Pokémon Type Coverage Calculator
A Pokémon coverage calculator for your team's attacking types: see what you hit super-effectively, and where the gaps are.
Open the picker above and choose a few attacking types to see what your team hits super-effectively — and which types you can't touch.
How to use the Pokémon coverage calculator
- Pick your move types. Open the picker and click each attacking type your team can use. Pick as many as you carry; click a type again to remove it.
- Read the Covered list. Every type you hit super-effectively is listed, along with which of your picks hits it. A type with two or three of your picks next to it is covered more than once.
- Read the Coverage gaps. These are the types none of your picks hits super-effectively. They are the matchups where you will be doing normal damage at best.
What counts as a move type here?
Pick the types your team's moves actually deal damage as — usually each Pokémon's STAB (same-type attack bonus) types, plus any extra coverage moves like a Fire-type running Earthquake. The coverage calculator doesn't know your movesets, so pick the types you'd realistically carry.
What coverage means in Pokémon
Coverage is the range of types your attacks can hit for super-effective damage. A Pokémon that only uses moves of its own type is easy to wall: switch in something that resists that type and it has nothing to do. Adding a move of a different type, a coverage move, gives it an answer to the Pokémon that would otherwise stop it. A Pokémon coverage calculator shows which answers you already have and which you are missing.
Which attacking types cover the most
Not every type pulls the same weight. Fighting and Ground are each super-effective against five types, the most of any attacking type. Fire, Ice, and Rock hit four. At the other end, Dragon is only super-effective against Dragon, and Normal is not super-effective against anything.
Some combinations are famous for a reason. Ice and Ground together hit nine of the 18 types super-effectively, and adding Fighting takes that to 12. Enter those types into the coverage calculator above and you can see exactly which nine or 12 they are.
A worked example
Say your team is built around the three classic starter types: Water, Fire, and Grass. Put those three into the coverage calculator and it reports 8 of 18 types covered. They handle Fire, Water, Grass, Ground, Rock, Ice, Bug, and Steel between them, but leave ten gaps, including Dragon, Fairy, Psychic, and Electric.
Now add an Ice move and a Fighting move, the kind of coverage moves many Pokémon can learn. Ice brings in Flying and Dragon, and Fighting brings in Normal and Dark, so the total climbs to 12. The six remaining gaps (Electric, Fighting, Poison, Psychic, Ghost, and Fairy) tell you exactly what to look for in your next move or your next team member.
The hardest types to hit
Two types have only one weakness each: Normal is weak only to Fighting, and Electric is weak only to Ground. If your team has no Fighting or Ground move, those two will show up in your coverage gaps no matter what else you pick.
A gap is not the same as an immunity, though. A gap only means you cannot hit a type for double damage; you can still hit it for normal damage. Immunities are harsher. Ground moves do nothing to Flying types, Electric moves do nothing to Ground types, and Normal and Fighting moves do nothing to Ghost types, so it helps to carry a second option for each of those.
Questions about the coverage calculator
Why can't I get perfect coverage with four moves?
Because no four types can do it. The fewest attacking types that hit all 18 types super-effectively is seven, for example Electric, Ice, Fighting, Poison, Ground, Flying, and Ghost. The best six types can reach 17 of 18. Perfect coverage is something a whole team builds together, not a single Pokémon.
Does the coverage calculator account for dual-type Pokémon?
No. The coverage calculator checks each of the 18 types on its own. A Pokémon with two types can cancel out a weakness: Ground is super-effective against Steel, but it does nothing to a Steel/Flying Pokémon because Flying is immune to Ground.
Is there a limit on how many types I can pick?
No. Pick every attacking type your team carries, whether that is three or ten. You need at least seven to cover all 18 types, so the coverage calculator does not cap how many you can select.
Coverage starts with damaging moves
Select the types of damaging moves your team can actually use. A species' own type does not establish its moveset, and a Status move supplies no ordinary damage coverage. The result counts pure defending types with a super-effective option, not species or knockouts.
What a second attacking type adds
| Move-type pair | Covered pure types | New targets from second type | Still uncovered |
|---|---|---|---|
| Fire + Grass | Water, Grass, Ice, Ground, Bug, Rock, Steel | Water, Ground, Rock | Normal, Fire, Electric, Fighting, Poison, Flying, Psychic, Ghost, Dragon, Dark, Fairy |
| Electric + Ground | Fire, Water, Electric, Poison, Flying, Rock, Steel | Fire, Electric, Poison, Rock, Steel | Normal, Grass, Ice, Fighting, Ground, Psychic, Bug, Ghost, Dragon, Dark, Fairy |
| Fighting + Ghost | Normal, Ice, Psychic, Rock, Ghost, Dark, Steel | Psychic, Ghost | Fire, Water, Electric, Grass, Fighting, Poison, Ground, Flying, Bug, Dragon, Fairy |
Keep a new type only if its additional coverage helps your intended matchups. The table does not claim that one species can learn both moves. Real dual-typed targets can cancel weaknesses or take fourfold damage; inspect those individually in the type calculator.
A neutral move can still be the better choice because of power, same-type bonuses, accuracy, attacking stats, or an ability. Use this tool to find gaps, then compare the actual moves and opponents.
Decide whether an extra move type earns its slot
Compare a selected attack set with the same set plus one new type. Identify the newly covered pure targets, not merely the total after the change. If the additions do not help against the opponents your team expects, the extra move may not solve your actual problem. A four-move limit makes that tradeoff important even when the new type looks useful in isolation.
An uncovered target here lacks a super-effective option from your chosen types; it is not necessarily immune to all of them. A neutral move can still be usable. Conversely, covering every pure type does not guarantee an answer to every dual-type species or an ability-modified matchup. Start from actual damaging moves, inspect what the extra type changes, and then test the particular opponent in the type calculator. Avoid counting a Status move simply because its badge fills an attractive gap in the overview.





