RoriaConquest
Wiki — types

Roria Conquest Type Coverage

Use the standard 18-type chart as a planning baseline. Dual types multiply defensive effectiveness, but moves, abilities, held items and game-specific changes can alter real battles.

2× weakness

The final defensive multiplier is 2× after both types are combined. Do not stop after finding one weakness: a second type's resistance can reduce 2× to a neutral 1× result.

4× weakness

Both defensive types are weak to the attack, producing 2 × 2 = 4. In a shared-weakness count, this is still one affected party member, not two members.

Immunity

A type-chart multiplier of zero keeps the combined result at zero. This statement describes the type-only model; move effects, abilities and other battle rules are not evaluated here.

Six worked dual-type examples

For these examples, multiply the attack's value against each defensive type. They use the standard type chart, not a test of the current Roria Conquest upload.

Attack typeDefensive typesCalculationFinal result
ElectricWater / Ground2 × 00× — immune in the type model
GrassWater / Ground2 × 24× — severe weakness
RockFire / Flying2 × 24× — severe weakness
IceWater / Grass0.5 × 21× — neutral
GroundFlying / Steel0 × 20× — immune in the type model
FireWater / Dragon0.5 × 0.50.25× — double resistance

These examples explain why a label such as “Water opponent” is not enough to choose an attack. A secondary type can change the answer completely.

A type-chart result also does not predict final damage. Ability effects, items, special move rules, level, stats and game-specific changes are outside this calculation.

Try your types in the Team Builder

Calculation reference: Pokémon Showdown's type-chart data. The arithmetic above is derived from stated multipliers; it is not a claim that Showdown is Roria Conquest's engine.

Defensive planning

Count team overlap, not only one member

Every useful party has weaknesses. The dangerous pattern is concentration: two members weak to the same attack can be manageable, but three or four can let one opponent sweep through the entire plan. Start by listing each member’s primary and secondary types. Multiply the two defensive values for every attacking type, then count how many party members finish above 1×.

When a shared weakness appears, do not automatically remove your favorite member. First look for a pivot: a teammate that resists or is immune to that attack and can enter the battle safely. Next check whether the team can threaten the attacker in return. A balanced plan often needs one defensive switch more than another glass-cannon attacker.

The Team Builder performs this multiplication across six slots and calls out 4× weaknesses separately. Its result is a type-level prompt, not a battle prediction. A creature with the right type can still lack the move, speed, training or availability needed for your current route.

Offensive coverage

Selected types are only the starting point

Offensive coverage asks which defending types at least one selected team type can hit super effectively. That is useful for spotting obvious holes, but an actual member still needs an appropriate damaging move. Same-type attack bonus, status moves, neutral damage, level, EVs and battle conditions are deliberately outside this page. Use the coverage count to ask better questions, then inspect the real moves and current progression before changing your party.

Common mistakes

  • Choosing six types that attack widely but share the same defensive weakness.
  • Treating a recommended type as a specific creature recommendation.
  • Assuming the standard chart proves an ability, move or game-specific rule.
  • Building only for one gym and leaving the next route without a flexible core.