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Pokemon Type Chart Calculator

Find out what a Pokemon is weak to, including dual-type matchups, with the full type chart.

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🔥 Fire attacks · damage against all 18 types

Normal
×1
🔥Fire
×½
💧Water
×½
Electric
×1
🌿Grass
×2
❄️Ice
×2
🥊Fighting
×1
☠️Poison
×1
⛰️Ground
×1
🕊️Flying
×1
🔮Psychic
×1
🐛Bug
×2
🪨Rock
×½
👻Ghost
×1
🐉Dragon
×½
🌑Dark
×1
⚙️Steel
×2
🧚Fairy
×1
Key groups
×2 super effective🌿 Grass, ❄️ Ice, 🐛 Bug, ⚙️ Steel
×1 neutral⭐ Normal, ⚡ Electric, 🥊 Fighting, ☠️ Poison, ⛰️ Ground, 🕊️ Flying, 🔮 Psychic, 👻 Ghost, 🌑 Dark, 🧚 Fairy
×0.5 not very effective🔥 Fire, 💧 Water, 🪨 Rock, 🐉 Dragon
Legend
×4 quad damage×2 super effective×1 neutral×0.5 not very effective×0.25 doubly resisted×0 no effect

The complete 18 by 18 type chart

Rows are the attacking type and columns are the defending type. Red is 2x, blue is 0.5x, grey is 0, and the faint 1 is neutral damage. Hover or tap a cell to highlight its row and column. For a dual type total, use the defending mode above and pick two types: it multiplies them for you.

