Black & White battle mechanics — type chart, status, weather and formats
The complete 17-type Generation V chart plus physical and special damage, statuses, abilities, weather, Triple Battles and Rotation Battles.
Original Black and White; their sequels have different routes and encounter availability.
Read the move and the Pokémon separately
Black and White use a move-specific physical / special split. A physical move uses Attack against Defense, while a special move generally uses Sp. Attack against Sp. Defense. The move’s type does not determine its damage category. A strong physical attacker should not be given four special moves merely because their types look useful.
Same-type attack bonus normally multiplies damage by 1.5 when the move shares one of the user’s types. Type effectiveness is a separate multiplier. Accuracy, base power, PP, Speed, abilities and held items also affect the practical choice. Status-category moves do not follow the ordinary damage formula, and exceptions such as Psyshock or Secret Sword specify a different defensive stat.
Complete Generation V attacking type chart
| Attacking type | ×2 against | ×0.5 against | ×0 against |
|---|---|---|---|
| Normal | — | Rock, Steel | Ghost |
| Fire | Grass, Ice, Bug, Steel | Fire, Water, Rock, Dragon | — |
| Water | Fire, Ground, Rock | Water, Grass, Dragon | — |
| Electric | Water, Flying | Electric, Grass, Dragon | Ground |
| Grass | Water, Ground, Rock | Fire, Grass, Poison, Flying, Bug, Dragon, Steel | — |
| Ice | Grass, Ground, Flying, Dragon | Fire, Water, Ice, Steel | — |
| Fighting | Normal, Ice, Rock, Dark, Steel | Poison, Flying, Psychic, Bug | Ghost |
| Poison | Grass | Poison, Ground, Rock, Ghost | Steel |
| Ground | Fire, Electric, Poison, Rock, Steel | Grass, Bug | Flying |
| Flying | Grass, Fighting, Bug | Electric, Rock, Steel | — |
| Psychic | Fighting, Poison | Psychic, Steel | Dark |
| Bug | Grass, Psychic, Dark | Fire, Fighting, Poison, Flying, Ghost, Steel | — |
| Rock | Fire, Ice, Flying, Bug | Fighting, Ground, Steel | — |
| Ghost | Psychic, Ghost | Dark, Steel | Normal |
| Dragon | Dragon | Steel | — |
| Dark | Psychic, Ghost | Fighting, Dark, Steel | — |
| Steel | Ice, Rock | Fire, Water, Electric, Steel | — |
Apply the row to each of a defender’s types and multiply the results. Fire against Bug / Grass is ×4; Water against Water / Grass is ×0.25. Any ordinary immunity makes the total zero. Steel still resists both Ghost and Dark in Generation V. There is no Fairy type, so Dragon has no Fairy immunity to contend with and Poison is super effective only against Grass in this chart.
Abilities and special move effects can override an ordinary type-chart result. The table describes standard damaging-move effectiveness, not a guarantee that every move with that type can hit through an ability, substitute or protection effect.
Examples from the original badge route
| Defender | Useful lesson |
|---|---|
| Emolga — Electric / Flying | Ground is ×0 because Flying is immune; Rock and Ice are ×2. |
| Excadrill — Ground / Steel | Fire, Water, Fighting and Ground are ×2; Electric is ×0. |
| Leavanny — Bug / Grass | Fire and Flying are ×4. |
| Ferrothorn — Grass / Steel | Fire is ×4 and Fighting is ×2; Poison is ×0. |
| Jellicent — Water / Ghost | Normal and Fighting are ×0; Electric, Grass, Ghost and Dark are ×2. |
| Hydreigon — Dark / Dragon with Levitate | Fighting, Bug, Ice and Dragon are ×2; Psychic is ×0, and Levitate blocks Ground. |
A specialist’s advertised type is only a starting point. Elesa’s Emolga is why an all-Ground response fails; Clay’s Excadrill needs a physically durable response despite its listed weaknesses. Inspect the Pokémon actually active after a switch or Volt Switch before selecting the next attack.

