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Update August 6, 2026 7 min read

Patch Notes: The Type Chart Changed — Six Matchups, and Why

Late last month, the type chart got its first real balance pass — and if you battle, your team changed with it, whether anyone told you or not. Consider this the telling. Six matchups moved, a quiet unfairness got fixed, and the parts of the chart you've built strategies around were deliberately left alone. Everything below is live right now in Battlegrounds; nothing here is planned or pending. Plain trainer language throughout — the full story of the chart and the complete 26-family reference are both already updated to match.

First, the Honest Part: The Fix

Before the balance changes, an admission in the spirit of our no-secrets updates policy: part of this patch wasn't rebalancing — it was repairing something that was wrong by accident. Three whole families — Cosmic, Sound, and AI — had no defensive entries on the chart at all. Not “no weaknesses” as a design choice; literally no entries, so every attack against them quietly resolved neutral. Nothing was ever super effective against a Cosmic, Sound, or AI pal, and nothing they resisted mattered either. Untouchable, by oversight.

That's fixed. All three families now have real defensive identities — things that pierce them, things they shrug off. Cosmic's new profile got the full lore treatment yesterday in the Starless Expanse (short version: Light and Chaos found the way in; Dark, Dragon, and Psychic bounce off). A couple of smaller cobwebs went out with the same sweep — leftovers from a retired element were cleared away, and one Nature-family skill that had been secretly tagged with an old, defunct type now counts as Nature like it always should have. If you ever felt like a matchup resolved strangely and couldn't prove it: you may have been right.

The Six Changes

Rebalance

1. Dark no longer hits Psychic for double

The big one. Dark used to hold both ends of its matchup with Psychic — double damage going in, complete immunity coming back — the only place on the chart where one family utterly dominated another. The immunity stays (Psychic attacks still can't touch Dark; some things about the dark are simply not up for debate), but the double damage is gone. Your Psychic pals just got a lot less afraid of the dark. They still can't win that fight — but they can now survive being in it.

New resist

2. Beast now resists Dark

Beasts see in the dark. The wild family spent its whole existence half-blind against shadow attacks it plausibly should have shrugged at — now it does. Beast frontlines are noticeably sturdier against Dark teams.

New resist

3. Beast now resists Nature

The wood shelters its wardens. Nature attacks land soft on the creatures that live in it — which stings for Nature mains, but always made more sense than the alternative. Two new resists in one patch make Beast the quiet defensive winner of the update.

New resist

4. Ghost now resists Steel

A blade passes through. Swinging forged metal at something incorporeal now works about as well as you'd expect, which is to say: half as well as before.

New resist

5. Ghost now resists Rock

Same logic, heavier projectile. Between this and the Steel resist, the Hollow Moors got meaningfully safer from the quarry and the forge alike — Ghost's defensive profile is the other big winner of the patch.

New super effective

6. Tech now hits Steel for double

Tooling cuts raw alloy. The patch's one new offensive edge: Tech attacks are now super effective against Steel, giving the circuit family a genuine answer to the walls of the Anvilrise Foundry. Steel-heavy defensive teams have a new problem to plan around — and Tech mains finally have a marquee target.

What Deliberately Did Not Change

That list is the philosophy of the patch in miniature: the chart's personality — the wars, the immunities, the famous rivalries you've built teams around — was treated as canon. What changed was the accidental stuff: the unearned invincibility, the matchups that existed only because nobody had written the row.

What to Do About It This Week

If you run Psychic: your Dark problem shrank from “unwinnable” to “uphill” — you still can't hurt Dark directly, but you're no longer taking double for standing there, and the Chaos war remains your real front. If you run Beast: congratulations, two new resists made your frontline the patch's biggest defensive winner — lean into it. If you run Ghost: Steel and Rock attackers stopped being a reason to bench you. If you run Steel: watch for Tech on the enemy side the way Tech has always watched for you — the war just got a flanker. And if you run Cosmic, Sound, or AI: you have real weaknesses now, which honestly makes ranked wins mean something. Full team-building implications live where they always do — the beginner strategy guide for fundamentals and the advanced tactics guide for the turn-economy math — and both already reflect the new chart.

Balance work is never finished, but it should never be mysterious either. The chart moved; now you know exactly where, and exactly why. See you in the arena.

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