Type matchups are very important in Pokemon Champions. Every Pokemon has a type, and every move has a type too. Some types are strong against others, while some are weak. This changes how much damage you give and take. If you use the right type, you can beat stronger Pokemon. If you use the wrong type, you will do very little damage and take a lot more in return.
Learning the type chart is one of the first things you want to do if you plan on building a competitive team in Pokemon Champions. This guide breaks all of that down for you.
Pokemon Champions Type Effectiveness
Before you recruit and train your Pokemon, you need to know that there are 18 types in Pokemon Champions, and each one has its own set of strengths, weaknesses, resistances, and immunities. When you use a move, the game checks your move's type against your opponent's Pokemon type. The result changes how much damage the move does.
Here are the four possible outcomes:
Effectiveness
Multiplier
What it means
Super effective
2x
Your move hits extra hard
Normal
1x
Regular damage, no bonus or penalty
Not very effective
0.5x
Your move barely does anything
Immune
0x
The move does zero damage
Dual-Type Pokemon
Most Pokemon carry two types at once, and this changes the math. When both of a Pokemon's types are weak to the same move, damage stacks up to 4x. When both types resist the same move, it drops to 0.25x. Immunity always wins. Even if one type is weak, if the other is immune, the move does nothing.
Type 1
Type 2
Result
Weak
Weak
4x damage
Weak
Resistant
1x damage (cancel out)
Resistant
Resistant
0.25x damage
Immune
Anything
0x damage (immunity always wins)
Full Pokemon Champions Type Chart
Here is the complete breakdown of all 18 types and how they interact with each other:
Rows are the attacking type.
Columns are the defending type.
Green cells mean super effective (2x)
Blue means not very effective (0.5x)
Red means immune (0x)
Blank cells are normal damage
1. Normal
Damage Dealt
When Attacking
When Defending
None
Fighting
Steel, Rock
None
Ghost
Ghost
2. Fire
Damage Dealt
When Attacking
When Defending
Grass, Ice, Bug, Steel
Water, Ground, Rock
Fire, Water, Rock, Dragon
Fire, Grass, Ice, Bug, Steel, Fairy
None
None
3. Water
Damage Dealt
When Attacking
When Defending
Fire, Ground, Rock
Electric, Grass
Water, Grass, Dragon
Fire, Water, Ice, Steel
None
None
4. Electric
Damage Dealt
When Attacking
When Defending
Water, Flying
Ground
Electric, Grass, Dragon
Electric, Flying, Steel
Ground
None
5. Grass
Damage Dealt
When Attacking
When Defending
Water, Ground, Rock
Fire, Ice, Poison, Flying, Bug
Fire, Grass, Poison, Flying, Bug, Dragon, Steel
Water, Electric, Grass, Ground
None
None
6. Ice
Damage Dealt
When Attacking
When Defending
Grass, Ground, Flying, Dragon
Fire, Fighting, Rock, Steel
Fire, Water, Ice, Steel
Ice
None
None
7. Fighting
Damage Dealt
When Attacking
When Defending
Normal, Dark, Ice, Rock, Steel
Flying, Psychic, Fairy
Poison, Flying, Psychic, Bug, Fairy
Bug, Rock, Dark
Ghost
None
8. Poison
Damage Dealt
When Attacking
When Defending
Grass, Fairy
Ground, Psychic
Poison, Ground, Rock, Ghost
Grass, Fighting, Poison, Bug, Fairy
Steel
None
9. Ground
Damage Dealt
When Attacking
When Defending
Fire, Electric, Poison, Rock, Steel
Water, Grass, Ice
Grass, Bug
Poison, Rock
Flying
Electric
10. Flying
Damage Dealt
When Attacking
When Defending
Grass, Fighting, Bug
Electric, Ice, Rock
Electric, Rock, Steel
Grass, Fighting, Bug
None
Ground
11. Psychic
Damage Dealt
When Attacking
When Defending
Fighting, Poison
Bug, Ghost, Dark
Psychic, Steel
Fighting, Psychic
Dark
None
12. Bug
Damage Dealt
When Attacking
When Defending
Grass, Psychic, Dark
Fire, Flying, Rock
Fire, Fighting, Dark, Flying, Ghost, Steel, Fairy
Grass, Fighting, Ground
None
None
13. Rock
Damage Dealt
When Attacking
When Defending
Fire, Ice, Flying, Bug
Water, Grass, Fighting, Ground, Steel
Fighting, Ground, Steel
Normal, Fire, Poison, Flying
None
None
14. Ghost
Damage Dealt
When Attacking
When Defending
Psychic, Ghost
Ghost, Dark
Dark
Poison, Bug
Normal
Normal, Fighting
15. Dragon
Damage Dealt
When Attacking
When Defending
Dragon
Ice, Dragon, Fairy
Steel
Fire, Water, Electric, Grass
Fairy
None
16. Dark
Damage Dealt
When Attacking
When Defending
Ghost, Psychic
Bug, Fairy, Fighting
Dark, Fighting, Fairy
Dark, Ghost
None
Psychic
17. Steel
Damage Dealt
When Attacking
When Defending
Ice, Rock, Fairy
Fire, Fighting, Ground
Fire, Water, Electric, Steel
Normal, Grass, Ice, Flying, Psychic, Bug, Rock, Dragon, Steel, Fairy
None
Poison
18. Fairy
Damage Dealt
When Attacking
When Defending
Fighting, Dragon, Dark
Poison, Steel
Fire, Poison, Steel
Fighting, Bug, Dark
None
Dragon
How Pokemon Type Chart Changed Over the Generations
Pokemon did not always have 18 types. When the series started with Red and Green in 1996, there were only 15 types. Back then, Dragon and Psychic were dominant with very few counters. Dark and Steel were added in Generation II (Gold and Silver, 1999) specifically to balance things out. Dark countered Psychic, and Steel added a tough defensive wall the game was missing.
Then in Generation VI (X and Y, 2013), the Fairy type was introduced to put Dragon, Dark, and Fighting in check. It worked, because Fairy immediately became one of the most valuable types competitively.
Knowing this history helps you understand why the Pokemon Champions type chart looks the way it does today. Every addition was intentional, and the balance it creates is part of what makes Pokemon battles so deep and replayable.
kui
I am a gaming writer who loves to play gacha games, and share tips, guides, plus strategies to help others learn their favorite games.