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type coverage guide

Type coverage in Pokémon Champions: attackers, defenders, and honest rankings

Type rankings answer a narrow question: how many type-chart matchups a type or pair covers under a declared scoring rule. They do not measure base stats, move quality, accuracy, abilities, items, Speed, field effects, partner support, or actual Regulation M-B usage. This guide reproduces the local eighteen-type chart results used by Analitykos, explains why attacking and defensive objectives need different metrics, and then shows how to carry those results into Double Battles without presenting them as an absolute Pokémon ranking.

By Analitykos18 min read

Key ideas

  • Ground and Fighting each hit five monotypes super effectively, the highest single-type count in this chart model.
  • Ice + Fighting and Ice + Ground each hit nine monotypes super effectively with no monotype walls; Normal + Dragon is the weakest offensive pair by that same ordering.
  • Normal + Ghost, Poison + Dark, and Ghost + Dark lead the weakness-first defensive ordering; Grass + Ice is the weakest defensive pair under it.
  • A type-chart leaderboard is not an absolute ranking of Pokémon, moves, teams, or the Regulation M-B metagame.

Casual

1. Define the question before ranking types

The denominator and tie-breakers are part of every result.

The verified Analitykos attacking guide compares each attacking type with all eighteen single defending types. For an attacking pair, it keeps the better result of the two available STAB types against each defender. The defensive guide applies each of the eighteen attack types to the candidate defensive typing and multiplies the component matchups.

This is a clean chart benchmark, not a usage-weighted metagame model. Every type is counted once, theoretical pairs are allowed, and moves, Pokémon, and partner context are deliberately excluded. Changing any of those choices can change the order, so the method must travel with the ranking.

  • Attacking denominator: eighteen monotype defenders.
  • Attacking pair result: best available STAB type per defender.
  • Defensive denominator: eighteen incoming attack types.
  • Neutral chart entries default to ×1; dual defensive modifiers multiply.

Casual

2. Read the single-type attacking leaders

Breadth counts super-effective targets, while resistance and immunity reveal the cost.

Ground and Fighting both reach five super-effective monotype targets. They are not interchangeable: Ground is neutral into ten types, resisted by two, and blocked by one immunity; Fighting is neutral into seven, resisted by five, and blocked by one immunity. The same top-line count therefore hides different consistency.

Rock, Fire, and Ice each reach four super-effective monotypes. Normal reaches none and is included as a useful lower bound, but this says nothing about a Normal move's base power, an ability that modifies it, or a specific Pokémon's damage.

  • Ground: 5 super effective, 10 neutral, 2 resisted, 1 immune.
  • Fighting: 5 super effective, 7 neutral, 5 resisted, 1 immune.
  • Rock: 4 super effective, 11 neutral, 3 resisted, 0 immune.
  • Fire and Ice: 4 super effective, 10 neutral, 4 resisted, 0 immune.
  • Normal: 0 super effective, 15 neutral, 2 resisted, 1 immune.

Casual

3. Compare attacking pairs with reproducible tie-breakers

Ice + Fighting and Ice + Ground share the verified breadth lead against monotypes.

For each defending monotype, choose the stronger result from the two attacking types. Rank pairs by super-effective count, then by fewer resisted or immune results, then by neutral count, and finally by a stable type key. That procedure produces a deterministic list rather than a hand-picked opinion.

Ice + Fighting and Ice + Ground both cover nine of eighteen monotypes super effectively and hit the other nine neutrally, so neither has a monotype wall in this model. Normal + Dragon is the weakest offensive pair: one super-effective result, sixteen neutral results, and one resisted result.

Verified attacking-pair results against eighteen monotypes
Attacking pairSuper effectiveNeutralResistedImmune
Ice + Fighting9900
Ice + Ground9900
Fighting + Flying81000
Fire + Ground81000
Ground + Fairy81000
Normal + Dragon11610

Intermediate

4. Handle double STAB, ×4, ×0.25, and immunity correctly

Two typings provide two move choices; they do not multiply two STAB attacks together.