Persistent statuses in Generation V
| Condition | Main battle effect | Useful checks |
|---|---|---|
| Burn | Usually 1/8 maximum HP damage each turn; halves physical damage from most attacks | Fire types cannot be burned; Guts changes the attacking consequence. |
| Paralysis | Speed becomes one quarter; 25% chance of being unable to act | Electric types are not yet universally immune in Generation V; Ground blocks ordinary Electric moves such as Thunder Wave. |
| Poison | Usually 1/8 maximum HP damage per turn | Poison and Steel types ordinarily cannot be poisoned. |
| Bad poison | Damage starts at 1/16 maximum HP and increases by another 1/16 each turn | The toxic counter resets on switching in Generation V. |
| Sleep | Normally lasts 1–3 turns; ordinary chosen moves cannot act while asleep | In Generation V, switching resets the sleep counter; Insomnia and Vital Spirit block sleep. |
| Freeze | Prevents most actions; normally a 20% thaw chance each turn | Ice types cannot be frozen; certain moves or damaging Fire attacks can thaw. |
Only one major persistent status can affect a Pokémon at once. Paralysing a poisoned target does not stack both. A full heal, appropriate medicine, Pokémon Center or suitable ability can cure status. Sleep and freeze are stronger catch modifiers than the other major statuses, but freeze is not a reliable condition to inflict on command. Burn and poison are dangerous when a catching target is already at 1 HP.
Confusion, flinching, trapping and protection
Confusion is a temporary condition that can coexist with a major status. In Generation V, a confused Pokémon has a 50% chance to damage itself instead of using its move, with a typeless 40-power physical self-hit calculation. The later reduction to a one-third self-hit chance does not apply. Switching normally removes confusion, so a safe switch is one practical response.
Flinching matters only when the affected Pokémon has not acted that turn. A slow flinch move generally cannot stop a faster opponent that already moved. Protect can stop many attacks for a turn, but repeated consecutive use becomes less reliable. Substitute consumes HP to block many direct hits and status attempts; it does not make the user safe from every field or indirect effect.
Some trapping effects prevent ordinary switching or fleeing, which can help against a roamer. A trapping move that happens after the target escapes cannot solve that first turn. Read the actual move or ability rather than assuming all escape prevention is permanent.
Abilities that change an apparently simple matchup
| Ability | Practical effect |
|---|---|
| Levitate | Ordinary Ground-move immunity, despite the Pokémon’s visible types. |
| Sturdy | At full HP, survives an otherwise fatal hit with 1 HP; multi-hit attacks or prior damage can break the plan. |
| Intimidate | Lowers opposing Attack when the relevant entry effect activates. |
| Water Absorb / Volt Absorb / Flash Fire | An apparent Water, Electric or Fire coverage move can benefit the target rather than damage it. |
| Mold Breaker | Ignores applicable target abilities for the user’s moves; it does not erase ordinary type immunity. |
| Prankster | Adds priority to status moves; Generation V lacks the later blanket Dark-type immunity to these moves. |
| Sheer Force | Boosts eligible attacks by removing their additional effects. |
| Moxie | Raises Attack after the user knocks out a Pokémon. |
| Illusion | Copies an apparent teammate identity; actual type and battle stats remain those of the user. |
An evolved species can have a different ability name while retaining its corresponding ability slot. Hidden Abilities are a separate acquisition and breeding concern. If an expected attack deals zero damage or unexpectedly heals the foe, stop repeating it and inspect the target’s ability before deciding the chart is wrong.

Weather lasts differently from later generations
| Weather | Core effect |
|---|---|
| Rain | Water attacks ×1.5; Fire attacks ×0.5; Thunder becomes especially reliable. |
| Harsh sunlight | Fire attacks ×1.5; Water attacks ×0.5; SolarBeam avoids its ordinary charge turn. |
| Sandstorm | Usually 1/16 HP chip damage to Pokémon outside Rock, Ground and Steel; Rock types receive a ×1.5 Sp. Defense boost. |
| Hail | Usually 1/16 HP chip damage to non-Ice types; Blizzard becomes especially reliable. |
Rain Dance, Sunny Day, Sandstorm and Hail normally create five turns of weather; the matching weather rock extends a move-created duration to eight. In Generation V, Drizzle, Drought, Sand Stream and Snow Warning produce weather that lasts until another weather effect replaces it. The later five-turn ability-weather rule does not apply.
