Approved by tennisace, Wyverii and Fuzznip. And sponsored by them, too, apparently.
You would remember that at around the end of last year, I was pondering on a Typing rating for CAP. Now that I have a little bit more time in my hands, I have returned to them, and tried my hand at an offensive typing rating and a defensive typing rating. I think that I have managed to nail the latter rating, but not the former one yet, though I’ll still say something about it.
Be prepared, then, for one longish post; typical of me, really.
The way I had suggested the defensive rating to be calculated last December was roughly as follows. Firstly, I checked how each type fares against each and every Pokemon type, weighted by usage, and averaged this out. Then I multiplied each of these by the type chart of that Pokemon, for each type, and averaged that out also, producing the rating.
What I’m doing now is similar, but now I’m also weighing in the fact that Earthquake is used more than, say, Brave Bird, despite the former move having worse type coverage than the latter. Not only that, but I’m now also taking into account that Ground moves typically have 100 Base Power, for example. Also, I took Stealth Rock into account when it comes to types that are weak or resistant to Rock.
Moreover, I split the defense into two: the physical and the special. For example, the Dark/Fire type (like Houndoom) is quite bad when it comes to physical threats: it is weak to Ground, Fighting AND Rock, and these three types are easily the three most dangerous physical types. However, when it comes to special threats, it does much better, since it resists Fire and Ice and is only neutral to Electric. These three types are, as we shall see soon, the three most dangerous special types in the game. This means that a Dark/Fire type will probably fare better (defensively) against an exclusively special Pokemon than against an exclusively physical one.
So how do we provide this assessment? Firstly, I shall present probably the most important table of all tables relating to Pokemon types. Here is the Type Power Chart:
So what do the above numbers mean? Simply put, each number is how much damage each type deals on average. As we can see, the highest damage is statistically done by Physical Ground, very closely followed by Physical Fighting, and then Special Fire comes in third. The above numbers are weighted according to Pokemon usage, Pokemon types, move usage and move power... and, in addition to all this, they are also “normalized”. We shall see later what this means.
(The numbers under the ‘Mixed’ column are just the average of the physical and special numbers.)
Now, how do we use the above numbers? Suppose we want to find how defensive the Fire / Dark type we were considering earlier is. We first check the Fire / Dark type chart, and we find that Fire / Dark is immune to Psychic, resistant to Dark, Fire, Ghost, Grass, Ice and Steel, weak to Fighting, Ground, Rock and Water, and neutral to everything else. This translates to:
Now what we do is multiply each of these numbers by the corresponding numbers in the Type Power chart for Physical, and subtract their total from 53.33. We do the same for Special and for Mixed.
For Physical Type Defense, we have 1.32 x 1 + 1.89 x 0.5 + 1.47 x 1 + 0.42 x 1 + 4.16 x 2 + 0.71 x 0.5 + 0.72 x 1 + 0.08 x 0.5 + 0.46 x 0.5 + 4.18 x 2 + 1.06 x 0.5 + 0.70 x 0.5 + 0.04 x 0.5 + 0.14 x 0 + 2.76 x 2 + 1.44 x 0.5 + 1.14 x 2 = 31.95. Subtracting this from 53.33 we get 21.38.
Similarly, for Special Type Defense, we get 17.76. Subtracting from 53.33 we get 35.57.
For Mixed Type Defense, we can just find the average of the two numbers above, instead of going through the whole routine again, getting 28.47.
What do these numbers mean? Now we get to what it means for the numbers in the table to be “normalized”. Basically, the average Type Defense is 30, and the standard deviation of all the Type Defenses is 5. This means that we have a pretty bad Physical Type defense, a quite good Special Type defense, and a below average Mixed Type defense for a Fire / Dark Pokemon.
These calculations are rather simple, but they quickly become tedious. Fear not, though, as I have calculated them for every type combination already for you! Here they are, in three tables: one sorted in order of best Mixed Type Defense first, the second one sorted in order of best Physical Type Defense first, and the third one sorted in order of best Special Type Defense first:
Defensive Types, sorted by Mixed:
Defensive Types, sorted by Physical:
Defensive Types, sorted by Special:
So now you don’t need to use the first table I presented to check out how the type fares defensively... all numbers are readily calculated in the above three tables.
The first table can be used to incorporate a few abilities in these calculations as well, however. For example, in our previous Houndoom example, Houndoom has the ability Flash Fire, with which it becomes immune to Fire moves. Hence, its Type Defense is slightly higher than that listed in the table for Fire / Dark. To fix this, we could do it by hand again and replace ‘Fire 0.5’ by ‘Fire 0’ in our type effectiveness chart, but this is tedious. It would be better to just take the ready-made value for Fire / Dark, and add ‘something’ to it so that Flash Fire is taken care of.
