- Pokemon Ice Attack 2x Dmg To Water Heater
- Pokemon Ice Attack 2x Dmg To Water 1
- Pokemon Ice Attack 2x Dmg To Waters
Type Chart methods of representing Type effectiveness have been popular since long before Pokémon Go, with all of the core Pokémon games revolving around them.
In brief, Pokémon types dictate whether one Pokémon is either strong or weak - super effective or not very effective - against another, dealing additional or reduced damage as a result - and receiving additional or reduced damamage - as a result.
They deal 2x damage to Grass, Ground, and Flying types as well. They only deal half damage to Fire, Ice, Steel, and Water. For defense, they take half damage from only other Ice types.
The standard Type chart that has evolved through the different generations will be like a second language to long-term Pokémon fans, but to newcomers it can appear too daunting to even know where to begin, so with that in mind we've put together a type chart of our own, as well as an explanation of how Type effectivness works and how to plan around it, just below.
- The world of Pokemon has some hard and fast rules regarding the damage between different Pokemon types. Some Pokemon are stronger than others, some are weak to one type while strong against another.
- Moves Category Type Damage Number/Day Description Status Description Save Absorb: Special: GRASS: 1d6+Int: 5: User recovers half the HP inflicted on opponent.
Type chart, effectiveness and weakness explained in Pokémon Go
Pokémon Go's Types are exactly the same as those in the main Pokémon games, but the effect of those type matchups is slightly different: in brief, things like effective or resisted attacks have slightly different multipliers to the main Pokémon games - although a December 2018 update brought them slightly closer in line.
Here's a Pokémon Go type chart to get you started on what's effective against what.
Type | Strong Against | Weak Against | Resistant To | Vulnerable To |
---|---|---|---|---|
Normal | Rock, Ghost, Steel | Ghost | Fighting | |
Fighting | Normal, Rock, Steel, Ice, Dark | Flying, Poison, Psychic, Bug, Ghost, Fairy | Rock, Bug, Dark | Flying, Psychic, Fairy |
Flying | Fighting, Bug, Grass | Rock, Steel, Electric | Fighting, Ground, Bug, Grass | Rock, Electric, Ice |
Poison | Grass, Fairy | Poison, Ground, Rock, Ghost, Steel | Fighting, Poison, Grass, Fairy | Ground, Psychic |
Ground | Poison, Rock, Steel, Fire, Electric | Flying, Bug, Grass | Poison, Rock, Electric | Water, Grass, Ice |
Rock | Flying, Bug, Fire, Ice | Fighting, Ground, Steel | Normal, Flying, Poison, Fire | Fighting, Ground, Steel, Water, Grass |
Bug | Grass, Psychic, Dark | Fighting, Flying, Poison, Ghost, Steel, Fire, Fairy | Fighting, Ground, Grass | Flying, Rock, Fire |
Ghost | Ghost, Psychic | Normal, Dark | Normal, Fighting, Poison, Bug | Ghost, Dark |
Steel | Rock, Ice, Fairy | Steel, Fire, Water, Electric | Normal, Flying, Poison, Rock, Bug, Steel, Grass, Psychic, Ice, Dragon, Fairy | Fighting, Ground, Fire |
Fire | Bug, Steel, Grass, Ice | Rock, Fire, Water, Dragon | Bug, Steel, Fire, Grass, Ice | Ground, Rock, Water |
Water | Ground, Rock, Fire | Water, Grass, Dragon | Steel, Fire, Water, Ice | Grass, Electric |
Grass | Ground, Rock, Water | Flying, Poison, Bug, Steel, Fire, Grass, Dragon | Ground, Water, Grass, Electric | Flying, Poison, Bug, Fire, Ice |
Electric | Flying, Water | Ground, Grass, Electric, Dragon | Flying, Steel, Electric | Ground |
Psychic | Fighting, Poison | Steel, Psychic, Dark | Fighting, Psychic | Bug, Ghost, Dark |
Ice | Flying, Ground, Grass, Dragon | Steel, Fire, Water, Ice | Ice | Fighting, Rock, Steel, Fire |
Dragon | Dragon | Steel, Fairy | Fire, Water, Grass, Electric | Ice, Dragon, Fairy |
Fairy | Fighting, Dragon, Dark | Poison, Steel, Fire | Fighting, Bug, Dragon, Dark | Poison, Steel |
Dark | Ghost, Psychic | Fighting, Dark, Fairy | Ghost, Psychic, Dark | Fighting, Bug, Fairy |
Pokemon Ice Attack 2x Dmg To Water Heater
Pokémon Go in 2020 continues to add new features, such the arrival of the Go Battle League - which is currently highlighting the Master League - and soon, Clone Pokémon. We've also recently had the Buddy Adventure feature, which introduces a variety of perks - including finding Souvenirs - as well as a new trade evolution feature. 2019 saw the release of the first Gen 5 Pokémon, along with new regional exclusive Pokémon, Egg charts, and the introduction of the Unova Stone. Pokemon Go also sees regular events - including weekly Spotlight Hour and Mystery Bonus evenings, monthly Field Research rewards and Pokémon Go Community Day, plus a new Giovanni counters quest - the latest being The Shadowy Threat Grows.
