Champions Hub
Reference5 min read·

Type matchups in Pokemon Champions: weaknesses, resistances and 4× hits

The type chart decides every battle before it starts. Here is how 2×, 4×, 0.5× and 0.25× actually compound — and how to read a Pokemon's full defensive profile in seconds.

Type effectiveness is the single biggest predictor of who wins a turn in Pokemon Champions. Get it right and your switches feel free; get it wrong and you lose a Pokemon to a 4× hit you didn't see coming.

The basic multipliers

Pokemon Champions uses the classic type chart with five outcomes:

  • — immune (e.g. Ground vs Flying).
  • 0.5× — resisted, half damage.
  • — neutral.
  • — super effective, double damage.
  • — "Hyper Effective" on dual-type Pokemon (see below).

Dual-type Pokemon: how multipliers stack

A dual-type Pokemon takes both type matchups multiplied together. That produces three important compound cases:

  • 4× weak (2× × 2×) — e.g. a Grass/Ground Pokemon hit by an Ice move. These are the matchups that 1-shot Pokemon you thought were safe.
  • 0.25× resist (0.5× × 0.5×) — almost no damage. Your best switch-ins.
  • 1× neutral via cancellation (2× × 0.5×) — looks dangerous on paper, but the resist cancels the weakness.

Immunities are stronger than they look

Immunities (0×) shut down entire move categories. The big six in Pokemon Champions:

  • Ground vs Flying — and vs Levitate ability users.
  • Electric vs Ground.
  • Normal/Fighting vs Ghost.
  • Ghost vs Normal.
  • Psychic vs Dark.
  • Dragon vs Fairy.

A single Ground immunity on your team neutralizes Earthquake, Stealth-Rock-pressured Fire types, and most Choice-locked Ground attackers. Always have at least one Ground immunity unless you have a very specific reason not to.

Reading a Pokemon's defensive profile

Every Pokemon detail page on Champions Hub shows the full defensive matchup grouped into immune / 0.25× / 0.5× / 2× / 4×. Use it as your first check when picking a teammate:

  • Open the win condition's page and read its 2× and 4× rows.
  • Open Scout and filter by "resists [type]" for each weakness.
  • Pick the Scout result with the best offensive profile of its own.

Abilities that modify type matchups

  • Levitate — Ground immunity.
  • Flash Fire — Fire immunity + boost.
  • Water Absorb / Storm Drain — Water immunity + heal/boost.
  • Volt Absorb / Lightning Rod / Motor Drive — Electric immunity.
  • Sap Sipper — Grass immunity + Attack boost.
  • Thick Fat — halves Fire and Ice damage.

These abilities are so strong they often dictate which Pokemon makes the team. A Volt Absorb user effectively gives you two Electric resists in one slot.

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