Pokémon Type Calculator — Defensive Weaknesses and Offensive Coverage

Check any single or dual type for its exact weaknesses, resistances and immunities, plus what it hits super effectively.

Pokémon Type Effectiveness Calculator

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How type multipliers combine

Every attacking type has a fixed multiplier against every defending type: 2×, ½×, 1× or 0×. For a Pokémon with two types, those multipliers are multiplied together, not averaged. That single rule explains every defensive profile in the game:

Dual types are therefore not "more weaknesses". They are a reshuffle: some threats get worse, others get neutralised, and a resist that lands on a weakness is worth far more than a resist on a neutral type.

Reading a defensive profile properly

Counting weaknesses alone is a trap. The three numbers that matter are the count of weaknesses, the count of resistances, and whether any of those resistances are immunities. A profile with two weaknesses and nine resistances is a wall; the same two weaknesses with four resistances is fragile in practice.

Compare three well-known combinations:

Nothing else about a Pokémon changes these multipliers. Ability and held item are separate layers, and the calculator deliberately reports the type chart alone so the two are not confused.

The offensive side, which is often forgotten

The same chart read from the other direction tells you what a type is worth as an attacker. Two figures decide whether a defensive type is really a safe switch-in: how many types resist it, and how many it cannot touch at all.

Normal is the extreme case — no super-effective hits at all, and a complete immunity against Ghost. That is why Normal coverage is usually paired with a second attacking type rather than used alone. Compare Ground, which hits five types super effectively and can only be stopped by Flying and the occasional Levitate.

When you build a coverage set of four moves, the goal is to minimise the number of types that resist all of them at once. The calculator gives you the raw per-type data; combining two or three attacking types to leave no gaps is the next step.

Where the data comes from

The type chart is not estimated or copied from another calculator. All eighteen attacking types were fetched from PokéAPI, which publishes the official damage relations for every matchup — the double damage, half damage and no damage lists. The 18 × 18 matrix on this page is built directly from those responses, and a spot check of twelve publicly well-known matchups (Fire beats Grass, Electric cannot touch Ground, Normal cannot touch Ghost, Dragon is immune to Fairy's mirrors, and so on) was run against the generated data before publishing.

Sources and standards

Where these figures come from

Every constant and formula on this page was taken from the published reference below and re-checked before it was published.

  • PokéAPI — the official damage relations for all eighteen types, used to build the chart on this page.
  • The Pokémon Company — type assignments for species, which are what the two-type selection here represents.
  • Bulbapedia — the type chart written out, used as an independent cross-check of the API data.

Every type at a glance

Counted straight from the chart data used by the calculator above, so these figures cannot drift from the tool:

Defending typeWeaknessesResistancesImmunities
Normal101
Fire360
Water240
Electric130
Grass540
Ice410
Fighting330
Poison250
Ground321
Flying331
Psychic320
Bug330
Rock540
Ghost222
Dragon340
Dark321
Steel3101
Fairy231

The spread is wider than most players assume. grass carries 5 weaknesses as a single type, the most on the chart, while steel leads on resistances with 10 plus 1 immunity. Those counts only cover single types — pairing two types reshuffles the whole profile, which is what the calculator is for.

Three mistakes worth avoiding

FAQ

How do dual type weaknesses work?

The two multipliers are multiplied, not averaged. Two weaknesses give 4×, a weakness plus a resistance gives 1×, and any immunity makes the result 0× regardless of the other type.

How many weaknesses does each type have?

It varies a lot. Normal has one, Electric has one and an immunity to its own attacks, while Rock has five and Grass has five. Use the calculator for the exact list including dual-type combinations.

What is the best defensive type combination?

Steel/Fairy is the classic answer: two weaknesses, nine resistances and immunities to both Poison and Dragon. Water/Ground is close behind because its single weakness is offset by an Electric immunity.

Why is an immunity better than a resistance?

A resistance halves damage; an immunity ignores the move entirely, so status moves and secondary effects attached to it do not land either. Electric into Water/Ground is a free switch, not just a survivable hit.

Does this calculator include abilities or items?

No, deliberately. It reports the type chart on its own so you can see the baseline. Abilities such as Water Absorb and items such as Air Balloon add another layer on top and are best applied separately.

What does Neutral (12) mean in the result?

It counts the types that deal 1× damage after combining both defensive types. A high neutral count is normal — most of the chart against most combinations is neutral.

How do I use this for offensive coverage?

Pick your attacking type and the result lists what it hits super effectively, what resists it, and what it cannot touch. Choose a second attacking type that covers the resistances of the first.

Is the type chart the same in every generation?

No. Steel resistances changed after Generation 5, and Fairy did not exist before Generation 6. This calculator uses the current chart, which matches the latest games.

Why does Normal have no super-effective hits?

By design — Normal is the neutral attacking type. It also has a complete immunity against Ghost, which is why Normal coverage is almost always paired with something else.

Where does the chart data come from?

All eighteen types were fetched from PokéAPI, which publishes the official damage relations. The 18 × 18 matrix here is generated from those responses and spot-checked against twelve well-known matchups.

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