Four-move immunity club
Ground beats Electric outright, Flying shrugs off Ground, Ghost ignores Normal and Fighting, and Normal cannot touch Ghost.
Every attacking type against every defending type, current as of Generation 6 and used through Gen 9. Scroll sideways on mobile to see all 18 columns.
| Attacking ↓ / Defending → | NRM | FIR | WAT | ELE | GRA | ICE | FIG | POI | GRO | FLY | PSY | BUG | ROC | GHO | DRA | DAR | STE | FAI |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| NRM | ½× | 0× | ½× | |||||||||||||||
| FIR | ½× | ½× | 2× | 2× | 2× | ½× | ½× | 2× | ||||||||||
| WAT | 2× | ½× | ½× | 2× | 2× | ½× | ||||||||||||
| ELE | 2× | ½× | ½× | 0× | 2× | ½× | ||||||||||||
| GRA | ½× | 2× | ½× | ½× | 2× | ½× | ½× | 2× | ½× | ½× | ||||||||
| ICE | ½× | ½× | 2× | ½× | 2× | 2× | 2× | ½× | ||||||||||
| FIG | 2× | 2× | ½× | ½× | ½× | ½× | 2× | 0× | 2× | 2× | ½× | |||||||
| POI | 2× | ½× | ½× | ½× | ½× | 0× | 2× | |||||||||||
| GRO | 2× | 2× | ½× | 2× | 0× | ½× | 2× | 2× | ||||||||||
| FLY | ½× | 2× | 2× | 2× | ½× | ½× | ||||||||||||
| PSY | 2× | 2× | ½× | 0× | ½× | |||||||||||||
| BUG | ½× | 2× | ½× | ½× | ½× | 2× | ½× | 2× | ½× | ½× | ||||||||
| ROC | 2× | 2× | ½× | ½× | 2× | 2× | ½× | |||||||||||
| GHO | 0× | 2× | 2× | ½× | ||||||||||||||
| DRA | 2× | ½× | 0× | |||||||||||||||
| DAR | ½× | 2× | 2× | ½× | ½× | |||||||||||||
| STE | ½× | ½× | ½× | 2× | 2× | ½× | 2× | |||||||||||
| FAI | ½× | 2× | ½× | 2× | 2× | ½× |
Find the attacking move's type in the left column, follow the row to the defender's type, and read the multiplier. Against a dual-type Pokémon, multiply both cells: Electric against Water/Flying deals 2 × 2 = 4× damage, the strongest hit in the game.
Building a team around this table is what Team Planner does automatically—open it to see which attacking types your six Pokémon leave unanswered. To browse every species of a given type, follow any row label to its Pokédex collection.
Ground beats Electric outright, Flying shrugs off Ground, Ghost ignores Normal and Fighting, and Normal cannot touch Ghost.
Since Gen 6, Dragon is useless against Fairy, and Fighting and Dark both hit Fairy at ½×. One Fairy slot answers three common offensive types.
Each hits five types super effectively and is resisted by only three or four, which is why rain teams and Electric spam stay strong.
Ice hits four types for 2× but carries five common weaknesses—most Ice types are better as coverage than as anchors.
Find the attacking type in the left column and the defending type across the top. The cell shows the damage multiplier: 2× means super effective, ½× means not very effective, and 0× means no effect at all.
Multiply the multipliers for both defending types. A Fire attack against a Rock/Bug defender deals ½ × 2 = 1× damage, because Rock resists Fire while Bug is weak to it.
Ground is immune to Electric, Flying is immune to Ground, Ghost is immune to Normal and Fighting, Normal is immune to Ghost, Dark is immune to Psychic, Steel is immune to Poison, and Fairy is immune to Dragon.
The current chart has been stable since Generation 6 (2013), when Steel lost its Ghost and Dark resistances and Fairy was introduced to counter Dragon, Fighting, and Dark.