Pokémon Type Chart — Complete Effectiveness Reference
The Pokémon type chart contains 18 types — 15 from Gen 1, with Steel and Dark added in Gen 2 and Fairy added in Gen 6. This page is the canonical reference: every super-effective, resisted, immune matchup, the dual-typing math, ability and move modifications, and how the chart evolved.
Types
18 total
Last edit
Gen 6 (Fairy + Steel nerf)
Effectiveness
0× / 0.5× / 1× / 2×
Max multiplier
4× (dual-type)
The chart hasn't changed since Gen 6. Twelve years of competitive Pokémon — every gen, every format, every game — runs on the same 18 types and the same matchup table.
At a glance
The type chart governs how every offensive interaction in Pokémon resolves. A move's type is matched against the defender's type(s), producing a multiplier from 0× (immunity) up to 4× (dual super-effective).
Every gen since Gen 6 has used the same 18-type chart. The most recent structural change was in 2013 when Gen 6 added Fairy and removed two of Steel's defensive resistances; the chart has been stable since.
- Total types18
- Original types (Gen 1)15 — no Steel, no Dark, no Fairy
- Gen 2 additionsSteel, Dark
- Gen 6 additionsFairy
- Effectiveness multipliers0× (immune), 0.5× (resisted), 1× (neutral), 2× (super-effective)
- Max combined multiplier4× (super-effective × super-effective on dual-type)
- Min combined multiplier0× (one immunity wins)
- Special typesStellar (Gen 9 Tera-only, no defensive entries)
The 18 types
The franchise has 18 elemental types. Most Pokémon have a primary type plus an optional secondary type; moves have exactly one type each.
The 18 Tera Types
+ Stellar (DLC)
Above: the 18 standard types plus the Stellar Tera type (Gen 9 only, exclusive to Terastallization). Each colour matches the canonical type colour used across competitive Pokémon — these colours are inherited from Game Freak's in-game UI and are universal across Smogon and VGC.
Effectiveness math
The chart produces a multiplier between 0 and 4 inclusive. The full computation: look up each defender type, multiply the attack's effectiveness against that type, then multiply the attack's damage by the result.
2×
Super-effective
Type lookup yields ×2
1×
Neutral
Default multiplier
0.5×
Resisted
Type lookup yields ÷2
0×
Immune
Damage cancelled outright
Single-type defender
A move's effectiveness against a single-type defender is the type chart cell value: 0×, 0.5×, 1×, or 2×.
Dual-type defender
A move's effectiveness against a dual-type defender is the PRODUCT of its effectiveness against each type:
- 2 × 2 = 4× — "double super-effective". Common against (e.g.) Bug moves on a Grass/Flying defender, where Bug is super-effective on both halves.
- 2 × 1 = 2× — standard super-effective.
- 2 × 0.5 = 1× — neutral despite one super-effective entry.
- 0.5 × 0.5 = 0.25× — "double-resisted".
- 2 × 0 = 0× — immunity wins. Even with a super-effective entry, the immunity zeros the damage.
Offensive matchups
For each attacking type, the table below lists every defending type that it's super-effective on, resisted by, or immune to. Defenders not listed take neutral (×1) damage.
| Attacking type | Super-effective on (×2) | Resisted by (×0.5) | Immune (×0) |
|---|---|---|---|
| Normal | — | Rock · Steel | Ghost |
| Fire | Grass · Ice · Bug · Steel | Fire · Water · Rock · Dragon | — |
| Water | Fire · Ground · Rock | Water · Grass · Dragon | — |
| Grass | Water · Ground · Rock | Fire · Grass · Poison · Flying · Bug · Dragon · Steel | — |
| Electric | Water · Flying | Electric · Grass · Dragon | Ground |
| Ice | Grass · Ground · Flying · Dragon | Fire · Water · Ice · Steel | — |
| Fighting | Normal · Ice · Rock · Dark · Steel | Poison · Flying · Psychic · Bug · Fairy | Ghost |
| Poison | Grass · Fairy | Poison · Ground · Rock · Ghost | Steel |
| Ground | Fire · Electric · Poison · Rock · Steel | Grass · Bug | Flying |
| Flying | Grass · Fighting · Bug | Electric · Rock · Steel | — |
| Psychic | Fighting · Poison | Psychic · Steel | Dark |
| Bug | Grass · Psychic · Dark | Fire · Fighting · Poison · Flying · Ghost · Steel · Fairy | — |
| Rock | Fire · Ice · Flying · Bug | Fighting · Ground · Steel | — |
| Ghost | Psychic · Ghost | Dark | Normal |
| Dragon | Dragon | Steel | Fairy |
| Dark | Psychic · Ghost | Fighting · Dark · Fairy | — |
| Steel | Ice · Rock · Fairy | Fire · Water · Electric · Steel | — |
| Fairy | Fighting · Dragon · Dark | Fire · Poison · Steel | — |
Defensive matchups
The defensive matchup table shows each type's vulnerabilities. For dual-type Pokémon, multiply the entries from each row.
