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Pokemon Training 111- Pokemon Type Combinations
http://www.rarityguide.com/articles/articles/704/1/Pokemon-Training-111--Pokemon-Type-Combinations/Page1.html
By Nick M. Facer
Published on 05/31/2011
 
This article gives a summation of all the possible type combinations of pokemon, which pokemon have them, their weaknesses and resistances, and brief comments on all the combinations that are in use today.

Pokemon Training 111- Pokemon Type Combinations

Pokemon Training 111- Mixed-type Pokemon

Now that the lengthy analyses, explanations, etc. are out of the way for the individual types, it’s time to move on to mixed-type pokemon. Again, for each type combination I will list resistances, weaknesses, immunities, which pokemon have it, and, if it exists already, a bit of a perspective on the combination as far as its use and value is concerned.

Bug/Dark:

Weaknesses: Bug, Fire, Flying, Rock.

Resistances: Grass, Ground, Ghost, Dark.

Immunities: Psychic.

Pokemon: None.

Bug/Dragon:

Weaknesses: Ice, Flying, Rock, Dragon.

Resistances: Water, Electric, Grass x2, Fighting, Ground.

Pokemon: None.

Bug/Electric:

Weaknesses: Fire, Rock.

Resistances: Electric, Grass, Fighting, Steel.

Pokemon: Joltik, Galvantula

Analysis: Not a bad typing at all. It’s unfortunate that Joltik and Galvantula are so fragile, as the set of resistances offered here is very useful, despite the relatively common weaknesses. The lack of a double weakness or resistance stands out as well.

Bug/Fighting:

Weaknesses: Fire, Flying x2, Psychic.

Resistances: Grass, Fighting, Ground.

Pokemon: Heracross.

Analysis: Could be better, but again not bad. Flying moves are terrifying to Heracross, and those and Psychic attacks are fairly easy to get ahold of. Fighting and Bug moves tend to be in short supply, as well, meaning it’s hard to take advantage of typing on the offensive. Still, Ground resistance is somewhat handy.

Bug/Fire:

Weaknesses: Flying, Rock x2, Water.

Resistances: Bug, Fighting, Grass x2, Ice, Steel

Pokemon: Larvesta, Volcarona.

Analysis: This is a very weird one. Water moves are quite common, as is Aerial Ace, so there’s no love there, but the array of resistances is fairly broad. With a little care, this typing can do quite well.

Bug/Flying:

Weaknesses: Electric, Fire, Flying, Ice, Rock x2.

Resistances: Bug, Fighting x2, Grass

Immunity: Ground

Pokemon: Butterfree, Scyther, Ledyba, Ledian, Yanma, Beautifly, Masquerain, Ninjask, Combee, Vespiqueen, Yanmega.

Analysis: This typing is very fragile with its large set of weaknesses and few resistances, and it doesn’t help that the vast majority of the pokemon with it are very fragile or even uncompetitive overall. Stacking an immunity over a resistance is also not the best move. Be careful when using pokemon of this combination of types.

Bug/Ghost:

Weaknesses: Dark, Fire, Flying, Ghost, Rock.

Resistances: Bug, Grass, Ground, Poison

Immunities: Normal, Fighting.

Pokemon: Shedinja.

Analysis: Could be better. Shedinja takes advantage of everything it can with its ability to ignore non-supereffective moves, but there are a whole five move types that don’t fall in that category, of which Dark and Flying are common, and Rock isn’t hard to get ahold of. You have to be very careful with this type pair.

Bug/Grass:

Weaknesses: Fire x2, Flying x2, Ice, Rock.

Resistances: Fighting, Grass x2, Ground x2, Electric, Water.

Pokemon: Paras, Parasect, Wormadam, Sewaddle, Swadloon, Leavanny.

Analysis: This is actually a fairly strong type combination. Despite the severe weaknesses, a Bug/Grass pokemon has a large number of resistances, mostly to common move types. I wouldn’t go to this type-pair for a tank, but it’s a decent set for anything else.

Bug/Ground:

Weaknesses: Fire, Flying, Ice, Water.

Resistances: Fighting, Poison.

Immunity: Electric.

Pokemon: Nincada.

Analysis: A bit weak. Combining Bug with Ground really doesn’t get you much, as Ground is a relatively weak defensive type. Fortunately, the only thing with this type combination is Nincada, who isn’t a major battler anyways.

Bug/Ice:

Weaknesses: Fire x2, Flying, Rock.

Resistances: Grass, Ground, Ice.

Immunity: Freeze status.

Pokemon: None.

Bug/Normal:

Weaknesses: Fire, Flying, Rock.

Resistances: Grass, Ground.

Immunity: Ghost.

Pokemon: None.

Bug/Poison:

Weaknesses: Fire, Flying, Psychic, Rock.

Resistances: Bug, Grass x2, Fighting x2.

Pokemon: Weedle, Kakuna, Beedrill, Venonat, Venomoth, Spinarak, Ariados, Dustox, Skorupi, Venipede, Whirlipede, Scolipede.

Analysis: This relatively common type is fairly easy to overcome, and offers few resistances. As a type combination, it simply isn’t terribly strong, and plunking Poison down onto Bug doesn’t improve things much, since the types have similar resistances and differing weaknesses.

Bug/Psychic:

Weaknesses: Bug, Fire, Flying, Ghost, Rock.

Resistances: Fighting x2, Grass, Ground, Psychic.

Pokemon: None.

Bug/Rock:

Weaknesses: Steel, Water.

Resistances: Poison.

Pokemon: Shuckle, Anorith, Armaldo, Wormadam (Dust Cloak), Dwebble, Crustle.

Analysis: This is barely a type combination. Two weaknesses and one resistance means that a Bug/Rock pokemon will take damage at a fairly steady rate, though, with few large swings- except that Water is a rather common attack type. A little care, though, and a Bug/Rock pokemon can be a solid team member based on its types.

Bug/Steel:

Weaknesses: Fire.

Resistances: Bug, Dark, Dragon, Ghost, Grass x2, Ice, Normal, Psychic, Steel.