Here is a small table containing a few abilities, and what to do to ‘fix’ the Defensive Rating to conform with the ability:
TE here means ‘Type Effectiveness’ and PTD is the original Physical Type Defense. So, for our Flash Fire Houndoom example, Houndoom is already resistant to Fire even without Flash Fire, so Fire TE = 0.5. Hence we have:
Physical Type Defense: 21.38 + 0.71 x 0.5 = 21.735
Special Type Defense: 35.57 + 3.71 x 0.5 = 37.425
Mixed Type Defense: 28.47 + 2.21 x 0.5 = 29.575 (or we could have again found the average of Physical Type Defense and Special Type Defense)
Interestingly, if you try Dark / Ghost with Wonder Guard, you should get the value 53.33 for all three of Physical, Special and Mixed Type Defenses. Try it out. This number 53.33 is the absolute maximum number that a type combination defense can reach, which corresponds to being immune to all types (as Wonder Guard Spiritomb would be!).
Unsurprisingly, we could also incorporate this Type Defense with the Physical and Special Tankiness in the Base Stats Ratings:
I’ve yet to do this thoroughly, though, so I’ll just leave you with these formulae for now.
Finally, a small word on Type Offense is in order. I have actually tried to do this as well, before realising that it doesn’t make sense, as I have suspected for a long time. Something that could work, though, is not Type Offense, but Movepool Offense. Basically I combine the movepool and typing of a Pokemon to rate the Pokemon’s movepool and type offense. This could then be combined with Physical and Special Sweepiness, much like the fact that Type Defense can be combined with Tankiness. Having a list of Very Good Moves and Competitive Moves helps a great deal to be able to create such a rating, so I might tackle that in the not-so-distant future.
I told you it was going to be a looooong post. :) I'm sure that I haven't explained everything completely thoroughly, so feel free to ask any questions or... (gasp) point out mistakes!
You would remember that at around the end of last year, I was pondering on a Typing rating for CAP. Now that I have a little bit more time in my hands, I have returned to them, and tried my hand at an offensive typing rating and a defensive typing rating. I think that I have managed to nail the latter rating, but not the former one yet, though I’ll still say something about it.
Be prepared, then, for one longish post; typical of me, really.
The way I had suggested the defensive rating to be calculated last December was roughly as follows. Firstly, I checked how each type fares against each and every Pokemon type, weighted by usage, and averaged this out. Then I multiplied each of these by the type chart of that Pokemon, for each type, and averaged that out also, producing the rating.
What I’m doing now is similar, but now I’m also weighing in the fact that Earthquake is used more than, say, Brave Bird, despite the former move having worse type coverage than the latter. Not only that, but I’m now also taking into account that Ground moves typically have 100 Base Power, for example. Also, I took Stealth Rock into account when it comes to types that are weak or resistant to Rock.
Moreover, I split the defense into two: the physical and the special. For example, the Dark/Fire type (like Houndoom) is quite bad when it comes to physical threats: it is weak to Ground, Fighting AND Rock, and these three types are easily the three most dangerous physical types. However, when it comes to special threats, it does much better, since it resists Fire and Ice and is only neutral to Electric. These three types are, as we shall see soon, the three most dangerous special types in the game. This means that a Dark/Fire type will probably fare better (defensively) against an exclusively special Pokemon than against an exclusively physical one.
So how do we provide this assessment? Firstly, I shall present probably the most important table of all tables relating to Pokemon types. Here is the Type Power Chart:
Code:
Type Physical Special Mixed
-----------------------------------
Bug 1.32 0.14 0.73
Dark 1.89 0.09 0.99
Dragon 1.47 0.99 1.23
Electric 0.42 2.90 1.66
Fighting 4.16 0.69 2.42
Fire 0.71 3.71 2.21
Flying 0.72 0.31 0.51
Ghost 0.08 1.19 0.63
Grass 0.46 1.23 0.85
Ground 4.18 0.61 2.39
Ice 1.06 2.22 1.64
Normal 0.70 0.11 0.40
Poison 0.04 0.09 0.07
Psychic 0.14 0.72 0.43
Rock 2.76 0.90 1.83
Steel 1.44 0.08 0.76
Water 1.14 2.28 1.71
So what do the above numbers mean? Simply put, each number is how much damage each type deals on average. As we can see, the highest damage is statistically done by Physical Ground, very closely followed by Physical Fighting, and then Special Fire comes in third. The above numbers are weighted according to Pokemon usage, Pokemon types, move usage and move power... and, in addition to all this, they are also “normalized”. We shall see later what this means.
(The numbers under the ‘Mixed’ column are just the average of the physical and special numbers.)
