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, SteelGhost
FireGrass, Ice, Bug, SteelFire, Water, Rock, Dragon—
WaterFire, Ground, RockWater, Grass, Dragon—
ElectricWater, FlyingElectric, Grass, DragonGround
GrassWater, Ground, RockFire, Grass, Poison, Flying, Bug, Dragon, Steel—
IceGrass, Ground, Flying, DragonFire, Water, Ice, Steel—
FightingNormal, Ice, Rock, Dark, SteelPoison, Flying, Psychic, Bug, FairyGhost
PoisonGrass, FairyPoison, Ground, Rock, GhostSteel
GroundFire, Electric, Poison, Rock, SteelGrass, BugFlying
FlyingGrass, Fighting, BugElectric, Rock, Steel—
PsychicFighting, PoisonPsychic, SteelDark
BugGrass, Psychic, DarkFire, Fighting, Poison, Flying, Ghost, Steel, Fairy—
RockFire, Ice, Flying, BugFighting, Ground, Steel—
GhostPsychic, GhostDarkNormal
DragonDragonSteelFairy
DarkPsychic, GhostFighting, Dark, Fairy—
SteelIce, Rock, FairyFire, Water, Electric, Steel—
FairyFighting, Dragon, DarkFire, 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

WeatherTypes favored or affectedDecision to revisit
RainWater strengthened, Fire weakenedCompare your Water and Fire options
Harsh sunlightFire strengthened, Water weakenedSwitch if the weather undermines your active move
SandstormRock, Ground and Steel favoredWatch the effect on other types
SnowfallIce favored; other types are affected and slowedLeave more room to escape
FogGhost, Fairy and Psychic favoredReassess 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.