Pokémon Types

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Pokémon/Pokémon Types
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Types are properties assigned in the Pokémon franchise to Pokémon and their moves that determine how effective moves are during battles. As of Generation IX, there are nineteen types: eighteen standard types and the special Stellar type. Most types were introduced in Generation I, while Dark and Steel were added in Generation II, Fairy in Generation VI, and Stellar in Generation IX. A unique ??? type also existed from Generations II through IV. The type system draws heavily from the concept of classical elements found in popular culture.

However, just because something is normal under a type doesn't mean it can't apply to other types. For example, the burn status is normally under the fire type attacks and moves, however water type has moves that can inflict burn like Scald.

Due to this, types need to be shown what they can do as resisting a type can mean at times that even a grass type can resist attacks that are innately heat based because they are not under the fire type monochrome.

Type Matchup

Type Chart

A type chart, also called a type matchup chart, shows which modifiers apply to move types when attacking Pokémon of each type. If the defending Pokémon has two types, the two modifiers are multiplied together. For example, a Flying-type move would deal 4x damage to a Bug/Grass Pokémon, while a Ground-type move against the same Pokémon would deal only one quarter of the normal damage. Complete ineffectiveness against either type causes the move to deal no damage, since 0 multiplied by any number is 0.

The type chart varies depending on the generation of the games. In Inverse Battles, a different chart is used that essentially inverts the standard one, turning immunities and resistances into weaknesses and weaknesses into resistances.

The Stellar type is super effective against Terastallized Pokémon but is otherwise treated as neutral against all types. It has no defensive properties, as a Stellar-type Pokémon is treated as having its regular typing for defensive purposes.

Type Effectiveness

Damaging moves generally vary in effectiveness depending on the move's type and the type or types of the target.

Type effectiveness has a major impact on how much damage a move deals:

If a move's type is super effective against the target's type, damage is doubled.

If a move's type is not very effective against the target's type, damage is halved.

If a move's type has no effect against the target's type, the target is completely immune and takes no damage.

For targets with multiple types, type effectiveness is calculated by multiplying the effectiveness against each type:

If a move is super effective against both of the opponent's types, such as a Fairy-type move against a Dark/Dragon Pokémon, it deals four times the normal damage. In Pokémon Champions, this is called extremely effective.

If a move is not very effective against both of the opponent's types, such as a Fighting-type move against a Psychic/Flying Pokémon, it deals only one quarter of the normal damage. In Pokémon Champions, this is called mostly ineffective.

If a move is super effective against one of the opponent's types but not very effective against the other, such as a Grass-type move against a Water/Flying Pokémon, it deals regular damage.

If a move is completely ineffective against one of the opponent's types, it deals no damage regardless of how the other type would be affected, as with an Electric-type move against a Water/Ground Pokémon.

Pokémon Legends: Arceus uses a different calculation for type effectiveness against multiple types:

If a move is super effective against both of the opponent's types, it deals 2.5 times the damage.

If a move is not very effective against both of the opponent's types, it deals 0.4 times the damage.

In all other cases, effectiveness is the same as in other games.

The moves Flying Press, Freeze-Dry, Thousand Arrows, and Nihil Light have custom interactions with defending types and do not strictly follow the type chart. Foresight, Odor Sleuth, and Miracle Eye remove certain type immunities from their targets. Fire-type moves double in effectiveness against Pokémon affected by Tar Shot. Moves that deal direct damage, including one-hit knockout moves, do not use effectiveness, though starting in Generation II, Pokémon can be immune to them based on type interactions. Certain Abilities, held items, or weather conditions, such as Levitate, the Ring Target, or strong winds, may modify the effectiveness of specific move types.

Status moves typically do not use type effectiveness. There are exceptions: Ground-type Pokémon are immune to Thunder Wave, and Ghost-type Pokémon are immune to Glare in Generations II and III only. Additionally, status moves may fail to affect Pokémon due to type-related interactions other than effectiveness; for example, Poison-type Pokémon cannot be poisoned and are therefore unaffected by Poison Gas.

Different sounds play depending on a move's effectiveness. Super effective attacks have a distinct sound from normal hits, and not very effective attacks also have their own sound. Moves with no effect do not play a sound at all.