Now, how do we use the above numbers? Suppose we want to find how defensive the Fire / Dark type we were considering earlier is. We first check the Fire / Dark type chart, and we find that Fire / Dark is immune to Psychic, resistant to Dark, Fire, Ghost, Grass, Ice and Steel, weak to Fighting, Ground, Rock and Water, and neutral to everything else. This translates to:
Code:
Bug 1
Dark 0.5
Dragon 1
Electric 1
Fighting 2
Fire 0.5
Flying 1
Ghost 0.5
Grass 0.5
Ground 2
Ice 0.5
Normal 1
Poison 1
Psychic 0
Rock 2
Steel 0.5
Water 2
Now what we do is multiply each of these numbers by the corresponding numbers in the Type Power chart for Physical, and subtract their total from 53.33. We do the same for Special and for Mixed.
For Physical Type Defense, we have 1.32 x 1 + 1.89 x 0.5 + 1.47 x 1 + 0.42 x 1 + 4.16 x 2 + 0.71 x 0.5 + 0.72 x 1 + 0.08 x 0.5 + 0.46 x 0.5 + 4.18 x 2 + 1.06 x 0.5 + 0.70 x 0.5 + 0.04 x 0.5 + 0.14 x 0 + 2.76 x 2 + 1.44 x 0.5 + 1.14 x 2 = 31.95. Subtracting this from 53.33 we get 21.38.
Similarly, for Special Type Defense, we get 17.76. Subtracting from 53.33 we get 35.57.
For Mixed Type Defense, we can just find the average of the two numbers above, instead of going through the whole routine again, getting 28.47.
What do these numbers mean? Now we get to what it means for the numbers in the table to be “normalized”. Basically, the average Type Defense is 30, and the standard deviation of all the Type Defenses is 5. This means that we have a pretty bad Physical Type defense, a quite good Special Type defense, and a below average Mixed Type defense for a Fire / Dark Pokemon.
These calculations are rather simple, but they quickly become tedious. Fear not, though, as I have calculated them for every type combination already for you! Here they are, in three tables: one sorted in order of best Mixed Type Defense first, the second one sorted in order of best Physical Type Defense first, and the third one sorted in order of best Special Type Defense first:
Defensive Types, sorted by Mixed:
Code:
Type Physical Special Mixed
----------------------------------------------
Dark / Ghost 35.66 36.64 36.15
Ghost / Normal 34.37 37.09 35.73
Fighting / Ghost 36.95 34.26 35.61
Ghost / Steel 35.66 34.98 35.32
Ghost / Water 35.51 34.73 35.12
Flying / Steel 38.28 31.94 35.11
Dragon / Water 31.29 38.62 34.95
Dragon / Ghost 33.04 36.57 34.80
Ghost 34.21 34.72 34.46
Grass / Water 32.24 36.59 34.42
Ground / Water 32.16 36.67 34.42
Electric / Flying 35.04 33.79 34.42
Fighting / Water 34.07 34.62 34.35
Dragon / Fighting 31.61 36.47 34.04
Fighting / Psychic 33.31 34.38 33.84
Fighting 32.78 34.61 33.69
Fighting / Flying 36.72 30.65 33.69
Dragon / Steel 28.00 39.16 33.58
Electric / Ghost 31.32 35.76 33.54
Water 31.95 35.08 33.52
Bug / Water 32.74 33.90 33.32
Electric / Water 28.91 37.55 33.23
Dragon 29.48 36.93 33.20
Poison / Water 30.84 35.45 33.15
Electric / Fighting 30.24 35.81 33.03
Ghost / Grass 34.13 31.88 33.01
Ghost / Ground 33.35 32.36 32.86
Flying / Poison 34.90 30.54 32.72
Psychic / Water 30.80 34.38 32.59
Steel / Water 28.92 36.06 32.49
Bug / Fighting 33.64 31.10 32.37
Bug / Dragon 29.92 34.82 32.37
Flying / Water 35.18 29.52 32.35
Dark / Fighting 28.76 35.91 32.33
Flying / Ghost 34.70 29.96 32.33
Fire / Grass 28.41 36.19 32.30
Fighting / Poison 30.97 33.61 32.29
Dragon / Psychic 28.34 36.22 32.28
Ghost / Poison 30.46 34.07 32.26
Psychic / Steel 30.21 34.31 32.26
