You're staring down a Garchomp. It’s terrifying. Honestly, if you’ve spent any time in the Master League or trying to clear a high-level Nuzlocke, you know that Ground types are the literal bedrock of the competitive meta. They hit hard. They’re usually bulky. And let’s be real, Earthquake is still one of the most terrifying moves in the game even after all these years. Finding something good against ground pokemon isn't just about memorizing a type chart; it’s about understanding the weird, often frustrating physics of the Pokemon world.
Ground is arguably the best offensive type in the series. It hits five different types for super-effective damage. That is massive. But it also has a glaring, 100% immunity to Electric moves. If you’re a Jolteon fan, Ground types are your worst nightmare. To beat them, you have to play a game of elemental chess where the floor is literally trying to swallow you whole.
The Big Three: Grass, Ice, and Water
The basics are simple. You probably learned this in Viridian Forest or from a schoolboy NPC on Route 3. If you want to be good against ground pokemon, you look for the blue, green, and light-blue icons.
Water is the most reliable. Why? Because Water types often have high physical defense. Take Swampert. It’s a Ground/Water type itself, which is a hilarious paradox, but it highlights why Water is so vital. A Scald or a Hydro Pump deals massive damage because most Ground types are literally made of dirt and rock. They dissolve. But you have to watch out for the secondary typings. A Quagsire isn't going to care about your Electric moves, but it will absolutely fold if you hit it with a blade of grass.
Grass is the specialist’s choice. It’s the only type that is super effective against Ground while also resisting Ground-type attacks. That’s a huge tactical advantage. If a Donphan hits you with Earthquake and you're a Venusaur, you’re chilling. You take 1/2 damage. Then you hit back with Giga Drain, heal up, and the fight is basically over. It’s the ultimate counter-play.
Then there’s Ice.
Ice is a glass cannon. It’s the "kill or be killed" element. Ice moves like Ice Beam or Blizzard deal 2x damage to pure Ground types and a devastating 4x damage to the "Land Sharks" like Garchomp or the legendary Landorus-Therian. If you see a Landorus, you don't send out a Grass type. You send out Weavile or Mamoswine. You click an Ice move. You win. Usually.
The Flying-Type Loophole
We have to talk about the "Immunity" factor. You can't be good against ground pokemon if you’re constantly getting knocked out by Magnitude or Earth Power.
Flying types are immune. Period.
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It doesn't matter if the Ground Pokemon is level 100 and your Pidgey is level 5; that Earthquake is going to do zero damage. This is why Corviknight or Skarmory are so annoying to play against. They sit there, immune to the Ground moves, and slowly chip away at the opponent. Levitate is the ability version of this. Pokemon like Bronzong or Flygon (ironically) just float over the danger. It’s a bit of a cheat code, honestly.
Why Technicalities Matter in 2026
The game has changed. We aren't just playing Red and Blue anymore. We have Terastallization, Mega Evolutions (depending on the game), and regional variants that mess with everything we know.
Take Clodsire. It looks like a friendly, doughy loaf of bread. It’s Poison/Ground. If you try to use a Grass move—which is usually good against ground pokemon—it only deals neutral damage because Poison resists Grass. You have to pivot. You have to think. You suddenly need a Psychic move or a strong Water-type blast to clear the field.
Nuance is everything.
Look at the move "Thousand Arrows." Zygarde’s signature move is a Ground-type attack that can actually hit Flying types and Pokemon with Levitate. It knocks them to the ground. It’s a nightmare. It breaks the one rule we all relied on. When you're prep-gaming for a tournament, you can't just assume your Charizard is safe. You have to check the move pool.
The Problem with Physical vs. Special
Ground types are notorious for having massive Physical Defense but "meh" Special Defense. Hippowdon is a tank. You can hit it with a Close Combat all day and it’ll just yawn at you. But splash it with a little Surf? It’s gone.
If you want to be truly effective, you need Special Attackers.
- Starmie: Fast, hits hard with Surf.
- Glaceon: Slow, but that Frost Breath hurts.
- Rillaboom: Okay, this is physical, but Grassy Glide in Grassy Terrain is so broken it doesn't even matter.
Most people make the mistake of trying to out-muscle Ground types. Don't. They are the muscle. You have to out-smart them with elemental energy.
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High-Level Threats You’ll Actually Face
Let’s get specific. If you’re playing VGC or Smogon singles, you’re going to run into the same three or four Ground-type monsters.
