PokéSurvivor keeps familiar type relationships but softens their damage multipliers. Against a single defensive type, super-effective damage is ×1.6, resisted damage is ×0.6, and a main-series immunity becomes ×0.3 damage. An unlisted matchup is neutral at ×1.
Evidence scope: The multipliers and weather effects below come from the checked game-data snapshot. I did not isolate or measure these effects in the five short hands-on runs, so use this as a rule reference rather than a field-measured damage chart.
Quick attack-type lookup
Read each row as your attacking move’s type, then find the target’s type. The table applies one defensive type at a time; use the dual-type rule below for a target with two types.
| Attacking type | ×1.6 against | ×0.6 against | ×0.3 against |
|---|---|---|---|
| Normal | — | Rock, Steel | Ghost |
| Fire | Grass, Ice, Bug, Steel | Fire, Water, Rock, Dragon | — |
| Water | Fire, Ground, Rock | Water, Grass, Dragon | — |
| Electric | Water, Flying | Electric, Grass, Dragon | Ground |
| Grass | Water, Ground, Rock | Fire, Grass, Poison, Flying, Bug, Dragon, Steel | — |
| Ice | Grass, Ground, Flying, Dragon | Fire, Water, Ice, Steel | — |
| Fighting | Normal, Ice, Rock, Dark, Steel | Poison, Flying, Psychic, Bug, Fairy | Ghost |
| Poison | Grass, Fairy | Poison, Ground, Rock, Ghost | Steel |
| Ground | Fire, Electric, Poison, Rock, Steel | Grass, Bug | Flying |
| Flying | Grass, Fighting, Bug | Electric, Rock, Steel | — |
| Psychic | Fighting, Poison | Psychic, Steel | Dark |
| Bug | Grass, Psychic, Dark | Fire, Fighting, Poison, Flying, Ghost, Steel, Fairy | — |
| Rock | Fire, Ice, Flying, Bug | Fighting, Ground, Steel | — |
| Ghost | Psychic, Ghost | Dark | Normal |
| Dragon | Dragon | Steel | Fairy |
| Dark | Psychic, Ghost | Fighting, Dark, Fairy | — |
| Steel | Ice, Rock, Fairy | Fire, Water, Electric, Steel | — |
| Fairy | Fighting, Dragon, Dark | Fire, Poison, Steel | — |
Dual types multiply, then clamp
The game multiplies the two type factors and clamps the final result between ×0.3 and ×2.4. For example:
- Fire into Grass/Steel: 1.6 × 1.6 = 2.56, capped to 2.4.
- Water into Grass/Poison: 0.6 × 1 = 0.6.
- A weakness and a resistance: 1.6 × 0.6 = 0.96, close to neutral rather than exactly 1.
- Two resistances: 0.6 × 0.6 = 0.36.
These are type factors, not a prediction of the full damage number. The chart works for enemy attacks against your partner too, so offensive coverage does not remove defensive weaknesses.
Weather changes the fight
| Weather | Types favored or affected | Decision to revisit |
|---|---|---|
| Rain | Water strengthened, Fire weakened | Compare your Water and Fire options |
| Harsh sunlight | Fire strengthened, Water weakened | Switch if the weather undermines your active move |
| Sandstorm | Rock, Ground and Steel favored | Watch the effect on other types |
| Snowfall | Ice favored; other types are affected and slowed | Leave more room to escape |
| Fog | Ghost, Fairy and Psychic favored | Reassess your coverage move |
Read the current weather indicator. An enemy type and the current weather can pull your decision in different directions, so do not choose an attack by weather alone.
Use coverage without losing your main build
Investing in one strong move helps reach an evolution. Keeping a second useful type gives you a response when that attack performs poorly against a boss or group. Select the active slot deliberately; an unused move does not provide passive coverage just because you learned it.
Combine this chart with the move recipes and legendary arena guide when preparing a run.