Type

----
Types (Japanese: タイプ Type) are properties applied to and their moves, which affect the power of moves in battles. As of Generation IX, there are 19 types, with 18 regular types and the special type. Most of the types were introduced during Generation I, but the and types were introduced in Generation II, the type was introduced in Generation VI, and the Stellar type was introduced in Generation IX. A unique type also existed from Generations II to . The types are largely based on the concept of classical elements in popular culture.
==Terminology==
In Generation I, types were occasionally referred to as elements.
In the Pokémon Trivia Challenge minigame from Pokémon Masters Arena, this was sometimes written as Type starting with a capital letter. For instance:
* "Which of the following Pokémon is the same Type as ?"
==Summary==
A Pokémon may have either one or two types. For instance, is a type, while is both a type and a type. Pokémon with two types are known as dual-type Pokémon. With this system and there currently being 18 types, there is a total of 324 possible ways to assign types to Pokémon, with 171 unique combinations, 162 of which have been used as of Generation IX. Similarly to Pokémon, Pokéstar Studios opponents also have types.
All moves have exactly one type each. The type of a damaging move typically determines which types of Pokémon it is super effective against, which types of Pokémon it is not very effective against, and which types of Pokémon it is completely ineffective against (with very few exceptions). If the type of a move matches one of the types of the Pokémon using it, it gains a boost in power.
Most Gym Leaders, Elite Four members, Trial Captains, and island kahunas have a type-specific theme.
The type is a special case, as no Pokémon or moves naturally bear it. However, a Pokémon can stallize into the Stellar type, which can also change and into the type as well.
==List of types==
Each type is assigned a particular index number used to identify it within a particular game, such as the data structures defining the types of a Pokémon or move.
Prior to Generation IV, a type's index number is also used to determine whether a move of that type deals physical or special damage, with all types from the type onward dealing special damage. In the Generation III games, a damaging move would be treated as dealing neither physical nor special damage, and deal 2 base damage.
Value 6 in Generations I and II is the unused type, which was removed in subsequent games. Values 9–19 (in Generation I) or 10–18 (in Generation II) are placeholders that display as "Normal". Values beyond the last defined entry may be used as the types of glitch Pokémon or glitch moves, and are known as glitch types. Value 18 in Generation IX is used as a to indicate that a Pokémon's Tera Type has not been changed from its original value.https://github.com/kwsch/PKHeX/blob/a02e4db09859eedd360da5a39fa55d9d8f52ecd0/PKHeX.Core/PKM/Interfaces/ITeraType.cs#L33
# 	Generation	Generation	Generation	Generation	Generation	Generation
# 	I 	II 	III-IV 	V 	VI-VII 	IX
0 	 	 	 	 	 	
1 	 	 	 	 	 	
2 	 	 	 	 	 	
3 	 	 	 	 	 	
4 	 	 	 	 	 	
5 	 	 	 	 	 	
6 	 	 	 	 	 	
7 	 	 	 	 	 	
8 	 	 	 	 	 	
9 	Normal 	 	 	 	 	
10	Normal 	Normal 	 	 	 	
11	Normal 	Normal 	 	 	 	
12	Normal 	Normal 	 	 	 	
13	Normal 	Normal 	 	 	 	
14	Normal 	Normal 	 	 	 	
15	Normal 	Normal 	 	 	 	
16	Normal 	Normal 	 	 	 	
17	Normal 	Normal 	 	 	 	
18	Normal 	Normal 	 	 	 	
19	Normal 	 	 	 	 	
20	 	 	 	 	 	
21	 	 	 	 	 	
22	 	 	 	 	 	
23	 	 	 	 	 	
24	 	 	 	 	 	
25	 	 	 	 	 	
26	 	 	 	 	 	
27	 	 	 	 	 	
99	 	 	 	 	 	
==Type effectiveness==
:"Super effective" redirects here. For the webcomic, see Super Effective (webcomic).
:"It's super effective" redirects here. For the podcast, see It's Super Effective (podcast).
:"Weakness" and "Resistance" redirect here. For the TCG mechanics, see Appendix:Glossary (TCG) → Weakness and Appendix:Glossary (TCG) → Resistance.
Damaging moves typically vary in effectiveness (Japanese: effectiveness) depending on the move's type and the type(s) of its target.
Type effectiveness greatly influences how much damage moves deal:
* If the type of a move is super effective (Japanese: はバツグン super effective) against a type of its target, the damage is doubled;
* If the type of a move is not very effective (Japanese: はつ not very effective) against a type of its target, the damage is halved;
* If the type of a move has no effect (Japanese: がない not effective) against a type of its target, the target is completely immune to it, and the move will deal no damage.
For targets that have multiple types, the type effectiveness of a move is the product of its effectiveness against each of the types:
* If the type of a move is super effective against both of the opponent's types (such as a move used against a Pokémon), then the move does 4 times (250% in Legends: Arceus) the damage.