Dragon / Poison 28.03 36.37 32.20
Dark / Poison 27.85 36.49 32.17
Flying 33.54 30.69 32.12
Poison 29.32 34.83 32.07
Normal / Psychic 27.59 36.40 31.99
Psychic 29.51 34.37 31.94
Electric 27.76 36.11 31.94
Fighting / Normal 28.70 35.11 31.91
Flying / Ground 33.66 30.11 31.89
Dragon / Electric 26.48 37.24 31.86
Dark / Flying 31.93 31.63 31.78
Normal / Water 27.87 35.58 31.73
Fighting / Grass 31.97 31.42 31.69
Bug / Electric 30.41 32.92 31.66
Fighting / Ground 31.24 32.06 31.65
Dark / Water 27.60 35.61 31.61
Grass / Poison 31.21 31.99 31.60
Fighting / Fire 28.24 34.93 31.59
Flying / Normal 31.55 31.53 31.54
Bug / Ghost 32.33 30.72 31.53
Normal / Poison 27.32 35.67 31.49
Dragon / Flying 31.41 31.47 31.44
Fire / Ghost 28.30 34.58 31.44
Dragon / Normal 25.40 37.43 31.42
Fighting / Steel 28.72 33.92 31.32
Dark / Dragon 25.13 37.46 31.30
Dragon / Fire 24.71 37.84 31.27
Ground 29.80 32.74 31.27
Bug 30.85 31.42 31.14
Electric / Grass 29.35 32.89 31.12
Poison / Psychic 27.86 34.38 31.12
Dark / Psychic 26.84 35.38 31.11
Normal 26.57 35.57 31.07
Ghost / Psychic 29.67 32.46 31.07
Electric / Psychic 26.62 35.41 31.01
Grass 29.90 32.12 31.01
Dark 26.30 35.60 30.95
Flying / Psychic 32.02 29.88 30.95
Steel 27.66 34.15 30.91
Ground / Poison 28.69 33.09 30.89
Bug / Ground 31.62 30.16 30.89
Fire / Water 26.36 35.24 30.80
Bug / Poison 30.45 31.00 30.73
Bug / Normal 28.85 32.26 30.56
Ghost / Ice 29.83 31.13 30.48
Bug / Dark 28.58 32.29 30.44
Dragon / Ground 28.16 32.69 30.42
Ground / Psychic 28.66 32.03 30.35
Bug / Steel 32.94 27.73 30.34
Fire / Flying 29.46 31.06 30.26
Electric / Normal 23.68 36.61 30.15
Ghost / Rock 27.72 32.54 30.13
Ground / Steel 26.87 33.27 30.07
Dark / Electric 23.41 36.64 30.03
Fire 25.06 34.97 30.02
Dragon / Grass 27.52 32.01 29.76
Flying / Rock 29.74 29.48 29.61
Bug / Psychic 28.67 30.54 29.61
Electric / Ground 26.70 32.33 29.52
Ground / Normal 25.73 33.24 29.48
Fire / Psychic 24.58 34.34 29.46
Dark / Ground 25.46 33.27 29.36
Grass / Psychic 27.44 31.28 29.36
Grass / Steel 29.76 28.91 29.33
Grass / Normal 25.82 32.62 29.22
Fire / Ground 25.22 32.54 28.88
Bug / Rock 25.68 31.91 28.79
Electric / Poison 22.25 35.26 28.75
Dragon / Ice 21.83 35.62 28.73
Poison / Steel 23.84 33.61 28.72
Bug / Fire 24.84 32.27 28.55
Dark / Fire 21.38 35.57 28.47
Flying / Grass 30.39 26.43 28.41
Dark / Grass 24.24 32.51 28.37
Grass / Rock 23.23 33.45 28.34
Grass / Ground 28.59 27.93 28.26
Fire / Normal 20.99 35.47 28.23
Fighting / Ice 25.62 30.79 28.21
Ice / Water 24.22 32.15 28.19
Fighting / Rock 22.85 31.98 27.41
Dragon / Rock 19.81 34.98 27.39
Electric / Steel 20.06 34.49 27.27
Ice / Poison 22.86 30.90 26.88
Rock / Water 22.31 31.32 26.82
Ice / Psychic 23.05 30.44 26.74
Fire / Steel 18.57 34.83 26.70
Psychic / Rock 21.30 31.93 26.61
Ground / Ice 23.18 30.03 26.60
Bug / Flying 27.74 25.35 26.55
Electric / Fire 17.64 35.38 26.51
Ice 22.11 30.80 26.46
Fire / Poison 19.11 33.77 26.44
Dark / Normal 18.03 34.82 26.43
Normal / Steel 19.39 33.37 26.38
Rock 20.36 32.29 26.33
Dark / Steel 19.25 33.39 26.32
Flying / Ice 24.86 26.97 25.91
Electric / Ice 19.94 31.88 25.91
Bug / Grass 27.51 23.99 25.75
Poison / Rock 17.15 32.37 24.76
Electric / Rock 13.83 32.69 23.26
Grass / Ice 21.18 25.25 23.21
Fire / Ice 14.58 31.14 22.86
Ice / Normal 13.88 30.61 22.25
Ground / Rock 17.90 26.42 22.16
Dark / Ice 13.61 30.64 22.13
Normal / Rock 12.13 32.10 22.12
Dark / Rock 11.86 32.13 22.00
Bug / Ice 20.92 22.88 21.90