Weather-related abilities can change Speed, damage, healing or form, so count those effects with the type chart. A catching target at 1 HP can faint to sand or hail immediately after a successful False Swipe. Hail here is the damaging older weather, not the later Snow condition with a Defense bonus.
Turn order, stat stages and critical hits
Move priority is considered before ordinary Speed. Quick Attack can act ahead of a faster Pokémon’s ordinary-priority move, while a move with negative priority can act later despite high Speed. Trick Room reverses Speed order within the appropriate priority bracket; it does not reverse the priority system. Equal-Speed cases can vary, so do not rely on always winning a Speed tie.
Attack, Defense, Sp. Attack, Sp. Defense and Speed stages range from −6 to +6. For these stats, +1 is ×1.5 and +2 is ×2; −1 is ×2/3 and −2 is ×1/2. Most ordinary switching removes those stat stages. A setup move only helps if the user remains healthy enough to exploit the next turn.
A normal Generation V critical hit has a base chance of 1/16 and normally doubles damage, with specific interactions for stat changes and abilities. Later games changed both the base chance and multiplier. Critical hits can disrupt a catching damage calculation, so False Swipe or another carefully chosen method is preferable to estimating a weak attack from one noncritical sample.
Double and Triple Battles: target reach and partner safety
A Double Battle gives each Trainer two active Pokémon; choose moves for each and inspect whether a spread attack also hits a teammate. Earthquake damages adjacent eligible Pokémon and Surf can strike allies, so Protect, immunity or a deliberate partner choice matters. A move that hits multiple targets generally has a reduced spread damage modifier.
Triple Battles put three Pokémon on each side. Position matters: the central Pokémon can normally reach all opponents, while an outer Pokémon normally targets only adjacent positions. Certain Flying-type and pulse-style moves can reach a distant target. A Shift action can reposition an outer Pokémon toward the middle, but it uses that Pokémon’s action.
Protect the center when it carries a critical support role, and check move reach before committing to a target on the opposite edge. Wide Guard protects against many spread attacks, while single-target moves use a different defence decision. Black and White both support Triple Battles even though White emphasizes them more in its ordinary encounters.
Rotation Battles: three choices, one active attacker
Rotation Battles place three Pokémon on the field, but only the front Pokémon attacks and receives ordinary targeted moves. You can rotate the formation and select the new front Pokémon’s move in the same turn. That rotation is different from an ordinary switch to a reserve party member, which spends the action. The opponent chooses its own rotation simultaneously, making coverage and prediction central.
Rotation does not repeatedly trigger normal switch-in abilities or remove every retained stat boost the way a conventional switch can. Track which of the three has been boosted, statused or revealed a key move, and plan attacks that cover more than one plausible rotation. A clear advantage against the current front can disappear when the opponent rotates. Black emphasizes this format, but both original versions support it.
Experience training versus precise stat training
Generation V’s experience award considers the relative levels of the defeated Pokémon and the recipient, helping a lower-level recruit catch up. Audino’s high experience yield, ordinary Trainers and later stronger daily opponents are useful for levelling. Lucky Egg increases experience, while Exp. Share supports a weaker recipient without making every party member gain experience automatically.
Experience tools do not replace EV planning. Defeating Audino for levels gives HP EVs, and an Exp. Share holder also receives normal defeated-species EVs. For a counted Attack or Speed project, use the target and Power-item reference and record battles. For story progress, a balanced team with suitable moves and a comfortable level is usually more immediately helpful than delaying a badge for perfect IVs.
Use Generation V values, multiply both defensive types, then check abilities and the move’s category before choosing an attack.
References
- Bulbapedia — Type/Type chart
- Bulbapedia — Damage
- Bulbapedia — Status condition
- Bulbapedia — Burn (status condition)
- Bulbapedia — Paralysis (status condition)
- Bulbapedia — Sleep (status condition)
- Bulbapedia — Freeze (status condition)
- Bulbapedia — Confusion (status condition)
- Bulbapedia — Weather
- Bulbapedia — Critical hit
- Bulbapedia — Triple Battle
- Bulbapedia — Rotation Battle
- Bulbapedia — Ability
- Bulbapedia — Experience
