The full 18-type effectiveness chart, an interactive calculator, the dual-type math, and how the chart evolved — on one page.
Every Pokémon and every move belongs to one (or two) types. When a move hits a Pokémon, the game multiplies the damage by a fixed effectiveness value based on the move's type versus the defender's type(s):
A Pokémon with two types takes the product of both. A Water move into a Ground/Rock defender is 2× × 2× = 4× (quadruple). A Grass move into a Water/Poison defender is 2× × ½× = 1× — "super-effective" on screen, but mathematically neutral. Always multiply, don't trust the label.
STAB (Same-Type Attack Bonus) adds ×1.5 when the user shares a type with the move. STAB stacks with type effectiveness: a Water Pokémon using a Water move into a Ground/Rock target is 1.5 × 2 × 2 = 6×.
Rows = attacking type. Columns = defending type. Values are the damage multiplier. This is the Generation 6+ chart (18 types).
Only the combinations matter, not the order. A few that trip people up:
Most of the chart is stable, but three moments matter:
Before Generation 4, the game split moves into physical and special by the move's type, not by the move itself. A 2009 fan chart (archived from the now-dead site azureheights.com) still lists only 15 types and groups them as Special = Fire/Water/Grass/Electric/Ice/Psychic, Physical = Normal/Fighting/Flying/Ground/Rock/Bug/Poison/Ghost/Dragon. That type-based split was replaced in Gen 4 (2006) when the physical/special split moved to individual moves. It's a tidy reminder that "the type chart" is itself a moving target — the 18-type, move-based version above is what current games use.
Source: archived dead-site snapshot, Wayback Machine, 2009-01-07. Included as original historical context, not as a current reference.
This is a fan-made reference page, put together so a single lookup doesn't mean opening five tabs. No ads, no tracking, no account.
The effectiveness values follow the official games' defined type chart — public and generation-stable. The page was written and built by a human operator; the chart is the game's documented mechanic, presented here as an original layout. If you spot a discrepancy, the in-game values always win.