From Bulbapedia, the community-driven Pokémon encyclopedia.
The Fighting type (Japanese: かくとうタイプ Fighting type) is one of the seventeen types. Notable Trainers that specialize in Fighting-type Pokémon are Bruno of the Indigo Plateau Elite Four, Chuck of Cianwood City, Brawly of Dewford Town, Maylene of Veilstone City, and Marshal of the Unova Elite Four. The Fighting Dojo of Saffron City is also home to several Trainers of Fighting-type Pokémon, although it is no longer an official Gym. Prior to changes in Generation IV all Fighting-type moves were physical, but they may now also be special depending on the attack.
Statistical averages
Overall
Fully evolved
Battle properties
Offensive
|
|
Defensive
|
Power
|
Types
|
|
Power
|
Types
|
2×
|
|
½×
|
|
½×
|
|
2×
|
|
0×
|
|
0×
|
None
|
Note: Although Fighting-type attacks normally have no effect on Ghost-type Pokémon, the moves Foresight and Odor Sleuth, as well as the Ability Scrappy, allow both Normal-type and Fighting-type moves to affect Ghost-type Pokémon.
Characteristics
Defense
Defensively, the Fighting type has cons and pros. Fighting-type Pokémon have key resistances to Dark and Rock, but their weaknesses are to the common Flying and Psychic types. It is also very possible for a Fighting type to fall to Psychic moves in one turn, due to a mid-range Special Defense and Psychic types' tendency to have high Special Attack. However, several Fighting Pokémon (like Lucario, Gallade, Scraggy, Scrafty, Meditite, Medicham and Cobalion) have a subtype that rids them of the Psychic weakness, with Scraggy and Scrafty being completely immune due to their secondary type of Dark (until they are affected by Miracle Eye).
Offense
Offensively, the Fighting type is one of the most powerful and commonly used types. It hits five different types with super-effective damage, more than any other type except for the Ground-type, with which it ties. It deals super-effective damage to Rock and Steel types, which generally have high Defense, and is the only type super-effective against Normal. It is super-effective against Ice types, a key offensive but low defensive type. It is also one of the two types super-effective against Dark. This is slightly balanced out by the fact that Ghosts are immune to Fighting attacks without the aid of Foresight/Odor Sleuth or the Scrappy Ability. In the first three generations, there were very few powerful Fighting-type moves, but this has changed with the introduction of Close Combat, increased availability of moves such as Superpower and Hi Jump Kick's power boost in Generation V. The Fighting type also pairs up well with the Dark type offensively as only three Pokémon currently resist a Fighting/Dark combination. However, most Fighting-type Pokémon can learn Rock-type moves (such as Stone Edge) to counter Flying-type and Bug-type resistances to Fighting-type moves.
Contest Properties
When used in Contests, Fighting-type moves typically become Cool or Tough, but can also be of the Beauty or Smart Contest categories. No Fighting-type moves are of the Cute category.
Pokémon
As of Generation V, there are 41 Fighting-type Pokémon or 6.32% of all Pokémon, making it the eleventh most common type.
Pure Fighting-type Pokémon
Pokéstar Studios opponents
Half Fighting-type Pokémon
Primary Fighting-type Pokémon
Secondary Fighting-type Pokémon
Moves
Gen
|
Move
|
Category
|
Contest
|
Power
|
Accuracy
|
PP
|
Range
|
Description
|
III
|
Arm Thrust
|
Physical
|
Tough
|
01515
|
100100%
|
2020 (max 32)
|
|
The user looses a flurry of open-palmed arm thrusts that hit two to five times in a row.
|
IV
|
Aura Sphere
|
Special
|
Beauty
|
09090
|
000—%
|
2020 (max 32)
|
|
The user looses a blast of aura power from deep within its body at the target. This move is certain to hit.
|
III
|
Brick Break
|
Physical
|
Cool
|
07575
|
100100%
|
1515 (max 24)
|
|
The user attacks with a swift chop. It can also break any barrier such as Light Screen and Reflect.
|
III
|
Bulk Up
|
Status
|
Beauty
|
000—
|
000—%
|
2020 (max 32)
|
|
The user tenses its muscles to bulk up its body, boosting both its Attack and Defense stats.
|
V
|
Circle Throw
|
Physical
|
|
06060
|
09090%
|
1010 (max 16)
|
|
The user throws the target and drags out another Pokémon in its party. In the wild, the battle ends.
