Emerald Legacy Type Chart: Every Matchup, and What Catches People Out

The full Emerald Legacy type chart -- all 17 types, super-effective and resisted matchups, plus the Gen 3 quirks that trip up players coming from newer games.
Compiled from Emerald Legacy's extracted ROM data
Last updated: September 27, 2026

Emerald Legacy uses the Generation 3 type chart unchanged -- 17 types, 110 non-neutral matchups, and not one Pokemon retyped against vanilla. So this page is the reference, plus the three quirks that matter if your muscle memory comes from a later generation.

Attacking typeSuper effective (2x)Not very effective (0.5x)No effect (0x)
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
-

The Gen 3 quirks

Steel resists Ghost and Dark. In Gen 3, Ghost and Dark both do half damage to Steel. That changes in Gen 6, so anything you remember from newer games about Ghost being a clean answer to Steel-types is wrong here. If you're planning to answer Steven's Skarmory or Metagross with a Ghost or Dark move, you're doing half damage.

Move categories follow the type, and Ghost is the odd one. Gen 3 decides physical or special by the move's type, not by the move itself. Special: Fire, Water, Grass, Electric, Psychic, Ice, Dragon, Dark. Physical: Normal, Fighting, Flying, Poison, Ground, Rock, Bug, Ghost, Steel. The consequence people hit hardest is Gengar -- Ghost is physical in this generation, so its STAB Shadow Ball runs off its 65 Attack instead of its 130 Special Attack. The same logic makes a physical attacker's Crunch disappointing, because Dark is special here.

Immunities are hard walls. Ghost and Normal pass through each other, Electric does nothing to Ground, Psychic does nothing to Dark, Poison does nothing to Steel. Three of the Elite Four and half the gym leaders in this ROM are built around one of those holes, so it's worth knowing which of your moves are simply no-ops before a fight rather than during it.

Where this matters most in the ROM

  • Steven (Steel) -- Ghost and Dark are both halved, so bring Ground, Fire or Fighting instead. His Metagross is weak to Ground and Fire, and Skarmory's 4x Electric weakness is the other clean answer.
  • Tate & Liza (Psychic) -- Dark and Ghost do double, Bug does double, and Psychic does nothing to Dark, so a Dark-type leading is close to a free win.
  • Norman (Normal) -- Fighting is the obvious answer, and Ghost blanks most of his moveset entirely, which the ROM's own Slaking doesn't have an answer to.
  • Drake (Dragon) -- Ice and Dragon hit for double, and Ice is the only one that isn't trading back.

The other thing worth knowing

Type coverage matters more than level in this ROM. A team 5 levels behind with the right moves beats a team 5 levels ahead without them, which is why the progression guide talks about coverage before it talks about grinding.


Where these numbers come from: Emerald Legacy's extracted type_chart.json -- 17 types and 110 non-neutral matchups, cross-checked against the ROM's own data for retyped species.

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