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Reference

Pokémon Champions Type Chart

The complete 18-type effectiveness chart. Champions uses the standard modern type chart. Check it before you build coverage, so you don't click a move into a type that resists it.

ATK ↓ / DEF →NORFIRWATELEGRAICEFIGPOIGROFLYPSYBUGROCGHODRADARSTEFAI
NOR½0½
FIR½½222½½2
WAT2½½22½
ELE2½½02½
GRA½2½½2½½2½½
ICE½½2½222½
FIG22½½½½2022½
POI2½½½½02
GRO22½20½22
FLY½222½½
PSY22½0½
BUG½2½½½2½2½½
ROC22½½22½
GHO022½
DRA2½0
DAR½22½½
STE½½½22½2
FAI½2½22½
Read across a row: how that attacking type fares against each defending type. 2 = super-effective · ½ = resisted · 0 = immune · blank = neutral (1×).

How to use it

In doubles you pick which foe each move hits, so knowing the chart cold means you never waste a turn. Two Pokémon stack their types, so effects multiply: a Bug/Steel takes from Fire, while a Water/Ground is only hit for ¼×by Fire. When you build a team, aim for two or three attacking types that cover each other's resists so nothing walls your whole side.

Immunities matter most in doubles. Clicking a move that does 0 wastes the turn for both your Pokémon. Ground does nothing to Flying, Electric nothing to Ground, Normal/Fighting nothing to Ghost, and Dragon nothing to Fairy. Some abilities add immunities too (Levitate, Lightning Rod, Flash Fire).

New to all this? Start with the Poké Ball fundamentals guide, which walks types, targeting, and every basic doubles rule from the ground up.

Read the fundamentals guide