Rock / Steel 09.97 32.43 21.20
Ice / Steel 16.09 25.42 20.76
Fire / Rock 10.23 29.03 19.63
Ice / Rock 06.59 29.10 17.84
Defensive Types, sorted by Physical:
Code:
Type Physical Special Mixed
----------------------------------------------
Flying / Steel 38.28 31.94 35.11
Fighting / Ghost 36.95 34.26 35.61
Fighting / Flying 36.72 30.65 33.69
Ghost / Steel 35.66 34.98 35.32
Dark / Ghost 35.66 36.64 36.15
Ghost / Water 35.51 34.73 35.12
Flying / Water 35.18 29.52 32.35
Electric / Flying 35.04 33.79 34.42
Flying / Poison 34.90 30.54 32.72
Flying / Ghost 34.70 29.96 32.33
Ghost / Normal 34.37 37.09 35.73
Ghost 34.21 34.72 34.46
Ghost / Grass 34.13 31.88 33.01
Fighting / Water 34.07 34.62 34.35
Flying / Ground 33.66 30.11 31.89
Bug / Fighting 33.64 31.10 32.37
Flying 33.54 30.69 32.12
Ghost / Ground 33.35 32.36 32.86
Fighting / Psychic 33.31 34.38 33.84
Dragon / Ghost 33.04 36.57 34.80
Bug / Steel 32.94 27.73 30.34
Fighting 32.78 34.61 33.69
Bug / Water 32.74 33.90 33.32
Bug / Ghost 32.33 30.72 31.53
Grass / Water 32.24 36.59 34.42
Ground / Water 32.16 36.67 34.42
Flying / Psychic 32.02 29.88 30.95
Fighting / Grass 31.97 31.42 31.69
Water 31.95 35.08 33.52
Dark / Flying 31.93 31.63 31.78
Bug / Ground 31.62 30.16 30.89
Dragon / Fighting 31.61 36.47 34.04
Flying / Normal 31.55 31.53 31.54
Dragon / Flying 31.41 31.47 31.44
Electric / Ghost 31.32 35.76 33.54
Dragon / Water 31.29 38.62 34.95
Fighting / Ground 31.24 32.06 31.65
Grass / Poison 31.21 31.99 31.60
Fighting / Poison 30.97 33.61 32.29
Bug 30.85 31.42 31.14
Poison / Water 30.84 35.45 33.15
Psychic / Water 30.80 34.38 32.59
Ghost / Poison 30.46 34.07 32.26
Bug / Poison 30.45 31.00 30.73
Bug / Electric 30.41 32.92 31.66
Flying / Grass 30.39 26.43 28.41
Electric / Fighting 30.24 35.81 33.03
Psychic / Steel 30.21 34.31 32.26
Bug / Dragon 29.92 34.82 32.37
Grass 29.90 32.12 31.01
Ghost / Ice 29.83 31.13 30.48
Ground 29.80 32.74 31.27
Grass / Steel 29.76 28.91 29.33
Flying / Rock 29.74 29.48 29.61
Ghost / Psychic 29.67 32.46 31.07
Psychic 29.51 34.37 31.94
Dragon 29.48 36.93 33.20
Fire / Flying 29.46 31.06 30.26
Electric / Grass 29.35 32.89 31.12
Poison 29.32 34.83 32.07
Steel / Water 28.92 36.06 32.49
Electric / Water 28.91 37.55 33.23
Bug / Normal 28.85 32.26 30.56
Dark / Fighting 28.76 35.91 32.33
Fighting / Steel 28.72 33.92 31.32
Fighting / Normal 28.70 35.11 31.91
Ground / Poison 28.69 33.09 30.89
Bug / Psychic 28.67 30.54 29.61
Ground / Psychic 28.66 32.03 30.35
Grass / Ground 28.59 27.93 28.26
Bug / Dark 28.58 32.29 30.44
Fire / Grass 28.41 36.19 32.30
Dragon / Psychic 28.34 36.22 32.28
Fire / Ghost 28.30 34.58 31.44
Fighting / Fire 28.24 34.93 31.59
Dragon / Ground 28.16 32.69 30.42
Dragon / Poison 28.03 36.37 32.20
Dragon / Steel 28.00 39.16 33.58
Normal / Water 27.87 35.58 31.73
Poison / Psychic 27.86 34.38 31.12
Dark / Poison 27.85 36.49 32.17
Electric 27.76 36.11 31.94
Bug / Flying 27.74 25.35 26.55
Ghost / Rock 27.72 32.54 30.13
Steel 27.66 34.15 30.91
Dark / Water 27.60 35.61 31.61
Normal / Psychic 27.59 36.40 31.99
Dragon / Grass 27.52 32.01 29.76
Bug / Grass 27.51 23.99 25.75
Grass / Psychic 27.44 31.28 29.36
Normal / Poison 27.32 35.67 31.49
Ground / Steel 26.87 33.27 30.07
Dark / Psychic 26.84 35.38 31.11
Electric / Ground 26.70 32.33 29.52
Electric / Psychic 26.62 35.41 31.01
Normal 26.57 35.57 31.07
Dragon / Electric 26.48 37.24 31.86
Fire / Water 26.36 35.24 30.80
Dark 26.30 35.60 30.95