|
IV
|
Close Combat
|
Physical
|
Smart
|
120120
|
100100%
|
055 (max 8)
|
|
The user fights the target up close without guarding itself. It also cuts the user's Defense and Sp. Def.
|
I
|
Counter
|
Physical
|
Tough
|
VariesVaries
|
100100%
|
2020 (max 32)
|
|
A retaliation move that counters any physical attack, inflicting double the damage taken.
|
II
|
Cross Chop
|
Physical
|
Cool
|
100100
|
08080%
|
055 (max 8)
|
|
The user delivers a double chop with its forearms crossed. Critical hits land more easily.
|
II
|
Detect
|
Status
|
Cool
|
000—
|
000—%
|
055 (max 8)
|
|
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
|
I
|
Double Kick
|
Physical
|
Tough
|
03030
|
100100%
|
3030 (max 48)
|
|
The target is quickly kicked twice in succession using both feet.
|
IV
|
Drain Punch
|
Physical
|
Beauty
|
07575
|
100100%
|
1010 (max 16)
|
|
An energy-draining punch. The user's HP is restored by half the damage taken by the target.
|
II
|
DynamicPunch
|
Physical
|
Cool
|
100100
|
05050%
|
055 (max 8)
|
|
The user punches the target with full, concentrated power. It confuses the target if it hits.
|
V
|
Final Gambit
|
Special
|
|
VariesVaries
|
100100%
|
055 (max 8)
|
|
The user risks everything to attack its target. The user faints but does damage equal to the user's HP.
|
IV
|
Focus Blast
|
Special
|
Cool
|
120120
|
07070%
|
055 (max 8)
|
|
The user heightens its mental focus and unleashes its power. It may also lower the target's Sp. Def.
|
III
|
Focus Punch
|
Physical
|
Tough
|
150150
|
100100%
|
2020 (max 32)
|
|
The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.
|
IV
|
Force Palm
|
Physical
|
Cool
|
06060
|
100100%
|
1010 (max 16)
|
|
The target is attacked with a shock wave. It may also leave the target with paralysis.
|
IV
|
Hammer Arm
|
Physical
|
Cool
|
100100
|
09090%
|
1010 (max 16)
|
|
The user swings and hits with its strong and heavy fist. It lowers the user's Speed, however.
|
I
|
Hi Jump Kick
|
Physical
|
Cool
|
130130
|
09090%
|
1010 (max 16)
|
|
The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead.
|
I
|
Jump Kick
|
Physical
|
Cool
|
100100
|
09595%
|
1010 (max 16)
|
|
The user jumps up high, then strikes with a kick. If the kick misses, the user hurts itself.
|
I
|
Karate Chop
|
Physical
|
Tough
|
05050
|
100100%
|
2525 (max 40)
|
|
The target is attacked with a sharp chop. Critical hits land more easily.
|
I
|
Low Kick
|
Physical
|
Tough
|
VariesVaries
|
100100%
|
2020 (max 32)
|
|
A powerful low kick that makes the target fall over. It inflicts greater damage on heavier targets.
|
V
|
Low Sweep
|
Physical
|
|
06060
|
100100%
|
2020 (max 32)
|
|
The user attacks the target's legs swiftly, reducing the target's Speed stat.
|
II
|
Mach Punch
|
Physical
|
Cool
|
04040
|
100100%
|
3030 (max 48)
|
|
The user throws a punch at blinding speed. It is certain to strike first.
|
V
|
Quick Guard
|
Status
|
|
000—
|
000—%
|
1515 (max 24)
|
|
The user protects itself and its allies from priority moves. If used in succession, its chance of failing rises.
|
III
|
Revenge
|
Physical
|
Tough
|
06060
|
100100%
|
1010 (max 16)
|
|
An attack move that inflicts double the damage if the user has been hurt by the opponent in the same turn.
|
II
|
Reversal
|
Physical
|
Cool
|
VariesVaries
|
100100%
|
1515 (max 24)
|
|
An all-out attack that becomes more powerful the less HP the user has.
|
II
|
Rock Smash
|
Physical
|
Tough
|
04040
|
100100%
|
1515 (max 24)
|
|
The user attacks with a punch that can shatter a rock. It may also lower the target's Defense stat.
