Grass-type moves are super effective against Ground, Water, or Rock-type Pokemon.
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Grass moves are neither supper effice on not effictive its better to use a psychic to fight a fighting pokemon
Water, Grass, Steel, Ground, Fight, and Bug.
NormalDefensive Strengths: NoneWeaknesses: FightingImmune to: Ghost (Exception: Confuse Ray and Nightmare)Offensive Advantages: NoneDisadvantages: Rock, SteelImmunities: Ghost (Exception: Use Foresight, and all Normal and Fightingtype moves will hit Ghosts)WaterDefensive Strengths: Water, Fire, Ice, SteelWeaknesses: Grass, ElectricImmune to: NoneOffensive Advantages: Fire, Ground, RockDisadvantages: Water, Grass, DragonImmunities: NoneFireDefensive Strengths: Fire, Grass, Ice, Bug, SteelWeaknesses: Water, Ground, RockImmune to: noneOffensive Advantages: Grass, Ice, Bug, SteelDisadvantages: Fire, Water, Rock, DragonImmunities: NoneGrassDefensive Strengths: Water, Grass, Electric, GroundWeaknesses: Fire, Poison, Bug, FlyingImmune to: noneOffensive Advantages: Water, Ground, RockDisadvantages: Grass, Fire, Bug, Flying, Poison, Steel, DragonImmunities: NoneElectricDefensive Strengths: Electric, Flying, SteelWeaknesses: GroundImmune to: noneOffensive Advantages: Water, FlyingDisadvantages: Grass, Electric, DragonImmunities: GroundIce (Only appears as a sub-type. Always with Water/Flying/Ground. Keep thatin mind.)Defensive Strengths: IceWeaknesses: Fire, Fighting, Rock, SteelImmune to: NoneOffensive Advantages: Grass, Ground, FlyingDisadvantages: Water, Fire, Ice, SteelImmunities: NoneFightingDefensive Strengths: Bug, Rock, DarkWeaknesses: Flying, PsychicImmune to: NoneOffensive Advantages: Normal, Ice, Rock, Dark, SteelDisadvantages: Poison, Flying, Psychic, BugImmunites: Ghost (Exception: Use Foresight, and all Fighting and Normal-typemoves will connect)PoisonDefensive Strengths: Grass, Poison, Bug, FightingWeaknesses: Ground, PsychicImmune to: None (Noticing sort of a trend here?)Offensive Advantages: GrassDisadvantages: Poison, GroundImmunities: SteelGroundDefensive Strengths: Poison, RockWeaknesses: Water, Grass, IceImmune to: Electric (so much for the trend)Offensive Advantages: Fire, Electric, Poison, Rock, SteelDisadvantages: Grass, BugImmunities: FlyingFlying (Which, for some reason, NEVER appears as a free-standing type. SeeNotes.)Defensive Strengths: Grass, Fighting, BugWeaknesses: Electric, Ice, RockImmune to: GroundOffensive Advantages: Grass, Bug, FightingDisadvantages: Electric, Rock, SteelImmunties: NoneNotes: Why are all Flying-types either part-elemental or part Normal-type?(Or Bug, Psychic, or Steel) Flying is always a subtype, and mixed withNormal, Steel, or Ice-type, negates the strength to Fighting-type moves.PsychicDefensive Strengths: Fighting, PsychicWeaknesses: Bug, Ghost, DarkImmune to: noneOffensive Advantages: Fighting, Poison (Why?)Disadvantages: Psychic, SteelImmunities: Dark (Uh-oh...)Notes: A trainer in Sabrina's gym in Saffron City (In Red and Blue) oncesaid that Psychics feared only Ghost and Bug-type Pokemon. The show alsosupported this. The same trainer in Yellow said that Psychics feared onyBug-types (Naturally, Psychic was IMMUNE to Ghost in R/B/Y). Now Psychicis weak to Ghost. I guess Nintendo said "majority rules, 2 to 1".BugDefensive Strengths: Grass, Ground, FightingWeaknesses: Fire, Flying, RockImmune to: noneOffensive Advantages: Grass, Psychic, DarkDisadvantages: Fire, Fighting, Poison, Flying, Ghost, SteelImmunities: NoneRockDefensive Strengths: Normal, Fire, Poison, FlyingWeaknesses: Water, Grass, Fighting, Ground, SteelImmune to: noneOffensive Advantages: Fire, Ice, Flying, BugDisadvantages: Fighting, Ground, SteelImmunities: NoneGhostDefensive Strengths: Poison, BugWeaknesses: Ghost, DarkImmune to: Normal, Fighting (Exception: If Foresight is cast, those attackswill damage Ghosts)Advantages: Psychic, GhostDisadvantages: Dark, SteelImmunities: Normal (Exception: Confuse Ray and Nightmare)Notes: Too bad the only pure Ghost-type (No Poison, and therefore noweakness to Psychics) learns no Ghost-type attacks. Of course, you couldalways give Misdreavus the Shadow Ball TM...DragonDefensive Strengths: Water, Fire, Grass, ElectricWeaknesses: Dragon, Ice (And especially the part Flying-type Dragonite)Immune to: NoneOffensive Advantages: Dragon (Why though?)Disadvantages: SteelImmunities: NoneNotes: Earlier guides once bypassed this type, since it had only oneattack. (Which wasn't a real attack; Dragon Rage took off 40 HP always)DarkDefensive Strengths: Ghost, DarkWeaknesses: Fighting, BugImmune to: Psychic (Uh-oh...)Offensive Advantages: Psychic, GhostDisadvantages: Dark, Steel, FightingImmunities: NoneNotes: 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 UmbreonSteelDefensive Strengths: Nearly everything (Only Fire, Ground, and Fightingattacks will put a dent in Steel-types, and Water and Electric do standarddamage.) Everything else is wasted effort, especially Poison. (For thewhole list, it's Normal, Grass, Ice, Flying, Psychic, Bug, Rock, Ghost,Dragon, Dark, and Steel)Weaknesses: Fire, Fighting, GroundImmune to: PoisonOffensive Advantages: Ice, RockDisadvantages: Water, Fire, Electric, SteelImmunities: None
It changes its cloak after a fight in a certain area. If you fight with it outside, or in long grass, then it takes on the Plant Cloak form. Beaches and caves will give Sandy Cloak, inside buildings will give Trash Cloak.
The small boulders can not be move unless you catch Cobalion (Mistralton Cave, Steel/Fight, level 42). When you catch it, the blocks won't be there anymore and you'll be able to catch Terrakion (victory road, Fight/Rock, level 42) and Virizion (Pinwheel Forest, Grass/Fight, level 42). This also works in Pokemon White.