Fighting (type)

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The Fighting type (Japanese: かくとうタイプ Fighting type) is one of the eighteen types. Notable Trainers who 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, Marshal of the Unova Elite Four, and Korrina of Shalour City. 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

Stat
HP: 73.27
Attack: 97.05
Defense: 69.17
Sp.Atk: 60.78
Sp.Def: 70.51
Speed: 70.80
Total: 441.59


Fully evolved

Stat
HP: 81.54
Attack: 109.69
Defense: 79.00
Sp.Atk: 68.96
Sp.Def: 83.81
Speed: 82.46
Total: 505.46


Battle properties

Generation I

Offensive Fighting Defensive
Power Types   Power Types
Normal
Rock
Ice
½× Bug
Rock
½× Poison
Flying
Bug
Psychic
Flying
Psychic
Ghost None


Generation II-V

Offensive Fighting Defensive
Power Types   Power Types
Normal
Rock
Steel
Ice
Dark
½× Bug
Dark
Rock
½× Poison
Flying
Bug
Psychic
Flying
Psychic
Ghost None


Generation VI-onward

Offensive Fighting Defensive
Power Types   Power Types
Dark
Ice
Normal
Rock
Steel
½× Bug
Dark
Rock
½× Bug
Fairy
Flying
Poison
Psychic
Fairy
Flying
Psychic
Ghost 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, Psychic and Fairy 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, Cobalion and Pangoro) have a subtype that rids them of the Psychic weakness, with Scraggy, Scrafty and Pangoro being completely immune due to their secondary type of Dark (unless they are affected by Miracle Eye), but with the disadvantage of bein four times weak to Fairy-type moves. There is, however, the opposite too, with some pokémon that are able to be neutraly affected to Fairy-type move and be able to counterattack with Poison-type moves, but being four times weak to Psychic, like Croagunk and Toxicroak.

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 three 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 prior to the introduction of the Fairy-type in Generation VI, only three Pokémon resisted 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 VI, there are 46 Fighting-type Pokémon, or 6.2% of all Pokémon (counting forms and Mega Evolutions that change typing as different Pokémon), making it the 7th rarest type.

Pure Fighting-type Pokémon

# Name
056 Mankey Mankey
057 Primeape Primeape
066 Machop Machop
067 Machoke Machoke
068 Machamp Machamp
106 Hitmonlee Hitmonlee
107 Hitmonchan Hitmonchan
236 Tyrogue Tyrogue
237 Hitmontop Hitmontop
296 Makuhita Makuhita
297 Hariyama Hariyama
447 Riolu Riolu
532 Timburr Timburr
533 Gurdurr Gurdurr
534 Conkeldurr Conkeldurr
538 Throh Throh
539 Sawk Sawk
619 Mienfoo Mienfoo
620 Mienshao Mienshao
674 Pancham Pancham

Pokéstar Studios opponents

# Name
N/A Black Belt Black Belt

Half Fighting-type Pokémon

Primary Fighting-type Pokémon

# Name Type 1 Type 2
307 Meditite Meditite Fighting Psychic
308 Medicham Medicham Fighting Psychic
308 Medicham Mega Medicham Fighting Psychic
448 Lucario Lucario Fighting Steel
448 Lucario Mega Lucario Fighting Steel
675 Pangoro Pangoro Fighting Dark
701 Hawlucha Hawlucha Fighting Flying

