The eight type immunities
An immunity means the move does no damage at all, and any extra effect of the move does not happen either. The current type chart has eight of them.
- Normal does not affect Ghost.
- Fighting does not affect Ghost.
- Ghost does not affect Normal.
- Electric does not affect Ground.
- Ground does not affect Flying.
- Psychic does not affect Dark.
- Poison does not affect Steel.
- Dragon does not affect Fairy.
Why immunities matter more than resistances
A resistance halves damage; an immunity removes it. That makes immunities the safest way to switch a Pokémon in on a predicted attack, because it takes nothing from the hit. It also explains why some type combinations are so hard to hit: a Normal/Ghost Pokémon such as Hisuian Zoroark cannot be touched by Normal, Fighting or Ghost moves at all.
Immunities also cancel weaknesses. A Flying/Electric Pokémon would normally take 2× from Ground moves through its Electric type, but the Flying immunity means it takes none.
Abilities that add an immunity
Some abilities make a Pokémon immune to one type, often with a bonus when it is hit.
- Levitate and Earth Eater: immune to Ground moves.
- Flash Fire and Well-Baked Body: immune to Fire moves.
- Water Absorb, Storm Drain and Dry Skin: immune to Water moves.
- Volt Absorb, Lightning Rod and Motor Drive: immune to Electric moves.
- Sap Sipper: immune to Grass moves.
- Wonder Guard: takes damage only from super-effective moves.
Exceptions that get around immunities
A few effects ignore the normal rules. Scrappy and Mind’s Eye let Normal and Fighting moves hit Ghost types. Thousand Arrows hits Flying types and Pokémon with Levitate. The moves Foresight, Odor Sleuth and Miracle Eye remove one specific immunity from the target. Iron Ball, Gravity, Smack Down and Ingrain can ground a Flying type so Ground moves hit it. These are rare in casual play but common in competitive battles, so check the move and ability before relying on an immunity.
Sources and further reading
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