* If the type of a move is not very effective against both of the opponent's types (such as a move used against a Pokémon), then the move only does ¼ (40% in Legends: Arceus) of the damage.
* If the type of a move is super effective against one of the opponent's types but not very effective against the other (such as a move used against a Pokémon), then the move deals regular damage.
* If the type of a move is completely ineffective against one of the opponent's types, then the move does no damage regardless of how the Pokémon’s other type would be affected (as in an move used against a Pokémon).
Pokémon Legends: Arceus uses a different calculation for type effectiveness against multiple types:
* If the type of a move is super effective against both of the opponent's types, then the move does 2.5 times the damage (instead of 4).
* If the type of a move is not very effective against both of the opponent's types, then the move does 0.4 times the damage (instead of 0.25).
If the type of a move is normal effective against one of the opponent's types, type multipliers remain the same as if it were a pure type Pokémon otherwise.
The moves , , and have custom interactions with defending types and do not strictly obey the type chart. , , and remove certain type immunities from their targets. moves double in effectiveness against Pokémon affected by . (including one-hit knockout moves) do not employ effectiveness, although since Generation II Pokémon are immune to them based on type interactions. Certain , held items, or types of weather (such as , the Ring Target, or strong winds, respectively) may modify the effectiveness of specific types of moves.
Status moves typically do not employ type effectiveness. There are some exceptions; Pokémon are immune to based on type interactions, and Pokémon are immune to based on type interactions in Generations and only. Furthermore, status moves may be unable to affect Pokémon based on type-related interactions other than effectiveness; for example, Pokémon cannot be afflicted with and are thus unaffected by .
Different sounds are played depending on the effectiveness of a move, with super effective attacks having a different sound from the normal hit, and not very effective attacks also having a distinct sound. Moves with no effect do not play a sound at all.
===Type chart===
:For type charts from previous generations, see Type/Type chart
A type chart, also known as type matchup chart, shows which modifiers are applied to move types when attacking of each type. If the defending Pokémon has two types, the two modifiers will be multiplied together: a move would hit for 4× damage on a Pokémon, while a move used against the same would do only a quarter of the regular damage. (A complete ineffectiveness against either type will make the move deal no damage, since 0 multiplied by any number is 0.)
The type chart differs depending on the generation of it is from. The type chart for Generation VI onward is shown below.
× 	× 	Defending type 	Defending type 	Defending type 	Defending type 	Defending type 	Defending type 	Defending type 	Defending type 	Defending type 	Defending type 	Defending type 	Defending type 	Defending type 	Defending type 	Defending type 	Defending type 	Defending type 	Defending type
× 	× 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
Attacking type 	 	1× 	1× 	1× 	1× 	1× 	½× 	1× 	0× 	½× 	1× 	1× 	1× 	1× 	1× 	1× 	1× 	1× 	1×
Attacking type 	 	2× 	1× 	½× 	½× 	1× 	2× 	½× 	0× 	2× 	1× 	1× 	1× 	1× 	½× 	2× 	1× 	2× 	½×
Attacking type 	 	1× 	2× 	1× 	1× 	1× 	½× 	2× 	1× 	½× 	1× 	1× 	2× 	½× 	1× 	1× 	1× 	1× 	1×
Attacking type 	 	1× 	1× 	1× 	½× 	½× 	½× 	1× 	½× 	0× 	1× 	1× 	2× 	1× 	1× 	1× 	1× 	1× 	2×
Attacking type 	 	1× 	1× 	0× 	2× 	1× 	2× 	½× 	1× 	2× 	2× 	1× 	½× 	2× 	1× 	1× 	1× 	1× 	1×
Attacking type 	 	1× 	½× 	2× 	1× 	½× 	1× 	2× 	1× 	½× 	2× 	1× 	1× 	1× 	1× 	2× 	1× 	1× 	1×
Attacking type 	 	1× 	½× 	½× 	½× 	1× 	1× 	1× 	½× 	½× 	½× 	1× 	2× 	1× 	2× 	1× 	1× 	2× 	½×
Attacking type 	 	0× 	1× 	1× 	1× 	1× 	1× 	1× 	2× 	1× 	1× 	1× 	1× 	1× 	2× 	1× 	1× 	½× 	1×
Attacking type 	 	1× 	1× 	1× 	1× 	1× 	2× 	1× 	1× 	½× 	½× 	½× 	1× 	½× 	1× 	2× 	1× 	1× 	2×
Attacking type 	 	1× 	1× 	1× 	1× 	1× 	½× 	2× 	1× 	2× 	½× 	½× 	2× 	1× 	1× 	2× 	½× 	1× 	1×
Attacking type 	 	1× 	1× 	1× 	1× 	2× 	2× 	1× 	1× 	1× 	2× 	½× 	½× 	1× 	1× 	1× 	½× 	1× 	1×
Attacking type 	 	1× 	1× 	½× 	½× 	2× 	2× 	½× 	1× 	½× 	½× 	2× 	½× 	1× 	1× 	1× 	½× 	1× 	1×
Attacking type 	 	1× 	1× 	2× 	1× 	0× 	1× 	1× 	1× 	1× 	1× 	2× 	½× 	½× 	1× 	1× 	½× 	1× 	1×
Attacking type 	 	1× 	2× 	1× 	2× 	1× 	1× 	1× 	1× 	½× 	1× 	1× 	1× 	1× 	½× 	1× 	1× 	0× 	1×
Attacking type 	 	1× 	1× 	2× 	1× 	2× 	1× 	1× 	1× 	½× 	½× 	½× 	2× 	1× 	1× 	½× 	2× 	1× 	1×
Attacking type 	 	1× 	1× 	1× 	1× 	1× 	1× 	1× 	1× 	½× 	1× 	1× 	1× 	1× 	1× 	1× 	2× 	1× 	0×
Attacking type 	 	1× 	½× 	1× 	1× 	1× 	1× 	1× 	2× 	1× 	1× 	1× 	1× 	1× 	2× 	1× 	1× 	½× 	½×
Attacking type 	 	1× 	2× 	1× 	½× 	1× 	1× 	1× 	1× 	½× 	½× 	1× 	1× 	1× 	1× 	1× 	2× 	2× 	1×