Type Abilities

Normal Types

Fairy Types

Dark Types

Psychic Types

Bug Types

Fire Types

Fighting Types

Water Types

Flying Types

Grass Types

Poison Types

Electric Types

Ground Types

Rock Types

Ice Types

Dragon Types

Ghost Types

Steel Types

Resistances

Fire: Fire types are naturally resistant to fire type moves, grass type moves, ice type moves, bug type moves, steel type moves, and fairy type moves

Weaknesses

Explanations

Status Effects

The following is an explanation of the various status effects of Pokémon

Status Effects
Name Effect Apperances
Burned Reduces one's physical attack and takes damage overtime from the burns. Usually caused by Fire type moves and generally lasts indefinitely unless an external item, ability like shed skin, or move like rest is used. In Generation 1, a burned Pokémon takes damage equal to 1/16 of its maximum health. In Generation 2, a burned Pokémon takes damage equal to 1/8 of its maximum health. In Generation 8 onward, a burned Pokémon takes damage equal to 1/16 of its maximum health. Burn status can be caused by the following moves: Beak Blast (if a Pokémon makes contact with the user of the move during the move's charging phase), Blaze Kick, Blazing Torque, Blue Flare, Burning Bulwark (If contact is made with the user of the move), Burning Jealously (If the Pokémon has increased stats during that turn), Ember, Fire Blast, Fire Fang, Fire Punch, Flame Wheel, Flamethrower, Flare Blitz, Fling (if holding a Flame Orb), Heat Wave, Ice Burn, Infernal Parade, Inferno, Matcha Gotcha, Lava Plume, Psycho Shift (If the user of the move is already inflicted with the burn status), Pyro Ball, Sacred Fire, Sandsear Storm, Scald, Scorching Sands, Searing Shot, Secret Power (when used on a volcano), Shadow Fire, Sizzly Slide, Steam Eruption, Tri Attack, and Will-O-Wisp. Most Pokémon Games
Freeze Prevents any action in battle. Usually caused by Ice type moves and generally only lasts for multiple turns, they can be thawed out early if hit by a fire move. The thaw out chance ranges from generation, in Generation 2 the thaw out chance is a 25/256 chance. In Generation 3, the thaw out chance is 20% each turn. In Pokémon Champions, the thaw out chance is 25% each turn. In Generation 1, a frozen Pokémon cannot break out unless hit by a fire-type move that can inflict burn or if an opponent uses the move Haze. Frozen status can be caused by the moves: Blizzard, Freeze-Dry, Freezing Glare, Ice Beam, Ice Fang, Ice Punch, Powder Snow, Secret Power (when used in snow or ice weather), Shadow Chill, or Tri Attack. Most Pokémon Games
Frostbite In Pokémon Legends: Arceus, the freeze status conditions is replcaaed with frostbite. Frostbite has the Pokémon lose 1/16 of their maximum health every turn and reduces damage dealt by a frostbitten Pokémon's special moves. Pokémon Legends: Arceus
Paralysis Has a chance of preventing any action in battle and lowers speed stat. Usually caused by Electric type skills, it lasts indefinitely without external help, any ability like shed skin, or a move like rest. In later games, attacking a shocked enemy is guaranteed to cause a critical hit. Paralysis in general has a 25% chance of having a Pokémon be unable to attack asides from Pokémon Champions. In Generation 1, paralysis reduces a Pokemon's speed by 75% rounded down due to a stats modification glitch (along with this, using moves like agility would return the dropped speed to normal and double it and the speed drop would stay even after being cured of Paralysis using an item or through Rest). In Generation 2, the irregularities are fixed. In Generations 7 and 8 the paralysis reduces the Pokémon's speed by 50%. In Pokémon Legends: Z-A, the paralysis is changed to reduce the affected Pokémon's movement speed during battle. In Pokémon Champions, paralyzed Pokémon have a 12.5% chance to be fully paralyzed. The ability to paralyze can be done by the following moves: Body Slam, Bolt Strike, Bounce, Buzzy Buzz, Combat Torque, Dire Claw, Discharge, Dragon Breath, Fling (if holding a Light Ball), Force Palm, Freeze Shock, G-Max Befuddle, G-Max Stun Shock, G-Max Volt Crash, Glare, Lick, Nuzzle, Psycho Shift (if user of the attack is already paralyzed), Secret Power (When used on plain terrain, building floors, link battles, Sky Battles, Distortion World, or Electric Terrain is in effect), Shadow Bolt, Spark, Splishy Splash, Stoked Sparksurfer, Stun Spore, Thunder, Thunder Fang, Thunder Punch, Thunder Shock, Thunder Wave, Thunderbolt, Tri Attack, Volt Tackle, Wildbolt Storm, and Zap Cannon. Most Pokémon Games