Damage multipliers for all 18 types, attacking type by defending type
Attack \ DefendNormalFireWaterElectricGrassIceFightingPoisonGroundFlyingPsychicBugRockGhostDragonDarkSteelFairy
NormalNormal against Normal: 1xNormal against Fire: 1xNormal against Water: 1xNormal against Electric: 1xNormal against Grass: 1xNormal against Ice: 1xNormal against Fighting: 1xNormal against Poison: 1xNormal against Ground: 1xNormal against Flying: 1xNormal against Psychic: 1xNormal against Bug: 1xNormal against Rock: 0.5xNormal against Ghost: 0xNormal against Dragon: 1xNormal against Dark: 1xNormal against Steel: 0.5xNormal against Fairy: 1x
FireFire against Normal: 1xFire against Fire: 0.5xFire against Water: 0.5xFire against Electric: 1xFire against Grass: 2xFire against Ice: 2xFire against Fighting: 1xFire against Poison: 1xFire against Ground: 1xFire against Flying: 1xFire against Psychic: 1xFire against Bug: 2xFire against Rock: 0.5xFire against Ghost: 1xFire against Dragon: 0.5xFire against Dark: 1xFire against Steel: 2xFire against Fairy: 1x
WaterWater against Normal: 1xWater against Fire: 2xWater against Water: 0.5xWater against Electric: 1xWater against Grass: 0.5xWater against Ice: 1xWater against Fighting: 1xWater against Poison: 1xWater against Ground: 2xWater against Flying: 1xWater against Psychic: 1xWater against Bug: 1xWater against Rock: 2xWater against Ghost: 1xWater against Dragon: 0.5xWater against Dark: 1xWater against Steel: 1xWater against Fairy: 1x
ElectricElectric against Normal: 1xElectric against Fire: 1xElectric against Water: 2xElectric against Electric: 0.5xElectric against Grass: 0.5xElectric against Ice: 1xElectric against Fighting: 1xElectric against Poison: 1xElectric against Ground: 0xElectric against Flying: 2xElectric against Psychic: 1xElectric against Bug: 1xElectric against Rock: 1xElectric against Ghost: 1xElectric against Dragon: 0.5xElectric against Dark: 1xElectric against Steel: 1xElectric against Fairy: 1x
GrassGrass against Normal: 1xGrass against Fire: 0.5xGrass against Water: 2xGrass against Electric: 1xGrass against Grass: 0.5xGrass against Ice: 1xGrass against Fighting: 1xGrass against Poison: 0.5xGrass against Ground: 2xGrass against Flying: 0.5xGrass against Psychic: 1xGrass against Bug: 0.5xGrass against Rock: 2xGrass against Ghost: 1xGrass against Dragon: 0.5xGrass against Dark: 1xGrass against Steel: 0.5xGrass against Fairy: 1x
IceIce against Normal: 1xIce against Fire: 0.5xIce against Water: 0.5xIce against Electric: 1xIce against Grass: 2xIce against Ice: 0.5xIce against Fighting: 1xIce against Poison: 1xIce against Ground: 2xIce against Flying: 2xIce against Psychic: 1xIce against Bug: 1xIce against Rock: 1xIce against Ghost: 1xIce against Dragon: 2xIce against Dark: 1xIce against Steel: 0.5xIce against Fairy: 1x
FightingFighting against Normal: 2xFighting against Fire: 1xFighting against Water: 1xFighting against Electric: 1xFighting against Grass: 1xFighting against Ice: 2xFighting against Fighting: 1xFighting against Poison: 0.5xFighting against Ground: 1xFighting against Flying: 0.5xFighting against Psychic: 0.5xFighting against Bug: 0.5xFighting against Rock: 2xFighting against Ghost: 0xFighting against Dragon: 1xFighting against Dark: 2xFighting against Steel: 2xFighting against Fairy: 0.5x
PoisonPoison against Normal: 1xPoison against Fire: 1xPoison against Water: 1xPoison against Electric: 1xPoison against Grass: 2xPoison against Ice: 1xPoison against Fighting: 1xPoison against Poison: 0.5xPoison against Ground: 0.5xPoison against Flying: 1xPoison against Psychic: 1xPoison against Bug: 1xPoison against Rock: 0.5xPoison against Ghost: 0.5xPoison against Dragon: 1xPoison against Dark: 1xPoison against Steel: 0xPoison against Fairy: 2x
GroundGround against Normal: 1xGround against Fire: 2xGround against Water: 1xGround against Electric: 2xGround against Grass: 0.5xGround against Ice: 1xGround against Fighting: 1xGround against Poison: 2xGround against Ground: 1xGround against Flying: 0xGround against Psychic: 1xGround against Bug: 0.5xGround against Rock: 2xGround against Ghost: 1xGround against Dragon: 1xGround against Dark: 1xGround against Steel: 2xGround against Fairy: 1x
FlyingFlying against Normal: 1xFlying against Fire: 1xFlying against Water: 1xFlying against Electric: 0.5xFlying against Grass: 2xFlying against Ice: 1xFlying against Fighting: 2xFlying against Poison: 1xFlying against Ground: 1xFlying against Flying: 1xFlying against Psychic: 1xFlying against Bug: 2xFlying against Rock: 0.5xFlying against Ghost: 1xFlying against Dragon: 1xFlying against Dark: 1xFlying against Steel: 0.5xFlying against Fairy: 1x
PsychicPsychic against Normal: 1xPsychic against Fire: 1xPsychic against Water: 1xPsychic against Electric: 1xPsychic against Grass: 1xPsychic against Ice: 1xPsychic against Fighting: 2xPsychic against Poison: 2xPsychic against Ground: 1xPsychic against Flying: 1xPsychic against Psychic: 0.5xPsychic against Bug: 1xPsychic against Rock: 1xPsychic against Ghost: 1xPsychic against Dragon: 1xPsychic against Dark: 0xPsychic against Steel: 0.5xPsychic against Fairy: 1x
BugBug against Normal: 1xBug against Fire: 0.5xBug against Water: 1xBug against Electric: 1xBug against Grass: 2xBug against Ice: 1xBug against Fighting: 0.5xBug against Poison: 0.5xBug against Ground: 1xBug against Flying: 0.5xBug against Psychic: 2xBug against Bug: 1xBug against Rock: 1xBug against Ghost: 0.5xBug against Dragon: 1xBug against Dark: 2xBug against Steel: 0.5xBug against Fairy: 0.5x
RockRock against Normal: 1xRock against Fire: 2xRock against Water: 1xRock against Electric: 1xRock against Grass: 1xRock against Ice: 2xRock against Fighting: 0.5xRock against Poison: 1xRock against Ground: 0.5xRock against Flying: 2xRock against Psychic: 1xRock against Bug: 2xRock against Rock: 1xRock against Ghost: 1xRock against Dragon: 1xRock against Dark: 1xRock against Steel: 0.5xRock against Fairy: 1x
GhostGhost against Normal: 0xGhost against Fire: 1xGhost against Water: 1xGhost against Electric: 1xGhost against Grass: 1xGhost against Ice: 1xGhost against Fighting: 1xGhost against Poison: 1xGhost against Ground: 1xGhost against Flying: 1xGhost against Psychic: 2xGhost against Bug: 1xGhost against Rock: 1xGhost against Ghost: 2xGhost against Dragon: 1xGhost against Dark: 0.5xGhost against Steel: 1xGhost against Fairy: 1x
DragonDragon against Normal: 1xDragon against Fire: 1xDragon against Water: 1xDragon against Electric: 1xDragon against Grass: 1xDragon against Ice: 1xDragon against Fighting: 1xDragon against Poison: 1xDragon against Ground: 1xDragon against Flying: 1xDragon against Psychic: 1xDragon against Bug: 1xDragon against Rock: 1xDragon against Ghost: 1xDragon against Dragon: 2xDragon against Dark: 1xDragon against Steel: 0.5xDragon against Fairy: 0x
DarkDark against Normal: 1xDark against Fire: 1xDark against Water: 1xDark against Electric: 1xDark against Grass: 1xDark against Ice: 1xDark against Fighting: 0.5xDark against Poison: 1xDark against Ground: 1xDark against Flying: 1xDark against Psychic: 2xDark against Bug: 1xDark against Rock: 1xDark against Ghost: 2xDark against Dragon: 1xDark against Dark: 0.5xDark against Steel: 1xDark against Fairy: 0.5x
SteelSteel against Normal: 1xSteel against Fire: 0.5xSteel against Water: 0.5xSteel against Electric: 0.5xSteel against Grass: 1xSteel against Ice: 2xSteel against Fighting: 1xSteel against Poison: 1xSteel against Ground: 1xSteel against Flying: 1xSteel against Psychic: 1xSteel against Bug: 1xSteel against Rock: 2xSteel against Ghost: 1xSteel against Dragon: 1xSteel against Dark: 1xSteel against Steel: 0.5xSteel against Fairy: 2x
FairyFairy against Normal: 1xFairy against Fire: 0.5xFairy against Water: 1xFairy against Electric: 1xFairy against Grass: 1xFairy against Ice: 1xFairy against Fighting: 2xFairy against Poison: 0.5xFairy against Ground: 1xFairy against Flying: 1xFairy against Psychic: 1xFairy against Bug: 1xFairy against Rock: 1xFairy against Ghost: 1xFairy against Dragon: 2xFairy against Dark: 2xFairy against Steel: 0.5xFairy against Fairy: 1x

