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Normal

Defensive Strengths: None

Weaknesses: Fighting

Immune to: Ghost (Exception: Confuse Ray and Nightmare)

Offensive Advantages: None

Disadvantages: Rock, Steel

Immunities: Ghost (Exception: Use Foresight, and all Normal and Fighting

type moves will hit Ghosts)

Water

Defensive Strengths: Water, Fire, Ice, Steel

Weaknesses: Grass, Electric

Immune to: None

Offensive Advantages: Fire, Ground, Rock

Disadvantages: Water, Grass, Dragon

Immunities: None

Fire

Defensive Strengths: Fire, Grass, Ice, Bug, Steel

Weaknesses: Water, Ground, Rock

Immune to: none

Offensive Advantages: Grass, Ice, Bug, Steel

Disadvantages: Fire, Water, Rock, Dragon

Immunities: None

Grass

Defensive Strengths: Water, Grass, Electric, Ground

Weaknesses: Fire, Poison, Bug, Flying

Immune to: none

Offensive Advantages: Water, Ground, Rock

Disadvantages: Grass, Fire, Bug, Flying, Poison, Steel, Dragon

Immunities: None

Electric

Defensive Strengths: Electric, Flying, Steel

Weaknesses: Ground

Immune to: none

Offensive Advantages: Water, Flying

Disadvantages: Grass, Electric, Dragon

Immunities: Ground

Ice (Only appears as a sub-type. Always with Water/Flying/Ground. Keep that

in mind.)

Defensive Strengths: Ice

Weaknesses: Fire, Fighting, Rock, Steel

Immune to: None

Offensive Advantages: Grass, Ground, Flying

Disadvantages: Water, Fire, Ice, Steel

Immunities: None

Fighting

Defensive Strengths: Bug, Rock, Dark

Weaknesses: Flying, Psychic

Immune to: None

Offensive Advantages: Normal, Ice, Rock, Dark, Steel

Disadvantages: Poison, Flying, Psychic, Bug

Immunites: Ghost (Exception: Use Foresight, and all Fighting and Normal-type

moves will connect)

Poison

Defensive Strengths: Grass, Poison, Bug, Fighting

Weaknesses: Ground, Psychic

Immune to: None (Noticing sort of a trend here?)

Offensive Advantages: Grass

Disadvantages: Poison, Ground

Immunities: Steel

Ground

Defensive Strengths: Poison, Rock

Weaknesses: Water, Grass, Ice

Immune to: Electric (so much for the trend)

Offensive Advantages: Fire, Electric, Poison, Rock, Steel

Disadvantages: Grass, Bug

Immunities: Flying

Flying (Which, for some reason, NEVER appears as a free-standing type. See

Notes.)

Defensive Strengths: Grass, Fighting, Bug

Weaknesses: Electric, Ice, Rock

Immune to: Ground

Offensive Advantages: Grass, Bug, Fighting

Disadvantages: Electric, Rock, Steel

Immunties: None

Notes: Why are all Flying-types either part-elemental or part Normal-type?

(Or Bug, Psychic, or Steel) Flying is always a subtype, and mixed with

Normal, Steel, or Ice-type, negates the strength to Fighting-type moves.

Psychic

Defensive Strengths: Fighting, Psychic

Weaknesses: Bug, Ghost, Dark

Immune to: none

Offensive Advantages: Fighting, Poison (Why?)

Disadvantages: Psychic, Steel

Immunities: Dark (Uh-oh...)

Notes: A trainer in Sabrina's gym in Saffron City (In Red and Blue) once

said that Psychics feared only Ghost and Bug-type Pokemon. The show also

supported this. The same trainer in Yellow said that Psychics feared ony

Bug-types (Naturally, Psychic was IMMUNE to Ghost in R/B/Y). Now Psychic

is weak to Ghost. I guess Nintendo said "majority rules, 2 to 1".

Bug

Defensive Strengths: Grass, Ground, Fighting

Weaknesses: Fire, Flying, Rock

Immune to: none

Offensive Advantages: Grass, Psychic, Dark

Disadvantages: Fire, Fighting, Poison, Flying, Ghost, Steel

Immunities: None

Rock

Defensive Strengths: Normal, Fire, Poison, Flying

Weaknesses: Water, Grass, Fighting, Ground, Steel

Immune to: none

Offensive Advantages: Fire, Ice, Flying, Bug

Disadvantages: Fighting, Ground, Steel

Immunities: None

Ghost

Defensive Strengths: Poison, Bug

Weaknesses: Ghost, Dark

Immune to: Normal, Fighting (Exception: If Foresight is cast, those attacks

will damage Ghosts)

Advantages: Psychic, Ghost

Disadvantages: Dark, Steel

Immunities: Normal (Exception: Confuse Ray and Nightmare)

Notes: Too bad the only pure Ghost-type (No Poison, and therefore no

weakness to Psychics) learns no Ghost-type attacks. Of course, you could

always give Misdreavus the Shadow Ball TM...

Dragon

Defensive Strengths: Water, Fire, Grass, Electric

Weaknesses: Dragon, Ice (And especially the part Flying-type Dragonite)

Immune to: None

Offensive Advantages: Dragon (Why though?)

Disadvantages: Steel

Immunities: None

Notes: Earlier guides once bypassed this type, since it had only one

attack. (Which wasn't a real attack; Dragon Rage took off 40 HP always)

Dark

Defensive Strengths: Ghost, Dark

Weaknesses: Fighting, Bug

Immune to: Psychic (Uh-oh...)

Offensive Advantages: Psychic, Ghost

Disadvantages: Dark, Steel, Fighting

Immunities: None

Notes: Psychics aren't ruling the playing field anymore, now are they?

(Donald: Mwa ha ha...) Still, this type only shows up ONCE as a free-

standing type, and that's with Umbreon

Steel

Defensive Strengths: Nearly everything (Only Fire, Ground, and Fighting

attacks will put a dent in Steel-types, and Water and Electric do standard

damage.) Everything else is wasted effort, especially Poison. (For the

whole list, it's Normal, Grass, Ice, Flying, Psychic, Bug, Rock, Ghost,

Dragon, Dark, and Steel)

Weaknesses: Fire, Fighting, Ground

Immune to: Poison

Offensive Advantages: Ice, Rock

Disadvantages: Water, Fire, Electric, Steel

Immunities: None

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