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
- Open the Defending tab, which is the one that reads what hits it hard.
- 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.
- 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.
- 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.
- 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
- Open the Attacking tab and select the type of a move you are considering.
- The panel lists what that type does to each of the 18 defending types, including the ones it cannot touch at all.
- 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.
- 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.
- 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.
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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.
