Okay, let's talk psychic type weakness. I remember getting absolutely wrecked by Sabrina's Alakazam in Pokémon Red when I was a kid. My Charizard? Useless. Blastoise? Toast. That frustration is real when you don't understand type matchups. Whether you're stuck in a main-series game or getting owned in competitive battles, knowing psychic weaknesses is non-negotiable.
So why do so many trainers struggle with this? Psychic types often hit hard with special attacks, and their resistances make common moves like Fighting or Poison useless. But here's the good news – they've got three glaring weaknesses we'll exploit. Stick with me, and I'll show you exactly how to turn psychic types from nightmares into easy wins.
Core Weaknesses Explained
Psychic Pokémon have exactly three types that hit them super effectively: Bug, Dark, and Ghost. This hasn't changed since Gen 6, though some secondary typings can complicate things. Let me break down why these work:
Weakness | Damage Multiplier | Why It Works | Watch Out For |
---|---|---|---|
Bug | 2x | Psychic's mental focus gets disrupted by swarm tactics | Psychic/Fire or Psychic/Flying combos |
Dark | 2x | Exploits psychic's vulnerability to deceit/brutality | Psychic/Fighting dual types |
Ghost | 2x | Spiritual energy overpowers mental barriers | Psychic/Dark hybrids (immune to Ghost!) |
⚠️ Critical Note: Dual-typing changes everything. A Metagross (Psychic/Steel) laughs at Bug moves, while a Galarian Slowbro (Poison/Psychic) shrugs off Fairy attacks that'd hurt pure psychics. Always check secondary types!
I once lost a tournament because I forgot Gardevoir can be part Fairy now. My Dark Pulse did squat. Still kicking myself over that one.
Psychic Resistances You MUST Avoid
Just as important as exploiting psychic type weakness is knowing what doesn't work. Psychics resist two types heavily:
- Fighting (0.5x damage): Machamp's Close Combat? More like Close Useless.
- Psychic (0.5x damage): Mirror matches become stall fests unless you have coverage moves.
And here's the kicker – some common attacks are completely nullified:
Immunities: Ghost-type moves do zero damage to Normal/Psychic types like Indeedee. Dark moves? Worthless against Psychic/Fighting combos like Gallade. This is why team previews matter so much.
Best Attacks to Exploit Psychic Weaknesses
Knowing the types is half the battle. You need specific moves that deliver pain. Based on current metas (Scarlet/Violet included):
Top 5 Bug Moves
- Megahorn (120 power, 85% acc): Nuclear option for Pokémon like Heracross. Misses more than I'd like though.
- U-turn (70 power, 100% acc): My personal favorite. Does damage AND lets you pivot. Essential for competitive.
- Lunge (80 power, 100% acc): Lowers target's Attack. Fantastic for physical sweepers.
- Bug Buzz (90 power, 100% acc): Special attack version. Sound-based, so bypasses substitutes!
- First Impression (90 power, 100% acc): Only works first turn out, but priority destroys fragile psychics like Alakazam.
Top 5 Dark Moves
Move | Power | Accuracy | Best Users | Why It Rocks |
---|---|---|---|---|
Knock Off | 65 (97.5 if item held) | 100% | Krookodile, Grimmsnarl | Removes items and deals bonus damage |
Foul Play | 95 | 100% | Umbreon, Sableye | Uses target's Attack stat against them |
Sucker Punch | 70 | 100% | Bisharp, Mega Absol | Priority move when opponent attacks |
Crunch | 80 | 100% | Tyranitar, Hydreigon | Chance to lower Defense |
Dark Pulse | 80 | 100% | Greninja, Hydreigon | Special attack with flinch chance |
Honestly? I think Knock Off is borderline broken. Removing Leftovers from a Slowbro or Choice Specs from Gardevoir wins games single-handedly. If you're not running it, you're missing out.
Top Ghost Moves
- Shadow Ball (80 power, 100% acc): The GOAT special Ghost move. Lowers Sp. Def 20% of the time. Gengar murders with this.
- Poltergeist (110 power, 90% acc): Insane power if target holds an item. Annihilate psychic tanks.
- Phantom Force (90 power, 100% acc): Disappears first turn, hits second. Bypasses Protect!
- Astral Barrage (120 power, 100% acc): Calyrex-Shadow's signature nuke. Absurdly overpowered.
Premier Psychic Counters By Generation
Choosing the right Pokémon matters as much as moves. These are my top picks across generations:
Pokémon | Type | Best Moves Against Psychic | Why It Works | Availability |
---|---|---|---|---|
Tyranitar | Rock/Dark | Crunch, Pursuit (if available) | Bulky sand setter that eats special attacks | Gens 2-8, SV DLC |
Scizor | Bug/Steel | U-turn, Bug Bite | Resists Psychic, priority Bullet Punch | Gens 2+ |
Gengar | Ghost/Poison | Shadow Ball, Sludge Bomb | Blistering speed, great coverage | All generations |
Hydreigon | Dark/Dragon | Dark Pulse, Flash Cannon | Special attacker that wrecks Fairies too | Gens 5+ |
Volcarona | Bug/Fire | Bug Buzz, Fiery Dance | Quiver Dance setup sweeper | Gens 5+ |
Dragapult | Dragon/Ghost | Phantom Force, Hex | Fastest non-legendary in Gen 8 | Sword/Shield, SV |
Don't sleep on newer options either. Kingambit (Gen 9) with Kowtow Cleave demolishes psychics while tanking hits with its insane Defense. Seriously, this thing survives two Earthquakes from Garchomp.
