Pokémon Type Effectiveness Calculator
Full 18-type damage chart, entirely in your browser. No species data, just the numbers.
Defending type(s)
1×
Normal effectiveness
Weak to
Resists
Immune to
Neutral
Full 18-type damage chart, entirely in your browser. No species data, just the numbers.
Defending type(s)
1×
Normal effectiveness
Weak to
Resists
Immune to
Neutral
A Pokémon with two types multiplies weaknesses and resistances together — a Water/Flying type doesn't just inherit both types' matchups separately, the effectiveness stacks. That's why some dual-type combos have brutal 4x weaknesses (Water/Flying takes 4x damage from Electric) while others cancel out entirely. If a matchup seems surprising, it's usually the multiplication, not an error.
Once you multiply two types together, some combinations end up nearly bulletproof and others end up weak to almost everything. Here’s how the math actually shakes out across all 153 possible two-type combinations.
A weakness here means any attacking type that hits for 2x or more.
53 of the 153 possible two-type combinations take a full 4x hit from at least one attacking type — both types being weak to the same thing multiplies together instead of canceling out. Full list:
| Combo | 4x weak to |
|---|---|
| Bug/Steel | Fire |
| Dark/Steel | Fighting |
| Dragon/Dark | Fairy |
| Electric/Poison | Ground |
| Electric/Rock | Ground |
| Electric/Steel | Ground |
| Fighting/Bug | Flying |
| Fighting/Dark | Fairy |
| Fighting/Dragon | Fairy |
| Fighting/Poison | Psychic |
| Fire/Bug | Rock |
| Fire/Electric | Ground |
| Fire/Flying | Rock |
| Fire/Ground | Water |
| Fire/Ice | Rock |
| Fire/Poison | Ground |
| Fire/Rock | Water, Ground |
| Fire/Steel | Ground |
| Flying/Bug | Rock |
| Flying/Dragon | Ice |
| Grass/Bug | Fire, Flying |
| Grass/Dark | Bug |
| Grass/Dragon | Ice |
| Grass/Fairy | Poison |
| Grass/Fighting | Flying |
| Grass/Flying | Ice |
| Grass/Ground | Ice |
| Grass/Ice | Fire |
| Grass/Psychic | Bug |
| Grass/Steel | Fire |
| Ground/Dragon | Ice |
| Ground/Flying | Ice |
| Ground/Rock | Water, Grass |
| Ice/Bug | Fire, Rock |
| Ice/Dark | Fighting |
| Ice/Fairy | Steel |
| Ice/Flying | Rock |
| Ice/Rock | Fighting, Steel |
| Ice/Steel | Fire, Fighting |
| Normal/Dark | Fighting |
| Normal/Ice | Fighting |
| Normal/Rock | Fighting |
| Normal/Steel | Fighting |
| Poison/Rock | Ground |
| Poison/Steel | Ground |
| Psychic/Dark | Bug |
| Psychic/Ghost | Ghost, Dark |
| Rock/Dark | Fighting |
| Rock/Fairy | Steel |
| Rock/Steel | Fighting, Ground |
| Water/Flying | Electric |
| Water/Ground | Grass |
| Water/Rock | Grass |
What generation’s type chart is this based on?
The modern chart used from Generation 6 onward — it includes the Fairy type and reflects Steel no longer resisting Ghost/Dark, a rule that changed in Gen 6. If you’re playing an older game (Gen 1-5), some matchups here won’t match what you see in-game.
Does this match Pokémon GO’s type chart?
GO uses the same type relationships (what’s strong or weak against what), but different multiplier values (0.625×/1.6× instead of this chart’s 0.5×/2×) — so the pattern of what beats what is the same, but the exact numbers won’t match GO’s in-game display.
What does 4x/2x/½x/0x actually mean?
Multipliers stack when a Pokémon has two types — each type’s effectiveness against the attack multiplies together, not averages. That’s why some combos take a brutal 4x (both types are weak to the same attack) while others cancel out to a normal 1x or even resist entirely.
Why isn’t STAB (Same-Type Attack Bonus) reflected here?
STAB is a separate 1.5x bonus a Pokémon gets for using a move that matches its own type. This calculator only covers type-vs-type matchups; STAB applies on top of whatever multiplier you see here.
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