The Pokémon type chart tells you how strongly a move interacts with its target’s type. Read the move’s attacking type across the chart and the defending Pokémon’s type down the other axis: 2× is super effective, ½× is not very effective, 1× is normal, and 0× means the move has no effect. Against a dual-type Pokémon, multiply the two results, so two weaknesses produce 4× while a weakness and a resistance cancel to 1×. The chart predicts type effectiveness, not complete damage; abilities, items, STAB, weather, stats and game-specific rules can change the final result.
What is the Pokémon type chart?
The type chart is a matchup table for the 18 Pokémon types. It separates the attacking type of a move from the defending type or types of the target. Planning around those affinities is a core part of Pokémon battles, because choosing the right move can multiply damage or prevent damage entirely.
For example, a Water-type move is super effective against a Fire-type defender, while a Fire-type move is not very effective against Water. The chart describes the type relationship before move power, Attack or Special Attack, defenses, critical hits and other battle rules are applied.
The official Pokémon chart is based on the latest game covered by that page, but the publisher warns that type affinity can differ between games. Use a chart labeled for the generation and title you are playing rather than assuming every Pokémon game uses identical rules.
How do I read a Pokémon type chart?
Find the row for the move’s type and the column for the target’s defending type. The cell where they meet gives the effectiveness multiplier.
| Chart result | Meaning | Effect on type damage |
|---|---|---|
| 2× | Super effective | The type matchup doubles the damage that would otherwise be dealt. |
| 1× | Normally effective | The type matchup neither increases nor reduces damage. |
| ½× | Not very effective | The type matchup halves the damage. |
| 0× | No effect | The move does not affect the target through that type interaction. |
The multiplier applies to the move’s damage calculation; it does not double the move’s listed base power or guarantee that the target will lose a particular percentage of its HP. A powerful neutral move can still outperform a weak super-effective move, depending on the Pokémon’s stats and the rest of the battle formula.
Which types are weak to which attacks?
This quick reference lists the standard weaknesses used by modern main-series charts. Each entry names attacking types that deal 2× damage to that defending type. Check the game’s own chart for older generations or spin-offs.
| Defending type | Super-effective attacking types |
|---|---|
| Normal | Fighting |
| Fire | Water, Ground, Rock |
| Water | Electric, Grass |
| Electric | Ground |
| Grass | Fire, Ice, Poison, Flying, Bug |
| Ice | Fire, Fighting, Rock, Steel |
| Fighting | Flying, Psychic, Fairy |
| Poison | Ground, Psychic |
| Ground | Water, Grass, Ice |
| Flying | Electric, Ice, Rock |
| Psychic | Bug, Ghost, Dark |
| Bug | Fire, Flying, Rock |
| Rock | Water, Grass, Fighting, Ground, Steel |
| Ghost | Ghost, Dark |
| Dragon | Ice, Dragon, Fairy |
| Dark | Fighting, Bug, Fairy |
| Steel | Fire, Fighting, Ground |
| Fairy | Poison, Steel |
The table shows weaknesses only. A type can also resist several attacking types, take normal damage from others, or be immune to a specific type. You need the full row-and-column chart when selecting a move into an unfamiliar matchup.
Which type immunities matter most?
Immunity cells are shown as 0× and override ordinary weaknesses or resistances when that type is part of the defense. The most commonly encountered relationships are:
- Normal and Fighting moves do not affect Ghost-type Pokémon.
- Poison moves do not affect Steel-type Pokémon.
- Ground moves do not affect Flying-type Pokémon.
- Electric moves do not affect Ground-type Pokémon.
- Psychic moves do not affect Dark-type Pokémon.
- Dragon moves do not affect Fairy-type Pokémon.
- Ghost moves do not affect Normal-type Pokémon.
These are type interactions, not universal guarantees of immunity in every format. An ability or another battle rule can alter how an interaction behaves.
Do dual types stack weaknesses?
Yes. Against a dual-type defender, calculate the move’s modifier against each defending type and multiply the results. This is why dual types can create dramatic vulnerabilities or unusually strong defenses.
| First type result | Second type result | Combined result |
|---|---|---|
| 2× | 2× | 4× |
| ½× | ½× | ¼× |
| 2× | ½× | 1× |
| 0× | Any result | 0× |
A 4× matchup is a double weakness: the move is super effective against both components. A ¼× result means both types resist the attack. A weakness paired with a resistance cancels to neutral damage, so the game may display a normal-effectiveness message even though one of the target’s types is weak.
An immunity on either component forces the combined result to 0×. You cannot “average out” an immunity with a weakness; the move still has no effect through that matchup.
What is the difference between a Pokémon’s type and its move’s type?
The chart uses the move’s type for the attacking side. A Pokémon does not need to share a type with its move for that move to be super effective. For instance, a Pokémon of one type can use an Electric move against a Water target and receive the Electric-versus-Water matchup regardless of the user’s own type.