Immunities: Poison, Poison status.

Pokemon: Forretress, Scizor, Wormadam (Trash Cloak), Escavalier, Durant, Genesect.

Analysis: Very strong. This is one of the few type combinations that comes out with only one weakness, and on top of that it has a lot of varied resistances. Definitely a good type combination.

Bug/Water:

Weaknesses: Electric, Flying, Rock.

Resistances: Fighting, Ground, Ice, Steel.

Pokemon: Surskit.

Analysis: Bug/Water is a type that is only found in an unevolved pokemon, to its detriment. Its most salient weakness is Flying attacks, but it offers a good set of resistances that make the type combination fairly good. Pity it isn’t used for much of anything.


Dark Types

Dark/Dragon:

Weaknesses: Bug, Dragon, Fighting, Ice.

Resistances: Dark, Electric, Fire, Grass, Ghost, Water.

Immunity: Psychic.

Pokemon: Deino, Zweilous, Hydreigon.

Analysis: A wide variety of resistances combined with an immunity makes the Dark/Dragon pokemon fairly good, but Ice moves are all over the place, thanks to the fear most Dragon types inspire. Then again, they do so with good reason. Not the strongest type combination out there, but a good solid pairing.

Dark/Electric:

Weaknesses: Bug, Fighting, Ground.

Resistances: Dark, Electric, Flying, Ghost.

Immunity: Psychic.

Pokemon: None.

Dark/Fighting:

Weaknesses: Fighting, Flying.

Resistances: Dark x2, Ghost, Rock.

Immunity: Psychic.

Pokemon: Scraggy, Scrafty.

Analysis: This type combination is quite strong, bearing only two weaknesses against its resistances and immunity. Not being hit for supereffective damage often makes this pairing quite solid.

Dark/Fire:

Weaknesses: Fighting, Ground, Rock.

Resistances: Dark, Fire, Ghost, Grass, Ice, Steel.

Immunities: Psychic, Burn status.

Pokemon: Houndour, Houndoom.

Analysis: Quite good. Ground moves are common and need to be watched for, but otherwise this is a rather nice pair of types, offering some good protection.

Dark/Flying:

Weaknesses: Electric, Ice, Rock.

Resistances: Dark, Ghost, Grass.

Immunities: Ground, Psychic.

Pokemon: Murkrow, Honchkrow, Vullaby, Mandibuzz.

Analysis: Passable. Electric/Ice is a very common move type pairing for coverage, so these pokemon are less practically durable than they are theoretically durable. Still, three resistances and two immunities is nothing to sneeze at.

Dark/Ghost:

Weaknesses: None.

Resistances: Poison.

Immunities: Fighting, Normal, Psychic.

Pokemon: Sableye, Spiritomb.

Analysis: This is actually a fairly frightening type combination. Three immunities and a resistance with no weaknesses at all means that these pokemon are -very- difficult to deal with.

Dark/Grass:

Weaknesses: Bug x2, Fighting, Fire, Flying, Ice, Poison.

Resistances: Dark, Electric, Ghost, Grass, Ground, Water.

Immunity: Psychic.

Pokemon: Nuzleaf, Shiftry, Cacturne.

Analysis: Poor. The long list of resistances makes it seem like a good combination, but there are so many ways to bypass the resistances that it simply doesn’t work very well.

Dark/Ground:

Weaknesses: Bug, Fighting, Grass, Ice, Water.

Resistances: Dark, Ghost, Poison, Rock.

Immunities: Electric, Psychic.

Pokemon: Sandile, Krokorok, Krookodile.

Analysis: Passable. Two immunities and four resistances is a good set, but the potential supereffective hits arrayed against this type combination makes things much harder on it.

Dark/Ice:

Weaknesses: Bug, Fighting x2, Fire, Rock, Steel.

Resistances: Dark, Ghost, Ice.

Immunities: Freeze status, Psychic.

Pokemon: Sneasel, Weavile.

Analysis: Fragile. The immunities and resistances are useful, but the weaknesses are too easy to hit for this to be a particularly good type. Not the worst by a long shot, though.

Dark/Normal:

Weaknesses: Bug, Fighting x2.

Resistance: Dark.

Immunities: Ghost, Psychic.

Pokemon: None.

Dark/Poison:

Weakness: Ground.

Resistances: Dark, Ghost, Grass, Poison.

Immunities: Poison status, Psychic.

Pokemon: Stunky, Skuntank, Drapion.

Analysis: Very strong. Having only one weakness is a major boon, and while the resistances of the type combination aren’t too useful, the lack of supereffective hits against them means that Dark/Poison pokemon are very reliable and stable.

Dark/Psychic:

Weaknesses: Bug x2.

Resistances: None.

Immunities: Psychic.

Pokemon: None.

Dark/Rock:

Weaknesses: Bug, Fighting x2, Grass, Ground, Steel, Water.

Resistances: Dark, Fire, Flying, Poison, Rock.

Immunity: Psychic.

Pokemon: Tyranitar.

Analysis: Weak. If Tyranitar weren’t such a monster stat-wise and in terms of its available moves, it would be a really terrible choice. The list of moves that hit Dark/Rock for double damage is far too long for the typing itself to be terribly strong, although its resistances keep it from being a total loss.

Dark/Steel:

Weaknesses: Fighting x2, Fire, Ground.

Resistances: Dark x2, Dragon, Flying, Ghost x2, Grass, Ice, Normal, Rock, Steel.

Immunities: Poison, Poison status, Psychic.

Pokemon: Pawniard, Bisharp.

Analysis: Strong. Ground moves are common, yes, and Fighting isn’t hard to find, but the immense list of resistances here combined with the immunities makes pokemon of this combined typeset -very- durable.

Dark/Water:

Weaknesses: Bug, Fighting, Electric, Grass.

Resistances: Dark, Fire, Ghost, Ice, Steel, Water.

Immunity: Psychic.

Pokemon: Carvanha, Sharpedo, Crawdaunt.

