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The type chart
The eighteen types and their matchups, with the Mystery Dungeon multipliers: × 1.4 when super effective, × 0.7 when not very effective, × 0.5 where the main series does no damage at all.
On this page
In short
- 18 types, with the main series’ matchups.
- The multipliers are those of Explorers of Sky: × 1.4, × 0.7, × 0.5. There is never a full immunity: a Normal hit lands on a Ghost, at half strength.
- Two types multiply: × 1.4 × 1.4 = × 1.96 when both are weak, × 1.4 × 0.7 = × 0.98 when one makes up for the other.
The chart
One row per attacking type, one column per defender type. A dot means neutral.
| Attack ↓ / Defense → | Normal | Fire | Water | Grass | Electric | Ice | Fighting | Poison | Ground | Flying | Psychic | Bug | Rock | Ghost | Dragon | Dark | Steel | Fairy |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Normal | · | · | · | · | · | · | · | · | · | · | · | · | 0.7 | 0.5 | · | · | 0.7 | · |
| Fire | · | 0.7 | 0.7 | 1.4 | · | 1.4 | · | · | · | · | · | 1.4 | 0.7 | · | 0.7 | · | 1.4 | · |
| Water | · | 1.4 | 0.7 | 0.7 | · | · | · | · | 1.4 | · | · | · | 1.4 | · | 0.7 | · | · | · |
| Grass | · | 0.7 | 1.4 | 0.7 | · | · | · | 0.7 | 1.4 | 0.7 | · | 0.7 | 1.4 | · | 0.7 | · | 0.7 | · |
| Electric | · | · | 1.4 | 0.7 | 0.7 | · | · | · | 0.5 | 1.4 | · | · | · | · | 0.7 | · | · | · |
| Ice | · | 0.7 | 0.7 | 1.4 | · | 0.7 | · | · | 1.4 | 1.4 | · | · | · | · | 1.4 | · | 0.7 | · |
| Fighting | 1.4 | · | · | · | · | 1.4 | · | 0.7 | · | 0.7 | 0.7 | 0.7 | 1.4 | 0.5 | · | 1.4 | 1.4 | 0.7 |
| Poison | · | · | · | 1.4 | · | · | · | 0.7 | 0.7 | · | · | · | 0.7 | 0.7 | · | · | 0.5 | 1.4 |
| Ground | · | 1.4 | · | 0.7 | 1.4 | · | · | 1.4 | · | 0.5 | · | 0.7 | 1.4 | · | · | · | 1.4 | · |
| Flying | · | · | · | 1.4 | 0.7 | · | 1.4 | · | · | · | · | 1.4 | 0.7 | · | · | · | 0.7 | · |
| Psychic | · | · | · | · | · | · | 1.4 | 1.4 | · | · | 0.7 | · | · | · | · | 0.5 | 0.7 | · |
| Bug | · | 0.7 | · | 1.4 | · | · | 0.7 | 0.7 | · | 0.7 | 1.4 | · | · | 0.7 | · | 1.4 | 0.7 | 0.7 |
| Rock | · | 1.4 | · | · | · | 1.4 | 0.7 | · | 0.7 | 1.4 | · | 1.4 | · | · | · | · | 0.7 | · |
| Ghost | 0.5 | · | · | · | · | · | · | · | · | · | 1.4 | · | · | 1.4 | · | 0.7 | · | · |
| Dragon | · | · | · | · | · | · | · | · | · | · | · | · | · | · | 1.4 | · | 0.7 | 0.5 |
| Dark | · | · | · | · | · | · | 0.7 | · | · | · | 1.4 | · | · | 1.4 | · | 0.7 | · | 0.7 |
| Steel | · | 0.7 | 0.7 | · | 0.7 | 1.4 | · | · | · | · | · | · | 1.4 | · | · | · | 0.7 | 1.4 |
| Fairy | · | 0.7 | · | · | · | · | 1.4 | 0.7 | · | · | · | · | · | · | 1.4 | 1.4 | 0.7 | · |
| Type | Strong against (× 1.4) | Weak against (× 0.7) | Barely any effect (× 0.5) |
|---|---|---|---|
| Normal | — | Rock, Steel | Ghost |
| Fire | Grass, Ice, Bug, Steel | Fire, Water, Rock, Dragon | — |
| Water | Fire, Ground, Rock | Water, Grass, Dragon | — |
| Grass | Water, Ground, Rock | Fire, Grass, Poison, Flying, Bug, Dragon, Steel | — |
| Electric | Water, Flying | Grass, Electric, Dragon | Ground |
| Ice | Grass, Ground, Flying, Dragon | Fire, Water, Ice, Steel | — |
| Fighting | Normal, Ice, Rock, Dark, Steel | Poison, Flying, Psychic, Bug, Fairy | Ghost |
| Poison | Grass, Fairy | Poison, Ground, Rock, Ghost | Steel |
| Ground | Fire, Electric, Poison, Rock, Steel | Grass, Bug | Flying |
| Flying | Grass, Fighting, Bug | Electric, Rock, Steel | — |
| Psychic | Fighting, Poison | Psychic, Steel | Dark |
| Bug | Grass, Psychic, Dark | Fire, Fighting, Poison, Flying, Ghost, Steel, Fairy | — |
| Rock | Fire, Ice, Flying, Bug | Fighting, Ground, Steel | — |
| Ghost | Psychic, Ghost | Dark | Normal |
| Dragon | Dragon | Steel | Fairy |
| Dark | Psychic, Ghost | Fighting, Dark, Fairy | — |
| Steel | Ice, Rock, Fairy | Fire, Water, Electric, Steel | — |
| Fairy | Fighting, Dragon, Dark | Fire, Poison, Steel | — |
How to read a dual type
A defender with two types takes the product of the two matchups. A Fire hit on a Grass and Bug Pokémon does × 1.4 × 1.4, almost double; an Electric hit on a Water and Ground Pokémon does × 1.4 × 0.5, that is × 0.7, not very effective despite the Water. The battle log sums up the result: super effective, not very effective, or barely any effect.
In French, one word names both the Flying type and the move Fly: the chart above is about the type.
See also
- BattleTurn by turnEvery step is a turn, and the wild Pokémon act after you. The possible actions, the ranges, what makes up damage, the regular attack, and natural HP recovery.
- BattleStatus conditionsAsleep, poisoned, paralyzed… A status condition changes what a Pokémon can do for a few turns, for it as for the wild Pokémon. Here are the game’s nine status conditions, what they really do, how long they last and how to get rid of them.
- DungeonsWeatherRain, sun or sandstorm: a floor’s weather changes the damage of certain types, and the sandstorm hurts. The places that have their own weather, and the moves and orbs that bring it on.
