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Using type matchups in real games

The type chart explains damage multipliers, but the strategic value comes from turning those multipliers into switching, targeting, and team-building decisions. A super effective attack is useful only if the user can reach the turn safely, and a resistance is useful only if the Pokemon can still threaten, support, or pivot afterward.

Data source and calculation logic

The page uses the local 18-type matchup chart. Selecting one or two defensive types multiplies the incoming attack effectiveness for each attacking type, so a dual type can create a 4x weakness, a 0.25x resistance, a neutral result from weakness plus resistance, or an immunity where the matchup rules allow it.

How to use it

  • Select the defender's current type combination to identify weaknesses, resistances, and immunities.
  • Use offensive coverage checks to see which attacking types pressure common defensive cores.
  • Use defensive checks to find safe switch-ins, pivots, and partners that cover shared weaknesses.
  • When a team has repeated weaknesses, add a resistance, immunity, redirection option, or speed-control plan before adding more damage.

Practical applications

On offense, type coverage helps you avoid being walled by one common type combination. On defense, it helps you build a rotation where one Pokemon's weakness is covered by another Pokemon's resistance or immunity. In doubles, the partner matters as much as the target: a Pokemon weak to Ground may still function if its partner threatens the Ground attacker, redirects the hit, or creates a speed advantage.

Terastallization and type-changing effects should be treated as a new board state. A defensive Tera can remove a double weakness, but it can also remove useful resistances. A switching plan should consider both the original type and the likely changed type so the team does not rely on one fragile answer.

Common mistakes

  • Assuming super effective coverage is enough without checking accuracy, speed, and damage range.
  • Ignoring double weaknesses because the Pokemon has good base defenses.
  • Overvaluing a resistance when the Pokemon cannot recover momentum afterward.
  • Changing type defensively and accidentally losing a key immunity or resistance.
  • Building six Pokemon that all invite the same attacking type.

Next step

After identifying a weak point, open Team Builder to see whether the full team shares the same issue, then use Damage Calculator to confirm whether a resisted hit is actually survivable.

FAQ

Is 4x weakness always unacceptable?

No, but it demands a plan: speed control, switching support, Focus Sash, defensive Tera, redirection, or pressure that prevents the opponent from using that attack freely.

Should every team cover every type offensively?

No. Cover the threats you expect to face and the defensive cores that block your win condition. Perfect coverage on paper can still be poor if the moves are unreliable or the users cannot survive.