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


Generations II to V

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


Generation VI onwards

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


Characteristics

Defense

Defensively, the Fighting type has its pros and cons. Fighting-type Pokémon have key resistances to Dark and Rock, but their weaknesses are to the common Flying and Psychic types, as well as Fairy type in Generation VI. It is also highly likely for a Fighting-type to fall to strong super-effective attacks in one turn, due to their typically mid-range Defense or Special Defense stat.

Fighting types that have secondary Psychic, Steel or Dark typing also have the advantage of having their Psychic weakness nullified, although the latter has a disadvantage of having a double weakness to Fairy-type moves. Fighting types that have secondary Fire, Steel or Poison typing also have the advantage of having their Fairy weakness nullified.

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 is super effective against Rock and Steel types, which generally have high Defense, and is the only type that deals super-effective damage against Normal. It is super effective against Ice types, a key offensive but low defensive type. It is also one of the three types that are super effective against Dark. This is slightly balanced out by the fact that Ghost types are immune to Fighting-type attacks without the aid of Foresight, Odor Sleuth or the Ability Scrappy.

In contrast to Psychic, most Fighting types are physical attackers due to their typically high Attack. Contrary to Psychic-type moves, Fighting-type moves that introduced before Generation IV are physical move (with exception of a Fighting-type Hidden Power). However, there were very few powerful Fighting-type moves that they can learn prior to Generation IV. Most Fighting-type Pokémon can learn Rock-type moves to counter Flying-type and Bug-type resistances to Fighting-type moves.

The Fighting type does well offensively in tangent with Ghost type attacks, as such a combination does neutral damage to all type combinations bar Normal/Ghost, for which no are no existing Pokémon yet. It also paired well with the Dark type offensively up until Generation V, as both of them are resisted by Fairy-type Pokémon starting from Generation VI. Despite this, many Fighting types can also learn Poison type moves to help in countering these weaknesses.

Contest properties

In Contests, Fighting-type moves are typically Cool or Tough moves. None of them are considered Cute.

Pokémon

As of Generation VI, there are 47 Fighting-type Pokémon, or 6.5% 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
428 Lopunny Mega Lopunny Normal Fighting
453 Croagunk Croagunk Poison Fighting
454 Toxicroak Toxicroak Poison Fighting
475 Gallade Gallade Psychic Fighting
475 Gallade Mega 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 Beautiful 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 Beautiful % 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 Cool 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 Clever 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 Beautiful 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 Tough 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 Tough 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 High 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 Clever 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 Cool % 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 Tough 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 Cool % 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 Cool 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 Beautiful 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 Cool 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 Beautiful 10 90% 10 (max 16)
     
     
Normal
A consecutive three-kick attack that becomes more powerful with each successive hit.
IV Vacuum Wave Special Clever 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 Clever 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.

Abilities

Interacting with Fighting-type

User of Color Change will be changed into Fighting-type after it is hit with a Fighting-type move. Protean will change its user into Fighting-type when it uses a Fighting-type move. When a Pokémon with Multitype holds a Fist Plate, it will become a Fighting-type Pokémon. When a Pokémon with Imposter is sent out and its opposite opponent is Fighting-type, it will transform into that Pokémon and turn into Fighting-type.

Gen Ability Description
IV Scrappy Enables moves to hit Ghost-type foes.
All details are accurate to Generation VI games. For details that have changed between generations, please see an individual Ability's page.

Exclusive Abilities

Only Fighting-type Pokémon can have these Abilities. This does not include signature Abilities.

Trivia

  • Generation V introduced the most Fighting-type Pokémon of any Generation, with 16, and Generation II introduced the fewest, with three.
  • Generation I introduced the most Fighting-type moves of any Generation, with nine, and Generation VI introduced the fewest, with three.
  • All Fighting-type moves only target one foe.
  • 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 orange in the Pokémon Stadium series and Pokémon Mystery Dungeon, and brown in the Pokémon Trading Card Game.
  • 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.
    • While the Fighting type is the only formerly physical type to not have any old moves changed into special moves, 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
Indonesia Flag.png Indonesian Petarung
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