Grass / Normal 25.82 32.62 29.22
Ground / Normal 25.73 33.24 29.48
Bug / Rock 25.68 31.91 28.79
Fighting / Ice 25.62 30.79 28.21
Dark / Ground 25.46 33.27 29.36
Dragon / Normal 25.40 37.43 31.42
Fire / Ground 25.22 32.54 28.88
Dark / Dragon 25.13 37.46 31.30
Fire 25.06 34.97 30.02
Flying / Ice 24.86 26.97 25.91
Bug / Fire 24.84 32.27 28.55
Dragon / Fire 24.71 37.84 31.27
Fire / Psychic 24.58 34.34 29.46
Dark / Grass 24.24 32.51 28.37
Ice / Water 24.22 32.15 28.19
Poison / Steel 23.84 33.61 28.72
Electric / Normal 23.68 36.61 30.15
Dark / Electric 23.41 36.64 30.03
Grass / Rock 23.23 33.45 28.34
Ground / Ice 23.18 30.03 26.60
Ice / Psychic 23.05 30.44 26.74
Ice / Poison 22.86 30.90 26.88
Fighting / Rock 22.85 31.98 27.41
Rock / Water 22.31 31.32 26.82
Electric / Poison 22.25 35.26 28.75
Ice 22.11 30.80 26.46
Dragon / Ice 21.83 35.62 28.73
Dark / Fire 21.38 35.57 28.47
Psychic / Rock 21.30 31.93 26.61
Grass / Ice 21.18 25.25 23.21
Fire / Normal 20.99 35.47 28.23
Bug / Ice 20.92 22.88 21.90
Rock 20.36 32.29 26.33
Electric / Steel 20.06 34.49 27.27
Electric / Ice 19.94 31.88 25.91
Dragon / Rock 19.81 34.98 27.39
Normal / Steel 19.39 33.37 26.38
Dark / Steel 19.25 33.39 26.32
Fire / Poison 19.11 33.77 26.44
Fire / Steel 18.57 34.83 26.70
Dark / Normal 18.03 34.82 26.43
Ground / Rock 17.90 26.42 22.16
Electric / Fire 17.64 35.38 26.51
Poison / Rock 17.15 32.37 24.76
Ice / Steel 16.09 25.42 20.76
Fire / Ice 14.58 31.14 22.86
Ice / Normal 13.88 30.61 22.25
Electric / Rock 13.83 32.69 23.26
Dark / Ice 13.61 30.64 22.13
Normal / Rock 12.13 32.10 22.12
Dark / Rock 11.86 32.13 22.00
Fire / Rock 10.23 29.03 19.63
Rock / Steel 09.97 32.43 21.20
Ice / Rock 06.59 29.10 17.84
Defensive Types, sorted by Special:
Code:
Type Physical Special Mixed
----------------------------------------------
Dragon / Steel 28.00 39.16 33.58
Dragon / Water 31.29 38.62 34.95
Dragon / Fire 24.71 37.84 31.27
Electric / Water 28.91 37.55 33.23
Dark / Dragon 25.13 37.46 31.30
Dragon / Normal 25.40 37.43 31.42
Dragon / Electric 26.48 37.24 31.86
Ghost / Normal 34.37 37.09 35.73
Dragon 29.48 36.93 33.20
Ground / Water 32.16 36.67 34.42
Dark / Electric 23.41 36.64 30.03
Dark / Ghost 35.66 36.64 36.15
Electric / Normal 23.68 36.61 30.15
Grass / Water 32.24 36.59 34.42
Dragon / Ghost 33.04 36.57 34.80
Dark / Poison 27.85 36.49 32.17
Dragon / Fighting 31.61 36.47 34.04
Normal / Psychic 27.59 36.40 31.99
Dragon / Poison 28.03 36.37 32.20
Dragon / Psychic 28.34 36.22 32.28
Fire / Grass 28.41 36.19 32.30
Electric 27.76 36.11 31.94
Steel / Water 28.92 36.06 32.49
Dark / Fighting 28.76 35.91 32.33
Electric / Fighting 30.24 35.81 33.03
Electric / Ghost 31.32 35.76 33.54
Normal / Poison 27.32 35.67 31.49
Dragon / Ice 21.83 35.62 28.73
Dark / Water 27.60 35.61 31.61
Dark 26.30 35.60 30.95
Normal / Water 27.87 35.58 31.73
Normal 26.57 35.57 31.07
Dark / Fire 21.38 35.57 28.47
Fire / Normal 20.99 35.47 28.23
Poison / Water 30.84 35.45 33.15
Electric / Psychic 26.62 35.41 31.01
Electric / Fire 17.64 35.38 26.51
Dark / Psychic 26.84 35.38 31.11
Electric / Poison 22.25 35.26 28.75
Fire / Water 26.36 35.24 30.80
Fighting / Normal 28.70 35.11 31.91
Water 31.95 35.08 33.52
Ghost / Steel 35.66 34.98 35.32
Dragon / Rock 19.81 34.98 27.39
Fire 25.06 34.97 30.02
Fighting / Fire 28.24 34.93 31.59
Fire / Steel 18.57 34.83 26.70
Poison 29.32 34.83 32.07
Bug / Dragon 29.92 34.82 32.37
Dark / Normal 18.03 34.82 26.43