Analysis: Passable. There are too many weaknesses here to make the type combination strong, but there are enough resistances (and an immunity) to keep Dark/Water a competitive typing.


Dragon Types

Dragon/Electric:

Weaknesses: Dragon, Ground, Ice.

Resistances: Electric x2, Fire, Flying, Grass, Water.

Pokemon: Zekrom.

Analysis: Passable.  Weakness to Ice and Ground can be crippling, but five resistances (including double electric) goes a long way towards making up for that.  Still, it -is- a dragon and it -is- still weak to ice.  Of course, Zekrom being a powerful legendary mitigates any weaknesses and improves the strengths- but the typing itself is simply okay.

Dragon/Fighting:

Weaknesses: Dragon, Flying, Ice, Psychic.

Resistances: Bug, Dark, Electric, Fire, Grass, Rock.

Pokemon: None.

Dragon/Fire:

Weaknesses: Dragon, Ground, Rock.

Resistances: Fire x2, Grass x2, Steel.

Immunity: Burn status.

Pokemon: Reshiram.

Analysis: Weak. Dragon types are often targeted because they’re often used, and combining fire with it does little to boost the Dragon typing. Another one of those type combinations that just isn’t that good except the only pokemon with it is a massive powerhouse.

Dragon/Flying:

Weaknesses: Dragon, Ice x2, Rock.

Resistances: Bug, Fighting, Fire, Grass x2, Water.

Immunity: Ground.

Pokemon: Dragonite, Altaria, Salamence, Rayquaza.

Analysis: Passable. As I said before, Dragon types are targeted like nothing else excepting maybe Psychic pokemon, but this type combination offers a lot of protection.

Dragon/Ghost:

Weaknesses: Dark, Dragon, Ghost, Ice.

Resistances: Bug, Fire, Grass, Poison.

Immunities: Fighting, Normal.

Pokemon: Giratina.

Analysis: Passable. The combination of immunities and resistances is decent, but Dragon types are too much in the crosshairs to let this combination really shine.

Dragon/Grass:

Weaknesses: Bug, Dragon, Fire, Flying, Ice x2, Poison.

Resistances: Electric x2, Grass x2, Water x2.

Pokemon: None.

Dragon/Ground:

Weaknesses: Dragon, Ice.

Resistances: Fire, Poison, Rock.

Immunity: Electric.

Pokemon: Vibrava, Flygon, Gible, Gabite, Garchomp.

Analysis: Strong. If it weren’t for Ice moves being everywhere out of fear of Salamence and Garchomp, this would be one of the stronger combinations available. Even given that, it’s quite useful as most things without Ice Beam access just fail to get a strong hit against it.

Dragon/Ice:

Weaknesses: Dragon, Fighting, Rock.

Resistances: Electric, Grass, Water.

Immunity: Freeze status.

Pokemon: Kyurem.

Analysis: Weak. Taking away Dragon’s weakness to Ice is a big step in the right direction, but doing so with Ice, one of the weakest types defensively, is not the right way. Yet again, being possessed by a legendary dragon saves a type combination from the rubbish bin.

Dragon/Normal:

Weaknesses: Dragon, Fighting, Ice.

Resistances: Electric, Fire, Grass, Water.

Immunity: Ghost.

Pokemon: None.

Dragon/Poison:

Weaknesses: Dragon, Ground, Ice, Psychic.

Resistances: Bug, Electric, Fighting, Fire, Grass x2, Poison, Water.

Immunity: Poison status.

Pokemon: None.

Dragon/Psychic:

Weaknesses: Bug, Dark, Dragon, Ghost, Ice.

Resistances: Electric, Fighting, Fire, Grass, Psychic, Water.

Pokemon: Latias, Latios.

Dragon/Rock:

Weaknesses: Dragon, Fighting, Ground, Ice, Steel.

Resistances: Fire x2, Flying, Poison.

Pokemon: None.

Dragon/Steel:

Weaknesses: Fighting, Ground.

Resistances: Bug, Dark, Flying, Ghost, Grass x2, Normal, Psychic, Rock, Steel, Water.

Immunities: Poison status, Poison.

Pokemon: Dialga.

Analysis: Strong. This is one of the better combinations out there, with all its resistances. This is especially true since Steel soaks up Dragon’s weakness to itself and to Ice. However, Fighting and Ground moves are too common to allow this typing to take a top spot.

Dragon/Water:

Weaknesses: Dragon.

Resistances: Fire x2, Steel, Water x2.

Pokemon: Kingdra, Palkia.

Analysis: Very strong. With only a single weakness, this type mixture is quite solid, though it lacks the resistances to push it into a top spot. Resistance to water (doubled, even) is quite tasty, however.


Electric Types

Electric/Fighting:

Weaknesses: Ground, Psychic.

Resistances: Bug, Dark, Electric, Steel.

Pokemon: None.

Electric/Fire:

Weaknesses: Ground x2, Rock, Water.

Resistances: Electric, Fire, Grass, Ice, Steel x2.

Pokemon: Heat Rotom.

Analysis: Passable. Three weaknesses is a fairly short list, but two of them are very commonly used for attack moves, and several of the resistances here are less useful.

Electric/Flying:

Weaknesses: Ice, Rock.

Resistances: Bug, Flying, Grass, Steel.

Immunity: Ground.

Pokemon: Zapdos, Fan Rotom, Emolga, Thundurus.

Analysis: Strong. Two weaknesses, an immunity, and four resistances makes this a very handy type combination. Ice moves are very common for the sake of dragons, though, and that by corollary holds down anything else with an Ice weakness. Still, with an eye out for dragonslayers, this type combination is very handy.

Electric/Ghost:

Weaknesses: Dark, Ghost, Ground.

Resistances: Bug, Electric, Steel.

Immunities: Fighting, Normal.

Pokemon: Rotom.

Analysis: Passable. It’s hard to rate this typing high, as pure Rotom is a very weak pokemon in terms of stats, but the weaknesses to Dark and Ground are hazardous.

Electric/Grass:

Weaknesses: Bug, Fire, Ice, Poison.

