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.