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In Inverse Battles, a different type chart is used that essentially inverts the regular type chart, turning immunities and resistances into weaknesses, and weaknesses into resistances.
The type is super effective against stallized Pokémon, but is otherwise considered neutral against all types. It has no defensive properties at all, as a Stellar-type Pokémon will be treated as having its regular typing for defensive purposes.
===Dual-type damage misinformation glitch===
In Generation I only, if a damaging move is used on a Pokémon with two types such that one of its types is weak to the move and the other type resists the move, it will correctly receive neutral damage, but the incorrect message will be displayed on-screen. This does not occur in Pokémon Stadium.
==Type-affected game mechanics==
Prior to Generation IV, the category of damaging moves only depends on the move's type; for example, all damaging moves are physical moves and all damaging moves are special moves. From Generation IV onward, each individual move has a damage category that is independent of its type.
When the type of a move matches one of the types of the Pokémon using it, the attack power will be increased by 50%. This is referred to as same-type attack bonus, or STAB for short. As an example, an that knows the move will have the move's power increased by 50% because one of Aron's types is Steel; the power of would not be increased as Normal is not one of Aron's types.
Some Pokémon types are immune to certain status moves or effects. For example, Pokémon are immune to , and Pokémon are not damaged by .
Some moves, field effects, , and held items affect moves of a certain type. , for example, causes moves to increase in power, while causes moves to not work on the Pokémon with this Ability. Likewise, each type has a specific held item that can be given to a Pokémon that will power up one of the specific types by 20% (or 10%, prior to Generation IV), such as the Metal Coat for moves.
Some moves and Abilities can temporarily change a Pokémon's type in battle. For example, the move changes the user's type to a type corresponding to the battlefield terrain. Some type-changing Abilities include , , , , and .
Additionally, the type of may depend on the circumstances they are used in; for example, may be Fire-, Water-, Ice-, Rock-, or Normal-type depending on the weather it is used in. Additionally, there are as well as exactly three moves: (, , and ).
When a Pokémon has two types, those two types are always listed in an order specific to the Pokémon. This order is mostly aesthetic, but it affects in Generation II, , and two moves in Pokémon Legends: Arceus: and .
stallizing can change a Pokémon's type to any single type, which will also change the type of the move .
===Typeless===
There are situations where Pokémon or moves behave as if they were typeless, unable to receive and boosts from type-enhancing items or . This is most commonly possible through effects that make one lose a type, such as , , and . Typeless Pokémon take regular damage from all moves, and typeless moves deal regular damage against all Pokémon.
 acts typelessly from Generation II onward. The move acts typelessly under shadowy aura, and the move acts typelessly if used by a typeless user. , , and deal typeless damage before Generation V.
Prior to Generation V, typeless damage will ignore . From Generation V onwards, typeless moves are blocked by Wonder Guard, with the exception of .
A typeless Pokémon has no types displayed on its battle summary.
==Icons==
In Generations and , the core series games just used the type's name, with the only icons being in Pokémon Stadium series games.
In , icons were introduced to represent each of the types during gameplay. Very similar icons were later adopted into the core series, starting with and then following up with the subsequent core series games and .
Some alternate icons associated with types appeared before. In , the floor of the 's Radiant Chamber features a set of type icons as decoration. In Pokémon Sun and Moon, each type was given a symbol placed on Z-Crystals.
===Pokémon Let's Go, Pikachu!, Let's Go, Eevee!, Sword, and Shield===
These type icons were also used in prior to the 3.0.0 update.
===Pokémon Brilliant Diamond, Shining Pearl, Legends: Arceus, Scarlet, Violet, and HOME===
====Tera Type icons====
===Name icons===
In Generation IV games, the icons similar to ones in are used in the summary and in-battle, while the icons are used in the Pokédex.
 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
None	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
None	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
None	None	None	None	None	None	None	None	None	 	 	 	 	 	 	
None	None	None	None	None	None	None	None	None	None	None	None	None	None	None	
None	 	 	 	 	 	 	 	None	None	None	None	None	None	None	None
===Symbol icons===
Type	 	 									
 	 	 									