| Defending type | Weak to (×2) | Resists (×0.5) | Immune (×0) |
|---|---|---|---|
| Normal | Fighting | — | Ghost |
| Fire | Water · Ground · Rock | Fire · Grass · Ice · Bug · Steel · Fairy | — |
| Water | Electric · Grass | Fire · Water · Ice · Steel | — |
| Grass | Fire · Ice · Poison · Flying · Bug | Water · Electric · Grass · Ground | — |
| Electric | Ground | Electric · Flying · Steel | — |
| Ice | Fire · Fighting · Rock · Steel | Ice | — |
| Fighting | Flying · Psychic · Fairy | Bug · Rock · Dark | — |
| Poison | Ground · Psychic | Grass · Fighting · Poison · Bug · Fairy | — |
| Ground | Water · Grass · Ice | Poison · Rock | Electric |
| Flying | Electric · Ice · Rock | Grass · Fighting · Bug | Ground |
| Psychic | Bug · Ghost · Dark | Fighting · Psychic | — |
| Bug | Fire · Flying · Rock | Grass · Fighting · Ground | — |
| Rock | Water · Grass · Fighting · Ground · Steel | Normal · Fire · Poison · Flying | — |
| Ghost | Ghost · Dark | Poison · Bug | Normal · Fighting |
| Dragon | Ice · Dragon · Fairy | Fire · Water · Electric · Grass | — |
| Dark | Fighting · Bug · Fairy | Ghost · Dark | Psychic |
| Steel | Fire · Fighting · Ground | Normal · Grass · Ice · Flying · Psychic · Bug · Rock · Dragon · Steel · Fairy | Poison |
| Fairy | Poison · Steel | Fighting · Bug · Dark | Dragon |
How the chart evolved
The 18-type chart wasn't always 18. The franchise has performed two structural edits — both in their respective Gen 2 and Gen 6 launches.
| Generation | Change |
|---|---|
| Gen 1 (RBY) | 15 types only — no Steel, no Dark, no Fairy. Ghost moves dealt 0 damage to Psychic due to a coding bug. |
| Gen 2 (GSC) | Steel and Dark types added. Dark gave Psychic a structural counter (super-effective + immunity). Ghost / Psychic interaction fixed. |
| Gen 3-5 | No type chart changes. Chart stable through ADV / DPP / BW eras. |
| Gen 6 (XY) | Fairy added. Steel lost its resistances to Ghost and Dark (now neutral). Dragon gained Fairy as a structural counter. Knock Off rebuffed to 65 BP. |
| Gen 7-9 | No type chart changes. Chart stable since Gen 6. |
| Gen 9 specific | Stellar type added — but exclusive to Terastallization. No defensive entries; offensive boost only. |
Gen 6 — the defining edit
Gen 6's changes had the biggest competitive impact. Pre-Gen 6, Dragon-types had no type-level counter (only Ice was super-effective, and it required absolute coverage). Fairy provided a hard counter at the type level — walls Dragon at 0× immunity AND hits Dragon for super-effective damage.
The Steel resistance edits were equally consequential. Pre-Gen 6, Ghost-type wallbreakers (Gengar, Aegislash) struggled against Steel walls; Dark-type Knock Off was less universal. Gen 6 made Steel neutral against both Ghost and Dark, opening the offensive type bracket significantly.
Ability-based type modifications
Several abilities modify the type chart at runtime — granting immunities, changing the user's type, or modifying outgoing damage.
Holder is immune to Ground-type moves regardless of typing. Distributed broadly — Levitate is the most-used type-modifying ability in the franchise.
