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:
- 0× — immune (e.g. Ground vs Flying).
- 0.5× — resisted, half damage.
- 1× — neutral.
- 2× — super effective, double damage.
- 4× — "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.