DATA VIEWChoose a generation and game
GEN IXScarlet

Matchup laboratory

Type matchups, without guesswork.

Test one or two defending types, inspect the complete attack-versus-defense matrix, and see exactly how the rules changed across generations.

TYPE EFFECTIVENESS TOOL

Choose up to two defending types.

The results show which attacking types hit that defensive typing for each multiplier.

DEFENDING ASSelect one or two types above.

SINGLE-TYPE SPOTLIGHT

Inspect one type from both directions.

SELECT A TYPE
Select a type to inspect it.

Choose any type above to see its attack and defense matchups.

TYPE CHART

Attack ↓ versus defense →

Hover a cell to trace its attacking row and defending column. Click to pin the comparison.

2× Super effective½× Not very effective0× No effect1× Normal
DEF →
ATK ↓
NORMFIGHFLYIPOISGROUROCKBUGGHOSSTEEFIREWATEGRASELECPSYCICEDRAGDARKFAIR
Normal ½ 0 ½
Fighting 2 ½ ½ 2 ½ 0 2 ½ 2 2 ½
Flying 2 ½ 2 ½ 2 ½
Poison ½ ½ ½ ½ 0 2 2
Ground 0 2 2 ½ 2 2 ½ 2
Rock ½ 2 ½ 2 ½ 2 2
Bug ½ ½ ½ ½ ½ ½ 2 2 2 ½
Ghost 0 2 2 ½
Steel 2 ½ ½ ½ ½ 2 2
Fire ½ 2 2 ½ ½ 2 2 ½
Water 2 2 2 ½ ½ ½
Grass ½ ½ 2 2 ½ ½ ½ 2 ½ ½
Electric 2 0 2 ½ ½ ½
Psychic 2 2 ½ ½ 0
Ice 2 2 ½ ½ ½ 2 ½ 2
Dragon ½ 2 0
Dark ½ 2 2 ½ ½
Fairy 2 ½ ½ 2 2

TYPE CHART CHANGES

Three eras explain every main chart change.

GEN I

Original rules

  • No Dark, Steel, or Fairy types.
  • Ghost had no effect on Psychic.
  • Bug and Poison were mutually super effective.
  • Ice was neutral against Fire.
GEN II–V

Dark and Steel arrive

  • Dark and Steel joined the standard chart.
  • Fairy did not exist yet.
  • Steel resisted both Ghost and Dark.
GEN VI+

Modern chart

  • Fairy joined the standard chart.
  • Steel stopped resisting Ghost and Dark.
  • The standard 18-type chart is unchanged through Gen IX.