|
I
|
Rolling Kick
|
Physical
|
Cool
|
06060
|
08585%
|
1515 (max 24)
|
|
The user lashes out with a quick, spinning kick. It may also make the target flinch.
|
V
|
Sacred Sword
|
Physical
|
|
09090
|
100100%
|
2020 (max 32)
|
|
The user attacks by slicing with its long horns. The target's stat changes don't affect this attack's damage.
|
V
|
Secret Sword
|
Special
|
|
08585
|
100100%
|
1010 (max 16)
|
|
The user cuts with its long horn. The odd power contained in the horn does physical damage to the target.
|
I
|
Seismic Toss
|
Physical
|
Tough
|
VariesVaries
|
100100%
|
2020 (max 32)
|
|
The target is thrown using the power of gravity. It inflicts damage equal to the user's level.
|
III
|
Sky Uppercut
|
Physical
|
Cool
|
08585
|
09090%
|
1515 (max 24)
|
|
The user attacks the target with an uppercut thrown skyward with force.
|
V
|
Storm Throw
|
Physical
|
|
04040
|
100100%
|
1010 (max 16)
|
|
The user strikes the target with a fierce blow. This attack always results in a critical hit.
|
I
|
Submission
|
Physical
|
Cool
|
08080
|
08080%
|
2525 (max 40)
|
|
The user grabs the target and recklessly dives for the ground. It also hurts the user slightly.
|
III
|
Superpower
|
Physical
|
Tough
|
120120
|
100100%
|
055 (max 8)
|
|
The user attacks the target with great power. However, it also lowers the user's Attack and Defense.
|
II
|
Triple Kick
|
Physical
|
Beauty
|
01010
|
09090%
|
1010 (max 16)
|
|
A consecutive three-kick attack that becomes more powerful with each successive hit.
|
IV
|
Vacuum Wave
|
Special
|
Smart
|
04040
|
100100%
|
3030 (max 48)
|
|
The user whirls its fists to send a wave of pure vacuum at the target. This move always goes first.
|
II
|
Vital Throw
|
Physical
|
Cool
|
07070
|
000—%
|
1010 (max 16)
|
|
The user attacks last. In return, this throw move is guaranteed not to miss.
|
IV
|
Wake-Up Slap
|
Physical
|
Smart
|
06060
|
100100%
|
1010 (max 16)
|
|
This attack inflicts big damage on a sleeping target. It also wakes the target up, however.
|
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.
|
Trivia
- The Fighting type is the only type that has not been paired with the Flying type.
- All of the legendary golems are weak to Fighting-type moves.
- No Fighting-type move can hit more than one foe in a Double or Triple Battle.
- Along with the Ground type, Fighting-type moves are super effective against the most Pokémon types: five.
- Fighting is the only type to have two variations of Quick Attack: Mach Punch and Vacuum Wave.
- All non-damaging moves of the Fighting type involve some form of defense.
- There has been one Elite Four member or Gym Leader specializing in Fighting-type Pokémon in every generation.
- Color representations for the Fighting type have generally been inconsistent in various Pokémon media. While the Fighting type has been associated with the color red in the main Pokémon games since Generation III, it is associated with the color orange in the Pokémon Stadium series and Pokémon Mystery Dungeon, and with the color brown in the Pokémon Trading Card Game.
- Fighting is the only former physical type to have all damaging moves retain their physical category. All special category moves were introduced in Generation IV or later, after the split had occurred.
- Fighting is the most common secondary type for evolutions of starter Pokémon, with three starter lines being paired with it, all of them Fire type.
- Generation V introduced the most Fighting-type Pokémon of any Generation, with 16 and Generation II introduced the least Fighting-type Pokémon, with three.
- Excluding Arceus holding the Fist Plate, there were no legendary Fighting types before Generation V.
- Coincidentally, Generation V introduced five, if Meloetta's Pirouette Forme is taken into account.
- Generation I introduced the most Fighting-type moves of any Generation, with nine and Generation III and V introduced the least Fighting-type moves, with seven.
- The Fighting type could be considered a physical counterpart to the Psychic type:
- The highest average stat among all Fighting types is Attack, while for Psychic types it is Special Attack.
- The Fighting type is the only formerly physical type to not have any old moves changed into special moves, while the Psychic type is the only formerly special type to not have any old moves changed into physical moves.
- Counter and Mirror Coat, moves countering physical and special attacks are, respectively, Fighting- and Psychic-type moves.
In other languages