Example: A Ground move against Fire/Electric Rotom-Heat would be 2× × 2× = 4× damage — except Rotom’s Levitate ability grants Ground immunity, making it 0×.
All 18 Types: Offensive and Defensive Profiles
Normal
- Super effective against: Nothing
- Resisted by: Rock, Steel
- Immune: Ghost
- Weaknesses: Fighting
- Resistances: None
- Immunities: Ghost
- Team role: Ghost immunity for switching; pure Normal-types resist nothing but take only Fighting hits
Fire
- Super effective against: Grass, Bug, Steel, Ice
- Resisted by: Fire, Water, Rock, Dragon
- Weaknesses: Water, Ground, Rock
- Resistances: Fire, Grass, Ice, Bug, Steel, Fairy (6 resistances)
- Team role: Premium offensive type; handles Steel-types that wall many other attackers
Water
- Super effective against: Fire, Ground, Rock
- Resisted by: Water, Grass, Dragon
- Weaknesses: Electric, Grass (only 2)
- Resistances: Fire, Water, Ice, Steel
- Team role: Reliable defensive type with few weaknesses; near-mandatory on competitive teams
Grass
- Super effective against: Water, Ground, Rock
- Resisted by: Fire, Grass, Poison, Flying, Bug, Dragon, Steel (7 resistances — most resisted type!)
- Weaknesses: Fire, Ice, Poison, Flying, Bug (5 weaknesses)
- Resistances: Water, Electric, Grass, Ground
- Team role: Ground/Water counter; Electric resistance is valuable; offensively limited
Electric
- Super effective against: Water, Flying
- Resisted by: Electric, Grass, Dragon
- Immune: Ground
- Weaknesses: Ground (only 1!)
- Resistances: Electric, Flying, Steel
- Team role: Pivot-heavy (Volt Switch); best single-weakness type; handles Water and Flying threats
Ice
- Super effective against: Dragon, Flying, Ground, Grass
- Resisted by: Fire, Water, Ice, Steel
- Weaknesses: Fire, Fighting, Rock, Steel (4 weaknesses)
- Resistances: Ice (only itself)
- Team role: Offensive powerhouse — hits the most competitively relevant types SE; terrible defensively
Fighting
- Super effective against: Normal, Ice, Rock, Dark, Steel (5 types)
- Resisted by: Poison, Flying, Psychic, Bug, Fairy
- Immune: Ghost
- Weaknesses: Flying, Psychic, Fairy
- Resistances: Bug, Rock, Dark
- Team role: Essential offensive coverage; handles Steel and Dark-types
Poison
- Super effective against: Grass, Fairy
- Resisted by: Poison, Ground, Rock, Ghost
- Immune: Steel
- Weaknesses: Ground, Psychic
- Resistances: Grass, Fighting, Poison, Bug, Fairy (5)
- Team role: Fairy counter; decent resistances; Toxic Spikes utility
Ground
- Super effective against: Fire, Electric, Steel, Rock, Poison (5 types — tied for most)
- Resisted by: Grass, Bug
- Immune: Flying
- Weaknesses: Water, Grass, Ice
- Resistances: Poison, Rock + Electric immunity
- Team role: The best offensive type; Electric immunity; hits the most targets SE
Flying
- Super effective against: Grass, Fighting, Bug
- Resisted by: Electric, Rock, Steel
- Weaknesses: Electric, Ice, Rock
- Resistances: Grass, Fighting, Bug + Ground immunity
- Team role: Ground immunity is premium; resists Fighting (common); Defog access
Psychic
- Super effective against: Fighting, Poison
- Resisted by: Psychic, Steel
- Immune: Dark
- Weaknesses: Bug, Ghost, Dark
- Resistances: Fighting, Psychic
- Team role: Fighting counter; limited offensively in modern metas due to Dark immunity
Bug
- Super effective against: Grass, Psychic, Dark
- Resisted by: Fire, Fighting, Poison, Flying, Ghost, Steel, Fairy (7 types resist!)
- Weaknesses: Fire, Flying, Rock
- Resistances: Grass, Fighting, Ground
- Team role: Weakest offensive type; U-turn utility; mostly valuable through dual-typing
Rock
- Super effective against: Fire, Ice, Flying, Bug
- Resisted by: Fighting, Ground, Steel
- Weaknesses: Water, Grass, Fighting, Ground, Steel (5!)
