Worst Type Combination

I think giving an Ice/Flying Rapid Spin is an AWESOME idea.
Fuck you, Delibird.

Then there's Rock/Steel, with its 4x fighting/ground weak. I mean, wtf?!

Dry Skin may not be a type, but Parasect with Dry Skin dies to a level 1 focus sash ember. XD
 
Grass-Psychic gives you two poopy STABs and seven weaknesses. Fire-Flying's bad because of SR. Bug/Fighting also poopy, although it has great STABs.
 
Grass-Psychic gives you two poopy STABs and seven weaknesses. Fire-Flying's bad because of SR. Bug/Fighting also poopy, although it has great STABs.
Why do people keep saying that Bug/Fighting is crap? It has only three weaknesses and five resistances. Good ones too in Fighting, Ground, Bug and Dark, whereas Grass resistance always helps despite not being that common. Out of its weaknesses, only Fire is commonly seen. Psychic is hardly ever seen, whilst Flying, except for certain exceptional cases like Yanmega, is only really used to deal with one of the greatest threats in the game, Heracross, which goes some way to showing how good Bug/Fighting actually is. Most Flying types in OU, including the Dragons and Gyarados, never use their Flying STAB.

EDIT: Also, Bug/Fighting isn't a good STAB combo. A lot of stuff resists it. What makes Heracross so dangerous is it also carries Stone Edge, which hurts most of the stuff that resists Bug/Fighting, i.e. Flying types. If it weren't for that, Salamence and Gyarados would be switching in on Hera every time without fear.
 
i just figured out today that grass/dragon has three 4x resistances: grass, thunder, water. crappy 4x weakness to ice, but interesting nonetheless.

any other type combos you can tihnk of that have three 4x resistances (immunity don;t count)
 
Dry Skin may not be a type, but Parasect with Dry Skin dies to a level 1 focus sash ember. XD

If I did my calculations right, a Charmander holding a Focus Sash needs to be at least level 28 to guarantee a KO with Ember assuming 252 s.atk EV's, positive nature, and blaze activation (courtesy of sash) against a Parasect with Dry Skin and no hp/s.def ev's.

Just to confirm this though, an Ember under those circumstances has an effective power of 540 right? Factoring in the abilities myself since I'm pretty sure the calculator I'm using doesn't...

And I realize you were exaggerating...but I was bored =/
 
this is a funny thread.

the WORST are

Grass/Ice
Anything x4 weak to sr
Grass/Psychic
Fire/Rock, whichs makes macargo NU just for typing....
 
this is going to be one massive post...i mean massive

Defensively Weak

ok, being 2x to something counts as one, being 4x to something counts as 2 (example, Grass/Psychic has 7 weakness, but one is a 4x weakness to bug, so it gets a 8 weakness, i mean, being weak to seven types is better than being weak to seven types when one is a 4x), and doubles are not typed twice, like rock/ground and ground/rock

the number in () next to the typing is the number of different weaknesses the type has


8-Grass/Psychic (7), Ice/Grass (7), Ground/Rock (7), Bug/Grass (7)

7-Grass/Dark (6), Rock/Psychic (7)

6-Fire/Rock (4), Grass/Fighting (5), Grass/Flying (5), Ice/Psychic (6), Ground/Psychic (6), Bug/Flying (5), Dark/Ice (5)

5-Grass (5), Rock (5), Water/Psychic (5), Water/Rock (4), Grass/Ground (4), Ice/Ground (5), Ice/Flying (4), Ice/Ghost (5), Psychic/Flying (5), Bug/Ghost (5), Rock/Flying (5), Rock/Steel (3), Ghost/Flying (5), Dragon/Psychic (5)

4-Ice (4), Fire/Fighting (4), Fire/Flying (3), Fire/Steel (3), Water/Ice (4), Water/Fighting (4), Water/Dark (4), Electric/Steel (3), Grass/Poison (4), Poison/Fighting (3), Poison/Ground (4), Poison/Flying (4), Poison/Bug (4), Bug/Fighting (3), Bug/Ground (4), Rock/Grass (4), Ghost/Poison (4), Ghost/Dragon (4), Dragon/Flying (3), Dark/Fire (4), Steel/Ground (4)

3-Fire (3), Ground (3), Flying (3), Psychic (3), Bug (3), Steel (3), Normal/Water (3), Normal/Flying (3), Fire/Ground (2), Water/Grass (3), Water/Poison (3), Water/Flying (2), Water/Steel (3), Electric/Ghost (3), Fighting/Steel (3), Ground/Flying (2), Ground/Dragon (2), Bug/Water (3), Bug/Rock (3), Dark/Flying (3)

2-Water (2), Fighting (2), Poison (2), Ghost (2), Dragon (2), Dark (2), Normal/Psychic (2), Water/Electric (2), Water/Ground (2), Electric/Flying (2), Fighting/Psychic (2), Bug/Steel (1), Steel/Flying (2), Steel/Psychic (2), Steel/Dragon (2)

