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Tap a type · see every matchup

Type Chart — every matchup, one tap away

Pick an attacking type and the chart lights up: what doubles, what halves, and what simply does not care.

Tap any attacker tile to re-light the board. On the legend below: green means doubled damage, red means halved, gray means zero.

Three steps: tap the attacking type, read the columns, plan the switch

How to read a type chart without memorizing it

Type effectiveness is the single highest-leverage piece of knowledge in the game: the difference between a doubled hit and a halved one is a factor of four, which no stat advantage survives. The chart here shows all eighteen attacking types against all eighteen defending types. Pick the attacking type of the move you are planning, and each defender tile answers: green (2× — super effective), red (½× — resisted) or gray (0× — immunity, the attack does nothing at all).

Real defenders usually have two types, and the two multipliers multiply each other. Water against a Fire/Rock target is 2× times 2× = 4× — devastating. Grass against the same target is ½× times ½× = ¼× — hopeless. Immunities always win: a Normal attack against any Ghost-containing target is zero, full stop. This stacking is why the calculator on the home page asks for both defender types, and why the effectiveness line under the damage range is the first thing to check when a number surprises you.

Cards: 18 types, two types stack, immunity is absolute

Three habits that replace memorization

First, learn the defensive trios of the types you use most: for each of your team members, know the two or three attacking types they fear. Second, when planning an attack, check the chart for both defender types before committing — the majority of rookie mistakes are attacking a second type that resists the move. Third, remember that immunities are switches: Ground attacks hitting nothing means the opponent is switching a Flying type in, and your best move just became a wasted turn. The team guide turns these habits into a concrete team-building checklist.

Frequently asked questions

How do type matchups work with two types?

The multipliers multiply: two weaknesses make 4x, weakness plus resistance cancel to 1x, and any immunity makes the move do zero regardless of the other type.

What is the best attacking type?

There is no best — only well-matched. Types like Fighting and Ground hit many targets for double, but every attacking type has defenders that shrug it off. Match the move to the target, not to a leaderboard.

Do criticals ignore type disadvantages?

No — criticals boost damage and ignore the attacker’s stat changes, but type matchups still apply in full. A resisted critical is still resisted.

Why did my attack do exactly zero damage?

You hit an immunity: Ghost is immune to Normal and Fighting, Ground is immune to Electric, and so on. The gray tiles on this page are those absolute zeros.

Is this chart up to date with the current generation?

Yes — it reflects the modern chart since the Fairy type was introduced, including Steel no longer resisting Ghost and Dark.