What type effectiveness is, and why people get it wrong

Every Pokemon has one or two types, and so does every move. When a move connects, the damage is multiplied by one number taken from the type chart, read as the attacking type against the defending type:

  • Super effective (2x) the move is strong against that type
  • Neutral (1x) ordinary damage, and by far the most common result
  • Not very effective (0.5x) the defender resists it and takes half
  • No effect (0x) complete immunity, such as Ground against Flying

A dual type Pokemon applies both of its defending multipliers, and they are multiplied rather than averaged. That is where 4x weaknesses, 0.25x resistances and surprise immunities come from, and it is where almost every mistake happens. Memorising what each of the 18 types fears still leaves you multiplying two columns in your head at the moment you least want to, and it is easy to forget that a weakness and a resistance cancel each other back to neutral damage.

The calculator above does that multiplication for you. What you see is the final multiplier for the exact type combination you entered, not two separate tables you have to merge yourself. The full 18 by 18 chart underneath is there for the times you only want to look up a single square.

Which mode answers your question

  • Attacking mode: pick one type and see what it does to all 18 defending types. Use it when you are choosing which move to teach, or deciding which attack to click this turn.
  • Defending mode: pick one type, or two for a dual type, and see what all 18 attacking types do to it. Use it to scan your team for a shared weakness, or to predict what the opponent will aim at you.
  • Name lookup, if you do not remember the typing: the box above the defending grid takes an English name or a National Pokedex number, and fills the types in for you. Regional forms are listed as separate entries because their types differ from the original.
  • The full chart: the 18 by 18 table below the tool needs no input at all. Hover or tap a square and the row and column light up, which matters on a phone where the table scrolls sideways.

The two modes answer opposite questions. What do I need to bring to hurt this thing is attacking mode. What is about to hurt me is defending mode. Results update as soon as you tap, so switching between candidate types costs nothing.

