What next?
Type multipliers decide a matchup. These are the numbers around it.
What your result means
Damage multiplier is what the move’s damage is multiplied by before anything else is applied. Against a single type it is one of 0, ½, 1 or 2. Against a dual type the two multipliers multiply together, which is where 4× and ¼× come from — neither is possible against a single type. A 0× anywhere in the chain makes the whole thing zero: immunity always wins, so an Electric move does nothing to a Ground/Flying defender even though Flying is weak to it. Best types lists what actually hits this defender hard, which is usually the question you were really asking.
Why this one is different
The combined multiplier is broken into what each of the defender's types contributes on its own, which is how a neutral-looking result turns out to be a four-times weakness cancelled by a resistance. Types the defender takes no damage from at all are listed apart from the rest, since zero is not a small multiplier but a different outcome altogether.
Ground/Flying takes zero from Electric — even though Flying is weak to it
Type multipliers multiply rather than average, and zero is absorbing. Flying takes double damage from Electric, so instinct says a Ground/Flying defender should still take something. It takes nothing: Ground is immune to Electric, and 0 × 2 is 0. No amount of weakness on the other half rescues the attack.
The same arithmetic produces the best case in the game from the other direction. A defender weak to the same type twice takes 2 × 2 = 4× damage — Water against Ground/Rock, Ice against Dragon/Flying. Those are the matchups that decide battles, and they exist only because dual types multiply. Checking the product rather than reasoning about one half at a time is the whole skill.
How it works
Each attacking type has a fixed multiplier against each defending type: 0 for an immunity, 0.5 for a resistance, 1 for neutral, or 2 for a weakness. Against a single-type defender that value is the answer. Against a dual type, the attack is checked separately against each of the defender’s types and the two results are multiplied — not added and not averaged. That gives the full set of possible outcomes: 0, 0.25, 0.5, 1, 2 and 4. This page uses the chart as it has stood since Generation 6, when Fairy was introduced and Steel lost its resistances to Ghost and Dark.
How to use this calculator
- Choose the attacking move type. This is the type of the move, not of the Pokémon using it — a Fire-type can carry a Ground move.
- Choose the defender’s first type, and its second type if it has one. Leave the second as "None" for a single-type defender.
- Read the multiplier, and check the per-type rows if the result surprises you — it is usually an immunity doing the work.
- Use best types against this defender to plan a switch rather than a single move.
Formula
Each effectiveness value is 0, 0.5, 1 or 2 from the type chart. For a single-type defender the second term is 1. Because the two multiply, the possible results are 0, ¼, ½, 1, 2 and 4 — and any 0 makes the product 0 regardless of the other value.
Example calculation
A Water move against a Ground/Rock defender — the classic 4× case:
Water vs Rock = 2× (Rock is weak to Water)
Multiplier = 2 × 2 = 4×
Compare Electric vs Ground/Flying: 0 × 2 = 0×
And Fire vs Water/Rock: 0.5 × 0.5 = 0.25×
Three results from the same one-line rule. The 4× is the strongest multiplier available, the 0× is an immunity surviving a weakness on the other type, and the 0.25× is the mirror of the 4×. All three are invisible if you only look at one of the defender’s types.
Frequently asked questions
Why do dual types multiply instead of averaging?+
Because that is how the games have always resolved it, and it produces the sharp matchups the battle system is built around. Averaging would compress everything towards neutral and remove both the 4× and the 0.25× outcomes, which are the results that make type coverage worth planning. It also makes immunities behave correctly: an immunity should stop an attack completely, which multiplication gives for free and averaging would not.
Does this include STAB and abilities?+
No. This page gives the type multiplier only, which is one factor in the damage formula. Same-type attack bonus adds a further 1.5× when the move matches the user’s own type, and abilities such as Levitate, Flash Fire, Wonder Guard, Scrappy and Tinted Lens all modify or bypass type effectiveness. So does Foresight, and so do terrain and field effects in some generations.
Is this chart the same in every generation?+
No, and using the wrong one is a common source of error. This is the Generation 6 onward chart. Before that there was no Fairy type, Steel resisted Ghost and Dark, and further back in Generation 1 several matchups differed again — Bug was strong against Poison, Ghost did nothing to Psychic. If you are playing an older title, check the chart for that generation.
What is the highest possible damage multiplier?+
4× from type effectiveness alone, and it requires a dual-type defender weak to the attacking type on both halves. Combined with same-type attack bonus the effective figure reaches 6×, and abilities or items can push it further. There is no 8× from typing, because a Pokémon has at most two types.
Which types have no weaknesses when paired?+
None are entirely without weakness, but some combinations are famously resilient. Steel/Flying resists or is immune to a great many types with few weaknesses in return, and Ghost/Normal has two immunities. The tool shows this from the other direction: if the "best types" row is short, you are looking at a defensively strong pairing.
Does type order matter?+
Not for damage. Ground/Rock and Rock/Ground produce identical multipliers, because multiplication is commutative. Type order affects a few cosmetic and edge-case behaviours in the games, but nothing this calculator computes.
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Assumptions & limitations
Every figure here comes from a simplified model. Keep these limits in mind when reading your result:
- Uses the Generation 6 onward type chart. Earlier generations differ — no Fairy type, Steel resisting Ghost and Dark, and several further changes in Generation 1.
- Returns the type multiplier only. Same-type attack bonus, abilities, items, weather, terrain and the rest of the damage formula are all outside it.
- Ignores abilities that alter or bypass effectiveness, including Levitate, Flash Fire, Wonder Guard, Scrappy and Tinted Lens, as well as moves such as Foresight that remove immunities.
- Assumes a standard two-type defender. Temporary type changes from Terastallisation, Roost, Forest’s Curse and similar effects are not modelled.
- Selecting the same type twice is treated as a single-type defender, since no Pokémon has a duplicated type.
- Inverse Battles and other rule sets that reverse the chart are not supported.