Pokémon Go type effectiveness changes compared to other Pokémon games
As you may have noticed, there are also no Type immunities in Pokémon Go, unlike in the main series. But that's not the end of it. The immunities removed are:
- Ground immune to Electric
- Flying immune to Ground
- Ghost immune to Normal and Fighting
- Normal and Fighting immune to Ghost
- Steel immune to Poison
- Dark immune to Psychic
- Fairy immune to Dragon
Instead of a total immunity to damage, these initially worked the same as simple resitances. Now, however, they've been tweaked to form another tier of resistance, with the defending Pokémon that would normally be immune taking just 0.39 times the amount of damage it normally would - in other words, type immunity roughly cuts the amount of damage received to about a third.
Here's a full rundown of the multipliers that apply to standard, super effective, not very effective, immune, and doubly effective attacks.
- Not very effective - 0.625x damage, instead of the 0.5x damage done in the main series.
- Super effecive - 1.6x damage, instead of 2x damage done in the main series.
- Immunity - 0.39x damage, instead of 0 damage done in the main series.
- Doubly effective - 2.56x damage, instead of 4x damage done in the main series.
In other words, the latest tweaks to Type effectivness brings them noticably closer to the multipliers in the mainline games - but still not in line with them entirely. It does make Type effectiveness all the more important though, so it's well worth getting to grips with those matchups if you can!
Ultimately, it's your mastery of three elements that will give you the greatest shot in PvP and the Gym and Raiding scene: Type effectiveness, understanding Pokémon Go's moves, and having a good idea of the best Pokémon in Pokémon Go.
From D&D Wiki
Moves | Category | Type | Damage | Number/Day | Description | Status | Description | Save |
---|---|---|---|---|---|---|---|---|
Absorb | Special | GRASS | 1d6+Int | 5 | User recovers half the HP inflicted on opponent. | Burn | Takes 1d8 fire damage and halves physical damage dealt | STR |
Acid | Special | POISON | 1d8+Int | 6 | May lower opponent's Wisdom by 1, 3 turn. Wis save | Freeze | petrified 10% chance to thaw. fire type thaw | DEX |
Acid Armor | Status | POISON | — | 4 | Sharply raises user's Defense. +2 AC | Paralyze | Become last in init. 50% chance to do nothing | INT |
Agility | Status | PSYCHIC | — | 6 | Sharply raises user's Speed. +15ft move | Poison | Disadvantage on all attacks and ability checks. | CON |
Amnesia | Status | PSYCHIC | — | 5 | Sharply raises user's Wisdom. +2 Wis | Confused | fear/charm | WIS |
Aurora Beam | Special | ICE | 1d6+Int | 5 | May lower opponent's Attack. Str save -1 Str | Sleep | unconscious for 3 turns | CHA |
Barrage | Physical | NORMAL | 1d4+Str 3x | 5 | Hits 3 times in one turn. 3 attacks. | |||
Barrier | Status | PSYCHIC | — | 5 | Sharply raises user's Defense. +2 AC | flinching = grapple or prone | ||
Bide | Physical | NORMAL | — | 2 | User takes damage for two turns then strikes back double. | |||
Bind | Physical | NORMAL | 1d4 | 2 | Grapple check, Traps opponent, damaging them for 3 turns. | |||
