Every attacking and defending matchup in one table. Read a row across to see what that type does on offence, or read a column down to see what hits it hard. Multipliers stack on dual types, so a move can land at 4x or drop to a quarter.
Every type in detail
Each entry lists what the type does on offence and what it takes on defence. These are single-type matchups. For a specific Pokémon, add its second type and the multipliers stack.
Normal
0 SE HIT / 1 WEAKNESSES / 1 RESISTEDFire
4 SE HIT / 3 WEAKNESSES / 6 RESISTEDWater
3 SE HIT / 2 WEAKNESSES / 4 RESISTEDElectric
2 SE HIT / 1 WEAKNESSES / 3 RESISTEDGrass
3 SE HIT / 5 WEAKNESSES / 4 RESISTEDIce
4 SE HIT / 4 WEAKNESSES / 1 RESISTEDFighting
5 SE HIT / 3 WEAKNESSES / 3 RESISTEDPoison
2 SE HIT / 2 WEAKNESSES / 5 RESISTEDGround
5 SE HIT / 3 WEAKNESSES / 3 RESISTEDFlying
3 SE HIT / 3 WEAKNESSES / 4 RESISTEDPsychic
2 SE HIT / 3 WEAKNESSES / 2 RESISTEDBug
3 SE HIT / 3 WEAKNESSES / 3 RESISTEDRock
4 SE HIT / 5 WEAKNESSES / 4 RESISTEDGhost
2 SE HIT / 2 WEAKNESSES / 4 RESISTEDDragon
1 SE HIT / 3 WEAKNESSES / 4 RESISTEDDark
2 SE HIT / 3 WEAKNESSES / 3 RESISTEDSteel
3 SE HIT / 3 WEAKNESSES / 11 RESISTEDFairy
3 SE HIT / 2 WEAKNESSES / 4 RESISTEDHow the Pokémon type chart works
Every move has a type, and every Pokémon has one or two. When a move lands, the game multiplies its damage by the matchup between the move's type and each of the defender's types. Super effective doubles the damage, not very effective halves it, and an immunity zeroes it out entirely.
Dual types stack
A move super effective against both of a defender's types deals 4x. Resisted by both, it drops to a quarter. If either type is immune, nothing else matters and the move deals no damage: Ground moves do nothing to a Flying type regardless of its second type.
What changed across generations
The chart above is current from Generation VI onward. Before that, Steel resisted Ghost and Dark, and Fairy did not exist. Generation I ran a 15-type chart with several quirks, including Psychic being untouchable by Ghost moves. The type calculator can switch between the Gen 1, Gen 2 to 5, and modern charts if you need the older numbers.
Reading the chart for team building
On offence, count how many types a move hits for double damage: Ground, Fighting, Rock, Ice, Fire and Flying lead the pack. No single type covers everything, which is why teams run several attacking types. On defence, Steel takes reduced damage from more types than anything else, while Normal has just one weakness but resists nothing.