Resistances: Electric x2, Grass, Steel.

Pokemon: Mow Rotom.

Analysis: Passable. There are too many weaknesses here for it to be strong, and Ice once more highlights the way to knocking this pokemon type out.

Electric/Ground:

Weaknesses: Grass, Ground, Ice, Water.

Resistances: Flying, Poison, Rock, Steel.

Immunity: Electric.

Pokemon: Stunfisk.

Analysis: Weak. What this combination is for is anyone’s guess, but it has three major weaknesses that make its resistances less than useful.

Electric/Ice:

Weaknesses: Fighting, Fire, Ground, Steel.

Resistances: Electric, Flying, Poison.

Immunity: Freeze status.

Pokemon: Freeze Rotom.

Analysis: Weak. Four weaknesses and three resistances is not a setup you want to be taking hits with, especially not when one of those weaknesses is Ground.

Electric/Normal:

Weaknesses: Fighting, Ground.

Resistances: Electric, Flying, Steel.

Immunity: Ghost.

Pokemon: None.

Electric/Poison:

Weaknesses: Ground x2, Psychic.

Resistances: Electric, Fighting, Flying, Poison.

Immunity: Poison status.

Pokemon: None.

Electric/Psychic:

Weaknesses: Bug, Dark, Ghost, Ground.

Resistances: Electric, Fighting, Flying, Psychic, Steel.

Pokemon: None.

Electric/Rock:

Weaknesses: Fighting, Grass, Ground x2, Steel, Water.

Resistances: Electric, Fire, Flying x2, Normal, Poison.

Pokemon: None.

Electric/Steel:

Weaknesses: Fire, Ground x2.

Resistances: Bug, Dark, Dragon, Electric, Flying, Ghost, Grass, Ice, Normal, Psychic, Rock, Steel.

Immunities: Poison, Poison status.

Pokemon: Magnemite, Magneton, Magnezone.

Analysis: Strong. Ground double-weakness is very harmful to the type combination, and it’s a very good thing that Magnet Rise is available to these pokemon. Lots of resistances makes for a hard time bringing an Electric/Steel pokemon down.

Electric/Water:

Weaknesses: Grass, Ground.

Resistances: Ice, Steel x2, Water.

Pokemon: Chinchou, Lanturn, Wash Rotom.

Analysis: Strong. Ground weakness is painful, but water resistance and only one other weakness makes this a very stable type combination. A little care will see pokemon of this type setup shine.


Fighting Types

Fighting/Fire:

Weaknesses: Flying, Ground, Psychic, Water.

Resistances: Bug x2, Dark, Fire, Grass, Ice, Steel.

Immunity: Burn status.

Pokemon: Combusken, Blaziken, Monferno, Infernape, Pignite, Emboar.

Analysis: Passable. I am baffled by the way three generations of Fire starters are now Fighting pokemon as well, especially given that Grass and Water starters only got mixed typing twice, and once was the ‘Give a Resistance’ loop set up in Diamond and Pearl. Especially since the Water and Grass starters didn’t repeat any type combinations. At any rate, the list of weaknesses is too long to claim this type combination as ‘strong’, but the array of resistances keeps it from coming up short.

Fighting/Flying:

Weaknesses: Electric, Flying, Ice, Psychic.

Resistances: Bug x2, Dark, Fighting, Grass.

Immunity: Ground.

Pokemon: None.

Fighting/Ghost:

Weaknesses: Flying, Ghost, Psychic.

Resistances: Bug x2, Rock.

Immunities: Fighting, Normal.

Pokemon: None.

Fighting/Grass:

Weaknesses: Fire, Flying x2, Ice, Poison, Psychic.

Resistances: Dark, Grass, Ground, Rock.

Pokemon: Virizion.

Analysis: Weak. Too many weaknesses are present, especially Flying, Ice, and Psychic, to mark this as a strong typing. Again, a typing is rescued by a powerful legendary.

Fighting/Ground:

Weaknesses: Flying, Grass, Ice, Psychic, Water.

Resistances: Bug, Dark, Fire, Poison, Rock x2.

Immunity: Electric.

Pokemon: None.

Fighting/Ice:

Weaknesses: Fighting, Fire, Flying, Psychic, Steel.

Resistances: Bug, Dark, Ice.

Immunity: Freeze status.

Pokemon: None.

Fighting/Normal:

Weaknesses: Fighting, Flying, Psychic.

Resistances: Bug, Dark, Rock.

Immunity: Ghost.

Pokemon: Meloetta (Pirouette form).

Analysis: Passable. One common resistance takes the edge off the three decently common weaknesses, but that’s really the best of this type combination. Be careful if you use it.

Fighting/Poison:

Weaknesses: Flying, Ground, Psychic x2.

Resistances: Bug, Dark, Fighting, Grass, Poison.

Immunity: Poison status.

Pokemon: Croagunk, Toxicroak.

Analysis: Passable. The three weaknesses here are too easy to hit, they make this type combination fragile. However, the resistances make up for that... to a degree.

Fighting/Psychic:

Weaknesses: Flying, Ghost.

Resistances: Fighting, Psychic.

Pokemon: Meditite, Medicham, Gallade.

Analysis: Strong. Pretty much anything that doesn’t have Aerial Ace is going to be troubled by pokemon of this type combination, since Ghost moves aren’t as popular as they could be, and the list is relatively short. Not many resistances, but so many things hit it for normal damage that this type combination is rather reliable.

Fighting/Rock:

Weaknesses: Fighting, Grass, Ground, Psychic, Steel, Water.

Resistances: Bug, Dark, Fire, Normal, Poison, Rock x2.

Pokemon: Terrakion.

Analysis: Weak. Too many weaknesses are present for the number of resistances to mean much. Once more, a powerful Legendary possessing a weak type combination.

Fighting/Steel:

Weaknesses: Fighting, Fire, Ground.

Resistances: Bug x2, Dark x2, Dragon, Flying, Ghost, Grass, Ice, Normal, Rock x2, Steel.

Immunities: Poison status, Poison.