Only super-effective moves can damage the user. Combined with Shedinja's 1 max HP, produces a Pokémon that is immune to most attacks but dies to a single super-effective hit.
Holder is immune to Fire-type moves; instead of taking damage, gains a 50% boost to Fire-type moves until switching out.
Immunity to corresponding type plus 25% max HP heal on hit. Water Absorb for Water, Volt Absorb for Electric, Earth Eater for Ground (Gen 9 introduction).
Holder is immune to Grass-type moves; instead of taking damage, raises Attack by one stage.
Holder draws all Water (Storm Drain) or Electric (Lightning Rod) moves to itself, regardless of the target chosen. Defining Doubles redirection.
User changes type to match the move it's about to use. Effectively grants STAB on every move. Gen 9 nerfed both abilities to trigger only once per switch-in.
User changes type to match the move that hit it. Niche but unique — produces matchups where the user becomes immune to the move that just hit it.
Arceus (Multitype) and Silvally (RKS System) change type to match their held Plate or Memory item. Type is selected at team build, not in-battle.
Castform changes type to match the active weather: Sun → Fire, Rain → Water, Hail/Snow → Ice. No weather → Normal.
Move-based type modifications
Moves can modify the chart in four ways: changing the user's type, changing the target's type, removing immunities, or providing temporary type cover.
User changes type to match the target's current type. Useful for inheriting type immunities and resistances.
Target's type is changed to Water. Removes any pre-existing immunities (e.g. a Soaked Flying-type loses Ground immunity).
Target gains Grass as an additional type. Used to introduce Grass-weakness exploits.
Target gains Ghost as an additional type. Useful to remove Normal-type immunity to Fighting moves and similar.
Conversion changes user to match its first move's type. Conversion 2 changes user to a type that resists the last opposing move. Niche but unique.
Pre-Tera: Normal-type 80-BP. Post-Tera: takes the user's Tera Type. Distributed via TM to the entire roster — universal coverage option.
Mind's Eye ignores Ghost-type immunity to Normal and Fighting moves. Scrappy does the same on physical contact.
Ice 70-BP special attack that is super-effective on Water-types — even though Ice is normally resisted by Water. Unique exception in the type chart.
Common misconceptions
Several frequently-repeated claims about the type chart are wrong. The corrections below are based on engine behaviour, not folklore.
- "Levitate makes the user immune to all Ground moves" — almost true, but with caveats. Thousand Arrows hits Levitate users despite the immunity. Smack Down grounds the target, removing Levitate's immunity for the rest of the match.
- "Steel-types resist all status conditions" — wrong. Steel-types are immune ONLY to poison (and Toxic). Burn, paralysis, sleep, freeze can all afflict Steel-types normally.
- "Fairy-types are immune to Dragon moves" — correct. Dragon does 0× damage to Fairy-types, and was the original counter-design reason for adding Fairy in Gen 6.
- "Bug is super-effective on Psychic" — correct, but rarely consequential since most Bug-type moves have low BP and few competitive Bug-types stack the matchup.
- "Ghost moves can't hit Normal-types" — correct in default cases. Mind's Eye / Scrappy users override this; Foresight reveals the target.
- "Steel resists Ghost and Dark" — true in Gen 1-5, FALSE in Gen 6+. The resistances were removed in the Gen 6 type chart edit.
- "Stellar Tera is a 19th type with full chart entries" — wrong. Stellar exists ONLY as a Tera Type; it has no defensive entries in the chart and is purely an offensive boost mechanic.
- "Tera Type changes the chart for the rest of the match" — partially correct. Tera changes the affected Pokémon's type for defensive calculations (and its STAB rules), but the chart itself is unchanged. Other Pokémon's typings are not affected.
Where to go from here
The type chart is the foundation of every offensive interaction. The pages below cover the layers built on top of it.
- Damage calculation — Damage Formula covers how the type multiplier combines with base power, attack stats, and other modifiers to produce the final hit number.
- Status conditions — Status Conditions covers paralysis, sleep, freeze, burn, poison and confusion (independent of type).
- Tera Type — Gen 9 — Scarlet & Violet covers Terastallization, including how Tera Type interacts with the chart.
- Live data — Moves Index filterable by type. Pokémon Index filterable by typing.
- Glossary — every term used above is defined in the Competitive Glossary.