Poke Dojo

Type Matchup Quiz

Answer the type effectiveness from attack to defense

Questions

Question pool: 324 pairs

The Type Matchup quiz asks for the damage multiplier (×0, ×0.25, ×0.5, ×1, ×2, ×4) given an attacking type and a defending type combination.

Combinations you miss are kept in review mode so you can drill the matchups that trip you up.

The order to learn matchups in

Trying to memorise the entire type chart at once is a fast way to burn out. It is lighter to expand outward in stages: learn each type's weaknesses (the types it takes ×2 from) first, then what it resists, and finally the combinations it is immune to. The attacking and defending views are two sides of one coin, so once you know one direction, flipping it gives you the other almost for free.

This quiz asks for the multiplier given an attacking type and a defending type. Because you can repeat it like flashcards, matchups you would otherwise leave half-remembered harden into recall you can trust.

How ×4 and ×0.25 are built

Against a Pokemon with two types, the multipliers for each type are multiplied together to set the final damage. Weak on both types is ×2 × ×2 = ×4; resistant on both is ×0.5 × ×0.5 = ×0.25; weak on one and resistant on the other cancels out to neutral. Understanding this multiplication lets you construct dual-type multipliers on the fly instead of memorising each one.

The combinations that trip people up

Types that stack a lot of resistances or immunities are where mistakes cluster. A sturdy type that resists many attacks, or a combination that fully nullifies a specific type, is often carried around with the wrong multiplier in mind. Misses collect in review mode, so drilling just those weak spots fills the gaps efficiently.

When to use it

  • When you have just learned the type chart and want to test your recall.
  • When Steel- or Fairy-related resistances and immunities trip you up.
  • When you want sharper move selection in battle.

FAQ

I can't remember dual-type multipliers.
Dual-type multipliers come from multiplying each type's multiplier together. Lock in the single-type values first, then practise combining two, and ×4 and ×0.25 become something you can derive rather than memorise.
Attacking or defending — which side first?
Either works, but starting from the attacking side — how well your move lands — tends to stick because it maps straight onto move selection in battle. Once you know the attacking side, the defending side follows as its mirror.
How should I handle immunities (×0)?
Immunities zero out damage entirely, so they anchor a lot of prediction in battle. There are not many, so it can help to carve out just the immune combinations and memorise them before the weaknesses and resistances.

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