


Type effectiveness greatly influences how much damage moves deal: For the TCG mechanics, see Appendix:Glossary (TCG) → Weakness and Appendix:Glossary (TCG) → Resistance.ĭamaging moves typically vary in effectiveness (Japanese: 効果 effectiveness) depending on the move's type and the type(s) of its target. "Weakness" and "Resistance" redirect here. For the podcast, see It's Super Effective (podcast). For the webcomic, see Super Effective (webcomic). Type effectiveness "Super effective" redirects here.
VALUE OF THE OFFICIAL POKEMON HANDBOOK SERIES
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1.2 Dual-type damage misinformation glitch.Most Gym Leaders and members of the Elite Four are designed to have a type-specific theme. The type of a damaging move typically defines 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. Similar to Pokémon, Pokéstar Studios opponents also have types.Ī move has exactly one type. As of Generation VII, 146 different type combinations have been used. With the current 18-type system, there are 324 possible ways to assign types to Pokémon, with 171 unique combinations. During Generation I, types were occasionally referred to as elements.Ī Pokémon may have either one or two types: For instance, Charmander is a Fire type, while Bulbasaur is both a Grass type and a Poison type. A unique ? type also existed from Generations II through IV. Most of these were introduced during Generation I, but the Dark and Steel types were introduced in Generation II and the Fairy type was introduced in Generation VI. As of Generation VI, there are 18 types, as listed to the right. Types (Japanese: タイプ Type) are properties for Pokémon and their moves. If you were looking for the property of a Pokémon called type in The Official Pokémon Handbook, see Pokémon category.
