Normal Fire
Fighting Water
Flying Grass
Poison Electric
Ground Psychic
Rock Ice
Bug Dragon
Ghost Dark

The Grass type (Japanese: くさタイプ Grass type) is one of the seventeen types. A notable trainer that specializes in Grass-type Pokémon is Erika of Celadon City. Prior to Generation IV, where moves are designated physical or special based on the move itself rather than its type, all Grass-type moves were special.

Statistical averages


HP: 65.29
Attack: 70.29
Defense: 69.51
Sp.Atk: 73.51
Sp.Def: 71.10
Speed: 60.26
Total: 409.95

Fully evolved

HP: 79.03
Attack: 87.47
Defense: 82.37
Sp.Atk: 89.45
Sp.Def: 83.97
Speed: 73.68
Total: 495.97

Battle properties

Offensive GrassIC Big Defensive
Power Types   Power Types
GroundIC Big
RockIC Big
WaterIC Big
½× ElectricIC Big
GrassIC Big
GroundIC Big
WaterIC Big
½× BugIC Big
DragonIC Big
FireIC Big
FlyingIC Big
GrassIC Big
PoisonIC Big
SteelIC Big
BugIC Big
FireIC Big
FlyingIC Big
IceIC Big
PoisonIC Big
None None



Offensively, although they are the only type that can super-effectively handle commonly-used Water/Ground Pokémon such as Quagsire, Grass-types have problems in most other situations. The main problem Grass-type moves face is that nearly all of the few Pokémon they are advantageous against are also weak to moves of other types, hence making them seem dwarfed by the effectiveness of moves of other types. Other problems are that too many Pokémon types resist these moves (including themselves) to rely on them as a main form of dealing damage, and most of them aren't very powerful. Even then, most of the powerful moves have drawbacks, which can cause more trouble. For example, Leaf Storm sharply lowers Special Attack, Wood Hammer causes recoil damage, Petal Dance causes confusion, SolarBeam requires charging up if intense sunlight is not nearby and Frenzy Plant requires a turn to recharge after being used. The moves that have no drawbacks, like Power Whip, are very rare. Furthermore, the majority of Grass-types have very narrow movesets, often where the only damage-dealing level up moves are Grass-type and Normal-type moves (as seen in Pokémon such as Meganium and Sunflora). Another problem is that double resistances to Grass are extremely common, even more so than double weaknesses, and the Ability Sap Sipper, which several Pokémon have, negates Grass-type attacks, raising Attack whenever hit with one.

Grass-type Pokémon seem to be affected by weather conditions more than most other Pokémon, due to their closeness with plants and nature. Most power up under intense sunlight, while a few others work best under other conditions. A majority of Grass types have above-average Attack or Special Attack as well as high Speed, as seen in Leafeon, which can become mixed, physical, and special sweepers, respectively.


Defensively speaking, Grass types have both good and bad points. Whilst weak to Ice-type and Fire-type—two very commonly used types offensively—the other weaknesses of the Grass types are rarely used offensively; furthermore, two of the types that specialise in moves that Grass types are weak to are hindered by their poor offensive stats. Also, most Grass types have a secondary type which eliminates their weaknesses to Poison- and Bug-type moves (which in turn makes Flying-type moves more of a threat). Further, all of Grass's resistances are quite common.

On the other hand, Grass types' main problem is their weakness to five types—the most weaknesses of all types (tied with Rock). Also, in practice, Grass types' resistances are still of little use. Almost all Water types can use Ice Beam, and most Electric types can learn Signal Beam. With a number of Grass types being part Poison-type as well, Grass types' resistance to Ground-type moves has been hindered. Given all of this, Grass types are difficult to switch into play.

Despite some of its defensive flaws, it is typical for Grass types to learn Leech Seed and Synthesis, among other disabling moves, like PoisonPowder, Sleep Powder and Stun Spore. This enables these Pokémon to provide support to the rest of their team, and can make them difficult to faint. In addition, a particular asset of this type is being the only one immune to Leech Seed.

Contest Properties

When used in Contests, Grass-type moves typically become Smart moves, but can also be any of the other four Contest types.


As of Generation V, there are 74 Grass-type Pokémon or 11.40% of all Pokémon, making it the fourth most common type.

Pure Grass-type Pokémon

# Name
114 114MS Tangela
152 152MS Chikorita
153 153MS Bayleef
154 154MS Meganium
182 182MS Bellossom
191 191MS Sunkern
192 192MS Sunflora

Half Grass-type Pokémon

Primary Grass-type Pokémon

# Name Type 1 Type 2
001 001MS Bulbasaur Grass Poison
002 002MS Ivysaur Grass Poison
003 003MS Venusaur Grass Poison
043 043MS Oddish Grass Poison
044 044MS Gloom Grass Poison
045 045MS Vileplume Grass Poison
069 069MS Bellsprout Grass Poison
070 070MS Weepinbell Grass Poison
071 071MS Victreebel Grass Poison
102 102MS Exeggcute Grass Psychic
103 103MS Exeggutor Grass Psychic
187 187MS Hoppip Grass Flying
188 188MS Skiploom Grass Flying
189 189MS Jumpluff Grass Flying