Bite | Physical | DARK | 2d8+Str | 5 | Grapple on hit. | |||
Blizzard | Special | ICE | 10d6+Int | 1 | May freeze opponent. Dex save | lower atk = str | ||
Body Slam | Physical | NORMAL | 5d6+Str | 3 | May paralyze opponent. Int Save | lower special atk = int | ||
Bone Club | Physical | GROUND | 4d6+Str | 4 | Move back 5ft on hit. | lower special def = wis | ||
Bonemerang | Physical | GROUND | 2d6 2x+dex | 2 | Hits twice in one turn. | lower def = AC | ||
Bubble | Special | WATER | 2d6+int | 6 | May lower opponent's Speed. -10ft speed Dex save | lower speed = movement | ||
Bubble Beam | Special | WATER | 4d6+int | 4 | May lower opponent's Speed. -10ft speed Dex save | lower evasiveness = dex | ||
Clamp | Physical | WATER | 2d6 | 2 | Grapple check, Traps opponent, damaging them for 2 turns. | |||
Comet Punch | Physical | NORMAL | 3d4 3x+Str | 3 | Hits 3 times in one turn. 3 attack rolls, if a miss then stop attacking. | |||
Confuse Ray | Status | GHOST | — | 2 | Confuses opponent. | |||
Confusion | Special | PSYCHIC | 3d6 | 5 | May confuse opponent. Wis Save | |||
Constrict | Physical | NORMAL | 1d4+Str | 7 | Target is grappled on hit. | |||
Conversion | Status | NORMAL | — | 6 | Changes user's type to that of its first move. | |||
Counter | Physical | FIGHTING | — | 4 | When hit by a Physical Attack, user strikes back with 2x power. | |||
Crabhammer | Physical | WATER | 6d6+Str | 2 | High critical hit ratio. 18-20 | |||
Cut | Physical | NORMAL | 2d6+Str | 6 | ||||
Defense Curl | Status | NORMAL | — | 8 | Raises user's Defense. +1AC | |||
Dig | Physical | GROUND | 4d6 | 2 | Digs underground on first turn, attacks on second. Can also escape from caves. | |||
Disable | Status | NORMAL | — | 4 | Opponent can't use its last attack for a few turns. 4 turns | |||
Dizzy Punch | Physical | NORMAL | 3d6+Str | 2 | May confuse opponent. Wis Save | |||
Double Kick | Physical | FIGHTING | 1d10 2x+Str | 6 | Hits twice in one turn. 2 attacks | |||
Double Slap | Physical | NORMAL | 1d4 2x+Str | 2 | Hits 2 times in one turn. 2 attacks. | |||
Double Team | Status | NORMAL | — | 3 | Raises user's Evasiveness. | |||
Double-Edge | Physical | NORMAL | 8d6+Str | 3 | User receives recoil damage. 1/2 damage dealt | |||
Dragon Rage | Special | DRAGON | — | 2 | Always inflicts 30 HP. | |||
Dream Eater | Special | PSYCHIC | 4d6+Int | 3 | User recovers half the HP inflicted on a sleeping opponent. | |||
Drill Peck | Physical | FLYING | 3d6+Str | 4 | ||||
Earthquake | Physical | GROUND | 5d6 | 2 | Power is doubled if opponent is underground from using Dig. | |||
Egg Bomb | Physical | NORMAL | 5d6+Dex | 2 | ||||
Ember | Special | FIRE | 1d6+Int | 5 | May burn opponent. Str save | |||
Explosion | Physical | NORMAL | 20d6 | 1 | User faints. | |||
Fire Blast | Special | FIRE | 8d6+Int | 1 | May burn opponent. Str save | |||
Fire Punch | Physical | FIRE | 3d8+Str | 3 | May burn opponent. Str save | |||
Fire Spin | Special | FIRE | 1d6 | 3 | Traps opponent, damaging them for 4 turns. | |||
Fissure | Physical | GROUND | — | 1 | One-Hit-KO, if it hits. | |||
Flamethrower | Special | FIRE | 8d6+Int | 3 | May burn opponent. Str save | |||
Flash | Status | NORMAL | — | 4 | Lowers opponent's Accuracy. -1 to hit | |||
