Type weaknesscurrent chartGen 1–9Updated OCT 18, 2026

Ground Type Weakness

Ground type weakness: Water, Grass and Ice moves deal 2× damage to the Ground type, and it takes no damage from Electric attacks. On Garchomp (Dragon/Ground) and on Gliscor and Landorus (both Ground/Flying), Ice is a 4× weakness rather than 2×.

Weakness chart

What is Ground type weak to?

This is the chart every game has used since X & Y (Gen 6). What was different in older games is at the bottom of the page.

Ground weaknesses and resistances

2×Weak to (takes double damage)
½×Resists (takes half damage)
0×Immune to

What Ground is strong against

2×Super effective on
½×Not very effective on
0×No effect on
Counters

Pokémon strong against Ground

The best counters to Ground. These Pokémon win both ways: they take half damage or less from Ground attacks, and their own type hits Ground for 2× damage. Ranked by that move, the stat behind it, bulk and speed.

  1. 1
    GyaradosWaterFlying0×damage from Ground2×damage to Ground
    USESWaterAqua TailPHYSICAL90 PWR90 ACC
    Total
    540
    HP
    95
    Atk
    125
    Def
    79
    SpA
    60
    SpD
    100
    Spe
    81
  2. 2
    RillaboomGrass1/2×damage from Ground2×damage to Ground
    USESGrassWood HammerPHYSICAL120 PWR100 ACC
    Total
    530
    HP
    100
    Atk
    125
    Def
    90
    SpA
    60
    SpD
    70
    Spe
    85
  3. 3
    ArbolivaGrassNormal1/2×damage from Ground2×damage to Ground
    USESGrassPetal DanceSPECIAL120 PWR100 ACC
    Total
    510
    HP
    78
    Atk
    69
    Def
    90
    SpA
    125
    SpD
    109
    Spe
    39
  4. 4
    CryogonalIce0×damage from Groundwith Levitate2×damage to Ground
    USESIceIce BeamSPECIAL90 PWR100 ACC
    Total
    515
    HP
    80
    Atk
    50
    Def
    50
    SpA
    95
    SpD
    135
    Spe
    105
  5. 5
    HydrappleGrassDragon1/2×damage from Ground2×damage to Ground
    USESGrassEnergy BallSPECIAL90 PWR100 ACC
    Total
    540
    HP
    106
    Atk
    80
    Def
    110
    SpA
    120
    SpD
    80
    Spe
    44
  6. 6
    TorterraGrassGround1/2×damage from Ground2×damage to Ground
    USESGrassWood HammerPHYSICAL120 PWR100 ACC
    Total
    525
    HP
    95
    Atk
    109
    Def
    105
    SpA
    75
    SpD
    85
    Spe
    56
  7. 7
    ChesnaughtGrassFighting1/2×damage from Ground2×damage to Ground
    USESGrassWood HammerPHYSICAL120 PWR100 ACC
    Total
    530
    HP
    88
    Atk
    107
    Def
    122
    SpA
    74
    SpD
    75
    Spe
    64
  8. 8
    ExeggutorGrassPsychic1/2×damage from Ground2×damage to Ground
    USESGrassEnergy BallSPECIAL90 PWR100 ACC
    Total
    530
    HP
    95
    Atk
    95
    Def
    85
    SpA
    125
    SpD
    75
    Spe
    55

Legendary, Mythical, Paradox and Ultra Beast picks

  1. 1
    Iron LeavesGrassPsychic1/2×damage from Ground2×damage to Ground
    USESGrassLeaf BladePHYSICAL90 PWR100 ACC
    Total
    590
    HP
    90
    Atk
    130
    Def
    88
    SpA
    70
    SpD
    108
    Spe
    104
  2. 2
    ZarudeDarkGrass1/2×damage from Ground2×damage to Ground
    USESGrassPetal BlizzardPHYSICAL90 PWR100 ACC
    Total
    600
    HP
    105
    Atk
    120
    Def
    105
    SpA
    70
    SpD
    95
    Spe
    105
  3. 3
    Tapu BuluGrassFairy1/2×damage from Ground2×damage to Ground
    USESGrassWood HammerPHYSICAL120 PWR100 ACC
    Total
    570
    HP
    70
    Atk
    130
    Def
    115
    SpA
    85
    SpD
    95
    Spe
    75
  4. 4
    ArticunoIceFlying0×damage from Ground2×damage to Ground
    USESIceIce BeamSPECIAL90 PWR100 ACC
    Total
    580
    HP
    90
    Atk
    85
    Def
    100
    SpA
    95
    SpD
    125
    Spe
    85
Abilities & items

Abilities and items that change Ground matchups

Some abilities and held items change how much damage Ground deals or takes, on top of the chart.

Abilities that resist or block Ground attacks

  • LevitateNO DAMAGE
    Ground moves miss it, except Thousand Arrows; Gravity, Iron Ball, Smack Down and Ingrain take that away.
  • Earth EaterNO DAMAGE
    Ground moves deal no damage and restore 1/4 of the holder's max HP instead.