A standard damaging move has one attack type. A dual-type attacker can choose a STAB move of either type, so the coverage calculation takes the maximum effectiveness for the target. It does not multiply both attack types, and a defender is counted once even if both STAB types are super effective.

Defense works differently: multiply the attack type's modifier into each unique defending type. Two weaknesses produce ×4, two resistances produce ×0.25, and any immunity produces ×0 regardless of the other component. A repeated pair such as Water + Water must be canonicalized to the Water monotype; it is never squared.

  • Attacking pair: max(effectiveness of STAB A, effectiveness of STAB B).
  • Defensive pair: effectiveness into type A × effectiveness into type B.
  • Count ×4 as one target with a quad weakness, not two targets.
  • Report immunities separately from resistances.
  • Exclude move-specific exceptions from a pure type ranking.

Intermediate

5. Choose a defensive objective instead of one vague score

Few weaknesses and strong average mitigation are related but different goals.

The local guide uses a weakness-first order: fewer weak attack types, then fewer quad weaknesses, then more resistances and immunities. This rewards profiles with a small number of clear failure points. A mitigation-first order could instead reward many resistances even when it accepts more weaknesses.

Neither view is universally correct. A fast offensive team may prefer few weaknesses; a bulky pivot may value repeated resistances; a doubles composition may prioritize one immunity that creates safe partner attacks. Display the component counts so the reader can select the objective.

  • Risk view: minimize weaknesses, then quad weaknesses.
  • Answer view: maximize resistances and immunities.
  • Mitigation view: consider the full multiplier distribution.
  • Team view: weight the attacks the roster actually needs to face.

Intermediate

6. Read the verified defensive leaders and weakest pair

The leader depends on the declared weakness-first comparator.

Normal + Ghost leads with one weakness, no quad weakness, two resistances, and three immunities. Poison + Dark and Ghost + Dark also have only one weakness and no quad weakness; their resistance and immunity distributions break the tie. These are type-chart properties, not automatic recommendations for a team slot.

Grass + Ice is the weakest defensive pair under the same comparator because seven attack types hit it super effectively and one of those is ×4. Ice + Rock has fewer total weaknesses but two ×4 weaknesses and can look worse under a multiplier-average objective. This disagreement is exactly why the ranking rule must remain visible.

Verified weakness-first defensive results against eighteen attack types
Defensive typingWeak×4NeutralResistantImmune
Normal + Ghost101223
Poison + Dark101241
Ghost + Dark101313
Bug + Steel11881
Water + Ground111241
Grass + Ice71740

Intermediate

7. Worked example: evaluate Ice + Ground honestly

A leading chart pair still needs moves, stats, Speed, and board access.

Ice + Ground is tied for the top monotype breadth and appears on Mamoswine in Regulation M-B. That makes Mamoswine a sensible candidate to inspect, but the type result alone does not establish its set, damage, survivability, or place on a particular team.

Professional

8. Add Regulation M-B and doubles context

Uniform chart coverage is not the same as coverage into the legal or used roster.

A regulation-aware view can restrict candidates and targets to legal Regulation M-B profiles. It may equal-weight distinct profiles, equal-weight catalog entries, normalize alternate forms by species, or use reliable usage weights. Those methods answer different questions and should never share one unlabeled score.

Doubles adds partner coverage, redirection, spread moves, friendly-fire constraints, Protect, switching, and concentrated targeting. Mega Evolution can change a candidate or target's typing and Ability, while weather and terrain change whether chart coverage becomes usable pressure. Keep the chart leaderboard as a baseline layer beneath those mechanics.

  • Chart-neutral: equal weight for all eighteen types.
  • Profile-balanced: equal weight for each legal defensive type profile.
  • Roster-frequency: equal weight for catalog entries, not real usage.
  • Usage-weighted: valid only when the usage source and period are trustworthy.
  • Pokémon-level: adds sets, stats, mechanics, partners, and battle state.

Professional

9. Exercise: build two honest leaderboards

Changing the objective should change the label, not silently change the answer.