Pokemon: Lucario, Cobalion.

Analysis: Strong. Though Ground weakness is very hazardous, the many resistances of this type combination will keep it up against most opponents. Very reliable.

Fighting/Water:

Weaknesses: Electric, Flying, Grass, Psychic.

Resistances: Bug, Dark, Fire, Ice, Rock, Steel, Water.

Pokemon: Poliwrath, Keldeo.

Analysis: Passable. The weaknesses here are just hard enough to target to keep it from becoming weak, but put together they make it hard to bring a Fighting/Water to the table and not expect it to get hit hard fairly quickly.


Fire Types

Fire/Flying:

Weaknesses: Electric, Rock x2, Water.

Resistances: Bug, Fire, Grass x2, Steel.

Immunities: Burn status, Ground.

Pokemon: Charizard, Moltres, Ho-Oh.

Analysis: Passable. Water weakness is nothing to sneeze at, and this type combination lacks many useful resistances. Ground immunity is quite handy, though.

Fire/Ghost:

Weaknesses: Dark, Ghost, Ground, Rock, Water.

Resistances: Bug, Fire, Grass, Ice, Poison, Steel.

Immunities: Burn status, Fighting, Normal.

Pokemon: Litwick, Lampent, Chandelure.

Analysis: Passable. Five is a lot of weaknesses, but the combined list of resistances and immunities is long enough to cut down the danger somewhat. Be careful with these pokemon, though.

Fire/Grass:

Weaknesses: Flying, Poison, Rock.

Resistances: Electric, Grass x2, Steel.

Immunity: Burn status.

Pokemon: None.

Fire/Ground:

Weaknesses: Ground, Water x2.

Resistances: Bug, Fire, Poison, Steel.

Immunities: Burn status, Electric.

Pokemon: Numel, Camerupt.

Analysis: Passable. Only two weaknesses is good. Weakness to two of the most commonly used attack types, even if it’s mostly because of Earthquake in the case of Ground, is not so good. Still, a decent set of resistances and a lot of neutrality.

Fire/Ice:

Weaknesses: Fighting, Ground, Rock x2, Water.

Resistances: Bug, Grass, Ice x2.

Immunities: Burn status, Freeze status.

Pokemon: None.

Fire/Normal:

Weaknesses: Fighting, Ground, Rock, Water.

Resistances: Bug, Fire, Grass, Ice, Steel.

Immunities: Burn status, Ghost.

Pokemon: None.

Fire/Psychic:

Weaknesses: Dark, Ghost, Ground, Rock, Water.

Resistances: Fighting, Fire, Grass, Ice, Steel.

Immunity: Burn status.

Pokemon: Darmanitan (Zen Mode).

Analysis: Weak. There are an equal number of weaknesses and resistances here, and the resistances are almost all less common than the weaknesses. Really only useful in the right situation.

Fire/Rock:

Weaknesses: Fighting, Ground x2, Rock, Water x2.

Resistances: Bug, Fire x2, Flying, Ice, Poison.

Immunity: Burn status.

Pokemon: Magcargo.

Analysis: Weak. The resistances are somewhat less common than the weaknesses, as attacking types go, and double weakness to both water -and- ground is very dangerous.

Fire/Steel:

Weaknesses: Fighting, Ground x2, Water.

Resistances: Bug x2, Dark, Dragon, Flying, Ghost, Grass x2, Ice x2, Normal, Psychic, Steel x2.

Immunities: Burn status, Poison status, Poison.

Pokemon: Heatran.

Analysis: Strong. Not the best Steel combination, especially since it increases the array of weaknesses, but only three weaknesses is a relatively small target to hit. It’s just unfortunate that two of those weaknesses are Ground and Water.

Fire/Water:

Weaknesses: Electric, Ground.

Resistances: Bug, Fire x2, Ice x2, Steel x2.

Immunities: Burn status.

Pokemon: None.


Flying and Ghost Types

Flying/Ghost:

Weaknesses: Dark, Electric, Ghost, Ice, Rock.

Resistances: Bug x2, Grass, Poison.

Immunities: Fighting, Normal.

Pokemon: Drifloon, Drifblim.

Analysis: Weak. There are too many weaknesses to this type pairing, and enough of them are common enough to more than offset the immunities.

Flying/Grass:

Weaknesses: Fire, Flying, Ice x2, Poison, Rock.

Resistances: Fighting, Grass x2, Water.

Immunity: Ground.

Pokemon: Hoppip, Skiploom, Jumpluff, Tropius, Shaymin (Sky Form).

Analysis: Passable. There are too many weaknesses here, and the biggest resistance is to a less-common attack type. Ground immunity is immensely useful, though. This is one of those types you need to be careful with- in a given battle it’ll either be excellent or terrible as typings go.

Flying/Ground:

Weaknesses: Ice x2, Water.

Resistances: Bug, Fighting, Poison.

Immunities: Electric, Ground.

Pokemon: Gligar, Gliscor, Landorus.

Analysis: Strong. Ice and Water weakness is a major problem here, but Ground immunity and a larger array of resistances than weaknesses keeps this from being a useless type combination by a long shot.

Flying/Ice:

Weaknesses: Electric, Fire, Rock x2, Steel.

Resistance: Grass.

Immunities: Freeze status, Ground.

Pokemon: Articuno, Delibird.

Analysis: Weak. One resistance, one immunity- and four weaknesses. At least none of the weaknesses is Ground or Water, but that just salvages this type combination from the ‘very weak’ pile.

Flying/Normal:

Weaknesses: Electric, Ice, Rock.

Resistances: Bug, Grass.

Immunities: Ghost, Ground.

Pokemon: Pidgey, Pidgeotto, Pidgeot, Spearow, Fearow, Farfetch’d, Doduo, Dodrio, Hoothoot, Noctowl, Togetic, Taillow, Swellow, Swablu, Starly, Staravia, Staraptor, Chatot, Togekiss, Pidove, Tranquill, Unfezant, Rufflet, Braviary.