Fly | Physical | FLYING | 8d6+Str | 3 | Flies up 20ft on first turn, attacks on second turn. | |||
Focus Energy | Status | NORMAL | — | 6 | Increases critical hit ratio. 18-20 crits no stacking | |||
Fury Attack | Physical | NORMAL | 1d4 5x+Str | 4 | Hits 5 times in one turn. 5 attacks. | |||
Fury Swipes | Physical | NORMAL | 3d4 5x+Str | 3 | Hits 5 times in one turn. 5 attacks. | |||
Glare | Status | NORMAL | — | 6 | Paralyzes opponent. | |||
Growl | Status | NORMAL | — | 8 | Lowers opponent's Strength. -1Str | |||
Growth | Status | NORMAL | — | 8 | Raises user's Attack and Special Attack. +1Str and Int | |||
Guillotine | Physical | NORMAL | — | 1 | One-Hit-KO, if it hits. | |||
Gust | Special | FLYING | 3d8+Int | 7 | Hits Pokémon using Fly/Bounce with double power. | |||
Harden | Status | NORMAL | — | 6 | Raises user's Defense. +1 AC | |||
Haze | Status | ICE | — | 6 | Resets all stat changes. | |||
Headbutt | Physical | NORMAL | 5d8+Str | 3 | Push back 5ft on hit. | |||
High Jump Kick | Physical | FIGHTING | 7d10+Str | 2 | If it misses, the user loses half their HP. | |||
Horn Attack | Physical | NORMAL | 4d8+Str | 5 | ||||
Horn Drill | Physical | NORMAL | — | 1 | One-Hit-KO, if it hits. | |||
Hydro Pump | Special | WATER | 10d6+Int | 1 | ||||
Hyper Beam | Special | NORMAL | 10d10+Int | 1 | User must recharge next turn. | |||
Hyper Fang | Physical | NORMAL | 2d10+Str | 3 | Grapple on hit. | |||
Hypnosis | Status | PSYCHIC | — | 4 | Puts opponent to sleep. | |||
Ice Beam | Special | ICE | 7d8 | 2 | May freeze opponent. Dex save | |||
Ice Punch | Physical | ICE | 6d6 | 3 | May freeze opponent. Dex save | |||
Jump Kick | Physical | FIGHTING | 8d8 | 2 | If it misses, the user loses half their HP. | |||
Karate Chop | Physical | FIGHTING | 3d8 | 5 | High critical hit ratio. crits on 17-20 | |||
Kinesis | Status | PSYCHIC | — | 3 | Lowers opponent's Accuracy. -1 to hit | |||
Leech Life | Physical | BUG | 3d6 | 2 | User recovers half the HP inflicted on opponent. | |||
Leech Seed | Status | GRASS | — | 2 | User steals HP from opponent each turn. 1d6 until switch. doesnt work on grass | |||
Leer | Status | NORMAL | — | 6 | Lowers opponent's Defense. -1 AC | |||
Lick | Physical | GHOST | 1d6 | 6 | May paralyze opponent. Int Save | |||
Light Screen | Status | PSYCHIC | — | 6 | Halves damage from Special attacks for 5 turns. | |||
Lovely Kiss | Status | NORMAL | — | 2 | Puts opponent to sleep. | |||
Low Kick | Physical | FIGHTING | — | 4 | 1d6 Small, 2d6 Medium, 3d6 Large | |||
Meditate | Status | PSYCHIC | — | 8 | Raises user's Attack. +1Str | |||
Mega Drain | Special | GRASS | 2d6 | 3 | User recovers half the HP inflicted on opponent. | |||
Mega Kick | Physical | NORMAL | 11d6 | 1 | ||||
Mega Punch | Physical | NORMAL | 3d6 | 4 | ||||
Metronome | Status | NORMAL | — | 2 | User performs any move in the game at random. | |||
Mimic | Status | NORMAL | — | 2 | Copies the opponent's last move. | |||
Minimize | Status | NORMAL | — | 2 | Sharply raises user's Evasiveness. +2 Dex | |||
Mirror Move | Status | FLYING | — | 4 | User performs the opponent's last move. | |||
Mist | Status | ICE | — | 6 | User's stats cannot be changed for a period of time. 3 turns | |||
