Fighting (type)
The Fighting type (Japanese: かくとうタイプ Fighting type) is one of the eighteen types. Fighting-type moves are super-effective against Dark-, Ice-, Normal-, Rock-, and Steel-type Pokémon, while Fighting-type Pokémon are weak to Flying-, Fairy-, and Psychic-type moves.
Statistical averages
Overall
Stat | |||
---|---|---|---|
| |||
| |||
| |||
| |||
| |||
| |||
| |||
Fully evolved
Stat | |||
---|---|---|---|
| |||
| |||
| |||
| |||
| |||
| |||
| |||
Battle properties
Generation I
Offensive | Defensive | |||
---|---|---|---|---|
Power | Types | Power | Types | |
2× | ½× | |||
½× | 2× | |||
0× | 0× | None |
Generations II to V
Offensive | Defensive | |||
---|---|---|---|---|
Power | Types | Power | Types | |
2× | ½× | |||
½× | 2× | |||
0× | 0× | None |
Generation VI onwards
Offensive | Defensive | |||
---|---|---|---|---|
Power | Types | Power | Types | |
2× | ½× | |||
½× | 2× | |||
0× | 0× | None |
Characteristics
Defense
While the Fighting type has three different weaknesses, Fighting-type Pokémon with a secondary Steel typing have the advantage of having those three weaknesses neutralized, leaving them only with Steel's weaknesses. Fighting-type Pokémon with a secondary Dark typing have their Psychic weakness completely immunized.
Offense
The Fighting type hits five different types for super-effective damage, the most for any type, tied by only the Ground type. It is the only type that deals super effective damage against Normal. Ghost's immunity to Fighting can be nullified by moves such as Foresight or Odor Sleuth, as well as the ability Scrappy.
Most Fighting-type Pokémon can learn Rock-type moves to check Bug-types and Flying-types. Additionally, many Fighting types can also learn Poison type moves to deal with Fairy types, as well as Dark and sometimes Ghost type moves to deal with Psychic-types. Notably, the combination of Fighting and Ghost deals at least neutral damage to all type combinations bar Normal/Ghost.
Aside from Normal, the Fighting type pairs well with every type offensively, with each type combo being good with at least six different types.
On average, Fighting-type Pokémon have the highest physical Attack of all types.
Contest properties
In Contests, Fighting-type moves are typically Cool or Tough moves. None of them are considered Cute.
Pokémon
As of Generation IX, there are 82 Fighting-type Pokémon or 7.99% of all Pokémon (counting those that are Fighting-type in at least one of their forms, including Mega Evolutions and regional forms), making it the 8th rarest type after Ground and before Poison and Dark. All other types have been paired up with Fighting at least once—after the official release of Pawmo, Pawmot, Great Tusk, Iron Hands, and Iron Valiant, Fighting became the fourth type to have this trait, after Flying, Water, and Psychic.
Pure Fighting-type Pokémon
|
Half Fighting-type Pokémon
Primary Fighting-type Pokémon
|
Secondary Fighting-type Pokémon
Pokéstar Studios opponents
|
Moves
Prior to changes in Generation IV, all damaging Fighting-type moves were physical, but they may now also be special depending on the attack.
Some moves have had their types changed.
