Dokimon Quest type chart explained
Rows are the attacking element, columns the defending one. Read across a row to see what your move hits hard; read down a column to see what hurts a Dokimon of that element. Against a dual-type target both of its columns apply and the two multipliers multiply, so a 2× against one half and a ½ against the other cancels to 1×.
Dokimon Quest has no Normal type. Light does that job — it is the largest move pool in the game and holds the generic moves nearly everything learns.
- 2× super effective
- ½ resisted
- 0 no effect
- 1× neutral
Click any element name to dim everything except that attack row and defence column.
| Attacking element | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| · | 2× | ½ | · | · | · | · | · | · | · | ½ | · | 2× | |
| ½ | · | 2× | 2× | · | 2× | ½ | · | ½ | · | · | · | ½ | |
| 2× | ½ | · | ½ | · | · | · | · | 2× | · | · | · | ½ | |
| · | ½ | 2× | ½ | · | · | 2× | · | ½ | · | · | · | ½ | |
| 2× | · | · | 2× | · | ½ | · | · | · | · | ½ | · | · | |
| · | ½ | · | ½ | 2× | · | · | · | · | ½ | 2× | · | · | |
| · | 2× | · | ½ | ½ | · | · | 2× | · | · | · | · | ½ | |
| · | · | · | · | 2× | 2× | ½ | · | ½ | · | ½ | 0 | 2× | |
| · | 2× | · | · | · | · | · | · | ½ | · | 2× | · | 0 | |
| · | · | · | · | · | · | · | · | · | 2× | ½ | · | ½ | |
| 2× | · | · | · | · | ½ | · | · | 2× | 2× | ½ | · | · | |
| · | · | · | · | · | · | · | 0 | · | · | 2× | 2× | · | |
| ½ | 2× | ½ | ½ | · | · | 2× | · | · | 2× | · | ½ | ½ |
Type chart strengths & weaknesses in detail
Every paragraph below restates the chart above in words — offense first, then what that element's own Dokimon need to fear.
Fire
Fire attacks hit Grass and Ice for 2× damage, and are resisted by Water and Fairy. Defensively, Fire-type Dokimon take 2× from Water, Dark and Fairy, resist Grass and Ice.
Grass
Grass attacks hit Water, Electric and Light for 2× damage, and are resisted by Fire, Flying, Poison and Ice. Defensively, Grass-type Dokimon take 2× from Fire, Flying, Poison and Ice, resist Water, Electric and Light.
Water
Water attacks hit Fire and Poison for 2× damage, and are resisted by Grass, Electric and Ice. Defensively, Water-type Dokimon take 2× from Grass and Electric, resist Fire and Ice.
Electric
Electric attacks hit Water and Flying for 2× damage, and are resisted by Grass, Electric, Poison and Ice. Defensively, Electric-type Dokimon take 2× from Grass and Dark, resist Water, Electric, Light, Flying and Ice.
Dark
Dark attacks hit Fire and Electric for 2× damage, and are resisted by Light and Fairy. Defensively, Dark-type Dokimon take 2× from Light and Fighting, resist Flying.
Light
Light attacks hit Dark and Fairy for 2× damage, and are resisted by Grass, Electric and Dragon. Defensively, Light-type Dokimon take 2× from Grass and Fighting, resist Dark and Fairy.
Flying
Flying attacks hit Grass and Fighting for 2× damage, and are resisted by Electric, Dark and Ice. Defensively, Flying-type Dokimon take 2× from Electric and Ice, resist Grass and Fighting.
Fighting
Fighting attacks hit Dark, Light and Ice for 2× damage, have no effect at all on Ghost, and are resisted by Flying, Poison and Fairy. Defensively, Fighting-type Dokimon take 2× from Flying, and ignore Ghost entirely.
Poison
Poison attacks hit Grass and Fairy for 2× damage, have no effect at all on Ice, and are resisted by Poison. Defensively, Poison-type Dokimon take 2× from Water and Fairy, resist Grass, Electric, Fighting and Poison.
Dragon
Dragon attacks hit Dragon for 2× damage, and are resisted by Fairy and Ice. Defensively, Dragon-type Dokimon take 2× from Dragon, Fairy and Ice, resist Light.
Fairy
Fairy attacks hit Fire, Poison and Dragon for 2× damage, and are resisted by Light and Fairy. Defensively, Fairy-type Dokimon take 2× from Light, Poison and Ghost, resist Fire, Dark, Fighting, Dragon and Fairy.
Ghost
Ghost attacks hit Fairy and Ghost for 2× damage, have no effect at all on Fighting. Defensively, Ghost-type Dokimon take 2× from Ghost, resist Ice, and ignore Fighting entirely.
Ice
Ice attacks hit Grass, Flying and Dragon for 2× damage, and are resisted by Fire, Water, Electric, Ghost and Ice. Defensively, Ice-type Dokimon take 2× from Fire and Fighting, resist Grass, Water, Electric, Flying, Dragon and Ice, and ignore Poison entirely.
Top performers in the Dokimon Quest type chart
Grass, Fighting, Fairy and Ice have the widest attack coverage on the chart, each hitting 3 elements super-effectively. At the other end, Dragon has the narrowest. The chart also carries 3 outright immunities — matchups where a move does nothing at all.
| Element | Hits 2× | No effect on |
|---|---|---|
| Grass | Water, Electric, Light | — |
| Fighting | Dark, Light, Ice | Ghost |
| Fairy | Fire, Poison, Dragon | — |
| Ice | Grass, Flying, Dragon | — |
Dokimon Quest type chart FAQ
Is there a Normal type in Dokimon Quest?
No. Dokimon Quest has 13 elements and no Normal type — Light does that job, holding the largest move pool in the game and the generic moves nearly everything learns.
What is the best attacking type in Dokimon Quest?
Grass, Fighting, Fairy and Ice lead the chart with 3 super-effective targets each. Grass hits Water, Electric and Light; Fighting hits Dark, Light and Ice; Fairy hits Fire, Poison and Dragon; Ice hits Grass, Flying and Dragon.
How do dual-type matchups work?
Both of the defender’s elements apply and the two multipliers multiply. A Grass move into a Water/Electric dual-type hits for 4× (2× against each half), while a 2× against one half and a ½ against the other cancels out to neutral.
Element pages
Every element, and the moves that carry it.
Fire
Grass
Water
Electric
Dark
Light
Flying
Fighting
Poison
Dragon
Fairy
Ghost
Ice