Analysis: Passable. The Flying/Normal pokemon make fairly good ghost-killers against the computer, but don’t try it against a player- most Ghosts pack Thunderbolt or Ice Beam (or both). Ice weakness is a major hazard, but Ground immunity is strong.

Flying/Poison:

Weaknesses: Electric, Ice, Psychic, Rock.

Resistances: Bug x2, Fighting x2, Grass x2, Poison.

Immunities: Ground, Poison status.

Pokemon: Zubat, Golbat, Crobat.

Analysis: Strong. Ice and Electric weakness combined is a big danger, as that’s a common pairing to ensure decent damage, but this type combination offers a whopping three double resistances, an immunity, and immunity to poisoning conditions. It’s not what it could be, but it’s still solid and quite usable.

Flying/Psychic:

Weaknesses: Dark, Electric, Ghost, Ice, Rock.

Resistances: Fighting x2, Grass, Psychic.

Immunity: Ground.

Pokemon: Natu, Xatu, Lugia, Woobat, Swoobat, Sigilyph.

Analysis: Weak. Being weak to almost a third of the pokemon types is a bad thing, especially when you’re only toting around protection against four types. Electric/Ice makes another appearance here as well as weaknesses, never a good thing.

Flying/Rock:

Weaknesses: Electric, Ice, Steel, Water.

Resistances: Bug, Fire, Flying, Normal, Poison.

Immunity: Ground.

Pokemon: Aerodactyl, Archen, Archeops.

Analysis: Passable. Two of the weaknesses are very dangerous and one is quite dangerous, but Ground immunity and a fairly good set of resistances makes up for that somewhat.

Flying/Steel:

Weaknesses: Electric, Fire.

Resistances: Bug x2, Dark, Dragon, Flying, Ghost, Grass x2, Normal, Psychic, Steel.

Immunities: Ground, Poison status, Poison.

Pokemon: Skarmory.

Analysis: Very strong. There’s a reason why Skarmory is the premier physical tank, and this typing is it. Electric moves are used commonly for just such reasons, so keep an eye out for them, but nearly anything else can be shrugged off by this type combo.

Flying/Water:

Weaknesses: Electric x2, Rock.

Resistances: Bug, Fighting, Fire, Water.

Immunity: Ground.

Pokemon: Gyarados, Mantine, Wingull, Pelipper, Mantyke, Ducklett, Swanna.

Analysis: Strong. It doesn’t offer the same variety of resistances and protections as Steel/Flying, but having only two weaknesses makes it hard to target this typeset, even if one of those weaknesses is a double-strength weakness to Electric attacks.

Ghost/Grass:

Weaknesses: Dark, Fire, Flying, Ghost, Ice.

Resistances: Electric, Ground, Water.

Immunities: Fighting, Normal.

Pokemon: None.

Ghost/Ground:

Weaknesses: Dark, Ghost, Grass, Ice, Water.

Resistances: Bug, Rock.

Immunities: Electric, Fighting, Normal.

Pokemon: Golett, Golurk.

Analysis: Passable. This type combination is rescued by its immunities, and even that only does so much for it. Dark, Ice, and Water, are easy to run across, even by accident, and that makes this combination less useful than one would hope.

Ghost/Ice:

Weaknesses: Bug, Dark, Fire, Ghost, Rock, Steel.

Resistances: Ice, Poison.

Immunities: Fighting, Normal.

Pokemon: Froslass.

Analysis: Weak. Very weak. Yes, it’s immune to Fighting and Normal, but Ice type has never done much for any pokemon as a pokemon type, and it continues to be crippling here.

Ghost/Normal:

Weaknesses: Bug, Dark.

Resistances: Poison.

Immunities: Fighting, Ghost, Normal.

Pokemon: None.

Ghost/Psychic:

Weaknesses: Dark x2, Ghost x2.

Resistances: Poison.

Immunities: Fighting, Normal.

Pokemon: None.

Ghost/Poison:

Weaknesses: Dark, Ghost, Ground, Psychic.

Resistances: Bug x2, Grass, Poison x2.

Immunities: Fighting, Normal, Poison status.

Pokemon: Gastly, Haunter, Gengar.

Analysis: Weak. Pretty much all Ghost is good for is immunity to Fighting and Normal moves, and hitting Psychic pokemon hard. Poison grants resistance to Fighting, which Ghost renders useless, weakness to Psychic (which Ghost really doesn’t need), and in exchange it... protects against poison and grass. Not useful.

Ghost/Rock:

Weaknesses: Dark, Ghost, Grass, Ground, Steel, Water.

Resistances: Bug, Fire, Flying, Poison x2.

Immunities: Fighting, Normal.

Pokemon: None.

Ghost/Steel:

Weaknesses: Fire, Ground.

Resistances: Bug, Dragon, Flying, Grass, Ice, Normal, Psychic, Rock, Steel.

Immunities: Fighting, Normal, Poison status, Poison.

Pokemon: None.

Ghost/Water:

Weaknesses: Dark, Electric, Grass.

Resistances: Bug, Fire, Ice, Poison, Steel, Water.

Immunities: Fighting, Normal.

Pokemon: Frillish, Jellicent.

Analysis: Very strong. Grass weakness hardly matters here in the face of Dark and Electric weakness, and the protections of this type are too varied and strong to worry about that much.


Grass and Ground Types

Grass/Ground:

Weaknesses: Bug, Fire, Flying, Ice x2.

Resistances: Ground, Rock.

Immunity: Electric.

Pokemon: Torterra.

Analysis: Strong. Ice and flying are the major hazards here, and having four weaknesses still leaves the combination fairly stable.  The double weakness to Ice hurts, but immunity to Ground offsets that somewhat. A very reliable type combination.

Grass/Ice:

Weaknesses: Bug, Fighting, Fire, Flying, Poison, Rock, Steel.

Resistances: Grass, Ground, Water.

Pokemon: Snover, Abomasnow.

Analysis: Bad. Just... bad. Ground and Water resistance is nice, but the list of weaknesses is long enough to drive a truck through. I love Abomasnow, but its typing is just bad.