Competitive Psychic Counter Strategies
VGC Doubles Tactics
Psychic spam is real in doubles. Indeedee-F + Hatterene leads can set Psychic Terrain and start nuking. Here's how to break it:
- Bring your own terrain: Tapu Fini's Misty Terrain overrides Psychic Terrain. Suddenly Expanding Force becomes useless.
- Prankster Taunt: Murkrow or Grimmsnarl shuts down Trick Room setters before they move.
- Fake Out pressure: Incineroar flinches Indeedee turn one, disrupting their entire strategy.
Saw a dude at Portland Regionals lose because he forgot Psychic Terrain blocks priority. His Fake Out Incineroar just stood there awkwardly. Don't be that guy.
Smogon Singles Approach
Psychic types dominate OU with monsters like Iron Crown and Deoxys-Speed. Key tactics:
- Pivot constantly: Use U-turn/Volt Switch to maintain momentum against slow psychics.
- Exploit setup windows: Slowbro setting up Calm Mind? That's when you bring in your Choice Band Krookodile.
- Stack hazards: Stealth Rock + Spikes forces psychic sweepers to take 25-50% just switching in.
Psychic Terrain Complications
Psychic Terrain (introduced Gen 7) changes everything about psychic type weakness exploitation. While active:
- ➕ Boosts Psychic moves by 30%
- 🛡️ Protects grounded Pokémon from priority moves
- ⚠️ Grounded Dark types CAN be hit by Psychic moves despite immunity!
This means your Sucker Punch or First Impression fails against grounded opponents. To counter:
- Switch in flying/dark types (like Murkrow) that ignore terrain
- Use non-priority moves like Knock Off
- Set your own terrain with Tapu Koko/Fini
🔥 Hot Take: I think Psychic Terrain makes Indeedee more dangerous than half the legendaries. That terrain extension ability is nuts.
Psychic Weakness Cheat Sheet
Quick reference for common scenarios:
Situation | Best Counter Type | Example Move | Why It Works |
---|---|---|---|
Fast psychic sweeper (Alakazam) | Dark | Sucker Punch | Priority beats their speed |
Bulky psychic (Slowbro) | Ghost | Hex (if statused) | Ignores defense boosts |
Psychic/Fairy (Hatterene) | Steel | Flash Cannon | Hits both types super effectively |
Psychic Terrain teams | Flying/Dark | Brave Bird (Honchkrow) | Ignores terrain restrictions |
Advanced Techniques & Combos
Trapping Psychics
Prevent escapes with:
- Pursuit (if available): Still the best trapping move ever. Come back, Game Freak!
- Shadow Tag Gothitelle: Evil against stall psychics like Cresselia
- Arena Trap Dugtrio: RIP Alakazam
Boosting Against Psychics
Set up on passive psychics:
- Dragon Dance Tyranitar
- Nasty Plot Hydreigon
- Swords Dance Scizor
I swept a whole team with Bulk Up Corviknight against a psychic-heavy lineup. Felt glorious watching their Slowbro fail to break me.
Psychic Weakness Q&A
Why is Dark immune to Psychic?
Lore-wise, Dark represents "dirty fighting" tactics that disrupt mental focus. Mechanically, it was introduced in Gen 2 specifically to nerf psychics after Gen 1 dominance.
Do all Ghost moves work against Psychic?
Mostly, except against dual Normal/Psychic types like Indeedee. Those are immune to Ghost! Always check secondary typing.
Best early-game counter to psychics?
Umbreon (if available) or any Pokémon with Bite/Crunch. In recent games, Lokix learns U-turn at level 24 which devastates psychics.
Why does my Bug move sometimes do less damage?
Some psychics wear Rocky Helmets or have abilities like Filter (Mr. Rime). Also, watch for Aurora Veil reducing damage.
Can Psychic types learn moves to cover their weaknesses?
Absolutely. Gardevoir often runs Mystical Fire for Bug/Steel types. Metagross packs Earthquake for Fire counters. Never assume!
Closing Thoughts
Mastering psychic type weakness comes down to memorizing three words: Bug, Dark, Ghost. But the real skill is adapting to dual types, terrains, and held items. Bring the right counters, predict their switches, and psychics become manageable rather than terrifying.
That Alakazam that wrecked me as a kid? Nowadays I keep a Bisharp in my back pocket just for them. Sweet revenge tastes like a Sucker Punch critical hit.
Still struggling with a specific psychic threat? Hit me up – I've probably lost to it enough times to know exactly how to break it.
Comment