Night Shade | Special | GHOST | — | 3 | Inflicts damage equal to user's level. x3 | |||
Pay Day | Physical | NORMAL | 2d6 | 4 | A small amount of money is gained after the battle resolves. | |||
Peck | Physical | FLYING | 1d6 | 7 | ||||
Petal Dance | Special | GRASS | 11d6 | 2 | User attacks for 2 turns but then becomes confused. | |||
Pin Missile | Physical | BUG | 1d6+Dex | 4 | Hits 4 times in one turn. 4 attacks. | |||
Poison Gas | Status | POISON | — | 8 | Poisons opponent. | |||
Poison Powder | Status | POISON | — | 7 | Poisons opponent. | |||
Poison Sting | Physical | POISON | 1d4+Str | 7 | May poison the opponent. Con Save | |||
Pound | Physical | NORMAL | 2d6+str | 7 | ||||
Psybeam | Special | PSYCHIC | 2d6+int | 4 | May confuse opponent. Wis Save | |||
Psychic | Special | PSYCHIC | 3d6 +int | 2 | May lower opponent's Special Defense. WisSave -1wis | |||
Psywave | Special | PSYCHIC | — | 3 | Inflicts damage 3x level. | |||
Quick Attack | Physical | NORMAL | 2d6+Str | 6 | User attacks first. | |||
Rage | Physical | NORMAL | 1d8+Str | 4 | Raises user's Attack when hit. +1Str | |||
Razor Leaf | Physical | GRASS | 2d6+Dex | 5 | High critical hit ratio. 17-20 | |||
Razor Wind | Special | NORMAL | 4d6+Int | 2 | Charges on first turn, attacks on second. High critical hit ratio. 17-20 | |||
Recover | Status | NORMAL | — | 2 | User recovers half its max HP. | |||
Reflect | Status | PSYCHIC | — | 4 | Halves damage from Physical attacks for 5 turns. | |||
Rest | Status | PSYCHIC | — | 2 | User sleeps for 2 turns, but user is fully healed. | |||
Roar | Status | NORMAL | — | 4 | In battles, the opponent switches. In the wild, the Pokémon runs. | |||
Rock Slide | Physical | ROCK | 2d6+Dex | 2 | Dex Save or be knocked prone | |||
Rock Throw | Physical | ROCK | 1d6+Dex | 3 | ||||
Rolling Kick | Physical | FIGHTING | 2d6+Str | 3 | on hit push back 5ft | |||
Sand Attack | Status | GROUND | — | 3 | Lowers opponent's Accuracy. -1 to hit | |||
Scratch | Physical | NORMAL | 1d6+Str | 7 | ||||
Screech | Status | NORMAL | — | 8 | Sharply lowers opponent's Defense. -2AC | |||
Seismic Toss | Physical | FIGHTING | — | 4 | Inflicts damage equal to user's level. x3 | |||
Self-Destruct | Physical | NORMAL | 12d10 | 1 | User faints. | |||
Sharpen | Status | NORMAL | — | 6 | Raises user's Attack. +1Str | |||
Sing | Status | NORMAL | — | 3 | May put opponent to sleep. Cha Save | |||
Skull Bash | Physical | NORMAL | 10d6+Str | 2 | Raises Defense on first turn +1AC, attacks on second. | |||
Sky Attack | Physical | FLYING | 10d6+Str | 1 | Charges on first turn, attacks on second. On hit knock prone. | |||
Slam | Physical | NORMAL | 4d6+Str | 4 | ||||
Slash | Physical | NORMAL | 2d6+Str | 4 | High critical hit ratio. 17-20 | |||
Sleep Powder | Status | GRASS | — | 3 | Puts opponent to sleep. | |||
Sludge | Special | POISON | 2d6+Int | 4 | May poison opponent. Con Save | |||
Smog | Special | POISON | 1d6 | 4 | May poison opponent. Con Save 15ft cloud | |||
Smokescreen | Status | NORMAL | — | 4 | Lowers opponent's Accuracy. -1 to hit | |||
Soft-Boiled | Status | NORMAL | — | 2 | User recovers half its max HP. | |||
