Cobblemon type chart

Every matchup across all 18 types. Rows attack, columns defend. Cobblemon uses the Generation 9 chart unchanged, so this is what the game rolls against.

ATK/DEF nor fir wat ele gra ice fig poi gro fly psy bug roc gho dra dar ste fai
normal ½ 0 ½
fire ½ ½ 2 2 2 ½ ½ 2
water 2 ½ ½ 2 2 ½
electric 2 ½ ½ 0 2 ½
grass ½ 2 ½ ½ 2 ½ ½ 2 ½ ½
ice ½ ½ 2 ½ 2 2 2 ½
fighting 2 2 ½ ½ ½ ½ 2 0 2 2 ½
poison 2 ½ ½ ½ ½ 0 2
ground 2 2 ½ 2 0 ½ 2 2
flying ½ 2 2 2 ½ ½
psychic 2 2 ½ 0 ½
bug ½ 2 ½ ½ ½ 2 ½ 2 ½ ½
rock 2 2 ½ ½ 2 2 ½
ghost 0 2 2 ½
dragon 2 ½ 0
dark ½ 2 2 ½ ½
steel ½ ½ ½ 2 2 ½ 2
fairy ½ 2 ½ 2 2 ½

Rows attack, columns defend. Blank is normal damage. 2x super effective · ½x resisted · 0x immune. Dual types multiply, so a 2x against both halves is a 4x hit.

The matchups that actually decide fights

  • Steel resists ten types. It is the best defensive typing in the game and the most common reason a run stalls. Fighting, Fire and Ground are your answers.
  • Ghost and Dark cover each other. Nothing else is immune to Fighting the way Ghost is, and Dark shuts down Psychic entirely.
  • Ground is immune to Electric. The single most punished mistake in casual play.
  • Fairy answers Dragon. Dragon has almost no other check, which is why Fairy exists.
  • Normal cannot touch Ghost at all. Zero, not resisted. Bring something else.

Working out a dual type

Multiply the two. Ice against a Grass/Flying type is 2x for the Grass half and 2x for the Flying half, so 4x. Ground against Fire/Flying is 2x for Fire and 0x for Flying, so zero: Flying immunity beats the Fire weakness outright. Every species page in the Pokedex has this already worked out.

Where to go next