Secondary Fighting-type Pokémon

# Name Type 1 Type 2
062 Poliwrath Poliwrath Water Fighting
150 Mewtwo Mega Mewtwo X Psychic Fighting
214 Heracross Heracross Bug Fighting
214 Heracross Mega Heracross Bug Fighting
256 Combusken Combusken Fire Fighting
257 Blaziken Blaziken Fire Fighting
257 Blaziken Mega Blaziken Fire Fighting
286 Breloom Breloom Grass Fighting
391 Monferno Monferno Fire Fighting
392 Infernape Infernape Fire Fighting
453 Croagunk Croagunk Poison Fighting
454 Toxicroak Toxicroak Poison Fighting
475 Gallade Gallade Psychic Fighting
499 Pignite Pignite Fire Fighting
500 Emboar Emboar Fire Fighting
559 Scraggy Scraggy Dark Fighting
560 Scrafty Scrafty Dark Fighting
638 Cobalion Cobalion Steel Fighting
639 Terrakion Terrakion Rock Fighting
640 Virizion Virizion Grass Fighting
647 Keldeo Keldeo Water Fighting
Keldeo Water Fighting
648 Meloetta Meloetta* Normal Fighting
652 Chesnaught Chesnaught Grass Fighting

Moves

Gen Move Category Contest Power Accuracy PP Range Description
III Arm Thrust Physical Tough 15 100% 20 (max 32)
     
     
Normal
The user looses a flurry of open-palmed arm thrusts that hit two to five times in a row.
IV Aura Sphere Special Beauty 80 % 20 (max 32)
     
     
Normal (long-range)
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 75 100% 15 (max 24)
     
     
Normal
The user attacks with a swift chop. It can also break any barrier such as Light Screen and Reflect.
III Bulk Up Status Beauty % 20 (max 32)
     
     
Self
The user tenses its muscles to bulk up its body, boosting both its Attack and Defense stats.
V Circle Throw Physical 60 90% 10 (max 16)
     
     
Normal
The user throws the target and drags out another Pokémon in its party. In the wild, the battle ends.
IV Close Combat Physical Smart 120 100% 5 (max 8)
     
     
Normal
The user fights the target up close without guarding itself. It also cuts the user's Defense and Sp. Def.
I Counter Physical Tough Varies 100% 20 (max 32)
     
     
Self
A retaliation move that counters any physical attack, inflicting double the damage taken.
II Cross Chop Physical Cool 100 80% 5 (max 8)
     
     
Normal
The user delivers a double chop with its forearms crossed. Critical hits land more easily.
II Detect Status Cool % 5 (max 8)
     
     
Self
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
I Double Kick Physical Tough 30 100% 30 (max 48)
     
     
Normal
The target is quickly kicked twice in succession using both feet.
IV Drain Punch Physical Beauty 75 100% 10 (max 16)
     
     
Normal
An energy-draining punch. The user's HP is restored by half the damage taken by the target.
II Dynamic Punch Physical Cool 100 50% 5 (max 8)
     
     
Normal
The user punches the target with full, concentrated power. It confuses the target if it hits.
V Final Gambit Special Varies 100% 5 (max 8)
     
     
Normal
The user risks everything to attack its target. The user faints but does damage equal to the user's HP.
VI Flying Press Physical 80 95% 10 (max 16)
     
     
Normal
The user dives down onto the target from the sky. This move is Fighting and Flying type simultaneously.
IV Focus Blast Special Cool 120 70% 5 (max 8)
     
     
Normal
The user heightens its mental focus and unleashes its power. It may also lower the target's Sp. Def.
III Focus Punch Physical Tough 150 100% 20 (max 32)
     
     
Normal
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 60 100% 10 (max 16)
     
     
Normal
The target is attacked with a shock wave. It may also leave the target with paralysis.
IV Hammer Arm Physical Cool 100 90% 10 (max 16)
     
     
Normal
The user swings and hits with its strong and heavy fist. It lowers the user's Speed, however.
I Hi Jump Kick Physical Cool 130 90% 10 (max 16)
     
     
Normal
The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead.
I Jump Kick Physical Cool 100 95% 10 (max 16)
     
     
Normal
The user jumps up high, then strikes with a kick. If the kick misses, the user hurts itself.
I Karate Chop Physical Tough 50 100% 25 (max 40)
     
     
Normal
The target is attacked with a sharp chop. Critical hits land more easily.
I Low Kick Physical Tough Varies 100% 20 (max 32)
     
     
Normal
A powerful low kick that makes the target fall over. It inflicts greater damage on heavier targets.
V Low Sweep Physical 65 100% 20 (max 32)
     