1-Normal, Electric, Water/Dragon, Poison/Dark

0-Ghost/Dark

Defensively Resistant

same as above for resistances, immunity will not be added to this
+1 for a .5 resistance, +2 for a .25 resistance
number in () shows how many types it's actually resistant to (like resisting 6 types while having a double resistance, single types will not have this, as well as type comboes for 1 or no resistances)

14-Fire/Steel (10), Electric/Steel (12)

13-Water/Steel (11)

12-Fighting/Steel (9), Steel/Dragon (11)

11-Steel, Rock/Steel (9), Steel/Flying (9)

10-Bug/Steel (9), Steel/Ground (9)

9-Steel/Psychic (8)

7-Fire/Fighting (6), Fire/Flying (5), Fire/Rock (6), Water/Fighting (7), Water/Poison (7), Poison/Fighting (6), Poison/Flying (4), Bug/Grass (5),

6-Water/Electric (5), Water/Psychic (6), Water/Rock (5), Water/Dark (6), Grass/Fighting (6), Grass/Psychic (6), Grass/Dark (6), Poison/Bug (4), Ground/Rock (5), Rock/Dark (6), Ghost/Dragon (6), Dragon/Flying (5), Dragon/Psychic (6), Dark/Fire (6)

5-Fire, Water/Flying (5), Water/Dragon (3), Electric/Flying (5), Electric/Ghost (5), Grass/Poison (4), Poison/Ground (4), Bug/Water (5), Bug/Fighting (5), Bug/Flying (3), Rock/Flying (5), Rock/Psychic (5), Ghost/Poison (3),

4-Water, Grass, Poison, Rock, Dragon, Normal/Water (4), Fire/Ground (4), Water/Grass (3), Water/Ground (4), Grass/Flying (3), Ice/Grass (4), Poison/Dark (4), Ground/Psychic (4), Psychic/Flying (3), Bug/Ghost (4), Ghost/Flying (3),

3-Electric, Fighting, Flying, Bug, Water/Ice (2), Ice/Ghost (3), Ground/Flying (3), Ground/Dragon (3), Bug/Ground (3), Dark/Ice (3), Dark/Flying (3)

2-Ground, Psychic, Ghost, Dark, Normal/Flying (2), Grass/Ground (2), Ice/Flying (2), Ice/Psychic (2), Fighting/Psychic (2), Bug/Rock (2), Rock/Grass (2)

1-Ice, Normal/Psychic, Ice/Ground, Ghost/Dark

0-Normal

Defensively Immune

just 1 point is given for each immunity

3-Ghost/Flying, Ghost/Dark

2-Ghost, Normal/Flying, Electric/Ghost, Ice/Ghost, Ground/Flying, Bug/Ghost, Ghost/Poison, Ghost/Dragon, Dark/Flying, Steel/Ground, Steel/Flying

1-Normal, Ground, Flying, Dark, Steel, Normal/Water, Normal/Psychic, Fire/Ground, Fire/Flying, Fire/Steel, Water/Ground, Water/Flying, Water/Steel, Water/Dark, Electric/Flying, Electric/Steel, Grass/Ground, Grass/Flying, Grass/Dark, Ice/Ground, Ice/Flying, Fighting/Steel, Poison/Ground, Poison/Flying, Poison/Dark, Ground/Psychic, Ground/Rock, Ground/Dragon, Psychic/Flying, Bug/Ground, Bug/Flying, Bug/Steel, Rock/Flying, Rock/Dark, Rock/Steel, Dragon/Flying, Dark/Fire, Dark/Ice, Steel/Psychic, Steel/Dragon

0-Fire, Water, Electric, Grass, Ice, Fighting, Poison, Psychic, Bug, Rock, Dragon, Fire/Fighting, Fire/Rock, Water/Electric, Water/Grass, Water/Ice, Water/Fighting, Water/Poison, Water/Psychic, Water/Rock, Water/Dragon, Grass/Fighting, Grass/Poison, Grass/Psychic, Ice/Grass, Ice/Psychic, Fighting/Psychic, Poison/Fighting, Poison/Bug, Bug/Water, Bug/Grass, Bug/Fighting, Bug/Rock, Rock/Grass, Rock/Psychic, Dragon/Psychic

Defensively Neutral

same as for strong and weak, now for neutral

basically, it shows how reactive a type combo is

1-Electric/Steel

2-Steel, Water/Steel, Steel/Ground

3-Fire/Steel, Steel/Dragon

4-Grass/Psychic, Grass/Dark, Fighting/Steel, Rock/Dark, Rock/Steel, Steel/Flying

5-Ground/Rock, Rock/Psychic, Ghost/Dragon

6-Water/Fighting, Water/Psychic, Grass/Fighting, Ice/Grass, Ground/Psychic, Bug/Grass, Bug/Ghost, Bug/Steel, Rock/Flying, Ghost/Flying, Dragon/Psychic, Dark/Fire, Steel/Psychic