Solar Beam | Special | GRASS | 11d6+Int | 2 | Charges on first turn, attacks on second. | |||
Sonic Boom | Special | NORMAL | — | 4 | Always inflicts 15 HP. | |||
Spike Cannon | Physical | NORMAL | 1d4 2x+Dex | 3 | Hits 2 times in one turn. | |||
Splash | Status | NORMAL | — | 8 | Doesn't do ANYTHING. | |||
Spore | Status | GRASS | — | 3 | Puts opponent to sleep. | |||
Stomp | Physical | NORMAL | 2d6+Str | 4 | On hit knock prone. | |||
Strength | Physical | NORMAL | 3d6+Str | 3 | Grapple on hit. | |||
String Shot | Status | BUG | — | 8 | Sharply lowers opponent's Speed. -20ft | |||
Struggle | Physical | NORMAL | 1d4+Str | — | Only usable when all PP are gone. Hurts the user. | |||
Stun Spore | Status | GRASS | — | 6 | May paralyze opponent. Str Save | |||
Submission | Physical | FIGHTING | 6d6+str | 4 | User receives recoil damage. 1/2 | |||
Substitute | Status | NORMAL | — | 2 | Uses HP to creates a decoy that takes hits. 1/4hp | |||
Super Fang | Physical | NORMAL | — | 2 | Always takes off half of the opponent's HP. | |||
Supersonic | Status | NORMAL | — | 4 | May confuse opponent. Wis Save | |||
Surf | Special | WATER | 8d6+Int | 3 | Hits all adjacent Pokémon. | |||
Swift | Special | NORMAL | 3d10 | 4 | Always hits | |||
Swords Dance | Status | NORMAL | — | 4 | Sharply raises user's Attack. +2Str | |||
Tackle | Physical | NORMAL | 1d6+Str | 7 | ||||
Tail Whip | Status | NORMAL | — | 6 | Lowers opponent's Defense. -1AC | |||
Take Down | Physical | NORMAL | 6d8+Str | 4 | User receives recoil damage. 1/2 | |||
Teleport | Status | PSYCHIC | — | 4 | Allows user to flee wild battles; also warps player to last PokéCenter. | |||
Thrash | Physical | NORMAL | 6d8 2 turns +Str | 2 | User attacks for 2 turns but then becomes confused. | |||
Thunder | Special | ELECTRIC | 10d6+int | 2 | May paralyze opponent. Int Save | |||
Thunder Punch | Physical | ELECTRIC | 6d6+Str | 3 | May paralyze opponent. Int Save | |||
Thunder Shock | Special | ELECTRIC | 2d8+Int | 6 | May paralyze opponent. Int Save | |||
Thunder Wave | Status | ELECTRIC | — | 4 | Paralyzes opponent. | |||
Thunderbolt | Special | ELECTRIC | 5d10+Int | 3 | May paralyze opponent. Int Save | |||
Toxic | Status | POISON | — | 2 | Badly poisons opponent. | |||
Transform | Status | NORMAL | — | 2 | User takes on the form and attacks of the opponent. | |||
Tri Attack | Special | NORMAL | 3d12 | 2 | May paralyze(Int Save), burn(Str Save) or freeze (Dex save) opponent. | |||
Twineedle | Physical | BUG | 2d8 2x +Dex | 4 | Hits twice in one turn. May poison opponent. Con save | |||
Vice Grip | Physical | NORMAL | 5d6+Str | 6 | Grapple on hit | |||
Vine Whip | Physical | GRASS | 1d8+Str | 5 | 10ft range | |||
Water Gun | Special | WATER | 4d6+Int | 5 | ||||
Waterfall | Physical | WATER | 6d6+Str | 3 | Push back 10ft on hit. | |||
Whirlwind | Status | NORMAL | — | 4 | In battles, the opponent switches. In the wild, the Pokémon runs. | |||
Wing Attack | Physical | FLYING | 5d6+Str | 7 | ||||
Withdraw | Status | WATER | — | 8 | Raises user's Defense. +1AC | |||
Wrap | Physical | NORMAL | 1d4+Str | 4 | Grapple check, Traps opponent, damaging them for 3 turns. |
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