Quoted By:
Most balanced type chart incoming.
Rules:
>Normal completely neutral
>All types, except normal, resist themselves
>Each type is good/bad against 3 types each, both offensively and defensively
>Each type has 1 immunity
>Types are "hyper effective" (x3 instead of x2) against the type they're immune to. x4 would be too much, x3 sounds fair.
>If dual typed, and 1 type takes hyper damage but the other takes nve, final damage is x1.5. If 1 takes hyper and 1 takes super, final damage is x6.
Explanations for some of the more odd changes below. Some are a stretch because I wanted a perfectly balanced chart, but they all make sense when you think about it. None are arbitrary.
>Water
Ice types can just freeze incoming water attacks. Scald is the exception. Fighters meditate under waterfalls. Bugs drown in water. Dark is beaten by the "purity" associated with water.
>Electric
Ghosts are more susceptible to energy like electricity. Darkness beats the "light" of electricity. Steel conducts electricity.
>Grass
Nature always beats man made stuff eventually. Abandoned cities are reclaimed by nature pretty fast so steel loses to grass.
>Fighting
Heroes are fighters and they kill dragons. A punch shouldn't beat a steel wall.
>Poison
Pollution affects the water and the sky very badly. Think of pesticides for poison > bug. Dark beings like ninjas are masters of poison so it isn't good against them.
>Ground
Ghosts are dead and we bury the dead underground.
>Psychic
Psychic powers don't do much against electricity since it's energy, not matter. A psychic's powers can overcome the magic of dragons/fairies.
>Bug
Bugs burrow in the ground.
>Ghost
Dragons are too mighty to fear the dead. Ghosts posses objects like steel stuff. Ghosts scare nice fairies and out-do the mean ones.
>Dragon
Dragons control fire/electricity and crush rocks but can't do much to something toxic.
>Steel
Metal dampens psychic powers (like Magneto's helmet).
>Fairy
Fairies have control over nature and plants.