The chart is softer than the main games
The official types page says the chart is the main-game chart, softened because you have one active move and cannot switch partners. Super effective is ×1.6, not very effective is ×0.6, and an immunity is ×0.3. Two types multiply, capped at ×2.4. It applies to your hits and to theirs.
types.js uses the same map: a main-game ×2 becomes ×1.6, ×0.5 becomes ×0.6, and ×0 becomes ×0.3. After the two defending types multiply, the result is clamped between ×0.3 and ×2.4. A blank cell on the official page is a neutral ×1.
News on 19 Oct 2026 adds a separate bonus: a single-type partner deals 20% more damage with moves of its own type. That bonus is not a cell in the chart.
| Main games | PokéSurvivor |
|---|---|
| ×2 | ×1.6 |
| ×1 | ×1 |
| ×0.5 | ×0.6 |
| ×0 (immune) | ×0.3 |
| Two types | Multiply, then clamp to ×0.3–×2.4 |
Single-type grid
Rows attack. Columns are the type being hit. Read a dual-type by multiplying the two cells, then applying the cap and the floor.
| Attack | Nor | Fir | Wat | Gra | Ele | Ice | Fig | Poi | Gro | Fly | Psy | Bug | Roc | Gho | Dra | Dar | Ste | Fai |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Normal | ×1 | ×1 | ×1 | ×1 | ×1 | ×1 | ×1 | ×1 | ×1 | ×1 | ×1 | ×1 | ×0.6 | ×0.3 | ×1 | ×1 | ×0.6 | ×1 |
| Fire | ×1 | ×0.6 | ×0.6 | ×1.6 | ×1 | ×1.6 | ×1 | ×1 | ×1 | ×1 | ×1 | ×1.6 | ×0.6 | ×1 | ×0.6 | ×1 | ×1.6 | ×1 |
| Water | ×1 | ×1.6 | ×0.6 | ×0.6 | ×1 | ×1 | ×1 | ×1 | ×1.6 | ×1 | ×1 | ×1 | ×1.6 | ×1 | ×0.6 | ×1 | ×1 | ×1 |
| Grass | ×1 | ×0.6 | ×1.6 | ×0.6 | ×1 | ×1 | ×1 | ×0.6 | ×1.6 | ×0.6 | ×1 | ×0.6 | ×1.6 | ×1 | ×0.6 | ×1 | ×0.6 | ×1 |
| Electric | ×1 | ×1 | ×1.6 | ×0.6 | ×0.6 | ×1 | ×1 | ×1 | ×0.3 | ×1.6 | ×1 | ×1 | ×1 | ×1 | ×0.6 | ×1 | ×1 | ×1 |
| Ice | ×1 | ×0.6 | ×0.6 | ×1.6 | ×1 | ×0.6 | ×1 | ×1 | ×1.6 | ×1.6 | ×1 | ×1 | ×1 | ×1 | ×1.6 | ×1 | ×0.6 | ×1 |
| Fighting | ×1.6 | ×1 | ×1 | ×1 | ×1 | ×1.6 | ×1 | ×0.6 | ×1 | ×0.6 | ×0.6 | ×0.6 | ×1.6 | ×0.3 | ×1 | ×1.6 | ×1.6 | ×0.6 |
| Poison | ×1 | ×1 | ×1 | ×1.6 | ×1 | ×1 | ×1 | ×0.6 | ×0.6 | ×1 | ×1 | ×1 | ×0.6 | ×0.6 | ×1 | ×1 | ×0.3 | ×1.6 |
| Ground | ×1 | ×1.6 | ×1 | ×0.6 | ×1.6 | ×1 | ×1 | ×1.6 | ×1 | ×0.3 | ×1 | ×0.6 | ×1.6 | ×1 | ×1 | ×1 | ×1.6 | ×1 |
| Flying | ×1 | ×1 | ×1 | ×1.6 | ×0.6 | ×1 | ×1.6 | ×1 | ×1 | ×1 | ×1 | ×1.6 | ×0.6 | ×1 | ×1 | ×1 | ×0.6 | ×1 |
| Psychic | ×1 | ×1 | ×1 | ×1 | ×1 | ×1 | ×1.6 | ×1.6 | ×1 | ×1 | ×0.6 | ×1 | ×1 | ×1 | ×1 | ×0.3 | ×0.6 | ×1 |
| Bug | ×1 | ×0.6 | ×1 | ×1.6 | ×1 | ×1 | ×0.6 | ×0.6 | ×1 | ×0.6 | ×1.6 | ×1 | ×1 | ×0.6 | ×1 | ×1.6 | ×0.6 | ×0.6 |
| Rock | ×1 | ×1.6 | ×1 | ×1 | ×1 | ×1.6 | ×0.6 | ×1 | ×0.6 | ×1.6 | ×1 | ×1.6 | ×1 | ×1 | ×1 | ×1 | ×0.6 | ×1 |
| Ghost | ×0.3 | ×1 | ×1 | ×1 | ×1 | ×1 | ×1 | ×1 | ×1 | ×1 | ×1.6 | ×1 | ×1 | ×1.6 | ×1 | ×0.6 | ×1 | ×1 |
| Dragon | ×1 | ×1 | ×1 | ×1 | ×1 | ×1 | ×1 | ×1 | ×1 | ×1 | ×1 | ×1 | ×1 | ×1 | ×1.6 | ×1 | ×0.6 | ×0.3 |
| Dark | ×1 | ×1 | ×1 | ×1 | ×1 | ×1 | ×0.6 | ×1 | ×1 | ×1 | ×1.6 | ×1 | ×1 | ×1.6 | ×1 | ×0.6 | ×1 | ×0.6 |
| Steel | ×1 | ×0.6 | ×0.6 | ×1 | ×0.6 | ×1.6 | ×1 | ×1 | ×1 | ×1 | ×1 | ×1 | ×1.6 | ×1 | ×1 | ×1 | ×0.6 | ×1.6 |
| Fairy | ×1 | ×0.6 | ×1 | ×1 | ×1 | ×1 | ×1.6 | ×0.6 | ×1 | ×1 | ×1 | ×1 | ×1 | ×1 | ×1.6 | ×1.6 | ×0.6 | ×1 |
Weather multipliers the chart page does not print
The types page names five weathers. Rain boosts Water and weakens Fire. Harsh sunlight boosts Fire and weakens Water. Sandstorm boosts Rock, Ground, and Steel, and the rest suffer. Snowfall boosts Ice, and the rest suffer and slow down. Fog boosts Ghost, Fairy, and Psychic.
weather.js sets the damage multipliers: harsh sunlight is Fire ×1.5 and Water ×0.5. Rain is Water ×1.5, Electric ×1.2, and Fire ×0.5. Sandstorm is Rock, Ground, and Steel ×1.3. Snowfall is Ice ×1.5. Fog is Ghost, Fairy, and Psychic ×1.3. The types page does not mention the Electric boost in rain.
The same file starts checking after 2 minutes, every 60 seconds, at an 18% chance, and only outside a rift arena and outside Judgment. A chosen weather lasts a random 55 to 75 seconds. The multiplier ramps in and out over 3 seconds. In co-op the host picks it and sends it.
During sandstorm or snowfall, an unsafe Pokémon takes chip damage every 2 seconds once the ramp is past half. The player loses the greater of 1 or 1.2% of max HP, and only if that hit would not knock them out. An unsafe enemy loses 2% of max HP plus 1, and that hit can defeat it. Snow also slows a non-Ice Pokémon by up to 10% at full ramp.
No creature sprites on these Hub pages.
Official art stays on pokesurvivor.com.
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