 	 	 									
 	 	 									
 	 	 									
 	 	 									
 	 	 									
 	 	 									
 	 	 									
 	 	 									
 	 	 									
 	 	 									
 	 	 									
 	 	 									
 	 	 									
 	 	 									
 	 	 									
 	 	 									
None	None	None									
==In the spin-off games==
===Pokémon Mystery Dungeon series===
In Pokémon Mystery Dungeon: Red Rescue Team and Blue Rescue Team, the matchup multipliers are 0.5×, 0.9×, 1× and 1.5×. In Explorers of Time, Darkness and Sky, the multipliers have been changed to 0.5×, 0.7×, 1× and 1.4×; if either the attacker or the defender has Erratic Player IQ skill, they are 0.25×, 0.5×, 1× and 1.7×, instead. Immunities provided from Abilities or moves, such as or , are still 0×. Type matchups that would usually be immunities are instead announced as “It had little effect…”
In Pokémon Super Mystery Dungeon and Pokémon Mystery Dungeon: Rescue Team DX, moves that are ineffective in the core series are now ineffective as well (0× damage).
===Pokémon Ranger series===
In the Pokémon Ranger series, each Pokémon has a group, equivalent to a type in the core series. The effectiveness of Poké Assists on wild Pokémon is dependent on the Pokémon's group.
===Pokémon Rumble series===
In the Pokémon Rumble series, the type effectiveness chart differs from the equivalent type chart in contemporaneous core series games. Moves that are ineffective in the core series deal 0.6× damage instead, moves that would be not very effective against one or both of the target's types deal ~0.8× or ~0.7× damage, respectively, and moves that would be super effective against one or both of the target's types deal ~1.2× and ~1.4× damage, respectively. 
===Pokémon Battrio===
Pokémon in Pokémon Battrio all have one type in line with one of their types in the core games. Battrio also includes two unique types exclusively for , the Full Plate and Eleven-Plate types.
Pokémon Battrio's type effectiveness chart is also unique, with different possible strengths for weaknesses or resistances. For example, while Grass-type Pokémon are weak to both Ice- and Fire-type moves, they are weaker to Fire-type moves than to Ice-type moves.
Players with a Memory Key can also gain experience towards different types that will level up their , granting Pokémon of that type a bonus in Attack or HP.
===Pokémon Shuffle===
Pokémon in Pokémon Shuffle each only have one type. Pokémon Shuffle's type effectiveness chart is also slightly different than the contemporaneous Generation VI chart, with 0× effectivenesses turned into ½× effectiveness.
Type is also used to determine immunity to certain status conditions.
===Pokémon Quest===
Pokémon have types (either one or two, as normal), and moves have types, but there are no type advantages in Pokémon Quest. Types still serve several roles, usually through matching a prompted type. When Pokémon use moves of the same type they are, the move deals additional damage. Certain bingo bonuses increase the Attack of moves of a specified type that the Pokémon knows, or reduces the Wait of those moves. There are also bingo bonuses that reduce oncoming damage of a specific type.
Each of the game's areas has a bonus Type. When playing a stage of that area, the player's Pokémon of that Type get a boost to their HP and Attack. 
Level-Up Training provides increased Exp to the Training Pokémon if the Training Pokémon and the Supporting Pokémon share a type. Similarly, Move Learning Training has a higher success rate for changing the Training Pokémon's moves when the Training Pokémon and the Supporting Pokémon share a type.