Worked examples

  • Electric into Water/Flying (Gyarados): 2x against Water times 2x against Flying, so 4x.
  • Ice into Grass/Dragon (Alolan Exeggutor): 2x against Grass times 2x against Dragon, so 4x.
  • Water into Water/Dragon (Kingdra): 0.5x against Water times 0.5x against Dragon, so 0.25x.
  • Normal into Steel/Ghost (Aegislash): 0.5x against Steel times 0x against Ghost, so 0x. The move simply fails, so bring a different type.
  • Fire into Bug/Steel (Scizor): 2x against Bug times 2x against Steel, so 4x. This is the classic reason Scizor teams carry an answer to Fire.

Check what a Pokemon is weak to

  1. Open the Defending tab, which is the one that reads what hits it hard.
  2. Type a name into the search box, for example gengar. The first keystroke loads the species file, so you may see a short loading line once. A National Pokedex number works too, so 94 finds the same Pokemon.
  3. Pick the result you want and the type buttons light up on their own, with the results below updating at the same time. Watch for regional forms: Alolan, Galarian, Hisuian and Paldean entries are listed separately because their typings differ.
  4. Read the grouped summary from the top down. The 4x row is the hole in that Pokemon, the 2x row is what you should still respect, and anything in the 0x row cannot touch it at all.
  5. If the name is not found, do not guess. Try the Pokedex number, or skip the box entirely and tap the one or two types yourself. The answer is identical either way.

Decide which attacking type to run

  1. Open the Attacking tab and select the type of a move you are considering.
  2. The panel lists what that type does to each of the 18 defending types, including the ones it cannot touch at all.
  3. Switch to a second candidate type and compare the two lists, starting with the no effect group. A type that is blocked outright by fewer defenders makes a better main attack.
  4. Against a dual type opponent the single type list is not enough. Switch to defending mode, enter both of the opponent’s types, and read the multiplied result instead of doing the arithmetic yourself.
  5. When you are building a whole team, write down each member’s 4x weaknesses and look for one that repeats. A type every member fears is the single move that sweeps your team.

Getting the result out of the page

  • There is no copy button, because the result is a grid of coloured blocks rather than a line of text. A screenshot is the fastest way to keep it: Win+Shift+S on Windows, Cmd+Shift+4 on a Mac, and the usual screenshot gesture on iPhone and Android.
  • The address bar does not remember your selection. Send a team mate this link and they see the default state, not your result. Share the screenshot, or just type out the two or three types that matter.
  • For the full 18 by 18 chart, turn a phone sideways before capturing. The table scrolls horizontally, and tapping the square you care about first leaves its row and column highlighted in the image.
  • For team notes, copying the whole chart is wasted effort. Record only the 4x weaknesses and the immunities for each member, since those two columns decide most battles.

Generations, spin offs and where the numbers differ

This page uses the chart the main series has used from Generation 6 (X and Y) onwards. The changes worth knowing:

  • Generation 2 added Dark and Steel, largely to rein in Psychic, which had dominated the first generation.
  • Generation 6 added Fairy to answer Dragon. Fairy attacks are super effective against Dragon, Dark and Fighting, and on defence Fairy is immune to Dragon and resists Dark, Bug and Fighting.
  • Generation 6 also removed the Steel resistance to Dark and Ghost, which moved those two squares from 0.5x to 1x. Together with Fairy, that was the whole of the change.

Nothing has shifted since, so the results here apply to the modern main series games as well as to the older titles from Generation 6 on. Pokemon GO keeps the same relationships but not the same numbers: at the time of writing it uses roughly 1.6x for super effective and roughly 0.625x for not very effective, and it has no true immunity, so a matchup that reads 0x here is heavily reduced rather than blocked. Use this page for which type beats which, and that game’s own numbers for the damage.

The trading card game and the various spin offs run on their own rules, with different type groupings and weakness printed on the card rather than derived from a chart. This page covers the main series only; for anything else, follow that product’s own documentation.

What this chart cannot tell you

  • It is one factor, not the damage: level, base stats, EVs and IVs, nature, held items, weather, terrain and same type attack bonus all move the final number. What you get here is the multiplier.
  • Abilities and field effects override it: Levitate, Flash Fire, Water Absorb, Volt Absorb and Wonder Guard can turn a hit into an immunity or a heal, and moves and terrain can change a Pokemon type mid battle. When that happens, believe the game rather than this table.
  • The name list has an edge: it covers National Pokedex numbers 1 to 1025 plus the regional forms. Anything added after the data was compiled will not be found until the file is refreshed, and tapping the types directly always works in the meantime.
  • Names are matched in English: the search box reads official English names, the slug form used by the data source, and Pokedex numbers. Nicknames and fan translations are not in the list, so a number is the fastest fallback.

