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Contact rules

Pokéjam Type Chart

Type matchups in Pokéjam do not affect jump shots. They decide what happens when two bodies meet: a shove, a steal, a drive into a set defender. That makes the chart a defensive document rather than an attacking one.

How matchups actually apply

The chart is consulted on contact. A shove that lands against a type you beat knocks the ball loose and puts the carrier off balance; the same shove against a type that resists it does far less, and can leave you out of the play instead. Steals follow the same logic, which is why a Water centre is a real problem for a Fire wing and a non-event against a Grass guard.

144 of 291 Pokémon carry a second type, and both are read. That roughly halves the number of clean wins available: a Fire and Flying wing resists what a pure Fire wing does not, so scouting the second type is as important as scouting the first.

The full chart

Read a row as "this attack type". Strong means the shove wins clearly, resisted means it mostly does not, and blocked means it does nothing at all.

Type effectiveness for contact moves, as the game defines it.
Attack typeStrong againstResisted byNo effect
BugGrassPsychicDarkFireFightingPoisonFlyingGhostSteelFairy—
DarkPsychicGhostFightingDarkFairy—
DragonDragonSteelFairy
ElectricWaterFlyingElectricGrassDragonGround
FairyFightingDragonDarkFirePoisonSteel—
FightingNormalIceRockDarkSteelPoisonFlyingPsychicBugFairyGhost
FireGrassIceBugSteelFireWaterRockDragon—
FlyingGrassFightingBugElectricRockSteel—
GhostPsychicGhostDarkNormal
GrassWaterGroundRockFireGrassPoisonFlyingBugDragonSteel—
GroundFireElectricPoisonRockSteelGrassBugFlying
IceGrassGroundFlyingDragonFireWaterIceSteel—
Normal—RockSteelGhost
PoisonGrassFairyPoisonGroundRockGhostSteel
PsychicFightingPoisonPsychicSteelDark
RockFireIceFlyingBugFightingGroundSteel—
SteelIceRockFairyFireWaterElectricSteel—
WaterFireGroundRockWaterGrassDragon—

Signature moves by type

Every type carries one signature move, unlocked when the special bar is full. The move is tied to the type, not to the individual Pokémon, so drafting a type is also drafting its finisher.

The signature move bound to each type, with the kind of action it performs.
TypeSignature moveBehaviour
BugSTRING SHOTControl
DarkSUCKER PUNCHEvasion
DragonOUTRAGEPower scoring
ElectricVOLT TACKLEBurst of speed
FairyMOONBLASTFocus shot
FightingCLOSE COMBATContact slam
FireBLAST BURNPower scoring
FlyingTAILWINDBurst of speed
GhostPHANTOM FORCEEvasion
GrassSLEEP POWDERControl
GroundEARTHQUAKEContact slam
IceICY WINDControl
NormalEXTREME SPEEDBurst of speed
PoisonTOXIC SPIKESEvasion
PsychicCALM MINDFocus shot
RockROCK SLIDEContact slam
SteelIRON FOCUSFocus shot
WaterSURFContact slam

What the roster actually looks like

The most common types in the game are Water (53), Flying (42), Poison (38), Normal (38), Ground (31). The rarest are Ghost (5), Dark (10), Ice (12), Dragon (12), Steel (13).

That matters in two directions. A common type is easy to draft but easy to counter, because every opponent has seen it. A rare type is the opposite: Ghost appears on only 5 players, so a Ghost lineup is nearly impossible to build, and almost nobody has practised defending against one.

  • Water5318.2%
  • Flying4214.4%
  • Poison3813.1%
  • Normal3813.1%
  • Ground3110.7%
  • Psychic3010.3%
  • Grass279.3%
  • Fire268.9%
  • Bug237.9%
  • Electric217.2%
  • Rock206.9%
  • Fairy175.8%
  • Fighting175.8%
  • Steel134.5%
  • Ice124.1%
  • Dragon124.1%
  • Dark103.4%
  • Ghost51.7%

Reading the chart on draft day

  • Cover two axes. Pick types that are strong against different gyms rather than doubling up on one weakness.
  • A resisted shove is not a neutral one. It can put your defender on the floor, which is a free basket for them.
  • Dual types are defensive luck. A second type is often what turns a losing matchup into an even one, so check both.
  • Special moves reward type diversity. Stack three Water players and you stack the same finisher; three different types give the bar three different uses.

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