So, you’re staring down a Rayquaza or maybe just a particularly annoying Corviknight in your latest ranked ladder match and thinking, "What’s actually effective against flying types?" It’s a classic problem. You'd think just clicking a move with a yellow lightning bolt icon would solve it, but Pokémon's competitive meta—especially as we move through 2026—has made things way more complicated than the old "bird meets rock" logic.
Honestly, the Flying type is one of the most defensive powerhouses in the game. It’s not just about the moves; it’s about that crucial Ground-type immunity. Switch in on an Earthquake, and you’ve basically stolen the momentum of the entire game. But they have cracks. Big ones. You just have to know where to swing.
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The Big Three: Ice, Rock, and Electric
When we talk about what's effective against flying, we usually start with the holy trinity of weaknesses. Ice, Rock, and Electric are the hard counters.
Electric is the most reliable. Why? Because Electric moves like Thunderbolt or Volt Switch rarely miss. Flying types usually have high speed, but Electric types are often faster. If you’re looking at the data from the Pokémon World Championships, you’ll see Zapdos (ironically, a Flying type itself) often using Electric moves to police other flyers. It’s a weird, self-cannibalizing ecosystem.
Then there’s Rock. Rock Slide and Stealth Rock are the banes of a flyer's existence. Stealth Rock is probably the single most effective tool against flying types ever created. If you lay those jagged stones on the field, every time a Charizard or a Talonflame switches in, they lose 50% of their health instantly. 50 percent! That’s a massive penalty just for entering the room.
The Problem With Ice
Ice-type moves like Ice Beam or the physical Triple Axel are devastating. Most of the "scary" Flying types are also Dragon or Ground types (think Dragonite, Salamence, or Landorus-Therian). This creates a 4x weakness. One snowball to the face and they’re done. However, Ice is a terrible defensive type. You can’t just throw an Ice-type Pokémon on your team and expect it to live long. You’re better off putting an Ice-type move on a Water-type Pokémon like Milotic or Suicune.
Why Stealth Rock is the Real MVP
If you want to win, you have to talk about entry hazards. Most casual players ignore them. Big mistake.
In the current VGC (Video Game Championships) meta, positioning is everything. Since Flying types are immune to Spikes and Toxic Spikes, the developers balanced them by making them incredibly vulnerable to Stealth Rock.
- Charizard/Moltres/Articuno: Take 50% damage on switch-in.
- Corviknight/Skarmory: Take 12.5% (because they are part Steel).
- Most others: Take 25%.
If you can force a Flying type to switch out using a move like Roar or Whirlwind, and then they have to come back in through a field of Stealth Rocks, they are basically dead within three turns without you even attacking them directly. It’s a psychological game. You aren't just fighting the Pokémon; you're fighting the trainer's willingness to risk their bird's health.
The "Hidden" Weakness: Gravity and Smack Down
There’s a niche strategy that people often forget when looking for what’s effective against flying. It’s the "grounding" mechanic.
Normally, Ground-type moves like Earthquake—the most powerful physical move in many kits—completely whiff against flyers. But if you use the move Gravity, or hit them with Smack Down, they lose their immunity. Suddenly, that untouchable bird is vulnerable to the literal earth shaking beneath it.
I’ve seen games completely flip because a player used Smack Down on a Celesteela. The opponent thought they were safe to stall, but once they hit the dirt, a STAB (Same Type Attack Bonus) High Horsepower finished them off. It’s satisfying. Kinda mean, but very effective.
Dealing with the Steel-Winged Menace
We have to talk about Corviknight and Skarmory. These aren't your typical "squishy" birds. Because they are part Steel, they actually resist Ice and Rock. They laugh at your puny stones.
For these guys, you need Fire or Electric.
Specifically, you need special attacks. Most Steel/Flying types have incredible physical defense but can be melted by a Flamethrower or a Heat Wave. If you’re struggling with what’s effective against flying types that seem like tanks, look at your Special Attackers. Chi-Yu or Iron Moth are great examples of Pokémon that can punch through that metallic plumage before the opponent can set up an Iron Defense.
Survival Tactics: What Flyers Use to Fight Back
It's not a one-way street. Expert Flying-type users have tricks to negate their weaknesses.
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- Roost: This is the big one. When a Pokémon uses Roost, it lands. For that one turn, it is no longer a Flying type. If you predict a Roost and use a Ground move, it will hit. If you use an Electric move, it might deal less damage if the Pokémon’s second type resists it.
- Tera Types: Since the introduction of Terastallization, a Flying type can suddenly become a Ground type or an Electric type to absorb the hit you thought would be super effective.
- The Focus Sash: Many fast flyers like Aerodactyl carry a Focus Sash, ensuring they live with 1 HP. They use that extra turn to set up Tailwind, doubling their team's speed. Even if you kill them, they’ve already won the speed war for the next four turns.
Practical Steps for Your Next Battle
Stop just looking at the type chart and start looking at the utility. If you want to shut down Flying types effectively, you need a multi-layered approach.
Start by ensuring you have a "Hazard Setter." Someone like Glimmora or Great Tusk who can get those rocks on the field early. It’s the passive pressure that kills flyers, not just the active hits.
Next, check your coverage. Do you have a Water or Normal type that can "cheat" and learn Thunderbolt or Ice Beam? Porygon2 is a classic example of a "tank" that can carry Bolt-Beam coverage (Thunderbolt and Ice Beam), making it an absolute nightmare for any bird that enters the field.
Lastly, watch the speed tiers. Flying types thrive on being faster. If you can't outspeed them, use priority moves. Extreme Speed, Ice Shard, or Sucker Punch can pick off a weakened flyer before they can use Roost to heal back up.
Analyze your team's current vulnerability to Ground moves. If you have three Pokémon weak to Earthquake, you're going to see a lot of Flying types because they pair so well with Ground-weak teammates. By bringing your own "Gravity" user or a strong Electric-type pivot, you turn their favorite defensive switch-in into a liability.
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Focus on the entry hazards first. That’s the most consistent way to win. Once the rocks are up, every move your opponent makes with a Flying type costs them dearly. It forces them to play "defensive" Pokémon aggressively, which usually leads to mistakes. Catch them in that cycle and the game is yours.