Type data follows the main series chart used from Generation 6 onwards. Pokemon and related names are trademarks of Nintendo, Creatures Inc. and GAME FREAK Inc. This is an independent fan tool and is not affiliated with, endorsed by or sponsored by any of them.

Frequently asked questions

How does type effectiveness work in Pokemon?

Every move has one type and every Pokemon has one or two types. When a move connects, the damage is multiplied by the value in the type chart for that attacking type against that defending type. Super effective is 2x, neutral is 1x, not very effective is 0.5x, and a few pairings do nothing at all at 0x. Ground moves cannot touch a Flying Pokemon, and Normal moves cannot touch a Ghost.

Where do 4x weaknesses and 0.25x resistances come from?

A dual type Pokemon applies both of its defending multipliers, and the two are multiplied together rather than averaged. Gyarados is Water and Flying, and Electric is super effective against both, so an Electric move lands at 2 times 2, which is 4x. Kingdra is Water and Dragon, and both resist Water, so a Water move lands at 0.5 times 0.5, which is 0.25x. These extremes decide most matchups, which is why the tool multiplies them for you.

Can I just type a Pokemon name instead of picking types?

Yes. The defending mode has a name box above the type grid. Type an English name such as gengar, charizard or iron valiant, or type a National Pokedex number such as 94, and the tool fills in the types for you. Regional forms are listed separately because their types differ from the original, so alolan ninetales resolves to Ice and Fairy while the Kanto Ninetales stays pure Fire.

What is the difference between the two modes?

Attacking mode answers what a move of a given type does to all 18 defending types, which is what you want when you are deciding which move to teach or which attack to click. Defending mode answers what all 18 attacking types do to one or two defending types, which is what you want when you are scanning your team for a shared weakness or predicting what the opponent will throw at you.

Which generation of the type chart does this use?

The chart is the one used by the main series games from Generation 6 onwards. Generation 6 introduced the Fairy type, which is super effective against Dragon, Dark and Fighting and immune to Dragon attacks, and in the same generation Steel stopped resisting Dark and Ghost. Those were the only two changes in that generation, and the chart has not been adjusted since, so it still applies to the current games.

Do these multipliers apply to Pokemon GO?

The relationships match but the numbers do not. At the time of writing Pokemon GO uses about 1.6x for super effective and about 0.625x for not very effective, and it has no true immunity: a matchup that reads 0x in the main series is heavily reduced instead of blocked. Use this page to work out which types beat which, then apply the multipliers that game actually uses.

Does the chart account for abilities, items and weather?

No. This page calculates the type multiplier only. Levitate, Flash Fire, Water Absorb, Wonder Guard and similar abilities can turn a hit into an immunity or even a heal, and moves and field effects can change a Pokemon type in the middle of a battle. Held items, weather, terrain, stats and STAB all move the final damage number too. Treat the multiplier as one factor, and trust what the game itself reports.

Does this apply to the Pokemon Trading Card Game?

No. The card game groups types differently, folds several video game types into one card type, and applies weakness and resistance as fixed values printed on the card rather than as a chart of multipliers. This page follows the main series video games. For a card, read the weakness and resistance boxes on the card itself.

Does anything I type leave my browser?

No. Every multiplier is calculated in your browser from a table shipped with the page, and the species list used by the name box is a static file that loads the first time you type. Nothing you select or search for is sent to this site or to any third party, and no account or sign in is needed.

Sources

  • Multipliers follow the main series type chart used from Generation 6 onwards, which has not been adjusted since. What a specific game shows on screen is the authority for that game.
  • Type combinations and National Pokedex numbers come from PokeAPI, with regional forms stored as separate entries. English names follow the official English names used by the games.
  • Pokemon GO multipliers differ from the main series and are described in that game’s own help pages; the trading card game and other spin offs use separate rules that this chart does not cover.

More game tools

For Hyrule rather than Kanto, the Breath of the Wild compendium and the Tears of the Kingdom compendium let you search every monster, weapon and material with its locations and drops. If you just need to settle who picks first, the random picker draws names or numbers without repeats.

Related tools

Privacy: every multiplier is calculated in your browser from a table shipped with the page, and nothing you select or search for is sent to this site or to any third party. The species list behind the name box is a static file that loads from this site the first time you type, and it contains no tracking of what you typed.