Games & Fun

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

Why dual types change everything

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.

Best and worst defensive type combos

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.

Best defensive typings (fewest weaknesses)

  • Bug/Steel — only 1 weakness (Fire), resists 8 types, immune to 1
  • Normal/Ghost — only 1 weakness (Dark), immune to 3 types
  • Water/Ground — only 1 weakness (Grass)
  • Poison/Dark — only 1 weakness (Ground)
  • Ghost/Dark — only 1 weakness (Fairy), immune to 3 types

Worst defensive typings (most weaknesses)

  • Grass/Ice, Fighting/Rock, Grass/Psychic, Grass/Dark, Psychic/Rock, and Rock/Dark — 7 weaknesses each

A weakness here means any attacking type that hits for 2x or more.

Which dual-type combos have a 4x weakness

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:

Show all 53 combos Hide the list
Combo4x weak to
Bug/SteelFire
Dark/SteelFighting
Dragon/DarkFairy
Electric/PoisonGround
Electric/RockGround
Electric/SteelGround
Fighting/BugFlying
Fighting/DarkFairy
Fighting/DragonFairy
Fighting/PoisonPsychic
Fire/BugRock
Fire/ElectricGround
Fire/FlyingRock
Fire/GroundWater
Fire/IceRock
Fire/PoisonGround
Fire/RockWater, Ground
Fire/SteelGround
Flying/BugRock
Flying/DragonIce
Grass/BugFire, Flying
Grass/DarkBug
Grass/DragonIce
Grass/FairyPoison
Grass/FightingFlying
Grass/FlyingIce
Grass/GroundIce
Grass/IceFire
Grass/PsychicBug
Grass/SteelFire
Ground/DragonIce
Ground/FlyingIce
Ground/RockWater, Grass
Ice/BugFire, Rock
Ice/DarkFighting
Ice/FairySteel
Ice/FlyingRock
Ice/RockFighting, Steel
Ice/SteelFire, Fighting
Normal/DarkFighting
Normal/IceFighting
Normal/RockFighting
Normal/SteelFighting
Poison/RockGround
Poison/SteelGround
Psychic/DarkBug
Psychic/GhostGhost, Dark
Rock/DarkFighting
Rock/FairySteel
Rock/SteelFighting, Ground
Water/FlyingElectric
Water/GroundGrass
Water/RockGrass

Frequently asked questions

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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