Abilities that cover Ground’s weaknesses

Carried by Ground Pokémon themselves.

  • Water AbsorbNO DAMAGEVSWaterWATER
    Water moves deal no damage and restore 1/4 of the holder's max HP instead.
  • Storm DrainNO DAMAGEVSWaterWATER
    Water moves deal no damage and raise its Sp. Atk one stage; it also pulls in Water moves aimed at others.
  • DroughtWEATHERVSWaterWATER
    Sets harsh sunlight, which halves Water move damage (Hydro Steam is the exception and gets stronger).
  • Thick FatLESS DAMAGEVSIceICE
    Halves the attacker's attacking stat for Ice moves, so Ice hits deal about half damage.
  • Solid RockLESS DAMAGE
    Super-effective hits deal 25% less damage; attackers with Mold Breaker ignore it.

Resist berries

  • Shuca BerryVSGroundGROUND
    Halves one super effective Ground hit on the holder, then is used up.
  • Passho BerryVSWaterWATER
    Halves one super effective Water hit on a Ground Pokémon, then is used up.
  • Rindo BerryVSGrassGRASS
    Halves one super effective Grass hit on a Ground Pokémon, then is used up.
  • Yache BerryVSIceICE
    Halves one super effective Ice hit on a Ground Pokémon, then is used up.
Moves

Super effective moves against Ground

Moves that deal 2× damage to Ground, from every type it is weak to.

Up to 10 moves of each type that hit Ground for 2×, picked from the moves the most Pokémon can learn at 75 power or more. Filter by type or sort by any number.

MOVECATEGORY
GrassSolar BeamGEN 1SPECIAL120ACC 100%PP 10LEARNED BY 316
IceIce BeamGEN 1SPECIAL90ACC 100%PP 10LEARNED BY 290
IceBlizzardGEN 1SPECIAL110ACC 70%PP 5LEARNED BY 264
GrassEnergy BallGEN 4SPECIAL90ACC 100%PP 10LEARNED BY 248
WaterSurfGEN 1SPECIAL90ACC 100%PP 15LEARNED BY 233
GrassGiga DrainGEN 2SPECIAL75ACC 100%PP 10LEARNED BY 226
GrassSeed BombGEN 4PHYSICAL80ACC 100%PP 15LEARNED BY 204
IceIce PunchGEN 1PHYSICAL75ACC 100%PP 15LEARNED BY 188
WaterHydro PumpGEN 1SPECIAL110ACC 80%PP 5LEARNED BY 184
WaterLiquidationGEN 7PHYSICAL85ACC 100%PP 10LEARNED BY 153
WaterWaterfallGEN 1PHYSICAL80ACC 100%PP 15LEARNED BY 153
WaterScaldGEN 5SPECIAL80ACC 100%PP 15LEARNED BY 150
WaterAqua TailGEN 4PHYSICAL90ACC 90%PP 10LEARNED BY 143
WaterDiveGEN 3PHYSICAL80ACC 100%PP 10LEARNED BY 141
GrassLeaf StormGEN 4SPECIAL130ACC 90%PP 5LEARNED BY 106
WaterMuddy WaterGEN 3SPECIAL90ACC 85%PP 10LEARNED BY 104
IceIce SpinnerGEN 9PHYSICAL80ACC 100%PP 15LEARNED BY 68
GrassPower WhipGEN 4PHYSICAL120ACC 85%PP 10LEARNED BY 42
GrassLeaf BladeGEN 3PHYSICAL90ACC 100%PP 15LEARNED BY 33
GrassPetal BlizzardGEN 6PHYSICAL90ACC 100%PP 15LEARNED BY 33
IceIcicle CrashGEN 5PHYSICAL85ACC 90%PP 10LEARNED BY 32
WaterWater PledgeGEN 5SPECIAL80ACC 100%PP 10LEARNED BY 31
GrassGrass PledgeGEN 5SPECIAL80ACC 100%PP 10LEARNED BY 31
GrassPetal DanceGEN 1SPECIAL120ACC 100%PP 10LEARNED BY 28
WaterRazor ShellGEN 5PHYSICAL75ACC 95%PP 10LEARNED BY 19
Rules & history

Ground type rules beyond the chart

Battle effects tied to the Ground type, and what was different in older games.

Beyond the chart

  • Thunder Wave fails
    Thunder Wave can’t paralyze a Ground type. A held Ring Target removes the Electric immunity.
  • Sandstorm-proof
    Ground types take no sandstorm damage.
  • Stealth Rock: 6.25% on switch-in
    Ground resists Rock, so Stealth Rock takes half the usual 12.5% of max HP.

How Ground changed across generations

  1. GEN4Diamond & PearlSince Gen 4, each Ground move is physical or special based on the move itself. Before that, every Ground move was physical.
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