7-Fire/Fighting, Fire/Rock, Water/Poison, Electric/Ghost, Ice/Ghost

8-Grass, Rock, Fire/Flying, Water/Rock, Grass/Flying, Poison/Fighting, Poison/Ground, Poison/Flying, Psychic/Flying, Bug/Flying, Ghost/Poison, Dragon/Flying, Dark/Ice

9-Fire, Normal/Water, Water/Flying, Electric/Flying, Grass/Poison, Ice/Psychic, Poison/Bug, Bug/Water, Bug/Fighting, Bug/Ground, Dark/Flying

10-Flying, Normal/Flying, Fire/Ground, Water/Electric, Grass/Ground, Ice/Ground, Ice/Flying, Ground/Flying, Ground/Dragon

11-Water, Poison, Ground, Bug, Ghost, Dragon, Water/Grass, Water/Ice, Water/Ground, Poison/Dark, Rock/Grass

12-Ice, Fighting, Psychic, Dark, Bug/Rock

13-Electric, Normal/Psychic, Water/Dragon, Ghost/Dark

15-Normal



Offensively Strong
Same format as above, but now for STAB attacks

56-Fire/Ground (49)

50-Fire/Fighting (44)

34-Ice (29)

32-Ground (28), Rock (29)

31-Fire (28)

28-Fighting (25)

26-Flying (23), Normal/Flying (23)

24-Water (21), Normal/Water (21)

23-Electric (22)

21-Bug (19)

19-Grass (16)

16-Ghost, Dark

15-Psychic (14), Normal/Psychic (14)

14-Steel

8-Poison

6-Dragon

0-Normal

finish later
 
Normal/Steel - Take heaps from fighting and Ground. Not the worst though I think, but somewhere still bad.

How about Poison and Steel? Duno just thinking from my head.
 
Poison / Steel stinks offensively, but stick a Levitate on it and it becomes a Bronzong variant. XD

I was thinking of Fire / Ice as a bad defensive combination with the 50% SR damage, but it does have 4x Ice resist, though.

As far as I can tell, the worst offensive combination has to be Normal / Poison. Only Grass is hit by one of them SE and Poison, Ground, Rock, Ghost, and Steel types can resist at least one of the types.

P.S. I didn't know that Rock and Ghost resisted Poison. I must've forgotten, or something.
 
ghost/psychic 4x week to ghost,and dark
dark/psychic 4x week to bug few resists

mood4food77: could you change your list to include resists too plz. great job though
 
Fire/Flying. Moltres and Charizard would do quite well in OU if Stealth Rock didnt absolutely destroy them. for that matter, Bug/Flying is horrendous as well. Ice/Flying isnt quite as bad if only for STAB Ice Beam, but you get the point
 
mood4food77 you did not include ice fire in your list. it is one of the worst defensive types, posting a 5 weakness including 4x to rock, and weaknesses to water ground and fighting
 
its too bad most of these horrible type combos are nonexistant...

heatran's Steel/Fire is another one to look down upon on that list, mainly just for EQ weak
 
mood4food77 you did not include ice fire in your list. it is one of the worst defensive types, posting a 5 weakness including 4x to rock, and weaknesses to water ground and fighting
He was only listing the type combos that currently exist. If every possible type combo was listed, the list would probably be four times as long.
 
Ice / Flying, Bug / Flying, and Fire / Flying ust be the worst as far as taking Stealth Rock. We need a Delibird evolution that can Rapid Spin efficiently! *Is shot*.

Grass / Psychic is pretty horrible, but Exeggutor is pretty neat to use (under Sun / Trick Room). Rape if Weavile carried Ice Punch / Pursuit / X-Scissor / Aerial Ace (eh, EH!?!)

Really Rock / Ground and Rock / Steel is ass. Seriously I thought Rhyperior would be great with Solid Rock and Sandstorm, but it proved me wrong. >_>
 
Regigigas is the worst typing ever...

Oh wait...

I would say that, in the OU metagame, any pokemon with a 4x weak to fighting, Dragon (XD), ground, rock, ice, or electric attacks defensively suck. Although I realize that, offensively, these are the best pokemon to attack with. However, it just sucks when you Salamence gets hit but a scarfgar's HP ice...
 
Water/rock Its a Decent type combination no Pros and much Cons.
4x Weakness to Grass 2x Weakness to Electric, Ground, Fight and Water been Neutrally and Steel too a bad type Combination.

1 good thing with Grass/Bug its the only type who's are 4x resistance to Ground.
 
Fire/Flying and Bug/Flying as they lose 50% of their health to the ever so common Stealth Rock.

I also dislike Rock/Steel pokemon like Probopass and Bastiodon. They would be pretty fun to play with in BL with only a 2x weak to ground and fighting as opposed to a 4x weak.
 
whatever type combined with ice
Ice/Electric with Levitate says otherwise

But while we're at types

Bug/Ice
4x weak to (Stealth) Rock, gets hit by Spikes and Toxic Spikes. You immediately take either 75% or 81% just by switching in
 
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