Look, we’ve all been there. You're staring down a Mewtwo or a high-level Gardevoir, and suddenly your "balanced" team feels about as sturdy as a house of cards in a hurricane. Psychic types have this annoying habit of feeling invincible, mostly because they’ve been the "prestige" type since the Red and Blue days.
But honestly? They have some massive, glaring holes.
If you want to know what's strong against psychic types, you have to stop thinking about just the "math" of the type chart and start looking at how these glass cannons actually function in a real fight. Most people just click a move that says "Super Effective" and hope for the best. That’s a one-way ticket to a "fainted" screen.
The Big Three: Bug, Ghost, and Dark
If you’re just looking for the quick answer, here it is: Psychic types take double damage from Bug, Ghost, and Dark moves.
But why? It’s not random. Game Freak actually based these weaknesses on common human fears. Think about it. What messes with your "mind" or your concentration? A creepy-crawly bug on your neck, a ghost in the corner of your eye, or the literal crushing weight of total darkness.
Why Dark types are the gold standard
If you're picking a fight with a pure Psychic type, a Dark type is your best friend. Period.
Dark types aren't just "strong" against Psychic; they’re actually immune to Psychic-type damage entirely. This is huge. You can switch a Tyranitar or a Kingambit into a predicted Psychic or Psyshock, take zero damage, and then threaten a massive Crunch or Kowtow Cleave.
It basically turns the opponent's strongest weapon into a blank turn.
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The Ghost-type glass cannon gamble
Ghost moves like Shadow Ball or Bitter Malice hit Psychic types like a freight train. Most Psychics have high Special Defense, but their physical Defense is usually... well, it’s garbage.
The catch? Ghost types are often weak to the very Psychics they’re trying to hunt. Since many Psychics carry Shadow Ball themselves for coverage, a Gengar vs. Alakazam showdown usually comes down to whoever hits the "A" button faster. It's high-stakes, but when it works, it's beautiful.
The Bug-Type "U-turn" Strategy
Let's talk about Bugs. For years, Bug types were the joke of the Pokémon world. But in the current meta, they are the ultimate utility players against Psychic-heavy teams.
The move U-turn is arguably the best tool in your kit. It deals super-effective Bug damage and lets you switch out to a safer counter immediately.
- Scizor: Use Technician boosted Bullet Punch for priority or U-turn to chip away health.
- Volcarona: While it's a Special Attacker, a Quiver Dance boosted Bug Buzz will melt almost any Psychic type in the game.
- Kleavor: Its Stone Axe sets up rocks while doing decent chip, putting pressure on those frail Psychic switch-ins.
Honestly, people underestimate Bugs because their base stats look lower on paper. Don't fall for that. A well-timed Leech Life from a Buzzwole can end a Psychic sweep before it even starts.
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What's Strong Against Psychic Types in the TCG?
If you're playing the Trading Card Game, things are a bit different. Type matchups shift based on the current "Rotation."
In the 2026 Standard Rotation, many Psychic-type cards (like the dominant Gardevoir ex) are weak to Darkness (represented by the crescent moon symbol) or sometimes Metal.
With the departure of several key "Psychic Embrace" engines in the latest rotation, we're seeing a massive rise in Dark-type decks featuring Roaring Moon or Greninja ex. If you're tired of getting shut down by psychic-type abilities, teching in a Dark Patch engine is basically mandatory right now.
Deep Lore: Why is Psychic weak to... Bugs?
It sounds silly, right? A literal god like Arceus (in Psychic form) being scared of a Caterpie.
But the "Mind over Matter" logic of the Psychic type is its own undoing. To use psychic powers, you need absolute, unbroken focus.
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Bugs are the ultimate distraction. They are erratic, they swarm, and they represent a primal, "un-think-able" biological force. You can't out-think a hive mind that doesn't "think" in the traditional sense. It's the same reason "Dark" (which is Evil type in Japan) wins—malice and trickery bypass the logical, disciplined mind of the psychic.
Defensive Counters: Steel and Psychic
If you can't hit them for super-effective damage, you need to survive their hits.
Steel types are incredible here. They resist Psychic moves, and because Steel types usually have massive physical bulk, they can often sit in front of a Psychic type all day. Metagross is a classic example—it's half Steel, so it resists its own kind, making it one of the best "mirrors" in the game.
Another Psychic type is also a decent "check" because they resist their own moves. It leads to a bit of a stalemate, but if you have a move like Shadow Ball on your own Psychic type, you can win the war of attrition.
Actionable Steps for Your Next Battle
Stop letting Mewtwo bully you. Here is exactly what you should do:
- Check for "Focus Blast": Many Psychic types carry this Fighting-type move specifically to kill the Dark types that counter them. If you see a Psychic type, don't just blindly switch in a Dark type unless you know they aren't carrying Fighting-type coverage.
- Abuse the Physical Defense: Look at the stats. Alakazam has a base Defense of... 30. Even a non-super-effective Extreme Speed or Quick Attack from a strong physical attacker can often one-shot these "wizards."
- Priority is King: Psychics are usually fast. Use priority moves (Sucker Punch, Shadow Sneak, First Impression) to hit them before they can set up a Calm Mind.
- Hazards Matter: Since many Psychics rely on "Focus Sash" to survive one hit, getting Stealth Rock or Spikes on the field is the easiest way to ensure your Bug or Ghost moves actually get the KO.
Psychic types are all about control. They want to dictate the pace of the game with status moves and high-powered special nukes. By bringing a Dark-type immunity or a fast Bug-type pivot, you take that control back.
Go grab a Kingambit. Trust me, it makes the game a whole lot easier.