
Dhelmise
#0781
- Deals 2x damage with Grass-type attacks
- Has STAB Grass-type attacks
- Is immune to the target's Normal 0x STAB attacks
- Strong attacking stats help convert the matchup
Safe into Normal 0x, Water 0.5x
131 offense · 40 Speed
Normal / Water is best pressured by Electric, Grass, and Fighting-type attacks at 2x damage. Because there is no 4x weakness, defensive safety, Speed, and raw stats matter more.
Best move types
Top weaknesses (3)

Dhelmise
#0781
Safe into Normal 0x, Water 0.5x
131 offense · 40 Speed

Sinistcha
#1013
Safe into Normal 0x, Water 0.5x
121 offense · 70 Speed

Sinistcha-Masterpiece
#1013
Safe into Normal 0x, Water 0.5x
121 offense · 70 Speed

Decidueye
#0724
Safe into Normal 0x, Water 0.5x
107 offense · 70 Speed

Trevenant
#0709
Safe into Normal 0x, Water 0.5x
110 offense · 56 Speed

Annihilape
#0979
Safe into Normal 0x
115 offense · 90 Speed

Small Gourgeist
#0711
Safe into Normal 0x, Water 0.5x
85 offense · 99 Speed

Super Gourgeist
#0711
Safe into Normal 0x, Water 0.5x
100 offense · 54 Speed

Gourgeist
#0711
Safe into Normal 0x, Water 0.5x
90 offense · 84 Speed

Large Gourgeist
#0711
Safe into Normal 0x, Water 0.5x
95 offense · 69 Speed

Brambleghast
#0947
Safe into Normal 0x, Water 0.5x
115 offense · 90 Speed

Rillaboom
#0812
Safe into Water 0.5x
125 offense · 85 Speed

Kartana
#0798
Safe into Normal 0.5x, Water 0.5x
181 offense · 109 Speed

Mewtwo-Mega X
#0150
Mostly neutral switch-in
190 offense · 130 Speed

Sceptile-Mega
#0254
Safe into Water 0.25x
145 offense · 145 Speed

Marshadow
#0802
Safe into Normal 0x
125 offense · 125 Speed

Koraidon
#1007
Safe into Water 0.5x
135 offense · 135 Speed

Miraidon
#1008
Safe into Water 0.5x
135 offense · 135 Speed

Heracross-Mega
#0214
Mostly neutral switch-in
185 offense · 75 Speed

Zekrom
#0644
Safe into Water 0.5x
150 offense · 90 Speed
Move availability depends on game version and learnset data, so this page recommends move types rather than guaranteed moves.
These attacking types are resisted or blocked by the defender's typing, so they are usually lower-priority choices unless they provide a special battle role.
Normal / Water is best countered by Pokémon that can use Electric, Grass, and Fighting (2x) attacks while avoiding bad defensive matchups into Normal / Water STAB attacks. Because there is no 4x weakness, Speed, bulk, and offensive stats matter more when choosing the actual Pokémon.
Electric, Grass, and Fighting are the strongest attacking types against Normal / Water, dealing 2x damage under the modern Gen 6+ type chart.
Normal / Water has 3 super-effective attacking options: Electric, Grass, and Fighting. Use the highest multiplier first, then choose a Pokémon that is not exposed to Normal / Water STAB attacks.
No. The ranking uses base typing and base stats. Abilities, items, Terastallization, weather, terrain, and special move rules can change the real matchup.
Yes. Terastallization can replace the defensive typing used here, so the recommended counter types may change completely in formats where Tera is active.
Avoid relying on Ghost, Fire, Water, Ice, and Steel attacks unless they have a special role or unusually high power.
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