An easy-to-read Pokemon type chart
A traditional Pokemon type chart is an 18×18 grid — 324 cells — and reading one means tracing a row and a column with your fingers until they meet. This page throws the grid away and gives you a battle scene instead, which is what makes it easy to read at a glance: pick the move your attacker is using, pick the one or two types the opponent has, and the message box underneath calls out the damage multiplier the way the games do. There's nothing to cross-reference and nothing to squint at, so it stays simple enough to use mid-battle, on a phone, without pausing to count squares.
Weakness and strength, in one place
Each of the defender's types contributes one of four multipliers: 2× if your move is super effective against it, 1× if it's neutral, 0.5× if it's resisted, and 0× if that type is immune. Those four are the entire vocabulary. Multiply them together and only six results can ever come out — 0×, 0.25×, 0.5×, 1×, 2× or 4× — which is why no move ever deals 1.5× or 3×, and why nothing in between can fall out.
What makes a type chart genuinely useful isn't that list of numbers, though. It's knowing which way round they apply, and that's exactly where most charts lose people. Weakness and strength are the same number read in opposite directions: a weakness belongs to the defender, a strength belongs to the attacking move. Because the types on this page always sit on the defender's slot and the move always sits on the attacker's, the direction is never ambiguous — you can't read it backwards by accident.
A Pokemon type calculator that works from both sides
Hit the swap control and the same calculator answers the opposite question. Attacking, it tells you whether your move is super effective against the Pokemon in front of you. Defending, it tells you what your own Pokemon should fear: put your types on your own slot and run an opponent's move type against them. Effectiveness is worked out identically in both directions — swapping only moves the roles around on screen — so you can trust that the number didn't change just because the layout did.
Dual types, and the matchup that catches you out
Single types are easy. A type matchup only gets interesting when the defender has two of them, because both multipliers apply and then multiply together. An Electric-type move into a Water/Flying opponent is 2× for Water and 2× for Flying, compounding to 4×. A Fire-type move into a Fire/Water opponent is resisted twice — 0.5× by 0.5× — and lands at 0.25×. Neither extreme exists anywhere on a single-type row, which is precisely why a matchup calculator earns its keep: it does the multiplication that a printed grid expects you to do in your head.
Immunities beat everything, because anything times zero is zero. A Ground-type move is super effective against Electric, but against an Electric/Flying opponent it does nothing at all — Flying is immune to Ground, and 2× times 0 is still 0. An immunity is the only way a move can come out at 0×, so whenever an attack that looks super effective does nothing, this is why.
Which chart this is
This is the Generation 6 chart, used from Pokemon X and Y onward: Fairy in full, and Steel no longer resisting Ghost or Dark. Nothing has changed since, so every matchup here is the one you'll see in the current games. Where an older guide disagrees with this page, it's almost always because it predates Fairy — Dragon had very little to fear back then. There's no generation selector by design; one convention per page is what keeps the answer unambiguous.
Free, instant, nothing to install
The whole chart runs in your browser, and every answer is worked out on the spot rather than looked up from a table of pre-written results. There's no sign-up and nothing to download, and the page remembers the last matchup you looked at. Share the URL and it opens on that same matchup for whoever you send it to.