When discussing “all Pokemon types,” we're referring to the standard 18 (now 18) types:
Grass, Water, Fire, Electric, Ice, Fighting, Ground, Poison, Flying, Psychic, Bug, Rock, Ghost, Dragon, Dark, Steel, Fairy, Normal.
In Pokemon Legends: Z-A, many of the usual type dynamics are still relevant, but the shift to more real-time combat (versus pure turn-based) introduces some nuances.
Before diving into type-by-type strategy, here are several general principles to keep in mind for Z-A:
- Because battles are in real time, dodging, movement, and timing matter more than just “type-immunity + type-advantage.” You'll need to avoid or mitigate damage even when your typing is favorable.
- Moves have execution time, and switching in/out isn't instantaneous. It's possible to get punished when switching in a “super effective” type if your timing is off.
- Some Pokemon may gain Mega Evolutions or new forms in Z-A (or via DLC), which can alter resistances or strengths.
- Because the known Pokedex is still forming, not every type may be equally represented in the available roster at launch.
With that in mind, let's look at how each type tends to perform in Z-A, what advantages or challenges they pose, and what players should strategize around.

From Grass to Fairy: Type Matchups & Team Tips in Pokémon Legends Z-A
Type-by-Type Notes & Strategy Tips
Grass
- Grass types tend to struggle against Fire, Ice, Poison, Flying, and Bug (standard weaknesses).
- However, Grass is effective against Water, Ground, and Rock.
- Because the real-time system rewards mobility, Grass Pokemon with access to recovery or status moves (e.g. Leech Seed, synthesis, etc.) may help sustain in drawn-out fights.
- Be careful: many Fire or Flying fast attackers may exploit your slower recovery.
Water
- Water remains flexible: good against Fire, Ground, Rock.
- It's weak to Electric and Grass.
- In Z-A's combat, Water Pokemon with moves that allow for mobility or crowd control (e.g. spread attacks, wide area effects) can shine in multi-opponent zones.
- Watch for Electric attacks or fast switching from Grass types.
Fire
- Fire types are powerful against Grass, Bug, Ice, and Steel.
- Their main threats: Water, Rock, Ground.
- Fire-type Pokemon with fast moves or priority moves may pressure opponents before they can respond.
- But in Z-A, if a Fire mon gets locked into a slow move and is caught mid-animation, it's vulnerable.
Electric
- Electric is strong versus Water and Flying.
- It is weak to Ground (no immunity in core games, but strong weakness).
- Because Electric moves often have speed or priority (e.g. Thunderbolt, Volt Switch in older games), in real-time Z-A battles they may be useful for punishing switching.
- Beware Ground attacks and Pokemon with Ground subtyping.
Ice
- Ice is useful offensively: strong against Grass, Ground, Flying, Dragon.
- But defensively, Ice is frail (weak against Fire, Fighting, Rock, Steel).
- In Z-A, using Ice types might require a more “glass cannon” approach: hit hard and fast, avoid prolonged exchanges.
Fighting
- Fighting works well against Normal, Ice, Rock, Dark, Steel.
- Weak to Psychic, Flying, Fairy.
- Since Fighting moves are often high damage but require close range, in Z-A movement and positioning are crucial.
- You might want to pick Fighting Pokemon with agility or evasive moves to manage distance.
Ground
- Ground is strong versus Fire, Electric, Poison, Rock, Steel.
- Weaknesses: Water, Grass, Ice.
- Ground types often lack coverage vs. Flying — you'll need secondary typings or support.
- In Z-A, Earthquake-like spread moves may dominate in crowded wild zones; just watch friendly fire or positioning.
Poison
- Poison is super effective vs Grass and Fairy.
- Weak to Ground and Psychic.
- Poison types are often more about status over raw damage, so in Z-A, moves that inflict damage-over-time or area persistency may pay off.
- Be cautious of fast Psychic or Ground threats.
Flying
- Flying is good vs Grass, Fighting, Bug.
- Weak to Electric, Ice, Rock.
- Flying types often have good mobility, which in Z-A's real-time system is a strength.
- If they incorporate aerial movement mechanics, Flying Pokemon can dodge and strike from angles — a strong advantage.
Psychic
- Psychic is effective vs Fighting and Poison.
- Weak to Bug, Ghost, Dark.