     
Normal
The user attacks the target's legs swiftly, reducing the target's Speed stat.
II Mach Punch Physical Cool 40 100% 30 (max 48)
     
     
Normal
The user throws a punch at blinding speed. It is certain to strike first.
VI Mat Block Status % 15 (max 24)
     
     
Your Party
Using a pulled-up mat as a shield, the user protects itself and its allies from damaging moves. This does not stop status moves.
VI Power-Up Punch Physical 40 100% 20 (max 32)
     
     
Normal
Striking opponents over and over makes the user's fists harder. Hitting a target raises the Attack stat.
V Quick Guard Status % 15 (max 24)
     
     
Your Party
The user protects itself and its allies from priority moves. If used in succession, its chance of failing rises.
III Revenge Physical Tough 60 100% 10 (max 16)
     
     
Normal
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 Varies 100% 15 (max 24)
     
     
Normal
An all-out attack that becomes more powerful the less HP the user has.
II Rock Smash Physical Tough 40 100% 15 (max 24)
     
     
Normal
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 60 85% 15 (max 24)
     
     
Normal
The user lashes out with a quick, spinning kick. It may also make the target flinch.
V Sacred Sword Physical 90 100% 15 (max 24)
     
     
Normal
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 85 100% 10 (max 16)
     
     
Normal
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 Varies 100% 20 (max 32)
     
     
Normal
The target is thrown using the power of gravity. It inflicts damage equal to the user's level.
III Sky Uppercut Physical Cool 85 90% 15 (max 24)
     
     
Normal
The user attacks the target with an uppercut thrown skyward with force.
V Storm Throw Physical 60 100% 10 (max 16)
     
     
Normal
The user strikes the target with a fierce blow. This attack always results in a critical hit.
I Submission Physical Cool 80 80% 25 (max 40)
     
     
Normal
The user grabs the target and recklessly dives for the ground. It also hurts the user slightly.
III Superpower Physical Tough 120 100% 5 (max 8)
     
     
Normal
The user attacks the target with great power. However, it also lowers the user's Attack and Defense.
II Triple Kick Physical Beauty 10 90% 10 (max 16)
     
     
Normal
A consecutive three-kick attack that becomes more powerful with each successive hit.
IV Vacuum Wave Special Smart 40 100% 30 (max 48)
     
     
Normal
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 70 % 10 (max 16)
     
     
Normal
The user attacks last. In return, this throw move is guaranteed not to miss.
IV Wake-Up Slap Physical Smart 70 100% 10 (max 16)
     
     
Normal
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

  • Generation V introduced the most Fighting-type Pokémon of any Generation, with 16, and Generation II introduced the least Fighting-type Pokémon, with three.
  • Generation I introduced the most Fighting-type moves of any Generation, with nine, and Generation VI introduced the least Fighting-type moves, with three.
  • 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 four starter lines being paired with it, three of them being Fire type.
  • 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

Language Title
Japan Flag.png Japanese かくとう (格闘) Kakutō
Mandarin Chinese 格鬥 / 格斗 Gédòu
Denmark Flag.png Danish Kamp
The Netherlands Flag.png Dutch Vecht
Finland Flag.png Finnish Taistelu
France Flag.png French Combat
Germany Flag.png German Kampf
Greece Flag.png Greek Μαχητής Machitis
Israel Flag.png Hebrew לחימה Lehima
Italy Flag.png Italian Lotta
South Korea Flag.png Korean 격투 Gyeoktu
Norway Flag.png Norwegian Kamp
Poland Flag.png Polish Walczący
Portuguese Brazil Flag.png Brazil Lutador
Portugal Flag.png Portugal Luta
Romania Flag.png Romanian Luptă
Russia Flag.png Russian Боевой Boevoi
Spanish CELAC Flag.png Latin America Peleador
Spain Flag.png Spain Lucha
Thailand Flag.png Thai ต่อสู้