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• Poké TyPeS • - poke



• Poké TyPeS •
°•..•°"°•..•°"°•..•°"°•..•°
• Poké TyPeS •
-=:Pokemon types:=-

-Normal-
Defensive Strengths: None
Weaknesses: Fighting
Immune to: Ghost (Exception: Confuse Ray and Nightmare)
Offensive Advantages: None
Disadvantages: Rock, Steel
Immunities: Ghost (Exception: Use Foresight, and all Normal and Fighting
type moves will hit Ghosts)
=-=-=-=-=-=-=-=-=-
-Water-
Defensive Strengths: Water, Fire, Ice, Steel
Weaknesses: Grass, Electric
Immune to: None
Offensive Advantages: Fire, Ground, Rock
Disadvantages: Water, Grass, Dragon
Immunities: None
=-=-=-=-=-=-=-=-=-
-Fire-
Defensive Strengths: Fire, Grass, Ice, Bug, Steel
Weaknesses: Water, Ground, Rock
Immune to: none
Offensive Advantages: Grass, Ice, Bug, Steel
Disadvantages: Fire, Water, Rock, Dragon
Immunities: None
=-=-=-=-=-=-=-=-=-
-Grass-
Defensive Strengths: Water, Grass, Electric, Ground
Weaknesses: Fire, Poison, Bug, Flying
Immune to: none
Offensive Advantages: Water, Ground, Rock
Disadvantages: Grass, Fire, Bug, Flying, Poison, Steel, Dragon
Immunities: None
=-=-=-=-=-=-=-=-=-
-Electric-
Defensive Strengths: Electric, Flying, Steel
Weaknesses: Ground
Immune to: none
Offensive Advantages: Water, Flying
Disadvantages: Grass, Electric, Dragon
Immunities: Ground
=-=-=-=-=-=-=-=-=-
-Ice-
(Only appears as a sub-type. Always with Water/Flying/Ground. Keep that
in mind.)
Defensive Strengths: Ice
Weaknesses: Fire, Fighting, Rock, Steel
Immune to: None
Offensive Advantages: Grass, Ground, Flying
Disadvantages: Water, Fire, Ice, Steel
Immunities: None
=-=-=-=-=-=-=-=-=-
-Fighting-
Defensive Strengths: Bug, Rock, Dark
Weaknesses: Flying, Psychic
Immune to: None
Offensive Advantages: Normal, Ice, Rock, Dark, Steel
Disadvantages: Poison, Flying, Psychic, Bug
Immunites: Ghost (Exception: Use Foresight, and all Fighting and Normal-type
moves will connect)
=-=-=-=-=-=-=-=-=-
-Poison-
Defensive Strengths: Grass, Poison, Bug, Fighting
Weaknesses: Ground, Psychic
Immune to: None (Noticing sort of a trend here?)
Offensive Advantages: Grass
Disadvantages: Poison, Ground
Immunities: Steel
=-=-=-=-=-=-=-=-=-
-Ground-
Defensive Strengths: Poison, Rock
Weaknesses: Water, Grass, Ice
Immune to: Electric (so much for the trend)
Offensive Advantages: Fire, Electric, Poison, Rock, Steel
Disadvantages: Grass, Bug
Immunities: Flying
=-=-=-=-=-=-=-=-=-
-Flying-
(Which, for some reason, NEVER appears as a free-standing type. See
Notes.)
Defensive Strengths: Grass, Fighting, Bug
Weaknesses: Electric, Ice, Rock
Immune to: Ground
Offensive Advantages: Grass, Bug, Fighting
Disadvantages: Electric, Rock, Steel
Immunties: None
Notes: Why are all Flying-types either part-elemental or part Normal-type?
(Or Bug, Psychic, or Steel) Flying is always a subtype, and mixed with
Normal, Steel, or Ice-type, negates the strength to Fighting-type moves.
=-=-=-=-=-=-=-=-=-
-Psychic-
Defensive Strengths: Fighting, Psychic
Weaknesses: Bug, Ghost, Dark
Immune to: none
Offensive Advantages: Fighting, Poison (Why?)
Disadantages: Psychic, Steel
Immunities: Dark (Uh-oh...)
Notes: A trainer in Sabrina's gym in Saffron City (In Red and Blue) once
said that Psychics feared only Ghost and Bug-type Pokemon. The show also
supported this. The same trainer in Yellow said that Psychics feared ony
Bug-types (Naturally, Psychic was IMMUNE to Ghost in R/B/Y). Now Psychic
is weak to Ghost. I guess Nintendo said "majority rules, 2 to 1".
=-=-=-=-=-=-=-=-=-
-Bug-
Defensive Strengths: Grass, Ground, Fighting
Weaknesses: Fire, Flying, Rock
Immune to: none
Offensive Advantages: Grass, Psychic, Dark
Disadvantages: Fire, Fighting, Poison, Flying, Ghost, Steel
Immunities: None
=-=-=-=-=-=-=-=-=-
-Rock-
Defensive Strengths: Normal, Fire, Poison, Flying
Weaknesses: Water, Grass, Fighting, Ground, Steel
Immune to: none
Offensive Advantages: Fire, Ice, Flying, Bug
Disadvantages: Fighting, Ground, Steel
Immunities: None
=-=-=-=-=-=-=-=-=-
-Ghost-
Defensive Strengths: Poison, Bug
Weaknesses: Ghost, Dark
Immune to: Normal, Fighting (Exception: If Foresight is cast, those attacks
will damage Ghosts)
Advantages: Psychic, Ghost
Disadvantages: Dark, Steel
Immunities: Normal (Exception: Confuse Ray and Nightmare)
Notes: Too bad the only pure Ghost-type (No Poison, and therefore no
weakness to Psychics) learns no Ghost-type attacks. Of course, you could
always give Misdreavus the Shadow Ball TM...
=-=-=-=-=-=-=-=-=-
-Dragon-
Defensive Strengths: Water, Fire, Grass, Electric
Weaknesses: Dragon, Ice (And especially the part Flying-type Dragonite)
Immune to: None
Offensive Advantages: Dragon (Why though?)
Disadvantages: Steel
Immunities: None
Notes: Earlier guides once bypassed this type, since it had only one
attack. (Which wasn't a real attack; Dragon Rage took off 40 HP always)
=-=-=-=-=-=-=-=-=-
-Dark-
Defensive Strengths: Ghost, Dark
Weaknesses: Fighting, Bug
Immune to: Psychic (Uh-oh...)
Offensive Advantages: Psychic, Ghost
Disadvantages: Dark, Steel, Fighting
Immunities: None
Notes: Psychics aren't ruling the playing field anymore, now are they?
(Donald: Mwa ha ha...) Still, this type only shows up ONCE as a free-
standing type, and that's with Umbreon
=-=-=-=-=-=-=-=-=-
-Steel-
Defensive Strengths: Nearly everything (Only Fire, Ground, and Fighting
attacks will put a dent in Steel-types, and Water and Electric do standard
damage.) Everything else is wasted effort, especially Poison. (For the
whole list, it's Normal, Grass, Ice, Flying, Psychic, Bug, Rock, Ghost,
Dragon, Dark, and Steel)
Weaknesses: Fire, Fighting, Ground
Immune to: Poison
Offensive Advantages: Ice, Rock
Disadvantages: Water, Fire, Electric, Steel
Immunities: None
=-=-=-=-=-=-=-=-=-
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