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Defending |
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N
o
r
m
a
l
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F
i
g
h
t
i
n
g
|
F
l
y
i
n
g
|
P
o
i
s
o
n
|
G
r
o
u
n
d
|
R
o
c
k
|
B
u
g
|
G
h
o
s
t
|
S
t
e
e
l
|
F
i
r
e
|
W
a
t
e
r
|
G
r
a
s
s
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E
l
e
c
t
r
i
c
|
P
s
y
c
h
i
c
|
I
c
e
|
D
r
a
g
o
n
|
D
a
r
k
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||
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A
t
t
a
c
k
i
n
g
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Normal | 1 | 1 | 1 | 1 | 1 | /2 | 1 | 0 | /2 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
| Fighting | 2 | 1 | /2 | /2 | 1 | 2 | /2 | 0 | 2 | 1 | 1 | 1 | 1 | /2 | 2 | 1 | 2 | |
| Flying | 1 | 2 | 1 | 1 | 1 | /2 | 2 | 1 | /2 | 1 | 1 | 2 | /2 | 1 | 1 | 1 | 1 | |
| Poison | 1 | 1 | 1 | /2 | /2 | /2 | 1 | /2 | 0 | 1 | 1 | 2 | 1 | 1 | 1 | 1 | 1 | |
| Ground | 1 | 1 | 0 | 2 | 1 | 2 | /2 | 1 | 2 | 2 | 1 | /2 | 2 | 1 | 1 | 1 | 1 | |
| Rock | 1 | /2 | 2 | 1 | /2 | 1 | 2 | 1 | /2 | 2 | 1 | 1 | 1 | 1 | 2 | 1 | 1 | |
| Bug | 1 | /2 | /2 | /2 | 1 | 1 | 1 | /2 | /2 | /2 | 1 | 2 | 1 | 2 | 1 | 1 | 2 | |
| Ghost | 0 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | /2 | 1 | 1 | 1 | 1 | 2 | 1 | 1 | /2 | |
| Steel | 1 | 1 | 1 | 1 | 1 | 2 | 1 | 1 | /2 | /2 | /2 | 1 | /2 | 1 | 2 | 1 | 1 | |
| Fire | 1 | 1 | 1 | 1 | 1 | /2 | 2 | 1 | 2 | /2 | /2 | 2 | 1 | 1 | 2 | /2 | 1 | |
| Water | 1 | 1 | 1 | 1 | 2 | 2 | 1 | 1 | 1 | 2 | /2 | /2 | 1 | 1 | 1 | /2 | 1 | |
| Grass | 1 | 1 | /2 | /2 | 2 | 2 | /2 | 1 | /2 | /2 | 2 | /2 | 1 | 1 | 1 | 1 | 1 | |
| Electric | 1 | 1 | 2 | 1 | 0 | 1 | 1 | 1 | 1 | 1 | 2 | /2 | /2 | 1 | 1 | /2 | 1 | |
| Psychic | 1 | 2 | 1 | 2 | 1 | 1 | 1 | 1 | /2 | 1 | 1 | 1 | 1 | /2 | 1 | 1 | 0 | |
| Ice | 1 | 1 | 2 | 1 | 2 | 1 | 1 | 1 | /2 | /2 | /2 | 2 | 1 | 1 | /2 | 2 | 1 | |
| Dragon | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | /2 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 1 | |
| Dark | 1 | /2 | 1 | 1 | 1 | 1 | 1 | 2 | /2 | 1 | 1 | 1 | 1 | 2 | 1 | 1 | /2 | |
For those of you who are red/green color blind (or those who have burned out their retinas from looking at either the normal layout-colors or the Type chart table), we have put in values as well. The easy-interpreter key is as follows:
| 1 | Standard - No change to damage |
| 2 | Super Effective - For each match of this, damage is multiplied by 2 |
| /2 | It's not very effective - For each match of this, damage is multiplied by 0.5 |
| 0 | No effect - For any match of this, damage for the attack = 0 |
Aside from affecting damage, the type(s) of a pokemon do play into another effect determination. These immunities are as follows:
Poison - Poison-type pokemon can never be poisoned.
Ground - Ground-type pokemon are immune to all Electric-type attacks, including ones that do not do damage. Since Thunder Wave is the only non-damaging Electric attack, it means that a Ground-type pokemon's immunity extends to that attack as well.
Steel - Steel-type pokemon are immune to all Poison-type attacks, including ones that do not do damage. They may still be poisoned, if the attack that does it is not a Posion-type attack. The only attack capable of that in G/S/C is Twineedle.
Fire - Fire-type pokemon can not be burned by Fire-type attacks. They can still be burned by a non Fire-type attack that causes a pokemon to be Burned. The only attack capable of that in G/S/C is Tri Attack.
Grass - Grass-type pokemon can not be affected by the move Leech Seed. The move will always miss them.
Ice - Ice-type pokemon can not be frozen by Ice-type attacks. They can still be frozen by a non Ice-type attack that causes a pokemon to be frozen. The only attack capable of that in G/S/C is Tri Attack.