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Project Bronze Forever Roria Type Chart

Eighteen types, written for Chad through Captain B. — immunities included, no interactive widget required.

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Type Chart

This is a practical type chart for Project Bronze Forever, not a JavaScript toy. Roria’s gyms are Electric, Fire, Water, Flying, Ground, Grass, Dark, and Ghost. If a matchup does not help you beat gym leaders, it still belongs here because Eclipse, rivals, Colosseum, and legendary birds use the other ten types. Read the gym table first. Use the 18-type lists when a dual type (Grass/Ghost Decidueye, Fire/Fighting Blaziken, Bug/Steel Genesect) makes the gym table a lie.

Pair this page with the starter tier list when you are still in Mitis Town, and with team comps once you have Fly. Super effective is 2x. Not very effective is 0.5x. Immune is 0x. Dual types multiply: Water/Ground is immune to Electric even if Water is weak to it.

Gym matchups at a glance

GymTypeHit them withThey resist / punish
Chad, SilventElectricGround (immune), GrassWater, Flying
Sebastian, BrimberFireWater, Ground, RockGrass, Ice, Bug, Steel
Quentin, RosecoveWaterGrass, ElectricFire, Ground, Rock
Stephen, AnthianFlyingElectric, Rock, IceGrass, Fighting, Bug
Prince Ryan, ArediaGroundGrass, Water, IceElectric (immune to it), Fire, Rock, Steel
Fissy, FluorumaGrassFire, Flying, Ice, Poison, BugWater, Ground, Rock
Zeek, FrostveilDarkFighting, Fairy, BugPsychic (immune to it), Ghost
Captain B., CrescentGhostGhost, DarkNormal and Fighting (immune), Psychic

Frostveil is the trap. Snow does not make Zeek Ice. Ice moves still help against some of his dual types, but Dark’s immunities and resists are the plan. Crescent is the other trap: Fighting stars from gym 7 bounce off Ghost.

Full 18-type offensive list

Normal. Super effective: none. Not very effective: Rock, Steel. Immune: Ghost. You do not gym-sweep with Normal STAB. You False Swipe legendaries with it.

Fire. Super effective: Grass, Ice, Bug, Steel. Not very effective: Fire, Water, Rock, Dragon. This is the Fissy button and a Brimber mirror. Charmander fans live here after gym 1.

Water. Super effective: Fire, Ground, Rock. Not very effective: Water, Grass, Dragon. Sebastian and Ryan both respect it. Chad does not.

Electric. Super effective: Water, Flying. Not very effective: Electric, Grass, Dragon. Immune: Ground. Chad uses this. You use it on Stephen and Quentin. You do not use it on Ryan.

Grass. Super effective: Water, Ground, Rock. Not very effective: Fire, Grass, Poison, Flying, Bug, Dragon, Steel. Quentin and Ryan are the reason Rowlet and Bulbasaur sit high on the starter tier. Fissy uses it against you.

Ice. Super effective: Grass, Ground, Flying, Dragon. Not very effective: Fire, Water, Ice, Steel. Excellent coverage for Stephen, Ryan, and Fissy. Useless as a “Frostveil plan.”

Fighting. Super effective: Normal, Ice, Rock, Dark, Steel. Not very effective: Poison, Flying, Psychic, Bug, Fairy. Immune: Ghost. Zeek’s best enemy. Captain B.’s best friend if you lead it.

Poison. Super effective: Grass, Fairy. Not very effective: Poison, Ground, Rock, Ghost. Immune: Steel. Handy into Fissy and Fairy Eclipse fillers. Do not expect gym-carrying STAB.

Ground. Super effective: Fire, Electric, Poison, Rock, Steel. Not very effective: Grass, Bug. Immune: Flying. Chad’s nightmare. Stephen’s shrug. Mudkip’s entire S-tier argument.

Flying. Super effective: Grass, Fighting, Bug. Not very effective: Electric, Rock, Steel. Stephen’s gym. Your Fly user. Weak to the Rock you should have kept from Aredia.

Psychic. Super effective: Fighting, Poison. Not very effective: Psychic, Steel. Immune: Dark. Zeek laughs. Captain B. does not, because Ghost hits Psychic.

Bug. Super effective: Grass, Psychic, Dark. Not very effective: Fire, Fighting, Poison, Flying, Ghost, Steel, Fairy. A real Zeek tool that still hates Fissy’s Fire Mega and Stephen.