Ghost / Water 35.51 34.73 35.12
Ghost 34.21 34.72 34.46
Fighting / Water 34.07 34.62 34.35
Fighting 32.78 34.61 33.69
Fire / Ghost 28.30 34.58 31.44
Electric / Steel 20.06 34.49 27.27
Fighting / Psychic 33.31 34.38 33.84
Psychic / Water 30.80 34.38 32.59
Poison / Psychic 27.86 34.38 31.12
Psychic 29.51 34.37 31.94
Fire / Psychic 24.58 34.34 29.46
Psychic / Steel 30.21 34.31 32.26
Fighting / Ghost 36.95 34.26 35.61
Steel 27.66 34.15 30.91
Ghost / Poison 30.46 34.07 32.26
Fighting / Steel 28.72 33.92 31.32
Bug / Water 32.74 33.90 33.32
Electric / Flying 35.04 33.79 34.42
Fire / Poison 19.11 33.77 26.44
Fighting / Poison 30.97 33.61 32.29
Poison / Steel 23.84 33.61 28.72
Grass / Rock 23.23 33.45 28.34
Dark / Steel 19.25 33.39 26.32
Normal / Steel 19.39 33.37 26.38
Ground / Steel 26.87 33.27 30.07
Dark / Ground 25.46 33.27 29.36
Ground / Normal 25.73 33.24 29.48
Ground / Poison 28.69 33.09 30.89
Bug / Electric 30.41 32.92 31.66
Electric / Grass 29.35 32.89 31.12
Ground 29.80 32.74 31.27
Dragon / Ground 28.16 32.69 30.42
Electric / Rock 13.83 32.69 23.26
Grass / Normal 25.82 32.62 29.22
Ghost / Rock 27.72 32.54 30.13
Fire / Ground 25.22 32.54 28.88
Dark / Grass 24.24 32.51 28.37
Ghost / Psychic 29.67 32.46 31.07
Rock / Steel 09.97 32.43 21.20
Poison / Rock 17.15 32.37 24.76
Ghost / Ground 33.35 32.36 32.86
Electric / Ground 26.70 32.33 29.52
Bug / Dark 28.58 32.29 30.44
Rock 20.36 32.29 26.33
Bug / Fire 24.84 32.27 28.55
Bug / Normal 28.85 32.26 30.56
Ice / Water 24.22 32.15 28.19
Dark / Rock 11.86 32.13 22.00
Grass 29.90 32.12 31.01
Normal / Rock 12.13 32.10 22.12
Fighting / Ground 31.24 32.06 31.65
Ground / Psychic 28.66 32.03 30.35
Dragon / Grass 27.52 32.01 29.76
Grass / Poison 31.21 31.99 31.60
Fighting / Rock 22.85 31.98 27.41
Flying / Steel 38.28 31.94 35.11
Psychic / Rock 21.30 31.93 26.61
Bug / Rock 25.68 31.91 28.79
Electric / Ice 19.94 31.88 25.91
Ghost / Grass 34.13 31.88 33.01
Dark / Flying 31.93 31.63 31.78
Flying / Normal 31.55 31.53 31.54
Dragon / Flying 31.41 31.47 31.44
Fighting / Grass 31.97 31.42 31.69
Bug 30.85 31.42 31.14
Rock / Water 22.31 31.32 26.82
Grass / Psychic 27.44 31.28 29.36
Fire / Ice 14.58 31.14 22.86
Ghost / Ice 29.83 31.13 30.48
Bug / Fighting 33.64 31.10 32.37
Fire / Flying 29.46 31.06 30.26
Bug / Poison 30.45 31.00 30.73
Ice / Poison 22.86 30.90 26.88
Ice 22.11 30.80 26.46
Fighting / Ice 25.62 30.79 28.21
Bug / Ghost 32.33 30.72 31.53
Flying 33.54 30.69 32.12
Fighting / Flying 36.72 30.65 33.69
Dark / Ice 13.61 30.64 22.13
Ice / Normal 13.88 30.61 22.25
Bug / Psychic 28.67 30.54 29.61
Flying / Poison 34.90 30.54 32.72
Ice / Psychic 23.05 30.44 26.74
Bug / Ground 31.62 30.16 30.89
Flying / Ground 33.66 30.11 31.89
Ground / Ice 23.18 30.03 26.60
Flying / Ghost 34.70 29.96 32.33
Flying / Psychic 32.02 29.88 30.95
Flying / Water 35.18 29.52 32.35
Flying / Rock 29.74 29.48 29.61
Ice / Rock 06.59 29.10 17.84
Fire / Rock 10.23 29.03 19.63
Grass / Steel 29.76 28.91 29.33
Grass / Ground 28.59 27.93 28.26
Bug / Steel 32.94 27.73 30.34
Flying / Ice 24.86 26.97 25.91
Flying / Grass 30.39 26.43 28.41
Ground / Rock 17.90 26.42 22.16
Ice / Steel 16.09 25.42 20.76
Bug / Flying 27.74 25.35 26.55
Grass / Ice 21.18 25.25 23.21
Bug / Grass 27.51 23.99 25.75
Bug / Ice 20.92 22.88 21.90
So now you don’t need to use the first table I presented to check out how the type fares defensively... all numbers are readily calculated in the above three tables.
