Pokémon TCG Pocket uses the same types as the classic Pokémon Trading Card Game. But with no Energy cards and no Resistance, the choice of types weighs differently: it determines how consistent your deck is and how you exploit your opponent’s Weaknesses.

The ten types

Each Pokémon belongs to one of these types, which also determines the Energy it needs to attack. The Colorless type does not match any Energy in the Zone: a Colorless cost is paid with any Energy.
  • Grass
  • Fire
  • Water
  • Electric
  • Psychic
  • Battle
  • Dark
  • Steel
  • Dragon
  • Colorless
TypeUsual strengthsNotable examples
GrassHealing, acceleration through Abilities, solid Basic PokémonCelebi ex, Mega Venusaur ex, Meowscarada ex
FireHeavy damage, Burn, attacks that discard EnergyCharizard ex, Mega Charizard X ex, Mega Blaziken ex
WaterEnergy acceleration (Misty), control of the opponent’s deckMega Gyarados ex, Suicune ex, Vaporeon ex
ElectricFast Basic Pokémon, damage tied to the BenchPikachu ex, Miraidon ex, Magnezone ex
PsychicAcceleration (Gardevoir), powerful Mega EvolutionsMewtwo ex, Mega Gardevoir ex, Mega Altaria ex
BattleHigh damage for little EnergyMega Lucario ex, Koraidon ex, Garchomp ex
DarkIndirect damage, hindering the opponentDarkrai ex, Mega Gengar ex, Mega Absol ex
SteelLots of HP, damage reductionDialga ex, Mega Metagross ex, Mega Steelix ex
DragonVery strong attacks but mixed costsDragonite ex, Flygon ex, Mega Rayquaza ex
ColorlessAdapt to every deckSnorlax ex, Mega Kangaskhan ex, Eevee ex

Weakness: +20 damage

In the classic TCG, a Weakness doubles damage. In Pocket, it simply adds 20 damage to the attack. There is no Resistance. Weakness therefore matters, but it does not decide a matchup on its own: 20 damage is often just what is missing to Knock Out a Pokémon ex in one hit.

Dragon Pokémon

Dragon Pokémon have no Dragon Energy: their attacks require Energy of other types. Mega Rayquaza ex, for example, attacks with one Fire Energy and one Lightning Energy, then deals 50 damage for each Energy of those two types it discards. A Dragon deck therefore often has to pick two types in the Energy Zone, which makes it less consistent, but its attacks more than make up for it.
Mega Rayquaza exRuler of the Skies · 120
Dragonite ex
Flygon ex

Choosing your types in the Energy Zone

Recommended

One type

Every Energy generated is usable. This is the choice of the vast majority of decks, even when a secondary Pokémon is of another type.

For Dragons

Two types

Useful for Dragon Pokémon or a deck with two very different attackers. Expect a few turns where the Energy comes out wrong.

Avoid

Three types

The Energy Zone draws at random: with three types, an attacker may wait several turns for the right Energy.

New: dual-type Pokémon

Since autumn 2026, some cards have two types at once, with two colors on the card. Their appeal is offensive: their attacks can exploit two Weaknesses, that of Pokémon weak to the first type as well as that of Pokémon weak to the second. The first announced example is Mega Mewtwo X ex, a Psychic and Fighting type, shown alongside Fuecoco ex and Piplup ex at the 2026 World Championships.

Abilities that generate Energy

Some Pokémon get around the limit of one Energy per turn, and form the core of many decks:
  • Gardevoir (Genetic Apex): its Psy Shadow Ability attaches a Psychic Energy from the Energy Zone to the Active Pokémon, once per turn.
  • Mega Gardevoir ex (Fantastical Parade): its attack takes three Energy from the Zone and spreads them among your Psychic Pokémon.
  • Team Rocket’s Moltres ex: its attack flips three coins and attaches one Fire Energy for each heads.
  • Darkrai ex: each Energy attached from the Zone deals 20 damage to the opponent’s Active Pokémon thanks to its Nightmare Aura Ability.