Strategy Guide

Type Matchups Explained

Every type weakness in Pokemon TCG Pocket and how to use them competitively

How Weakness Works

Each Pokemon card has a weakness type printed on it. When attacked by that type, the attack deals +20 extra damage. This is often the difference between a 2-hit KO and a 1-hit KO.

Example: Charizard ex (Fire, 180 HP, weak to Water) is attacked by Suicune ex's 70-damage attack. Instead of 70, it takes 90 damage (70 + 20 weakness). That's a 2-hit KO instead of 3.

The Type Wheel

Pokemon TCG Pocket uses a simplified type system. Most types follow a circular weakness chain:

Grass→ weak to →Fire(+20 dmg)
Fire→ weak to →Water(+20 dmg)
Water→ weak to →Lightning(+20 dmg)
Lightning→ weak to →Fighting(+20 dmg)
Fighting→ weak to →Psychic(+20 dmg)
Psychic→ weak to →Darkness(+20 dmg)
Darkness→ weak to →Grass(+20 dmg)
Metal→ weak to →Fire(+20 dmg)
Dragon→ weak to →Colorless(+20 dmg)

Colorless Pokemon typically have no weakness, making them versatile but lacking type advantage.

Using Matchups Competitively

Counter Picking

If the meta is dominated by Water decks, running a Lightning deck gives you a built-in advantage. Check the matchup matrix to see which types counter the current top decks.

Dual-Type Coverage

Some top decks run Pokemon of two different types. For example, a Lightning/Metal deck covers weaknesses across Water and Fairy matchups. This makes you harder to counter.

The Weakness Chain Trap

Be careful: countering one popular deck can make you vulnerable to another. If you run Lightning to beat Water, you're now weak to Fighting. Always check what else is popular in the meta before committing.