Skip to main content

Type Effectiveness

When a move hits a Pokémon, the damage is multiplied by how effective the move's type is against the defender's type(s). If the defender has two types, the multipliers multiply (e.g. 2× × 2× = 4×).

Charizard against a wild Nidoking: damage numbers rise from the target
Charizard against a wild Nidoking: damage numbers rise from the target
MultiplierMeaningDamage number colour
0×immune (takes no damage)no number
¼×very resistant123 dark grey-blue
½×resistant123 grey-blue
1×normal damage123 white
2×super effective123 gold
4×double super effective123 orange

Effectiveness and critical numbers carry a caption above them: Super! (2×), 4x! (4×), Resisted (½× and ¼×) or CRIT!.

Beyond effectiveness, the number also tells you what happened: 123 critical hit (light gold, never merges with another number), +123 heal (green is for heals only) and Miss miss (the move failed or the target dodged).

The chart below is generated straight from the server's table (pokemon_types.lua). Row = attacking type, column = defending type.

ATK ↓ · DEF →NormalFireGrassElectricGroundBugPsychicWaterIceFairyGhostPoisonDragonFightingFlyingRockDarkSteel
Normal Normal0½½
Fire Fire½2×2×½2×½½2×
Grass Grass½½2×½2×½½½2×½
Electric Electric½½02×½2×
Ground Ground2×½2×½2×02×2×
Bug Bug½2×2×½½½½½2×½
Psychic Psychic½2×2×0½
Water Water2×½2×½½2×
Ice Ice½2×2×½½2×2×½
Fairy Fairy½½2×2×2×½
Ghost Ghost02×2×½
Poison Poison2×½2×½½½0
Dragon Dragon02×½
Fighting Fighting2×½½2×½0½½2×2×2×
Flying Flying2×½2×2×½½
Rock Rock2×½2×2×½2×½
Dark Dark2×½2×½½
Steel Steel½½½2×2×2×½

Legend: blank = 1× (neutral) · 2× super effective · 4× doubly effective · ½ resisted · ¼ strongly resisted · 0 immune