Type/Type chart

(Redirected from Type chart (Generation II))
The contents of this article have been suggested to be merged into the page Type.
Please discuss it on the talk page for this article.
It has been suggested that this article be moved to Type matchup chart.
Please discuss whether or not to move it on its talk page.

The type chart is a visual representation of type effectiveness in the core series Pokémon games.

The type chart has changed between generations of games, most notably due to the inclusion of new types.

Type charts

Generation VI onward

Defending type
Attacking type
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×
This matchup table is used in Generation VI onward.

Generations II-V

Defending type
Attacking type
Normal ½× ½×
Fighting 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×
Ghost ½× 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×
This matchup table is used from Generation II to Generation V.

Generation I

Defending type
Attacking type
Normal ½×
Fighting ½× ½× ½× ½×
Flying ½× ½×
Poison ½× ½× ½× ½×
Ground ½× ½×
Rock ½× ½×
Bug ½× ½× ½× ½×
Ghost
Fire ½× ½× ½× ½×
Water ½× ½× ½×
Grass ½× ½× ½× ½× ½× ½×
Electric ½× ½× ½×
Psychic ½×
Ice ½× ½×
Dragon
This matchup table is used in Generation I.

Changes

Between Generations I and II

  • The Dark and Steel types were introduced.
  • Bug was made ½× against Poison instead of 2×.
  • Poison was made to 1× against Bug instead of 2×.
  • Ghost was made 2× against Psychic instead of 0×.
  • Ice was made ½× against Fire instead of 1×.

Between Generations V and VI

Inverse Battle

Main article: Inverse Battle#Type chart

In Inverse Battles the relations are inverted in a way that super effective moves (2×) become not very effective (½×), and both not very effective moves (½×) and moves with no effect (0×) become super effective (2×).

See also