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Weakness chart.

18 TYPES / 7 IMMUNITIES
8 DOUBLE 4x COMBINATIONS

What every type takes damage from, read defensively. Weaknesses double the damage, resistances halve it, immunities cancel it. On a dual type the multipliers stack, so the worst combinations take quadruple damage from a single move.

DEFENDING
WEAK TO (2x)
RESISTS (½x)
IMMUNE TO (0x)
Normal
Fighting
NOTHING
Ghost
Fire
WaterGroundRock
FireGrassIceBugSteelFairy
NOTHING
Water
ElectricGrass
FireWaterIceSteel
NOTHING
Electric
Ground
ElectricFlyingSteel
NOTHING
Grass
FireIcePoisonFlyingBug
WaterElectricGrassGround
NOTHING
Ice
FireFightingRockSteel
Ice
NOTHING
Fighting
FlyingPsychicFairy
BugRockDark
NOTHING
Poison
GroundPsychic
GrassFightingPoisonBugFairy
NOTHING
Ground
WaterGrassIce
PoisonRock
Electric
Flying
ElectricIceRock
GrassFightingBug
Ground
Psychic
BugGhostDark
FightingPsychic
NOTHING
Bug
FireFlyingRock
GrassFightingGround
NOTHING
Rock
WaterGrassFightingGroundSteel
NormalFirePoisonFlying
NOTHING
Ghost
GhostDark
PoisonBug
NormalFighting
Dragon
IceDragonFairy
FireWaterElectricGrass
NOTHING
Dark
FightingBugFairy
GhostDark
Psychic
Steel
FireFightingGround
NormalGrassIceFlyingPsychicBugRockDragonSteelFairy
Poison
Fairy
PoisonSteel
FightingBugDark
Dragon

Dual types that take 4x damage

When both of a Pokémon's types are weak to the same attacking type, the multipliers stack into a quadruple hit. These 53 combinations each have at least one, and the 8 listed first have two or more.

FireRock4xWaterGround
GrassBug4xFireFlying
GroundRock4xWaterGrass
IceBug4xFireRock
IceRock4xFightingSteel
IceSteel4xFireFighting
PsychicGhost4xGhostDark
RockSteel4xFightingGround
BugSteel4xFire
DarkSteel4xFighting
DragonDark4xFairy
ElectricPoison4xGround
ElectricRock4xGround
ElectricSteel4xGround
FightingPoison4xPsychic
FightingBug4xFlying
FightingDragon4xFairy
FightingDark4xFairy
FireElectric4xGround
FireIce4xRock
FirePoison4xGround
FireGround4xWater
FireFlying4xRock
FireBug4xRock
FireSteel4xGround
FlyingBug4xRock
FlyingDragon4xIce
GrassIce4xFire
GrassFighting4xFlying
GrassGround4xIce
GrassFlying4xIce
GrassPsychic4xBug
GrassDragon4xIce
GrassDark4xBug
GrassSteel4xFire
GrassFairy4xPoison
GroundFlying4xIce
GroundDragon4xIce
IceFlying4xRock
IceDark4xFighting
IceFairy4xSteel
NormalIce4xFighting
NormalRock4xFighting
NormalDark4xFighting
NormalSteel4xFighting
PoisonRock4xGround
PoisonSteel4xGround
PsychicDark4xBug
RockDark4xFighting
RockFairy4xSteel
WaterGround4xGrass
WaterFlying4xElectric
WaterRock4xGrass

Using weaknesses in a battle

Damage from a super effective hit doubles, which usually matters more than any stat difference between the two Pokémon. A 4x hit on a dual type will knock out most things outright, so the first question in any matchup is what the opponent is weak to.

Immunities beat everything

There are seven immunities in the game and they override any other multiplier. Ground moves do nothing to a Flying type, Electric does nothing to Ground, Poison does nothing to Steel, Psychic does nothing to Dark, Dragon does nothing to Fairy, Normal and Fighting do nothing to Ghost, and Ghost does nothing to Normal. Abilities such as Levitate, Flash Fire and Water Absorb add more on top.

Resistances can cancel weaknesses

A dual type where one half resists what the other half is weak to comes out neutral. That is why some combinations are far sturdier than their individual types suggest, and why counting weaknesses per type is only a starting point. Check the exact Pokémon with the type calculator.

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