- Resistances: Normal, Fire, Poison, Flying
- Team role: Stealth Rock; offensively decent; defensively fragile with many weaknesses
Ghost
- Super effective against: Ghost, Psychic
- Resisted by: Dark
- Immune: Normal
- Weaknesses: Ghost, Dark
- Resistances: Poison, Bug + Normal and Fighting immunities
- Team role: Dual immunity (Normal + Fighting) is incredible; blocks Rapid Spin
Dragon
- Super effective against: Dragon
- Resisted by: Steel
- Immune: Fairy
- Weaknesses: Ice, Dragon, Fairy
- Resistances: Fire, Water, Electric, Grass (the 4 most common types!)
- Team role: Best defensive resistances in the game; offensively walled by Steel and Fairy
Dark
- Super effective against: Ghost, Psychic
- Resisted by: Fighting, Dark, Fairy
- Weaknesses: Fighting, Bug, Fairy
- Resistances: Ghost, Dark + Psychic immunity
- Team role: Psychic immunity; Knock Off utility; handles Ghost-types
Steel
- Super effective against: Ice, Rock, Fairy
- Resisted by: Fire, Water, Electric, Steel
- Weaknesses: Fire, Fighting, Ground (only 3)
- Resistances: 10 types + Poison immunity
- Team role: The best defensive type — 10 resistances + immunity. Nearly mandatory on competitive teams.
Fairy
- Super effective against: Fighting, Dragon, Dark
- Resisted by: Fire, Poison, Steel
- Weaknesses: Poison, Steel
- Resistances: Fighting, Bug, Dark + Dragon immunity
- Team role: Dragon immunity; handles Fighting + Dark; only weak to uncommon attacking types
Key Offensive Matchups for Team Building
The most valuable attacking types by number of super-effective hits:
| Type | # Types Hit SE | Key Targets |
|---|---|---|
| Ground | 5 | Fire, Electric, Steel, Rock, Poison |
| Fighting | 5 | Normal, Ice, Rock, Dark, Steel |
| Ice | 4 | Dragon, Flying, Ground, Grass |
| Rock | 4 | Fire, Ice, Flying, Bug |
| Fire | 4 | Grass, Bug, Steel, Ice |
Immunities: The Most Powerful Defensive Tool
Immunities mean zero damage regardless of the attacker’s power level — even a +6 boosted attack deals nothing:
| Defending Type | Immune To | Why It Matters |
|---|---|---|
| Ghost | Normal, Fighting | Two common attacking types negated completely |
| Normal | Ghost | Blocks Shadow Ball and Shadow Claw |
| Ground | Electric | Volt Switch can’t pivot through you |
| Flying | Ground | Earthquake immunity is premium |
| Dark | Psychic | Safe switch into Psychic attackers |
| Fairy | Dragon | Draco Meteor and Outrage do nothing |
| Steel | Poison | Toxic and Sludge Bomb bounce off |
Include at least 1-2 immunities on your team for free switch-in opportunities.
Using the Type Chart for Team Building
You don’t need to memorize all 324 matchup combinations. Focus on these practical applications:
- Check shared weaknesses — use the Team Builder to find types that hit 3+ members super-effectively
- Cover common types — can you hit Steel, Fairy, and Dragon SE? These are the most common defensive types in competitive
- Include immunities — Ground immunity (Flying/Levitate) and Fighting immunity (Ghost) give free switches
- Balance offensive types — don’t run 3 Water-types; diversify STAB types across your team
- Respect dual-type math — 4× weaknesses are game-losing; avoid stacking them
For deeper strategy, check our guides on type coverage, best types, and team weaknesses.
Frequently Asked Questions
- How many Pokémon types are there?
- There are 18 Pokémon types: Normal, Fire, Water, Grass, Electric, Ice, Fighting, Poison, Ground, Flying, Psychic, Bug, Rock, Ghost, Dragon, Dark, Steel, and Fairy. Each type has unique offensive and defensive matchups.
- How do dual-type Pokémon work with the type chart?
- Dual-type Pokémon multiply effectiveness values from both types. If both types are weak to Ice, the Pokémon takes 4x damage. If one type resists and one is neutral, it takes 0.5x damage. If one type is immune, the immunity always wins regardless of the other type.
- What type has the most resistances?
- Steel has the most resistances with 10 types dealing reduced damage: Normal, Grass, Ice, Flying, Psychic, Bug, Rock, Dragon, Steel, and Fairy. Steel is also immune to Poison, making it the premier defensive type.
- What is the strongest attacking type?
- Ground hits 5 types super-effectively (Fire, Electric, Steel, Rock, Poison) — the most of any type. Fighting also hits 5 types SE. Ice hits only 4 but targets the most competitively common types (Dragon, Flying, Ground, Grass).
- What type has no weaknesses?
- Electric has only one weakness (Ground). Combining Electric with Flying (like Zapdos) creates a Ground immunity, effectively giving only Ice and Rock weaknesses. No single type has zero weaknesses, but some dual-type combinations come close.