Generation 1
Generations 2-5
Generation 6+
Generation 6+ Inverse
Show Offensive/Defensive Scores
Use Metagame scores (rollover/tap for explanation)
The offensive and defensive scores normally operate on the following rules: For each type interaction, a super effective relationship is +1 for the offensive score for the attacking type, and -1 for the defensive score of the defending type.
For dual type interactions, a doubly resisted or doubly supereffective interaction is +/-2. A type immunity is +/-3.
When the "Use Metagame scores" option is selected, the scoring factors in the original score of the other type: for example, if type A is supereffective against type B, and type B has a defensive score of -0.65, then instead of adding 1, it adds (1.15)^(-0.65) (about 0.91). If type B instead has a defensive score of 2.1, then it will add (1.15)^(2.1), or about 1.34.
This results in types being scored higher for matching up well against types that have higher scores originally.
A type that is supereffective against steel, the best single defensive type in the game, will generally have a better score than a type that is only supereffective against bug and grass, which are generally poor defending types.
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