Most of the game's dishes attract Pokémon with a specific type to the , allowing the player to befriend them. The dish is themed to match the type in question. For example, the Honey Nectar à la Cube is the favorite food of Pokémon, and the Get Swole Syrup à la Cube is the favorite food of Pokémon. While there are eighteen different dishes, equal to the number of types, six of them attract Pokémon based on qualities that are not type. This means that , , , , , and all do not have an associated dish.
Some Challenge Quests relate to Pokémon types, tasking the player with defeating Pokémon of specific types and befriending Pokémon of specific types. One group of Quests is about going on expeditions with teams where all three Pokémon have a specific type.
===Pokémon GO===
In Pokémon GO, type effectiveness multipliers differ from the core series games, but using the same type effectiveness chart.
The multiplier for Pokémon GO is 1.6n (1.4 prior to December 12, 2018 and 1.25 prior to June 21, 2017). The exponent n starts at 0, with weakness adding 1, resistance substracting 1, and an immunity being equal to a double resistance, subtracting 2.
As such, the following multipliers are possible:
Type effectiveness 	Multiplier
Doubly super effective	×2.56
Super effective 	×1.6
Neutral 	×1
Resisted 	×0.625
Doubly resisted 	×0.390625
Triply resisted 	×0.244140625
===Pokémon Masters EX===
Each Pokémon in Pokémon Masters EX is assigned with a singular type and one type that Pokémon is weak against, regardless of how many weaknesses it has in the core series games. In addition, type immunities do not exist in this game. Mostly these types and weaknesses follow the core series; the only exceptions to these are 's (which is classified as an type, despite being a pure type in the core series) and 's (which is weak against , despite not being weak to it in the core series games). Different Pokémon of the same species can have a different type or weakness, depending on which Trainer it belongs to.
===Pokémon UNITE===
There are no type advantages in Pokémon UNITE. However, Pokémon types are sometimes acknowledged in-game. The limited time event is themed entirely around types, with every wild Pokémon being one except for , the pre-Evolution of the Dragon-type . This event only allows players to use Pokémon that are Dragon-type. The related Dragon Carnival event is also fully Dragon themed, rewarding players for collecting and using the Dragon types on the roster.
===Pokémon Sleep===
Pokémon in Pokémon Sleep each only have one type. Types in Pokémon Sleep are solely used to determine the that the Pokémon may gather, as follows. Types should not be confused with sleep types.
Type	Type	Berry 	Berry	Type	Type 	Berry	Berry	Type 	Type	Berry	Berry
 	 	Persim Berry	 	 	Leppa Berry 	 	 	Oran Berry 	 	 	
 	 	Grepa Berry 	 	 	Durin Berry 	 	 	Rawst Berry	 	 	
 	 	Cheri Berry 	 	 	Chesto Berry	 	 	Figy Berry 	 	 	
 	 	Pamtre Berry	 	 	Mago Berry 	 	 	Lum Berry 	 	 	
 	 	Sitrus Berry	 	 	Bluk Berry 	 	 	Yache Berry	 	 	
 	 	Wiki Berry 	 	 	Belue Berry 	 	 	Pecha Berry	 	 	
==In the TCG==
There are eleven types in the Pokémon Trading Card Game, significantly fewer than in other Pokémon media. Because of the smaller number of types, Pokémon often have different types in the TCG to other Pokémon media. Due to the fact that Pokémon in the TCG can usually only have one type, dual-type Pokémon often have different cards which correspond to the Pokémon's two different types, since type is a property of the individual card and not the species. In the TCG, moves do not have their own type. Instead, for and , the type of the Pokémon card is used instead.
==In other languages==
==Related articles==
* Same-type attack bonus
* Type expert
* List of Pokémon with unique type combinations
* List of type combinations by abundance
* Type change
* Sleep type
==References==
*
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Category:Game mechanics
Category:Pokémon world
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