A Pokemon type weakness chart records how much damage each of the 18 types takes and deals. Values run from 0x to 4x. Ground moves land nothing on Flying targets. Rock moves knock out most Fire attackers in one turn. The chart here covers every weakness and resistance in the current generation, the eight matchups that deal no damage, and the dual-type math behind quadruple hits.
How damage multipliers work
Three results cover most attacks. A super effective move deals 2x damage, a resisted move deals 0.5x, and everything else lands at 1x. Grass takes double from Fire attacks. Battle text names the outcome before the damage lands.
A fourth result sits outside that scale. Ghost types take 0x from Normal moves, and no stat boost or held item shifts that number.
Stacking multipliers on dual types
Each half of a dual type applies its own multiplier. Charizard takes 2x on its Fire half and 2x on its Flying half, so Rock coverage hits it for 4x.
Resistances stack the same way, and a 2x paired with a 0.5x settles back to neutral. The Steel typing pushes some incoming damage down to a quarter.
| Pokemon | Typing | Move type | Result |
|---|---|---|---|
| Charizard | Fire / Flying | Rock | 4x |
| Gyarados | Water / Flying | Electric | 4x |
| Paras | Bug / Grass | Fire | 4x |
| Skarmory | Steel / Flying | Grass | 0.25x |
| Swampert | Water / Ground | Grass | 4x |
Type weakness chart for all 18 types
These values apply to Generation 6 through Generation 9 across the core series games.
| Type | Weak to (2x) | Resists (0.5x) |
|---|---|---|
| Normal | Fighting | None |
| Fire | Water, Ground, Rock | Fire, Grass, Ice, Bug, Steel, Fairy |
| Water | Electric, Grass | Fire, Water, Ice, Steel |
| Electric | Ground | Electric, Flying, Steel |
| Grass | Fire, Ice, Poison, Flying, Bug | Water, Electric, Grass, Ground |
| 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 |
| Flying | Electric, Ice, Rock | Grass, Fighting, Bug |
| 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 |
| Dragon | Ice, Dragon, Fairy | Fire, Water, Grass, Electric |
| Dark | Fighting, Bug, Fairy | Ghost, Dark |
| Steel | Fire, Fighting, Ground | Normal, Grass, Ice, Flying, Psychic, Bug, Rock, Dragon, Steel, Fairy |
| Fairy | Poison, Steel | Fighting, Bug, Dark |
Matchups that deal no damage
Eight pairings return 0x. Raw Attack, weather and terrain leave the result alone, which is why a mono-type Fighting sweeper carries a second attacking move. Abilities such as Levitate produce the same 0x result without appearing on the chart.
| Attacking type | No effect on |
|---|---|
| Normal | Ghost |
| Fighting | Ghost |
| Ghost | Normal |
| Electric | Ground |
| Ground | Flying |
| Poison | Steel |
| Psychic | Dark |
| Dragon | Fairy |
Which types hit hardest on offense
Ground and Fighting lead with five super effective matchups each. Ground moves reach Fire, Electric, Poison, Rock and Steel, and few Pokemon switch into them safely.
Normal sits at the other end with no 2x matchup anywhere on the chart. A Normal attacker trades that for high base power and near universal neutral damage.
Covering the gaps
Two attacking types usually clear a full roster. Water and Fighting together hit seven types for double damage, and neither runs into an immunity.
Dragon moves show the opposite problem. They reach one type for 2x and deal nothing to Fairy, so Dragon attackers carry a second move by default.
Chart changes since Generation 1
Red and Blue
The original games ran 15 types. Bug hit Poison for 2x, and Poison moves returned 2x against Bug. A coding error left Ghost attacks doing nothing to Psychic despite the listed advantage, and Ice landed at 1x on Fire.
Gold, Silver and later
Generation 2 added Steel and the Dark type, cut Poison to 1x against Bug, and dropped Ice to 0.5x on Fire. Generation 6 added Fairy and removed Steel’s resistance to Ghost and Dark.
FAQs
Which type has the most weaknesses?
Rock and Grass tie at five. Rock takes double damage from Water, Grass, Fighting, Ground and Steel. Grass takes double from Fire, Ice, Poison, Flying and Bug.
What is the best defensive type?
Steel resists ten types and takes nothing from Poison. Only Fire, Fighting and Ground moves hit it for 2x, which keeps Steel on most competitive teams.
Can a single move deal 4x damage?
Yes, when both halves of a dual type are weak to the same move type. Swampert takes 4x from Grass. Quadruple hits usually end the turn.
Does any type have zero weaknesses?
No. Every type takes double damage from at least one other. Normal and Electric come closest, each with one weakness: Fighting and Ground.
Is the chart the same in every game?
Core series titles have used the same chart since Generation 6. Pokemon GO applies different multipliers, with 1.6x for super effective and 0.625x for resisted hits.