Grass/Normal:

Weaknesses: Bug, Fighting, Fire, Flying, Ice, Poison.

Resistances: Electric, Grass, Ground, Water.

Pokemon: None.

Grass/Psychic:

Weaknesses: Bug x2, Dark, Fire, Flying, Ghost, Ice, Poison.

Resistances: Electric, Fighting, Grass, Psychic, Water.

Pokemon: Exeggcute, Exeggutor, Celebi.

Analysis: Weak. There aren’t nearly enough resistances here to offset the long list of weaknesses- seven in all. At least the pokemon with this type combination are solid in and of themselves, because that’s all that’ll save them.

Grass/Poison:

Weaknesses: Fire, Flying, Ice, Psychic.

Resistances: Electric, Fighting, Grass x2, Water.

Immunity: Poison status.

Pokemon: Bulbasaur, Ivysaur, Venusaur, Oddish, Gloom, Vileplume, Bellsprout, Weepinbell, Victreebell, Roselia, Budew, Roserade, Foongus, Amoonguss.

Analysis: Passable. These pokemon are easy to damage hard, but their resistances and their immunity to poison status are simply useful. Keep your eyes sharp for moves that will clobber them, though.

Grass/Rock:

Weaknesses: Bug, Fighting, Ice, Steel.

Resistance: Normal, Rock.

Pokemon: Lileep, Cradily.

Analysis: Weak. Grass and Rock is not a good combination, generating twice as many weaknesses as resistances. Steer clear of this unless you -really- like the pokemon in question.

Grass/Steel:

Weaknesses: Fighting, Fire x2.

Resistances: Dark, Dragon, Electric, Ghost, Grass x2, Normal, Psychic, Rock, Steel, Water.

Immunities: Poison status, Poison.

Pokemon: Ferroseed, Ferrothorn.

Analysis: Very Strong. There are several reasons why Ferrothorn has upset the metagame. This typing is only one of them, but it’s still a very good one. Sticking steel in here does all kinds of nice things for Grass, and the only major hazards are Fighting and Fire moves, which aren’t as common as they could be.

Grass/Water:

Weaknesses: Bug, Flying, Poison.

Resistances: Ground, Water x2.

Pokemon: Lotad, Lombre, Ludicolo.

Analysis: Passable. These pokemon are relatively sturdy, as few things are specially prepared to take on their set of weaknesses, but they lack the resistances to come out very strong.

Ground/Ice:

Weaknesses: Fighting, Fire, Steel, Water.

Resistance: Poison.

Immunity: Electric.

Pokemon: Swinub, Piloswine, Mamoswine.

Analysis: Weak. One resistance and one immunity does not make for a stable or durable ‘mon. Still, the weaknesses aren’t -too- crippling, you may still want such a ‘mon on your team.

Ground/Normal:

Weaknesses: Fighting, Grass, Ice, Water.

Resistances: Poison, Rock

Immunities: Electric, Ghost.

Pokemon: None.

Ground/Psychic:

Weaknesses: Bug, Dark, Ghost, Grass, Ice, Water.

Resistances: Fighting, Poison, Psychic, Rock.

Immunity: Electric.

Pokemon: Baltoy, Claydol.

Analysis: Weak. There are too many common moves that hit this type-set’s weaknesses for it to be very good, and the resistances aren’t what they could be.

Ground/Poison:

Weaknesses: Ground, Ice, Psychic, Water.

Resistances: Fighting, Poison x2, Rock.

Immunities: Electric, Poison status.

Pokemon: Nidoqueen, Nidoking.

Analysis: Weak. Ground, Ice, and Water weaknesses make these pokemon quite unhappy, and double poison resistance isn’t the best resistance ever, but in the proper situation, a Ground/Poison ‘mon can still do a decent job.

Ground/Rock:

Weaknesses: Fighting, Grass x2, Ground, Ice, Steel, Water x2.

Resistances: Fire, Flying, Normal, Poison x2, Rock x2.

Immunity: Electric.

Pokemon: Geodude, Graveler, Golem, Onix, Rhyhorn, Rhydon, Larvitar, Pupitar, Rhyperior.

Analysis: Weak. There are too many weaknesses here to consider the typing defensively strong, even through Rock/Ground pokemon were the original ‘tanks’ of the Pokemon games.

Ground/Steel:

Weaknesses: Fighting, Fire, Ground, Water.

Resistances: Bug, Dark, Dragon, Flying, Ghost, Normal, Psychic, Rock x2, Steel.

Immunities: Electric, Poison status, Poison.

Pokemon: Steelix, Excadrill.

Analysis: Strong. The weaknesses of this combination are unfortunately easy to target, but there are so many protections here that it’s just not as bad as it could be. With a sharp eye for mud, these pokemon can still be quite strong.

Ground/Water:

Weaknesses: Grass x2.

Resistances: Fire, Rock, Steel.

Immunity: Electric.

Pokemon: Wooper, Quagsire, Marshtomp, Swampert, Barboach, Whiscash, Gastrodon, Palpitoad, Seismitoad.

Analysis: Very strong. Many of the so-called ‘Bulky Water’ pokemon are this type combination, and having only one weakness is a very good situation for anything that intends to soak a hit.


Ice, Normal, and Psychic Types

Ice/Normal:

Weaknesses: Fighting x2, Fire, Rock, Steel.

Resistance: Ice.

Immunities: Freeze status, Ghost.

Pokemon: None.

Ice/Psychic:

Weaknesses: Bug, Dark, Fire, Ghost, Rock, Steel.

Resistances: Ice, Psychic.

Immunity: Freeze status.

Pokemon: Jynx, Smoochum.

Analysis: Very weak. One good resistance, one passable resistance, and a small slew of weaknesses make this type combination easy to target.

Ice/Poison:

Weaknesses: Fire, Ground, Rock, Steel.

Resistances: Grass, Ice, Poison.

Immunities: Freeze status, Poison status.

Pokemon: None.

Ice/Rock:

Weaknesses: Fighting x2, Grass, Ground, Steel x2, Water.

