Competitive Guide 2026 · Chapter 24 · Updated July 2026
Type Matchups — Full Guide
Every GO type chart rule: super effective, resisted, immunities, dual typing, STAB, and how to read species pages.
Kid-friendly
Kid version: Types are like rock-paper-scissors. Water beats Fire, Electric beats Water and Flying, Rock beats Fire and Flying. Match the right type to win faster.
Metas and raid DPS change with updates. Verify live teams on Pokebattler and PvP ranks on PvPoke before spending Stardust or XL candy.
Type Matchups — Full Guide
Free forever in 3CL TCG. The full guide is never paywalled. Meta snapshots are dated — always verify live data on PvPoke / Pokebattler.
Why types matter in Pokémon GO
Every Pokémon has one or two **types** (for example Charizard is Fire / Flying). Moves also have types. When a move’s type is **strong** against the defender’s typing, you deal more damage. When it is **weak**, you deal less. Getting this right is the fastest way to win raids, Rocket battles, gyms, and PvP.
Species pages show a short teaser (“Flying moves hit Bug, Fighting, and Grass hard”). This chapter is the full chart and the “why.”
GO multipliers (not main-series games)
Pokémon GO uses different numbers than the console games:
| Outcome | About | Typical GO multiplier | |---------|--------|------------------------| | Super effective | You chose well | ~1.6× (stacks on dual types) | | Neutral | Neither strong nor weak | 1× | | Not very effective | Resisted | ~0.625× | | “Immune” band | Almost no damage (e.g. Electric → Ground) | Very low (~0.39× band) |
Dual typing multiplies both sides together — a Rock move into Fire / Flying (Charizard) is especially strong.
Same-Type Attack Bonus (STAB)
If the move’s type matches **at least one** of your Pokémon’s types, you get STAB (~1.2×). Prefer Fire moves on Fire attackers and Flying moves on Flying attackers when the matchup still works.
Weather boost
Weather can boost whole type groups another ~20% in raids and raise wild spawn levels. Sunny helps Fire; Rainy helps Water and Electric; Windy helps Flying and Dragon. See the Weather & Mechanics chapter for the full table.
Offense quick reference (attack type → hits hard)
- **Normal** — no common super-effective targets (Ghost is nearly useless)
- **Fire** — Bug, Grass, Ice, Steel
- **Water** — Fire, Ground, Rock
- **Electric** — Flying, Water (Ground nearly immune)
- **Grass** — Ground, Rock, Water
- **Ice** — Dragon, Flying, Grass, Ground
- **Fighting** — Dark, Ice, Normal, Rock, Steel (Ghost nearly immune)
- **Poison** — Fairy, Grass
- **Ground** — Electric, Fire, Poison, Rock, Steel (Flying nearly immune)
- **Flying** — Bug, Fighting, Grass
- **Psychic** — Fighting, Poison (Dark nearly immune)
- **Bug** — Dark, Grass, Psychic
- **Rock** — Bug, Fire, Flying, Ice
- **Ghost** — Ghost, Psychic (Normal nearly immune the other way)
- **Dragon** — Dragon (Fairy nearly immune)
- **Dark** — Ghost, Psychic
- **Steel** — Fairy, Ice, Rock
- **Fairy** — Dark, Dragon, Fighting
Defense: how to read “Weak to” on a species page
“Weak to Water, Electric, Rock” means **those attack types** hit that Pokémon hard. Bring those attackers (or those move types) when Charizard / that species is the opponent.
“Resists” means those types bounce — do not lead with them.
Dual typing tips
1. Look at **both** types before you pick a team. 2. A shared weakness (Rock into Fire / Flying) is a gift — stack it. 3. A shared resistance can make “obvious” counters fail — check the page list. 4. Coverage moves (like Dragon Claw on Charizard) exist to hit things your STAB types cannot.
Practical checklist
1. Open the species page → read Weak to / Resists. 2. Skim the type teaser lines for what *its* types hit hard. 3. Build a raid or Rocket team from the counter shortlist. 4. Cross-check weather and STAB before you spend Remote Raid Passes or Stardust.
Related chapters
- Weather Boost & Game Mechanics
- Best Raid Attackers by Type
- Team Building Strategies
- Glossary
