matchups

Kinsburo

I rule you with my mind
  • 24
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    19
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    • Seen Dec 19, 2005
    TYPE MATCHUPS

    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
    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?)
    Disadantages: 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
     
    ya..... i guess i shouldve posted this on the newb section ill do that right now
     
    Few errors:

    glaile is a mono ice type, sneasal is ice/dark

    dusclops and bannette are mono ghost types
     
    ALSO GRASS IS WEAK TOWARDS ICE TOO sorry 4 caps
     
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