Hi, I have been silent over the past few months because initially I coded a matchup chart to be integrated into the usage stats of pokemon showdown, that way we can see the actual win rates of matchups and actually create a type chart that is based on data instead of vibes. This was back in september 2025. Since I have not had any message from marty because she is very busy, I had the idea of taking sample teams and performing a simulation using bots. However, because of school and the fact that merging poke-env(simulation API) and poke-engine(AI bot API) is very annoying, I'm still doing that.
If you are still interested in the results(because it can cover old gen MU charts) please like this post so I know who is actually willing to see the results. I want to thank the works of people like ethereal sword who have tried to give us better insight into the meta through data during the long wait. Today, I was contacted by marty who was finally able to test the code and give some preliminary results. The code has already been integrated into usage stats and the charts will be in monotype/matchupcharts/ and will include 8 charts, 4 for gen 9, and 4 for nat dex, capped by glicko. The format will be a bit different as it will have the raw count of games won as well. She was also kind enough to run the premilinary results for the first 13 days of march, so I will base the below analysis of gen 9 on said data. I will use 1630 glicko as that is a good benchmark for intemediate to good players. If you hate numbers go to the end of this post.
NOTE: this chart only considers 13 days worth of data, so it may not necessarily represent the meta in general. Also this is ladder, so please take that in mind.
MU Chart
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The way to read this is that the percent is the win rate of the left side vs the top. Based on this chart, we can see the worst MUs in the game, where the matchup is so skewed that the type wins more than 80% of the time:
dragon vs electric: 90.026
This is very evident as without tapu koko electric is kinda screwed vs dragon
fighting vs rock: 87.663
You have no way to switch into close combat spam well, i don't think more needs to be said
ice vs flying: 87.484
ice vs ground: 87.241
ice is just good against types that don't switch into ice moves well. Although ground has sand, snow can compete and can even got buffed with the defense bonus
rock vs fire: 84.338
fire already sucks against scarf kleavor stone axe so you can imagine what a whole rock team does.
psychic vs electric: 84.321
You have no psychic switch in as zone can't save you and morpeko sucks. Also, competing terrain
ground vs rock: 82.644
No way to switch into moves like earthquake and earth power without losing a lot.
electric vs bug: 82.469
You have no good electric switchin so thunderclap and as well tbolt spam is wrecking your entire team.
ground vs poison: 80.692
if gliscor appears, you're screwed, if not, gweezing is not saving you and most ladder players prob are not running amoonguss
steel vs ice: 80.246
if scizor appears, gg, if not, you have to deal with heatran + dengo
Using this chart, we can also derive 3 scores: the average win rate, usage-weighted win scores, and winrate-weighted win scores. All three are mildly valid to create a tier list and I will show a tier list for all 3. First, based on average win rates
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We observe a lot of interesting things. First, steel is best if we consider every type equally, which makes sense. Similar story water and dragon. On the otherside, we see types like electric and grass which most consider to be terrible types. There are 2 surprising facts though. First Ice, Rock, and Fighting are significantly higher than usual. Ice probably that high because they are really good at decimating certain types like flying and lower types like grass which may artificially increase its standings. It's a similar story with rock destroying types like bug and fire as well as rock and somehow bug for fighting. Second surprise is just how low flying is. My best interpretation is that flying is very difficult to pilot so people on ladder usually don't know how to use it.
As you can see, the chart is heavily skewed by the fact that some types have overwhelming win against others. As a result I prefer to use the weighted score option. The weighted score of type_1= Σ [usage(type_2) × winRate(type_1 vs type_2) ]. Since the weight is dependent on how much the opposing types is used, which is usually an ok indicator for how good a type is, winning a lot against weaker types is counted less, with that we get the below results.
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Here we see the weakness of using usage as an indicator for viability as for example, steel is ranked very low because a lot of people really don't like steel and will often overprepare for it or use type like fire, ground, and fighting to snipe it. On the contrast, we see that ghost and bug are doing much better than normal while flying and ground are doing worse than normal. This is the simple result of using usage because ladder is filled with types like dark and ghost that sth like lokix just shreds through and the abundance of water on ladder really doesn't help types like ground, steel, and fire.
This bring us to lastly, the winrate-weighted win scores which I believe to be the best metric for measuring how good a type is. The formula is Σ [average_winrate(type_2) × winRate(type_1 vs type_2)]. This uses overall winrate to measure viability which I believe to be the best metric and the result shows.
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Personally I feel that this is a much better analysis of the overall meta in general. For example, one of things I have always believed is that normal is an amazing type. Khahara has always stressed as much and I believe this tier list shows. Additionally, I have always been wary of calling fighting a snipe type as it does very well against great types like steel dark and normal. The huge surprise is the placement of rock and ice. I think the main thing is that they have consistently above average win rates against most types and even really good ones like against flying, but I think the problem is that a lot of players are a bit too hooked on the fact that against the types they lose against, they lose HARD. Lastly, I know all the flying players are going to scream at me for this, but I'm very much aware, most good flying players don't ladder with flying much because they much prefer to use it for tournaments. This leaves the remaining flying players to perform much worse on ladder. Flying is a very difficult type to use so consider this as proof that you flying players are good at this game. Lastly, I do want to note a lot of people have been under-rating water. I've always thought of it as one of the best types potentially top 3 and these tier lists prove my point.
TLDR: Lastly, I know a lot of hate numbers so here is the chart but non-math people friendly. -3 is borderline unwinnable, 3 is you should not lose.
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