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If you were looking for the property of a Pokémon called type in The Official Pokémon Handbook, see Pokémon category.
Normal Fire
Fighting Water
Flying Grass
Poison Electric
Ground Psychic
Rock Ice
Bug Dragon
Ghost Dark
Steel Fairy

Types (Japanese: タイプ Type) are properties for Pokémon and their moves. Each type has three properties: which types of Pokémon it is super effective against, which types of Pokémon it is not very effective against, and which types of Pokémon it is completely ineffective against. There are 18 types, each of which is listed to the right. During Generation I, types were occasionally referred to as elements.

A Pokémon may have either one or two types. For instance, Charmander is a Fire type, while Bulbasaur is both a Grass type and a Poison type. With the current 18-type system, there are 324 possible ways to assign types to Pokémon, with 171 unique combinations. As of Generation VI, 133 different type combinations have been used. Pokéstar Studios opponents can also have types.

All moves have only one assigned type. However, the moves Flying Press and Freeze-Dry have custom interactions with defending types that do not strictly match their assigned types.

Most Gym Leaders and members of the Elite Four are designed to have a type-specific theme.

Type effectiveness

If the type of a move used by a Pokémon is super effective against the opponent's type, then the damage done is twice the normal amount. However, if a move's type is not very effective against the opponent's type, the damage done is half the normal amount. If a move's type is completely ineffective against the opponent's type, the move will deal no damage.

For Pokémon that have two types, the overall damage is calculated against both types combined. For example:

  • If a move's type is super effective against both of the opponent's types (such as Dig, a Ground-type move, used against an Aggron, a Steel/Rock Pokémon), then the move does 4 times the damage.
  • If a move's type is not very effective against both of the opponent's types (such as Wake-Up Slap, a Fighting-type move, used against a Sigilyph, a Psychic/Flying Pokémon), then the move only does ¼ of the damage.
  • If the move is super effective against one of the opponent's types but not very effective against the other (such as Razor Leaf, a Grass-type move, used against a Gyarados, a Water/Flying Pokémon), then the move deals normal damage.
  • If the move is completely ineffective due to one of the opponent's types, then the move does no damage, even if the opponent has a second type that would be vulnerable to it (as in Thunderbolt, an Electric-type move, used against a Quagsire, a Water/Ground Pokémon).

Barring complete ineffectiveness (or the special effects of moves like False Swipe), a move will always do at least one HP damage. (In Generation I, there is a glitch that can cause a move to deal 0 damage only if the target has two types that both resist the move, due to roundoff error and type effectiveness being applied only at the very end of damage calculation. Additionally, when this happens the game will erroneously report that the move missed the target entirely. In Generation V, a similar glitch also allows a move to deal zero HP of damage, since certain damage modifiers (such as Reflect) are applied after the damage is ensured to be at least 1.)

Type chart

A type chart shows which modifiers are applied to move types when attacking Pokémon of each type. Please note that this only covers single types, not pairs. To get a dual-type Pokémon's matchup against a specific move type, go across the table's columns to each of the types, see what the effectiveness of the move is against both, and multiply the effectiveness together: in this way a Flying-type move would hit for 4× damage on a Bug/Grass Pokémon, while a Ground-type move used against the same would do only a quarter of its normal damage. (As noted above, a complete ineffectiveness against either type will make the move deal no damage, since 0 multiplied by any number is 0.)

The type chart differs depending on the generation of games it is from.

Inverse Battles essentially reverse this type chart, making immunities and resistances into weaknesses, and weaknesses into resistances.