Use the same set of candidate type pairs to create an attacking breadth list and a defensive risk list. Keep every component count visible and write one sentence explaining what each list omits.

Practice

Breadth versus risk

Compare Ice + Ground, Normal + Ghost, Poison + Dark, and Grass + Ice without calling one the universally best typing.

  1. For offense, take the better STAB result into each monotype and count super-effective, neutral, resisted, and immune targets.
  2. For defense, multiply incoming modifiers and count ×4, ×2, ×1, ×0.5, ×0.25, and ×0 separately.
  3. Rank offense by breadth and defense by weakness risk.
  4. Add one Regulation M-B species example, then list the missing Pokémon-level variables.
Show solution

Ice + Ground leads the selected offensive candidates with nine super-effective and nine neutral monotype results. Normal + Ghost and Poison + Dark each have one defensive weakness with no ×4 weakness, while Grass + Ice has seven weaknesses including one ×4. The conclusion must remain split: chart offense and chart defense answer different questions, and none proves which Pokémon is best.

Professional

10. Final checklist and limitations

An honest ranking publishes its formula, denominator, tie-breakers, and omissions.

Before sharing a ranking, state whether it covers monotypes, all theoretical profiles, the legal Regulation M-B catalog, or observed usage. State how attacking pairs, repeated types, quad multipliers, and immunities are handled. Keep ties visible when candidates share the measured result.

The verified local chart includes standard type multipliers and a move-specific Freeze-Dry branch in the engine. Pure type rankings should call the generic multiplier without that move exception. They also exclude stats, move power and accuracy, abilities, items, priority, spread modifiers, Mega timing, weather, terrain, and decisions—so they are not an absolute ranking of Pokémon.

  • The denominator and weighting are named.
  • Dual STAB uses the better available move type, not multiplied STABs.
  • Repeated defensive types are canonicalized to a monotype.
  • ×4, ×0.25, and immunity are displayed separately.
  • Regulation, doubles, Mega, field, and data limitations are explicit.

Glossary

STAB
The same-type attack bonus received when a move's type matches one of the user's types.
Coverage
The set of targets a move type or group of move types can hit at a chosen effectiveness threshold.
Monotype wall
A single defending type that resists or is immune to every attacking type in the evaluated pair.
Quad weakness
A ×4 incoming type modifier produced when both defensive types are weak to the same attack type.
Quarter resistance
A ×0.25 incoming modifier produced when both defensive types resist the same attack type.
Canonical pair
An unordered pair with duplicates removed so Fire + Water equals Water + Fire and Water + Water equals Water.
Weighting
The rule that determines how much each target contributes to the final metric.

reproducible type-chart analysis

Type-only attacker and defender rankings

Offense counts how many of the 18 single defensive types are hit super effectively by at least one STAB type. A target is stopped only when both STABs are resisted or nullified.

Defense multiplies both type modifiers and counts weaknesses, ×4 weaknesses, resistances, and immunities. Fewer weaknesses rank first; defensive answers break ties.

This is not an absolute Pokémon tier list. Stats, legal moves, abilities, items, Speed, accuracy, spread damage, partners, weather, terrain, and the current M-B metagame can reverse the practical result.