The user’s type matters through Same Type Attack Bonus, usually called STAB. When a Pokémon uses a move that matches one of its own types, the move receives a damage bonus under the main-series rules. STAB is separate from the chart multiplier: a move can receive STAB and be neutral, resisted, or super effective. The chart tells you the target interaction; STAB helps determine the final damage after that interaction.
Why is my move “not very effective”?
The message normally means the chart returned ½× or ¼× after considering every defending type. Common causes include:
- The move’s type is resisted by the target’s single type.
- A dual-type target resists the move with both types, producing ¼×.
- One apparent weakness is canceled by the target’s second type, returning the result to 1×.
- You are using a chart from a different generation or game.
- An ability, held item or field effect is changing the usual interaction.
Check the move’s actual type rather than its animation or category. Physical and special are damage categories, not types; a move’s type is the chart row you need.
Which Pokémon type chart should I use for my game?
Use a chart that names your game or at least its generation. The standard modern chart is a useful starting point, but historical changes mean it is not universal.
| Game context | What to check |
|---|---|
| Generation I | Uses the original 15-type system; Dark, Steel and Fairy do not exist. |
| Generation II–V | Dark and Steel are present; Fairy is not, and some interactions differ from later charts. |
| Generation VI and later main-series games | All 18 types are present, including Fairy; use a chart labeled for the relevant title. |
| Spin-offs such as Pokémon GO | Use the game-specific chart because scales, damage formulas and battle rules can differ. |
Dark and Steel were introduced in Generation II. Fairy was introduced in Generation VI. Earlier interactions were also corrected between generations, so an old cartridge may legitimately disagree with a current website. Pokémon Database labels its displayed chart for games from 2013 onward and provides links to older versions; that distinction is useful when checking a legacy game.
How do I use the chart during a battle?
- Identify the move type. Read the move’s type in the summary screen, not the attacking Pokémon’s type.
- Identify every defending type. A dual-type Pokémon has two columns to check, even if one type is less obvious from its appearance or ability.
- Read each matchup. Record 2×, 1×, ½× or 0× for the move against each type.
- Multiply dual-type results. Combine the two values; do not add them or choose only the larger one.
- Check special rules. Look for abilities, held items, weather, field effects and format-specific mechanics that can modify the baseline interaction.
- Compare practical damage. Consider the move’s power, accuracy, physical or special category, the user’s offensive stat and the target’s defenses before committing to a move.
A printed or laminated type matchup chart can be useful beside a game or team-building notebook. Choose an image labeled for the generation you play; a generic poster can create mistakes if it silently mixes historical and modern interactions.
What can change the damage after the type multiplier?
The chart predicts type effectiveness, not the complete battle result. Abilities can grant immunities, reduce incoming damage or change a move’s interaction. Held items and move effects can also alter damage. Weather and other field conditions may strengthen or weaken particular move types or change the conditions under which a move works.
STAB adds another modifier when the move matches the user’s type. The move’s base power, the user’s Attack or Special Attack, the target’s relevant defense, level, critical-hit rules and random variation all affect the final HP loss. Because these factors are applied around the type interaction, a super-effective move is not automatically the strongest option in every turn.
What are the most common type-chart mistakes?
- Confusing the attacker’s type with the move’s type: the move determines the chart row.
- Forgetting the second defending type: dual types require multiplication, not a single lookup.
- Treating 2× as guaranteed victory: effectiveness does not account for level, stats, move power or HP.
- Ignoring immunities: 0× overrides a weakness on the other defending type.
- Using a universal chart: generation changes and spin-offs can use different interactions or scales.
- Reading the battle message too broadly: “not very effective” describes the type modifier, not necessarily the move’s total damage compared with every other move.
What is the practical takeaway?
Start every matchup by identifying the move type and all defending types. Read the chart’s multiplier for each one, multiply dual-type results, then account for STAB, abilities, items, weather, stats and the game’s own battle rules. When a result looks wrong, verify the generation or spin-off context before assuming the chart or the game is broken.
Frequently Asked Questions
Can a Pokémon with a double weakness survive a 4× move?
Yes. The 4× value describes the type multiplier, not a fixed fraction of total HP. A target can survive because of its level, remaining HP, defensive stats, move power, damage rolls, items or other effects.
Does a move’s accuracy affect whether its type is super effective?
No. Accuracy determines whether the move connects; the type multiplier is applied only when the move hits. A 2× move that misses deals no damage, while a connected ½× move still uses the resistance multiplier.
Why does the same move have a different result in another Pokémon game?
Different generations can change type interactions, and spin-offs may use their own damage scales or rules. Check a chart labeled for the exact title rather than relying on a current main-series chart.
Can an ability change an apparent type immunity?
Yes. Abilities and other battle mechanics can modify, negate or redirect ordinary type interactions. Treat the chart as the baseline and inspect the target’s ability description when the result conflicts with the normal matchup.