× Defending type
Normal Fighting Flying Poison Ground Rock Bug Ghost Steel Fire Water Grass Electric Psychic Ice Dragon Dark Fairy

Normal ½× ½×
Fighting ½× ½× ½× ½× ½×
Flying ½× ½× ½×
Poison ½× ½× ½× ½×
Ground ½× ½×
Rock ½× ½× ½×
Bug ½× ½× ½× ½× ½× ½× ½×
Ghost ½×
Steel ½× ½× ½× ½×
Fire ½× ½× ½× ½×
Water ½× ½× ½×
Grass ½× ½× ½× ½× ½× ½× ½×
Electric ½× ½× ½×
Psychic ½× ½×
Ice ½× ½× ½× ½×
Dragon ½×
Dark ½× ½× ½×
Fairy ½× ½× ½×
These matchups are suitable for Generation VI.

This is the current type chart. For charts from before Generation VI, go to Type/Type chart

Type-affected game mechanics

All games before Generation IV also made a distinction between physical and special moves based on their type. From Generation IV onward, this is dictated by the move itself.

When the type of an attack matches one of the types of the Pokémon using it, the attack power will be increased by 50%. This is referred to as same-type attack bonus, or STAB for short. As an example, consider an Aron that knows the Steel-type Metal Claw and the Normal-type Cut. Both attacks are physical attacks and both have a base power of 50. However, because Aron is a Steel/Rock Pokémon, the power of its Metal Claw move will have STAB applied, effectively making its power 75.

Some types of weather, Abilities, and held items affect moves of a certain type. Sunny Day, for example, causes Fire-type moves to increase in power, while Levitate causes Ground-type moves to not work on the Pokémon with this Ability. Likewise, each type has a specific held item that can be given to a Pokémon that will power up one of the specific types by 20% (10% prior to Generation IV), such as the Metal Coat, which powers up Steel-type moves.

Some moves can change the type of a Pokémon. For example, Camouflage changes the user's type to a type corresponding to the battlefield terrain. Abilities can also change the type of a Pokémon. So far, the only such Abilities are Color Change, Multitype, and Protean.

??? type

Main article: ??? (type)

The ??? type is the only type to have been removed from the core series games. The ??? type only existed from Generation II to Generation IV, and was primarily used in the core series as the type of the move Curse. It was removed in Generation V, and Curse became a Ghost-type move. Any damaging moves given the ??? type deal regular damage against all types, and any Pokémon given the ??? type takes regular damage against all moves.


While not generally regarded as an actual type, in Pokémon XD, Shadow moves have their type listed as "------". Shadow Pokémon can be considered to be of this type, but they still retain their regular typing as well. In Pokémon XD, all Shadow moves are not very effective against Shadow Pokémon and super effective against non-Shadow Pokémon.

Glitch types

Main article: List of glitch types

There are several types which only appear through the use of glitches, such as on the types of glitch Pokémon. Most famously this includes the Bird type, which was intentionally programmed into the code of the Generation I and II games but was not given to any real Pokémon. Other glitch types are the result of the game reading other data as if it were types. Like the ??? type, all glitch types have no special effectiveness (they both inflict normal damage against all types and take normal damage from all types).

Dual-type damage misinformation glitch

Main article: List of glitches in Generation I → Dual-type damage misinformation

In Generation I only, if a damaging move is used on a Pokémon with two types such that one of its types is weak to the move and the other type resists the move, it will correctly receive neutral damage, but the incorrect message will be displayed on-screen.

For example, Grass-type moves correctly do neutral damage to Gyarados, but if Gyarados is hit by a Grass-type move, the game erroneously states that the attack is "not very effective...".

The game prioritizes what message to display for each 'special' scenario (where normal damage is not dealt) based on their internal ordering within the game code. The higher ordering determines which message the game will display. In this case, Grass being coded to be super effective against Water is the 4th entry in the list; Grass being not very effective against Flying is the 27th. Consequently, the latter message overrides the former, returning the wrong message "It's not very effective..."

This glitch does not occur in Pokémon Stadium.

If an attack is super effective or not very effective against one type and does no damage against another type (for example, Dig against Charizard), the game will erroneously state that the attack missed.[citation needed]

In the TCG

Main article: Type (TCG)

See also

Project Games logo.png This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.