⚡ Pokemon Resistance Calculator
Check defending type pairs, Tera changes, ability and item modifiers, move STAB pressure, weather shifts, hazards, and team coverage gaps.
Slot 1 switch profile
Slot 2 switch profile
Slot 3 switch profile
Slot 4 switch profile
Slot 5 switch profile
Slot 6 switch profile
Original typing
4xType chart result before Tera changes, with duplicate secondary type ignored.
Tera typing
0.5xSelected single defensive type if Tera is active this turn.
Best team sponge
Slot 4Lowest raw type multiplier among the six team slots.
Hazard note
RocksSwitch-in chip, grounding, and Boots context for this defender.
| Result | Meaning | Switch note | Example use |
|---|---|---|---|
| 0x | Immunity | Free on direct hit | Ghost into Normal |
| 0.25x | Double resist | Strong sponge | Steel/Flying into Bug |
| 0.5x | Resist | Usually workable | Water into Fire |
| 1x | Neutral | Depends on stats | Dark into Fire |
| 2x | Weak | Risky switch | Flying into Rock |
| 4x | Double weak | Avoid if possible | Dragon/Flying into Ice |
| Modifier | Affects | Modeled effect | Battle caveat |
|---|---|---|---|
| Levitate | Ground | 0x | Ignored if suppressed |
| Thick Fat | Fire, Ice | 0.5x extra | Stacks after type chart |
| Filter | Super hits | 0.75x extra | Only above 1x |
| Air Balloon | Ground | 0x while intact | Lost after damage |
| Resist Berry | One type | 0.5x super hit | Consumed on use |
| Boots | Hazards | 0 hazard chip | No type damage cut |
| Tera plan | Defensive change | Best when | Watch out |
|---|---|---|---|
| Tera Flying | Gains Ground immunity | Dodging Earthquake | Weak to Rock and Ice |
| Tera Water | Resists Fire and Water | Soaking rain pressure | Electric and Grass hits |
| Tera Fairy | Immune to Dragon | Stopping Draco lines | Poison and Steel hits |
| Tera Steel | Many resistances | Endgame walling | Fire, Fighting, Ground |
| Tera Grass | Resists Ground, Water, Grass | Flipping Ground checks | Ice and Flying pressure |
| Field state | Calculator note | Most relevant types | Planning use |
|---|---|---|---|
| Stealth Rock | Rock-based chip | Fire, Flying, Ice, Bug | Switch safety check |
| Spikes | Grounded chip | Non-Flying grounded | Pivot penalty |
| Rain | Water up, Fire down | Water, Fire | Damage context |
| Sun | Fire up, Water down | Fire, Water | Damage context |
| Sand | Rock special bulk note | Rock | Special hit caution |
| Snow | Ice physical bulk note | Ice | Physical hit caution |
| Attack type | Strong into | Resisted by | No effect into |
|---|---|---|---|
| Ground | Fire, Electric, Poison, Rock, Steel | Grass, Bug | Flying |
| Ice | Grass, Ground, Flying, Dragon | Fire, Water, Ice, Steel | None |
| Fairy | Fighting, Dragon, Dark | Fire, Poison, Steel | None |
| Ghost | Psychic, Ghost | Dark | Normal |
| Fighting | Normal, Ice, Rock, Dark, Steel | Poison, Flying, Psychic, Bug, Fairy | Ghost |
| Electric | Water, Flying | Electric, Grass, Dragon | Ground |
Use the live calculator for the full 18-type chart, Tera state, abilities, items, STAB, weather, and six-slot team summary.
In all ranked ladders, from high-stakes tournaments to casual Friday nights, there’s that moment where you switch out your defender and realize why type matchups is important: they’re not just numbers on paper. You switch your defender into a predicted Earthquake. You see the move bar flash. You watch as your Pokemon gets hit. The health bar dissapears farther then it should of. The mistake was due to a misread STAB boost, or forgetting about Stealth Rock.
This tool aims to eliminate guesswork and replace it with probability. While knowing the bare bones type chart is a decent place to begin (and it’s pretty easy to remember), it won’t get you very far into competitive battling these days. This is because, in practice, there are tons of ways that modifiers will stack with one another. Adding Super Effective STAB to a resist makes it neutral. An immunity vanishes if the opponent hold Mold Breaker. Using your own item too early against an immunity means it is gone.
How to Win with Better Type Matchups
These are all things that the calculator can account for as soon as you input the context of your item, ability, Tera state, and defensive typing. By doing so, it spares you from having to multiply half damage reductions against weather bonuses as your timer run out. In reality, this is what lead to most of your losses.
Take the Tera mechanic as an example. That has a whole input field for itself. It Is game changing. Terastallize and in an instant turn a deadly Ground move to a nuisance chip, erase a four-times weakness all at once. But don’t jump without looking. When you change types, you shed your old immunities too. Want to pivot off of a Fighting move? You Tera away from the Ghost type, but you lose immunity to normal attacks. For common pivots such as Corviknight or Heatran, the page has a handy reference table. Now you’re forced to consider cost versus benefit… Not just run after a single resist.
Another wrinkle that catches many new players are abilities and items. Once you factor in type chart, Thick Fat halves damage from both Ice and Fire attacks. Filter decreases super effective damage by twenty five percent. Air Balloon provides an instant Ground immunity that break when pressed upon. Again, they’re not slight adjustments. They make a forced switch a safe pivot, or a possible sweep. This is where the tool’s ability to include them help you understand the actual pressure score, beyond just the raw type multiplier. It’s the difference between good switching and working well as a team.
That’s why individual checks come alive when combined with team synergy. That one Pokemon may be weak to Ice Beam on paper, but your partner could be a Water type who resist it and covers with Surf, which means you can safely pivot without fear of being exploited. That’s what the six slot team grid helps model, the coverage for each Pokemon. You are not just building a Pokemon, but a net of resistances that catches everything the other player throw at you. If Slots 3 and 5 handle Fire and Ground respectively then your overall defensive picture will be different than having two Flying types vulnerable to Rock.
The terrain and weather also change the battle as expected. Sun strengthens Fire & weakens Water. Rain reverses this. Sandstorm damages non-Rock type. All these factors change the risk of each switch-in. If you miss them, your trades will be miscalculated. This calculator accounts for field states so you’re not counting on a resist that melts away in scorching heat/rain.
Grounded teams take a beating from entry hazards like Toxic Spikes & Spikes. Layered Spikes don’t care how much resist you have; they’ll still chew off half of your HP on switch-in. Heavy-Duty Boots make this damage pointless. That’s where the hazard inputs come into play: it help you calculate the cost of switching in. Sometimes a “safe” switch-in turns out to be an expensive misstep in disguise.
It’s not that you’re looking for invincible Pokemon, it’s that you’re building a team of strengths, but also minimizing your vulnerabilities. There are going to be holes. You just want them not to be overlapping holes.
Experiment with the presets to try out popular builds. See what happens when you use Ice Beam on Garchomp with Rough Skin active? How does Heatran fare with a Grass Tera versus Ground moves? Run through some matches before settling down on a build.
In the end, it comes down to preparation. When you know every nook and cranny of your matchups, then you begin to predict instead of react. You will not only see the Earthquake coming, but you will see it as an opportunity to bring in the right counter at the right time instead of a threat. And that’s the edge that wins games.
