Key
Θ = Super Effective (x2)
O = Normal effectiveness (x1)
∆ = Poor (x0.5)
X = No effect (x0)
Pokémon Type
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Normal
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Fire
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Water
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Electric
|
Grass
|
Ice
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Fighting
|
Poison
|
Ground
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Flying
|
Psychic
|
Bug
|
Rock
|
Ghost
|
Dragon
|
Dark
|
Steel
|
Pokémon Move
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Normal No
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∆
|
X
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∆
|
Fire Fir
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∆
|
∆
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Θ
|
Θ
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Θ
|
∆
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∆
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Θ
|
Water Wa
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Θ
|
∆
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∆
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Θ
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Θ
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∆
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Electric El
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Θ
|
∆
|
∆
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X
|
Θ
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∆
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Grass Gra
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∆
|
Θ
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∆
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∆
|
Θ
|
∆
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∆
|
Θ
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∆
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∆
|
Ice Ic
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∆
|
∆
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Θ
|
∆
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Θ
|
Θ
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Θ
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∆
|
Fighting Fig
|
Θ
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Θ
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∆
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∆
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∆
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∆
|
Θ
|
X
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Θ
|
Θ
|
Poison Po
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Θ
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∆
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∆
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Θ
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∆
|
∆
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X
|
Ground Gro
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Θ
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Θ
|
∆
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Θ
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X
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∆
|
Θ
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Θ
|
Flying Fl
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∆
|
Θ
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Θ
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Θ
|
∆
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∆
|
Psychic Ps
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Θ
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Θ
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∆
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X
|
∆
|
Bug Bu
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∆
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Θ
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∆
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∆
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∆
|
Θ
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∆
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Θ
|
∆
|
Rock Ro
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Θ
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Θ
|
∆
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∆
|
Θ
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Θ
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∆
|
Ghost Gh
|
X
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Θ
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Θ
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∆
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∆
|
Dragon Dr
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Θ
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∆
|
Dark Da
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∆
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Θ
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Θ
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∆
|
∆
|
Steel St
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∆
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∆
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∆
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Θ
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Θ
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∆
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Note that for Pokémon with duplicated types, multiply the two levels of effectiveness by each other. This is explained in detail on the Dual type attack chart.
Also note that in the First Generation games, Red, Blue, Green, and Yellow, some weaknesses/resistances are different:
Ice
moves are 1x effectiveness vs Fire
, not 0.5x
Bug
moves are 2x effectiveness vs Poison
, not 0.5x
Ghost
moves are 0x effectiveness vs Psychic
, not 2x
Dark
and Steel
types do not exist.