- Psychic users often have many utility moves (status, debuffs, coverage). In Z-A, these support moves may help control the field.
- But many fast physical attackers (Bug, Dark) may challenge them.
Bug
- Bug is strong vs Psychic, Dark, Grass.
- Weak to Fire, Flying, Rock.
- In Z-A, Bug types may shine with status moves or multi-hit attacks, but must avoid being overwhelmed by their common weaknesses.
Rock
- Rock is solid vs Fire, Ice, Flying, Bug.
- Weak to Water, Grass, Fighting, Ground, Steel.
- Defense is Rock's advantage; in Z-A, Rock types may act as anchors or tanks, soaking damage while stronger attackers dish out.
- But be cautious against Water and Grass dominance.
Ghost
- Ghost is super effective vs Psychic and Ghost.
- Weak to Ghost and Dark (or neutral otherwise).
- Ghost types often have immunities (e.g. to Normal, Fighting), which gives them niche value.
- In real time, Ghost Pokemon with phasing or dodging moves may survive better.
Dragon
- Dragon is typically strong vs Dragon.
- They tend to have fewer inherent weaknesses (often Ice, Dragon, Fairy).
- In Z-A, a good Dragon-type with offensive presence can be a heavy hitter.
- Because of fewer weaknesses, they're more forgiving if your timing slips.
Dark
- Dark is good vs Psychic and Ghost.
- Weak to Fighting, Bug, Fairy.
- Dark types often have moves that punish Psychic or utility users; in Z-A, being able to hit hard while dodging can let Dark types exploit frail Psychemon.
Steel
- Steel is resistant to many types, strong vs Ice, Rock, Fairy.
- Weak to Fire, Fighting, Ground.
- Steel types in Z-A may act as defensive cores or support for more fragile teammates.
- But their offensive output often lags unless supported by moves with coverage.
Fairy
- Fairy is effective vs Fighting, Dragon, Dark.
- Weak to Poison and Steel.
- Fairy types often have utility moves (heal, buff, etc.).
- In Z-A, their role might lean toward hybrid: decent offense + support, rather than pure attackers.
Normal
- Normal has no super-effective targets (except via secondary moves) and is weak to Fighting.
- Its “jack-of-all” nature means it is often outclassed, but sometimes it fills niche roles (support, buffer, etc.).
- In Z-A, Normal types may struggle unless they have strong movepools or synergy with teammates.
Building a balanced roster in Pokemon Legends: Z-A means more than just memorizing weaknesses—you'll need to adapt your playstyle around mobility, timing, and synergy between different types. Whether you prefer hard-hitting Dragons, defensive Steels, or agile Flyers, the best teams often mix variety with smart positioning. For those looking to expand their collection quickly, you can also buy Shiny Pokemon Legends ZA & Items to round out your lineup with rare or hard-to-get companions.
Practical Advice & Team-Building for Z-A
Here are some player-oriented guidelines considering how types will play out in Z-A.
- Balance your resistances and weaknesses. Don't rely solely on type advantages. Because combat is real-time, even “super effective” is no guarantee if you can't dodge or react.
- Include a type diversity core. Try to cover common threats you expect to face (e.g. Fire, Water, Electric, Fairy).
- Use support / utility moves. In Z-A, slowing opponents, applying status effects, or buffing your team can pay off more than raw power.
- Favor Pokemon with good mobility or evasive moves. The ability to reposition, dodge, or delay animations can matter more than slight type edges.
- Anticipate Mega Evolutions or form changes. Because some Pokemon will have new Megas or forms, be ready for shifts in resistances or strengths mid-battle.
- Observe opponent patterns. In tournaments, wild zones, or multiplayer, watching how others use types can guide your counter picks.
- Use switching wisely. Because switching is not instant, make sure the terrain or timing is favorable before bringing a “counter type” into battle.
Summary
In this article, I broke down how all 18 Pokemon types will matter in Pokemon Legends: Z-A under its new real-time combat system. I discussed each type's typical strengths and vulnerabilities, how real-time mechanics shift the conventional type arguments, and how players should build teams with mobility, support, and awareness of form changes in mind.
From a player's standpoint, the key takeaway is: don't just rely on type matchups — skills like dodging, timing, switching, and synergy will often decide outcomes. A well-rounded team, combined with tactical play, will outperform a team built purely around “best types.”