Resistances: Flying, Ice, Normal, Poison.

Immunity: Freeze status.

Pokemon: None.

Ice/Steel:

Weaknesses: Fighting x2, Fire x2, Ground.

Resistances: Bug, Dark, Dragon, Flying, Ghost, Grass, Ice x2, Normal, Poison, Psychic.

Immunities: Freeze status, Poison status, Poison.

Pokemon: None.

Ice/Water:

Weaknesses: Electric, Fighting, Grass, Rock.

Resistances: Ice x2, Water.

Immunity: Freeze status.

Pokemon: Dewgong, Cloyster, Lapras, Spheal, Sealeo, Walrein.

Analysis: Passable. Only two resistances are present here, but on the other hand, only one of its weaknesses is common. Certainly not going to stand out anytime soon, but they can hold their own.

Normal/Psychic:

Weaknesses: Bug, Dark.

Resistance: Psychic.

Immunity: Ghost.

Pokemon: Girafarig, Meloetta (Aria form).

Analysis: Strong. Few resistances means this type combination isn’t terribly strong, but only two weaknesses makes it a very stable and reliable typing.

Normal/Poison:

Weaknesses: Ground, Psychic.

Resistances: Grass, Poison.

Immunities: Ghost, Poison status.

Pokemon: None.

Normal/Rock:

Weaknesses: Fighting x2, Grass, Ground, Steel, Water.

Resistances: Fire, Flying, Normal, Poison, Rock.

Immunity: Ghost.

Pokemon: None.

Normal/Steel:

Weaknesses: Fighting x2, Fire, Ground.

Resistances: Bug, Dark, Dragon, Flying, Grass, Ice, Normal, Psychic, Rock, Steel.

Immunities: Ghost, Poison status, Poison.

Pokemon: None.

Normal/Water:

Weaknesses: Electric, Fighting, Grass.

Resistances: Fire, Ice, Steel, Water.

Immunity: Ghost.

Pokemon: Bibarel.

Analysis: Passable. This type combination is rather bizarre, but it provides some decent protection compared to its moderate weaknesses.

Psychic/Poison:

Weaknesses: Dark, Ghost, Ground.

Resistances: Bug, Fighting x2, Grass, Poison.

Immunity: Poison status.

Pokemon: None.

Psychic/Rock:

Weaknesses: Bug, Dark, Ghost, Grass, Ground, Steel, Water.

Resistances: Fire, Flying, Normal, Psychic, Rock.

Pokemon: Lunatone, Solrock.

Analysis: Weak. Again we have a very long list of weaknesses that makes the five resistances just not as good as they could be.

Psychic/Steel:

Weaknesses: Fire, Ground.

Resistances: Dragon, Flying, Ghost, Grass, Ice, Normal, Psychic x2, Rock, Steel.

Immunities: Poison status, Poison.

Pokemon: Beldum, Metang, Metagross, Jirachi, Bronzor, Bronzong.

Analysis: And yet again Steel proves itself superior in comparison to Rock. This very strong combination boasts only two weaknesses, of which neither is double- then again, Earthquake is everywhere....

Psychic/Water:

Weaknesses: Bug, Dark, Electric, Ghost, Grass.

Resistances: Fighting, Fire, Psychic, Steel, Water.

Pokemon: Slowpoke, Slowbro, Starmie, Slowking.

Analysis: Passable. Too many weaknesses are found here to list it as ‘strong’, but at least there’s no gaping hole in the defenses here.


Rock, Poison, and Steel Types

Rock/Poison:

Weaknesses: Ground x2, Psychic, Steel, Water.

Resistances: Bug, Fire, Flying, Normal, Poison x2, Rock.

Immunity: Poison status.

Pokemon: None.

Rock/Steel:

Weaknesses: Fighting x2, Ground x2, Water.

Resistances: Bug, Dark, Dragon, Flying x2, Ghost, Ice, Normal x2, Psychic, Rock x2.

Immunities: Poison status, Poison.

Pokemon: Aron, Lairon, Aggron, Shieldon, Bastiodon, Probopass.

Analysis: Risky. Depending on what you’re facing, this type combination can be Very Strong or Very Weak- unfortunately, most of these pokemon are taken out by a single Fighting or Ground move thanks to the double weakness, and Earthquake, as I keep reiterating, is all over the place. Still, there’s a long list of resistances, and an opponent who isn’t prepared with a Ground or Fighting attack is going to have a hard time here.

Rock/Water:

Weaknesses: Electric, Fighting, Grass x2, Ground.

Resistances: Fire x2, Flying, Ice, Rock.

Pokemon: Omanyte, Omastar, Kabuto, Kabutops, Corsola, Relicanth, Tirtouga, Carracosta.

Analysis: Passable. Equal weaknesses and resistances, easy to target but easy to figure out when it should or should not be brought in.

Poison/Steel:

Weaknesses: Fire, Ground x2.

Resistances: Bug x2, Dark, Dragon, Flying, Ghost, Grass x2, Ice, Normal, Rock, Steel.

Immunities: Poison status, Poison.

Pokemon: None.

Poison/Water:

Weaknesses: Electric, Ground, Psychic.

Resistances: Bug, Fighting, Fire, Ice, Poison, Steel, Water.

Immunity: Poison status.

Pokemon: Tentacool, Tentacruel, Qwilfish.

Analysis: Strong. Seven resistances to three weaknesses is a nice proportion, and helps keep things from getting too hairy. Keep your eye on those Earthquakes, though.

Steel/Water:

Weaknesses: Electric, Fighting, Ground.

Resistances: Bug, Dark, Dragon, Flying, Ghost, Ice x2, Normal, Psychic, Rock, Steel, Water.

Immunities: Poison status, Poison.

Pokemon: Empoleon.

Analysis: This could be a very, very strong typing, especially with Water moves loved so much- but it would need to be paired with similarly strong defenses that it just hasn’t quite been attached to yet. Electric and Ground weakness isn’t the best thing ever, but there are plenty of resistances here to keep a Steel/Water type running.