Landorus-Therian is the king. It has Intimidate, which lowers your Attack. If you try to use a physical Water move like Liquidation, it’s going to do less damage than you think. This is why Kyogre or Pelipper are better answers. You need that rain-boosted special damage.
Ursaluna is the new nightmare. It’s a Normal/Ground beast with Guts. If it’s burned, its Attack stat goes through the roof. Do not try to stall it. You need to outspeed it and hit it with a Choice Spec-boosted Hydro Pump immediately. If you give it a turn, it will click Headlong Rush and your Pokemon will be a pancake.
Great Tusk is the Paradox version of Donphan. It’s Ground/Fighting. This makes it weak to even more things—Fairy, Psychic, Flying, Water, Grass. It sounds easy to beat, right? Wrong. It has incredible stats. Being good against ground pokemon like Great Tusk requires you to have a fast Fairy type like Flutter Mane. You have to strike first. If you don't, the sheer physical pressure is overwhelming.
Real Talk: The Move "Smack Down"
There is a specific strategy Ground users use to ruin your day. They use Smack Down. It’s a Rock-type move that knocks Flying types to the ground. Once you’re grounded, you lose your immunity. Suddenly, that Earthquake hits.
It’s a dirty trick.
I’ve seen entire matches flip because a Rhyperior used Smack Down on a Moltres. You have to be aware of these coverage moves. Ground types almost always carry Rock-type moves (the "EdgeQuake" combo) because Rock hits the Flying, Bug, and Ice types that Ground is weak to. It’s a near-perfect offensive synergy.
To counter this, you need "Bulky Waters." Toxapex, Slowbro, or Alomomola. They can take a Rock Slide, they can take an Earthquake, and they can just sit there and recover while the Ground type gets frustrated.
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Hidden Gems and Weird Counters
Sometimes the best way to be good against ground pokemon isn't an elemental advantage at all. It’s an ability or a weird utility move.
Freeze-Dry is the secret weapon. It’s an Ice-type move that is also super effective against Water types. Since so many Ground types are part Water (Gastrodon, Swampert, Seismitoad), Freeze-Dry deals 4x damage to them. It’s a one-shot kill almost every time. Cryogonal or Alolan Ninetales are fantastic for this.
Then you have Rillaboom’s Grassy Surge. It sets up Grassy Terrain. Not only does this boost your Grass moves, but it actually halves the power of Earthquake, Magnitude, and Bulldoze for everyone on the ground. It’s a literal protective blanket for your team. If you’re tired of getting swept by Ground moves, just change the floor.
Practical Steps for Your Next Battle
You can't just walk into a battle with six Water types and call it a day. You'll get destroyed by the first Electric or Grass type you see. You need a balanced approach to handle the Ground meta.
- Check the Speed Tiers: Most Ground types are slow (except Garchomp and Landorus). Use this. If you can outspeed them with a Special Attacker, you don't need to worry about their Defense.
- Bring a "Float": Always have one Flying type or Levitate user. It forces the opponent to predict. If they think you're switching to your Zapdos, they might not click Earthquake. That psychological pressure is huge.
- Invest in "Ice Beam": You don't need an Ice-type Pokemon to use Ice moves. Many Water, Normal, and even some Psychic types can learn Ice Beam. It’s the best "coverage" move in the game for a reason.
- Watch the Terrain: If you're playing in Gen 9 or later, watch out for Electric Terrain. It doesn't help against Ground, but it prevents sleep, which some Ground types use (like Yawn on Hippowdon).
The goal isn't just to survive a hit. It's to make the Ground type irrelevant. Whether you’re using a massive Grass-type nuke or just floating safely in the air, the key is realizing that Ground types rely on one thing: contact with the earth. Take that away, or turn the earth against them, and the fight is yours.
Honestly, the best feeling in the game is watching a massive Golem try to use Explosion or Earthquake while you're sitting pretty on a Drifblim. It’s just... satisfying. Stick to the Special moves, keep an eye on secondary typings like Steel or Poison, and stop trying to out-punch a mountain. Use the elements. That’s how you win.
Next Steps for Mastery
Start by auditing your current team’s "Ground Weakness." Count how many of your Pokemon are weak to Ground (Fire, Electric, Poison, Rock, Steel). If it's more than two, you're in trouble. Swap one out for a "Bulky Water" or a Grass-type pivot. Next, go to a move-pool database like Serebii or Smogon and see which of your existing Pokemon can learn Ice Beam or Energy Ball. You might already have a Ground-killer on your team and not even know it. Finally, practice "double switching"—predicting the Earthquake and switching to your Flying type on the same turn. That’s the move that separates the casual players from the experts.