Best single attacking types
#STAB typesSuper effectiveNeutralStoppedM-B examples
1Ground5/1810/183/18 · Grass, Flying, BugHippowdon, Mudsdale
2Fighting5/187/186/18 · Poison, Flying, Psychic, Bug, Ghost, FairyConkeldurr, Machamp
3Rock4/1811/183/18 · Fighting, Ground, SteelGarganacl, Lycanroc Dusk
4Fire4/1810/184/18 · Fire, Water, Rock, DragonArcanine, Torkoal
5Ice4/1810/184/18 · Fire, Water, Ice, SteelAvalugg, Glaceon
Weakest single attacking types
#STAB typesSuper effectiveNeutralStoppedM-B examples
1Normal0/1815/183/18 · Rock, Ghost, SteelAudino, Maushold
2Dragon1/1815/182/18 · Steel, FairyGoodra
3Poison2/1811/185/18 · Poison, Ground, Rock, Ghost, SteelArbok, Garbodor
4Electric2/1812/184/18 · Electric, Grass, Ground, DragonAmpharos, Bellibolt
5Dark2/1813/183/18 · Fighting, Dark, FairyAbsol, Umbreon
Best two-STAB offensive combinations
#STAB typesSuper effectiveNeutralStoppedM-B examples
1Ice + Fighting9/189/180/18 · noneCrabominable
2Ice + Ground9/189/180/18 · noneMamoswine
3Fighting + Flying8/1810/180/18 · noneHawlucha
4Fighting + Rock8/1810/180/18 · noneBarbaracle Mega
5Fire + Ground8/1810/180/18 · noneCamerupt
6Ground + Fairy8/1810/180/18 · none
Weakest two-STAB offensive combinations
#STAB typesSuper effectiveNeutralStoppedM-B examples
1Normal + Dragon1/1816/181/18 · SteelDrampa
2Normal + Poison2/1813/183/18 · Rock, Ghost, Steel
3Ghost + Dark2/1815/181/18 · DarkSableye, Spiritomb
4Normal + Psychic2/1815/181/18 · SteelFarigiraf, Oranguru, Wyrdeer
5Normal + Dark2/1816/180/18 · none
6Normal + Electric2/1816/180/18 · none
Best single defensive types
#Defensive typingWeaknesses×4ResistancesImmunitiesM-B examples
1Electric1/18 · Ground03/180/18Ampharos, Bellibolt
2Normal1/18 · Fighting00/181/18Audino, Maushold
3Poison2/18 · Ground, Psychic05/180/18Arbok, Garbodor
4Ghost2/18 · Ghost, Dark02/182/18Banette
5Fairy2/18 · Poison, Steel03/181/18Alcremie, Sylveon
Most exposed single defensive types
#Defensive typingWeaknesses×4ResistancesImmunitiesM-B examples
1Grass5/18 · Fire, Ice, Poison, Flying, Bug04/180/18Meganium, Serperior
2Rock5/18 · Water, Grass, Fighting, Ground, Steel04/180/18Garganacl, Lycanroc Dusk
3Ice4/18 · Fire, Fighting, Rock, Steel01/180/18Avalugg, Glaceon
4Psychic3/18 · Bug, Ghost, Dark02/180/18Alakazam, Espeon
5Bug3/18 · Fire, Flying, Rock03/180/18Pinsir
Best dual defensive combinations
#Defensive typingWeaknesses×4ResistancesImmunitiesM-B examples
1Normal + Ghost1/18 · Dark02/183/18Zoroark Hisui
2Poison + Dark1/18 · Ground04/181/18Overqwil
3Ghost + Dark1/18 · Fairy01/183/18Sableye, Spiritomb
4Bug + Steel1/18 · Fire18/181/18Forretress, Scizor
5Water + Ground1/18 · Grass14/181/18Swampert
6Steel + Fairy2/18 · Fire, Ground09/182/18
Most exposed dual defensive combinations
#Defensive typingWeaknesses×4ResistancesImmunitiesM-B examples
1Grass + Ice7/18 · Fire, Fighting, Poison, Flying, Bug, Rock, Steel14/180/18Abomasnow
2Grass + Psychic7/18 · Fire, Ice, Poison, Flying, Bug, Ghost, Dark16/180/18
3Grass + Dark7/18 · Fire, Ice, Fighting, Poison, Flying, Bug, Fairy16/181/18Meowscarada
4Rock + Dark7/18 · Water, Grass, Fighting, Ground, Bug, Steel, Fairy16/181/18Tyranitar
5Psychic + Rock7/18 · Water, Grass, Ground, Bug, Ghost, Dark, Steel05/180/18
6Fighting + Rock7/18 · Water, Grass, Fighting, Ground, Psychic, Steel, Fairy06/180/18Barbaracle Mega

Sources and criteria

This content combines linked official documentation with static Analitykos datasets. Estimates disclose their limits and do not represent guaranteed win rates.

View methodology and data status