Poison Depletes health at the end of each turn, often persisting on the field. In Generation 1 a poisoned Pokémon takes damage equal to 1/16 of their maximum health at the end of every turn. A badly poisoned Pokémon still takes 1/16 of their maximum health at first, however the damage increases by 1/16 each time it takes poison damage. In Generation 2, the damage is lowered to 1/8 of its maximum damage and poison damage taken by a badly poisoned Pokémon doesn't interact with other types of recurrent damage. From Generation 1 to 4 all poisoned Pokémon in a trainer's party loses 1 HP for every four steps taken (in FireRed and LeafGreen it's instead every five steps). In Generation 1 to 3, the poison Pokémon will take poison damage until they faint. In Generation 4, a poisoned Pokémon's HP will be brought to 1 and then they will cure themself of poison. In Generation 5 to 8 poisoned Pokémon no longer take poison damage outside of battle. In Legends: Z-A, poisoned Pokémon take damage whil it is outside its Poké Ball. The moves that inflict poison are as follows: Baneful Bunker (If Pokémon makes contact with the user of the move), Barb Barrage, Cross Poison, Dire Claw, Fling (if holding Poison Barb), G-Max Befuddle, G-Max Malodor, G-Max Stun Shock, Gunk Shot, Mortal Spin, Noxious Toruqe, Poison Gas, Poison Jab, Poison Powder, Poison Sting, Poison Tail, Psychco Shift (if the user of the move is poisoned), Secret Power (When used in tall grass), Shell Side Arm, Sludge, Sludge Bomb, Sludge Wave, Smog, Toxic Spikes, Toxic Thread, and twineedle. Most Pokémon Games
Confusion Confused Pokémon become indecisive and may either attack a random enemy or attack themself. In Generations 1-6 it was a 50% chance of the Pokémon hurting itself in confusion. In Generation 7 and onwards, it was a 33% chance of the Pokémon hurting itself in confusion. In Legends: Z-A, confusion causes the Pokémon to move sporadically. The following moves cause confusion: Axe Kick, Chatter, Confuse Ray, Confusion, Dizzy Punch, Dynamic Punch, Flatter, G-Max Gold Rush, G-Max Smite, Hurricane, Magical Torque, Psybeam, Rock Climb, Secret Power (only when used on a rocky surface), Shadow Panic, Signal Beam, Strange Steam, Supersonic, Swagger, Sweet Kiss, Teeter Dance, and Water Pulse. Most Pokémon Games
Infatuation Infatuated Pokémon have a chance of not attacking the Pokémon they're infatuated with. There is a 50% chance of the move failing due to infatuation. The following moves cause infatuation: Attract and G-Max Cuddle. Most Pokémon Games
Flinch The Pokémon flinches from an attack, costing them their turn. Only Pokémon with abilites like inner focus will prevent flinching. The following moves cause flinch: Air Slash, Astonish, Bite, Bone Club, Dark Pulse, Double Iron Bash, Dragon Rush, Extrasensory, Fake Out, Fiery Wrath, Fire Fang, Fling (only if King's Rock or or Razor Fang is held), Floaty Fall, Headbutt, Heart Stamp, Hyper Fang, Ice Fang, Icicle Crash, Iron Head, Low Kick, Mountain Gale, Needle Arm, Rock Slide, Rolling Kick, Secret Power (only in caves, rocky terrain, burial grounds, or in space), Sky Attack, Snore (Only if asleep), Steamroller, Stomp, Thunder Fang, Triple Arrows, Twister, Upper Hand, Waterfall, Zen Headbutt, and Zing Zap. Most Pokémon Games
Sleep Prevents any action in battle. The Pokémon is asleep and will normally take some turns to wake up. In Generation 1, sleep lasts for 1-7 turns, with a 1/4 chance to wake up turn 1 and a 1/8 chance to wake up in 2-6 turns. In Generation 2 sleep lasts 2-8 turns, the Pokémon has a 1/4 chance oto wake up in 2 turns or 5 turns and a 1/8 chanc eot wake up in 3 turns, 4 turns, 6 turns, or 7 turns. In Generation 3 sleep lasts 2-5 turns. In Generation 5, sleep now lasts 2-4 turns. In Pokémon Champions, sleep now lasts 2-3 turns. The following moves cause sleep: Dark Void, Dire Claw, G-Max Befuddle, G-Max Snooze, Grass Whistle, Hypnosis, Lovely Kiss, Psycho Shift (if user is asleep), Relic Song, Rest, Secret Power (only in long grass, tall grass, or grassy terrain being in affect), Sing, Sleep Powder, Spore, Wicked Torque, and Yawn. Most Pokémon Games
Drowsy The replacement for the sleep status in the Legends games. It has a chance of the afflicted Pokémon being unable to move along with taking increased damage from attacks. Pokémon Legends: Arceus and Pokémon Legends: Z-A
Fainted Can no longer participate in battle. In most games, if the all Pokémon faint, the trainer whites out and returns back to their last save with some of their money gone. Can only be recovered with revives, healing at a bed or Pokémon Center, or through specific moves. Most Pokémon Games
Wrap Prevents any action from a unit until the wrap ends. Pokémon Generation 1

References