Rock. Super effective: Fire, Ice, Flying, Bug. Not very effective: Fighting, Ground, Steel. Pack it for Anthian. Ryan will crush it.

Ghost. Super effective: Psychic, Ghost. Not very effective: Dark. Immune: Normal. Captain B. lives here. Decidueye arrives already invited. Normal and Fighting bounce off her ship.

Dragon. Super effective: Dragon. Not very effective: Steel. Immune: Fairy. Coverage for late legendaries, not for the eight gym types.

Dark. Super effective: Psychic, Ghost. Not very effective: Fighting, Dark, Fairy. Zeek’s gym and your Crescent answer. Psychic is immune going into him; Ghost is merely resisted going out.

Steel. Super effective: Ice, Rock, Fairy. Not very effective: Fire, Water, Electric, Steel. Empoleon’s late-game gift. Dragon and Fairy chips hurt less. Fire gyms still hurt.

Fairy. Super effective: Fighting, Dragon, Dark. Not very effective: Fire, Poison, Steel. Zeek’s other headline weakness. Bring it to Frostveil. Do not expect it to beat Sebastian.

Defensive cheat sheet

When you are on the receiving end, these are the common KO threats:

  • Electric (Chad): weak to Ground. Resists Electric, Flying, Steel. Immune: none incoming except you cannot hit Ground.
  • Fire (Sebastian): weak to Water, Ground, Rock.
  • Water (Quentin): weak to Grass, Electric.
  • Flying (Stephen): weak to Electric, Rock, Ice.
  • Ground (Ryan): weak to Water, Grass, Ice. Immune to Electric.
  • Grass (Fissy): weak to Fire, Flying, Ice, Poison, Bug.
  • Dark (Zeek): weak to Fighting, Fairy, Bug. Immune to Psychic.
  • Ghost (Captain B.): weak to Ghost, Dark. Immune to Normal, Fighting.

Dual types change everything. Tropius is Grass/Flying: Ice is 4x. Gengar is Ghost/Poison: Ground is 2x, Dark is 2x, Ghost is 2x, Fighting is 0. Aegislash is Steel/Ghost: Fire, Ground, Ghost, Dark, and sometimes Fighting depending on form. Read the species, not only the gym label.

How to apply this in a run

Before Silvent, ask: do I have Ground? If no, catch it. Before Brimber, ask: do I have Water or Rock? Before Rosecove, Grass or Electric. Before Anthian, Rock, Electric, or Ice. Before Aredia, Grass, Water, or Ice — and leave Electric at home. Before Fluoruma, Fire, Flying, or Ice, because Fissy is a six-mon Mega fight. Before Frostveil, Fighting or Fairy, not a box of Ice types. Before Crescent, Ghost or Dark, and Surf already unlocked.

Eclipse adds Dark, Poison, and Fighting earlier than the gym order suggests. Linda’s Poochyena and Pancham are the tutorial. The Gene Lab’s Genesect is Bug/Steel: Fire and Ground are the clean hits, Net Balls are the catch tool. See Team Eclipse.

This chart will not move your EVs. That is EV training. It will not pick your starter for you, but it is why Mudkip, Rowlet, and Piplup sit in S. If you are still on Route 1, finish getting started and the starter guide, then keep a screenshot of the gym table beside the gym walkthrough. Redeem codes after Chad. Confirm the live copy on game status and Discord before you theory-craft a team that only exists on a dead place. Titan puzzles after Aredia live on Regis.

FAQ

Frequently Asked Questions

Quick answers trainers actually search for.

Is Frostveil Ice-type?

No. Zeek is Dark. Ice helps some dual types on his team, but Fighting, Fairy, and Bug are the correct headline attacks.

What hits Ghost gym Pokemon?

Ghost and Dark. Normal and Fighting deal zero. That is why a Zeek Fighting sweeper can fail immediately on Captain B.

What is immune to Electric?

Ground. That is the entire Chad strategy behind Mudkip and Geodude. Flying is weak to Electric, which is why Stephen fears it.

Does this chart include Fairy and Steel?

Yes. All 18 types are listed. Fairy is a primary Zeek answer. Steel is why Empoleon stays S-tier into late Dark and Flying chips.

How do dual types work?

Multiply both modifiers. Water/Ground is immune to Electric. Grass/Flying takes 4x Ice. Always check the second type before you lock a gym lead.