Secondary Grass-type Pokémon

# Name Type 1 Type 2
046 046MS Paras Bug Grass
047 047MS Parasect Bug Grass
251 251MS Celebi Psychic Grass


Gen Move Category Contest Power Accuracy PP Description
I Absorb Special Smart 20 100% 25 (max 40) A nutrient-draining attack. The user's HP is restored by half the damage taken by the target.
III Aromatherapy Status Smart % 5 (max 8) The user releases a soothing scent that heals all status problems affecting the user's party.
III Bullet Seed Physical Cool 25 100% 30 (max 48) The user forcefully shoots seeds at the target. Two to five seeds are shot in rapid succession.
V Cotton Guard Status % 10 (max 16) The user protects itself by wrapping its body in soft cotton, drastically raising the user's Defense stat.
II Cotton Spore Status Beauty 100% 40 (max 64) The user releases cotton-like spores that cling to the target, harshly reducing its Speed stat.
IV Energy Ball Special Beauty 80 100% 10 (max 16) The user draws power from nature and fires it at the target. It may also lower the target's Sp. Def.
III Frenzy Plant Special Cool 150 90% 5 (max 8) The user slams the target with an enormous tree. The user can't move on the next turn.
II Giga Drain Special Smart 75 100% 10 (max 16) A nutrient-draining attack. The user's HP is restored by half the damage taken by the target.
IV Grass Knot Special Smart Varies 100% 20 (max 32) The user snares the target with grass and trips it. The heavier the target, the greater the damage.
V Grass Pledge Special 50 100% 10 (max 16) A column of grass hits opposing Pokémon. When used with its water equivalent, its damage increases into a vast swamp.
III GrassWhistle Status Smart 55% 15 (max 24) The user plays a pleasant melody that lulls the target into a deep sleep.
V Horn Leech Physical 75 100% 10 (max 16) The user drains the target's energy with its horns. The user's HP is restored by half the damage taken by the target.
III Ingrain Status Smart % 20 (max 32) The user lays roots that restore its HP on every turn. Because it is rooted, it can't switch out.
III Leaf Blade Physical Cool 90 100% 15 (max 24) The user handles a sharp leaf like a sword and attacks by cutting its target. Critical hits land more easily.
IV Leaf Storm Special Cute 140 90% 5 (max 8) The user whips up a storm of leaves around the target. The attack's recoil harshly reduces the user's Sp. Atk stat.
V Leaf Tornado Special 65 90% 10 (max 16) The user attacks its target by encircling it in sharp leaves. This attack may also lower the foe's accuracy.
I Leech Seed Status Smart 90% 10 (max 16) A seed is planted on the target. It steals some HP from the target every turn.
III Magical Leaf Special Beauty 60 % 20 (max 32) The user scatters curious leaves that chase the target. This attack will not miss.
I Mega Drain Special Smart 40 100% 15 (max 24) A nutrient-draining attack. The user's HP is restored by half the damage taken by the target.
III Needle Arm Physical Smart 60 100% 15 (max 24) The user attacks by wildly swinging its thorny arms. It may also make the target flinch.
I Petal Dance Special Beauty 120 100% 10 (max 16) The user attacks the target by scattering petals for two to three turns. The user then becomes confused.
IV Power Whip Physical Beauty 120 85% 10 (max 16) The user violently whirls its vines or tentacles to harshly lash the target.
I Razor Leaf Physical Cool 55 95% 25 (max 40) Sharp-edged leaves are launched to slash at the opposing team. Critical hits land more easily.
IV Seed Bomb Physical Smart 80 100% 15 (max 24) The user slams a barrage of hard-shelled seeds down on the target from above.
IV Seed Flare Special Cool 120 85% 5 (max 8) The user emits a shock wave from its body to attack its target. It may harshly lower the target's Sp. Def.
I Sleep Powder Status Smart 75% 15 (max 24) The user scatters a big cloud of sleep-inducing dust around the target.
I SolarBeam Special Cool 120 100% 10 (max 16) A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn.
I Spore Status Smart 100% 15 (max 24) The user scatters bursts of spores that induce sleep.
I Stun Spore Status Smart 75% 30 (max 48) The user scatters a cloud of paralyzing powder. It may leave the target with paralysis.
II Synthesis Status Smart % 5 (max 8) The user restores its own HP. The amount of HP regained varies with the weather.
I Vine Whip Physical Cool 35 100% 15 (max 24) The target is struck with slender, whiplike vines to inflict damage.
IV Wood Hammer Physical Tough 120 100% 15 (max 24) The user slams its rugged body into the target to attack. The user also sustains serious damage.
IV Worry Seed Status Beauty 100% 10 (max 16) A seed that causes worry is planted on the target. It prevents sleep by making its Ability Insomnia.
All details are accurate to Generation V games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

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