The first table can be used to incorporate a few abilities in these calculations as well, however. For example, in our previous Houndoom example, Houndoom has the ability Flash Fire, with which it becomes immune to Fire moves. Hence, its Type Defense is slightly higher than that listed in the table for Fire / Dark. To fix this, we could do it by hand again and replace ‘Fire 0.5’ by ‘Fire 0’ in our type effectiveness chart, but this is tedious. It would be better to just take the ready-made value for Fire / Dark, and add ‘something’ to it so that Flash Fire is taken care of.
Here is a small table containing a few abilities, and what to do to ‘fix’ the Defensive Rating to conform with the ability:
Code:
Ability Physical Special Mixed
------------------------------------------------------------------------------------------------------------------------------------
Levitate + (4.18xGround TE) + (0.61xGround TE) + (2.39xGround TE)
Flash Fire + (0.71xFire TE) + (3.71xFire TE) + (2.21xFire TE)
Dry Skin + (1.14xWater TE) - (0.18xFire TE) + (2.28xWater TE) - (0.93xFire TE) + (1.71xWater TE) - (0.55xFire TE)
Water Absorb + (1.14xWater TE) + (2.28xWater TE) + (1.71xWater TE)
Thick Fat + (0.53xIce TE) + (0.36xFire TE) + (1.11xIce TE) + (1.85xFire TE) + (0.82xIce TE) + (1.11xFire TE)
Motor Drive/Volt Absorb + (0.42xElectric TE) + (2.90xElectric TE) + (1.66xElectric TE)
Heatproof + (0.36xFire TE) + (1.85xFire TE) + (1.11xFire TE)
Solid Rock/Filter + (0.25xPTPxTE) for each TE>1 + (0.25xSTPxTE) for each TE>1 + (0.25xMTPxTE) for each TE>1
Wonder Guard + (PTPxTE) for each TE<2 + (STPxTE) for each TE<2 + (MTPxTE) for each TE<2
Intimidate (not switch) + 17.78 - (0.33xPTD) Stays the same + 8.89 - (0.167xPTD)
TE here means ‘Type Effectiveness’ and PTD is the original Physical Type Defense. So, for our Flash Fire Houndoom example, Houndoom is already resistant to Fire even without Flash Fire, so Fire TE = 0.5. Hence we have:
Physical Type Defense: 21.38 + 0.71 x 0.5 = 21.735
Special Type Defense: 35.57 + 3.71 x 0.5 = 37.425
Mixed Type Defense: 28.47 + 2.21 x 0.5 = 29.575 (or we could have again found the average of Physical Type Defense and Special Type Defense)
Interestingly, if you try Dark / Ghost with Wonder Guard, you should get the value 53.33 for all three of Physical, Special and Mixed Type Defenses. Try it out. This number 53.33 is the absolute maximum number that a type combination defense can reach, which corresponds to being immune to all types (as Wonder Guard Spiritomb would be!).
Unsurprisingly, we could also incorporate this Type Defense with the Physical and Special Tankiness in the Base Stats Ratings:
Code:
Typed Physical Tankiness = (2.5045 * Physical Tankiness) / (53.33 - Physical Type Defense)
Typed Special Tankiness = (2.5045 * Special Tankiness) / (53.33 - Special Type Defense)
I’ve yet to do this thoroughly, though, so I’ll just leave you with these formulae for now.
Finally, a small word on Type Offense is in order. I have actually tried to do this as well, before realising that it doesn’t make sense, as I have suspected for a long time. Something that could work, though, is not Type Offense, but Movepool Offense. Basically I combine the movepool and typing of a Pokemon to rate the Pokemon’s movepool and type offense. This could then be combined with Physical and Special Sweepiness, much like the fact that Type Defense can be combined with Tankiness. Having a list of Very Good Moves and Competitive Moves helps a great deal to be able to create such a rating, so I might tackle that in the not-so-distant future.
I told you it was going to be a looooong post. :) I'm sure that I haven't explained everything completely thoroughly, so feel free to ask any questions or... (gasp) point out mistakes!