Pokémon Types

Learn how the 18 types interact—what each type beats, what walls it, and the best ways to cover weaknesses. Open any type to see full charts, notable Pokémon, sample sets, and team tips.

All Pokémon Types

Normal

Strong vs:
Struggles vs:
Rock, Steel; no effect on Ghost
Weak to:
Fighting
Resists:
Immune:
Ghost
Notes:
Simple movepools; pairs well with Fighting/Ground coverage.

Fire

Strong vs:
Bug, Grass, Ice, Steel
Struggles vs:
Dragon, Fire, Rock, Water
Weak to:
Ground, Rock, Water
Resists:
Bug, Fairy, Fire, Grass, Ice, Steel
Notes:
Sun empowers Fire; Fire-types cannot be burned.

Water

Strong vs:
Fire, Ground, Rock
Struggles vs:
Dragon, Grass, Water
Weak to:
Electric, Grass
Resists:
Fire, Ice, Steel, Water
Notes:
Rain boosts Water & softens Fire; great with Electric/Ice (BoltBeam).

Grass

Strong vs:
Ground, Rock, Water
Struggles vs:
Bug, Dragon, Fire, Flying, Grass, Poison, Steel
Weak to:
Bug, Fire, Flying, Ice, Poison
Resists:
Electric, Grass, Ground, Water
Notes:
Immune to powder/Leech Seed; loves Sun (Chlorophyll).

Electric

Strong vs:
Flying, Water
Struggles vs:
Dragon, Electric, Grass; no effect on Ground
Weak to:
Ground
Resists:
Electric, Flying, Steel
Notes:
Electric-types don’t get paralyzed; pairs with Ice (BoltBeam).

Ice

Strong vs:
Dragon, Flying, Grass, Ground
Struggles vs:
Fire, Ice, Steel, Water
Weak to:
Fighting, Fire, Rock, Steel
Resists:
Ice
Notes:
Snow favors Ice; amazing coverage, fragile on defense.

Fighting

Strong vs:
Dark, Ice, Normal, Rock, Steel
Struggles vs:
Bug, Fairy, Flying, Poison, Psychic; no effect on Ghost
Weak to:
Fairy, Flying, Psychic
Resists:
Bug, Dark, Rock
Notes:
Breaks Steels/Rocks; appreciates Ghost/Dark coverage.

Poison

Strong vs:
Fairy, Grass
Struggles vs:
Ghost, Ground, Poison, Rock; no effect on Steel
Weak to:
Ground, Psychic
Resists:
Bug, Fairy, Fighting, Grass, Poison
Notes:
Poison-types can’t be poisoned; grounded Poison absorbs Toxic Spikes.

Ground

Strong vs:
Electric, Fire, Poison, Rock, Steel
Struggles vs:
Bug, Grass; no effect on Flying
Weak to:
Grass, Ice, Water
Resists:
Poison, Rock
Immune:
Electric (incl. Thunder Wave)
Notes:
EdgeQuake (Rock+Ground) is elite coverage.

Flying

Strong vs:
Bug, Fighting, Grass
Struggles vs:
Electric, Rock, Steel
Weak to:
Electric, Ice, Rock
Resists:
Bug, Fighting, Grass
Immune:
Ground (most cases); Spikes/Toxic Spikes
Notes:
Pairs with Ground (EdgeQuake partners).

Psychic

Strong vs:
Fighting, Poison
Struggles vs:
Psychic, Steel; no effect on Dark
Weak to:
Bug, Dark, Ghost
Resists:
Fighting, Psychic
Notes:
Prefers partners to handle Steels/Darks (Ground/Fairy).

Bug

Strong vs:
Dark, Grass, Psychic
Struggles vs:
Fairy, Fighting, Fire, Flying, Ghost, Poison, Steel
Weak to:
Fire, Flying, Rock
Resists:
Fighting, Grass, Ground
Notes:
Great early-game utility; shines with pivot moves.

Rock

Strong vs:
Bug, Fire, Flying, Ice
Struggles vs:
Fighting, Ground, Steel
Weak to:
Fighting, Grass, Ground, Steel, Water
Resists:
Fire, Flying, Normal, Poison
Notes:
Sand boosts Rock sp. defense; pairs with Ground/Steel walls.

Ghost

Strong vs:
Ghost, Psychic
Struggles vs:
Dark; no effect on Normal
Weak to:
Dark, Ghost
Resists:
Bug, Poison
Immune:
Normal, Fighting; trap immunity
Notes:
Spinblocks hazards; pairs with Fairy/Fighting offenses.

Dragon

Strong vs:
Dragon
Struggles vs:
Steel; no effect on Fairy
Weak to:
Dragon, Fairy, Ice
Resists:
Electric, Fire, Grass, Water
Notes:
Often special attackers; likes Steel/Fairy teammates.

Dark

Strong vs:
Ghost, Psychic
Struggles vs:
Dark, Fairy, Fighting
Weak to:
Bug, Fairy, Fighting
Resists:
Dark, Ghost
Immune:
Psychic (defensive); ignores Prankster status (Gen VII+)
Notes:
Pairs with Fighting/Ground to break Steels.

Steel

Strong vs:
Fairy, Ice, Rock
Struggles vs:
Electric, Fire, Steel, Water
Weak to:
Fighting, Fire, Ground
Resists:
Many (incl. Bug, Dragon, Fairy, Flying, Grass, Ice, Normal, Psychic, Rock, Steel)
Immune:
Poison (status & moves)
Notes:
Premier defensive type; set hazards and pivot.

Fairy

Strong vs:
Dark, Dragon, Fighting
Struggles vs:
Fire, Poison, Steel
Weak to:
Poison, Steel
Resists:
Bug, Dark, Fighting
Immune:
Dragon
Notes:
Checks Dragons/Darks; loves Ground/Fire partners for Steels.

Status, Weather & Hazards — Quick Notes

  • Status immunities: Fire can’t be burned • Ice can’t be frozen • Electric can’t be paralyzed • Poison/Steel can’t be poisoned • Grass ignores powder & Leech Seed.
  • Move immunities: Ground is immune to Electric (incl. Thunder Wave) • Flying/Levitate ignore Ground moves • Normal/Ghost block each other.
  • Weather: Rain powers Water & weakens Fire • Sun powers Fire & weakens Water • Sand chips most non-Rock/Ground/Steel and bolsters Rock special defense • Snow favors Ice-types.
  • Hazards: Stealth Rock damage scales with Rock weakness/resist • Spikes/Toxic Spikes miss Flying/Levitate • Grounded Poison clears Toxic Spikes on switch-in.

Make the most of Types

  • Building a team? Use the Pokédex to find candidates by type and assemble simple coverage cores (e.g., Water + Grass + Electric).
  • Prepping bosses? Open a Region guide to see gyms/trials, then plan counters with resistances and priority moves.
  • Returning player? Skim Generations to see mechanic changes that affect typing (Megas, Z-Moves, Dynamax, Terastalization).