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
VII | All-Out Pummeling | Physical | — | —% | 1 (max 1) |
|
The user rams an energy orb created by its Z-Power into the target with full force. The power varies, depending on the original move. | ||||||||||
VII | All-Out Pummeling | Special | — | —% | 1 (max 1) |
|
The user rams an energy orb created by its Z-Power into the target with full force. The power varies, depending on the original move. | ||||||||||
III | Arm Thrust | Physical | Tough | 15 | 100% | 20 (max 32) |
|
The user lets loose 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) |
|
The user lets loose a blast of aura power from deep within its body at the target. This attack never misses. | |||||||||
IX | Axe Kick | Physical | 120 | 90% | 10 (max 16) |
|
The user attacks by kicking up into the air and slamming its heel down upon the target. This may also confuse the target. If it misses, the user takes damage instead. | ||||||||||
VIII | Body Press | Physical | 80 | 100% | 10 (max 16) |
|
The user attacks by slamming its body into the target. The higher the user's Defense, the more damage it can inflict on the target. | ||||||||||
III | Brick Break | Physical | Cool | 75 | 100% | 15 (max 24) |
|
The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect. | |||||||||
III | Bulk Up | Status | Cool | — | —% | 20 (max 32) |
|
The user tenses its muscles to bulk up its body, raising both its Attack and Defense stats. | |||||||||
V | Circle Throw | Physical | Cool | 60 | 90% | 10 (max 16) |
|
The target is thrown, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon. | |||||||||
IV | Close Combat | Physical | Tough | 120 | 100% | 5 (max 8) |
|
The user fights the target up close without guarding itself. This also lowers the user's Defense and Sp. Def stats. | |||||||||
VIII | Coaching | Status | — | —% | 10 (max 16) |
|
The user properly coaches its ally Pokémon, boosting their Attack and Defense stats. | ||||||||||
IX | Collision Course | Physical | 100 | 100% | 5 (max 8) |
|
The user transforms and crashes to the ground, causing a massive prehistoric explosion. This move's power is boosted more than usual if it's a supereffective hit. | ||||||||||
IX | Combat Torque | Physical | 100 | 100% | 10 (max 16) |
|
This move is only used by a Starmobile. It may paralyze the opponent. | ||||||||||
I | Counter | Physical | Tough | — | 100% | 20 (max 32) |
|
A retaliation move that counters any physical attack, inflicting double the damage taken. | |||||||||
II | Cross Chop | Physical | Cool | 100 | 80% | 5 (max 8) |
|
The user delivers a double chop with its forearms crossed. Critical hits land more easily. | |||||||||
II | Detect | Status | Cool | — | —% | 5 (max 8) |
|
Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. | |||||||||
I | Double Kick | Physical | Cool | 30 | 100% | 30 (max 48) |
|
The target is quickly kicked twice in succession using both feet. | |||||||||
IV | Drain Punch | Physical | Tough | 75 | 100% | 10 (max 16) |
|
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) |
|
The user punches the target with full, concentrated power. This confuses the target if it hits. | |||||||||
V | Final Gambit | Special | Tough | — | 100% | 5 (max 8) |
|
The user risks everything to attack its target. The user faints but does damage equal to its HP. | |||||||||
VI | Flying Press | Physical | Tough | 100 | 95% | 10 (max 16) |
|
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) |
|
The user heightens its mental focus and unleashes its power. This may also lower the target's Sp. Def stat. | |||||||||
III | Focus Punch | Physical | Tough | 150 | 100% | 20 (max 32) |
|
The user focuses its mind before launching a punch. This move fails if the user is hit before it is used. | |||||||||
IV | Force Palm | Physical | Cool | 60 | 100% | 10 (max 16) |
|
The target is attacked with a shock wave. This may also leave the target with paralysis. | |||||||||
VIII | G-Max Chi Strike | Physical | — | —% | 3 (max 4) |
|
A Fighting-type attack that Gigantamax Machamp use. This move raises the chance of critical hits. | ||||||||||
VIII | G-Max Chi Strike | Special | — | —% | 3 (max 4) |
|
A Fighting-type attack that Gigantamax Machamp use. This move raises the chance of critical hits. | ||||||||||
IV | Hammer Arm | Physical | Tough | 100 | 90% | 10 (max 16) |
|
The user swings and hits with its strong, heavy fist. It lowers the user's Speed, however. | |||||||||
I | High Jump Kick | Physical | Cool | 130 | 90% | 10 (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 | 100 | 95% | 10 (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 | 50 | 100% | 25 (max 40) |
|
The target is attacked with a sharp chop. Critical hits land more easily. | |||||||||
I | Low Kick | Physical | Tough | — | 100% | 20 (max 32) |
|
A powerful low kick that makes the target fall over. The heavier the target, the greater the move's power. | |||||||||
V | Low Sweep | Physical | Clever | 65 | 100% | 20 (max 32) |
|
The user makes a swift attack on the target's legs, which lowers the target's Speed stat. | |||||||||
II | Mach Punch | Physical | Cool | 40 | 100% | 30 (max 48) |
|
The user throws a punch at blinding speed. This move always goes first. | |||||||||
VI | Mat Block | Status | Cool | — | —% | 10 (max 16) |
|
Using a pulled-up mat as a shield, the user protects itself and its allies from damaging moves. This does not stop status moves. | |||||||||
VIII | Max Knuckle | Physical | — | —% | 3 (max 4) |
|
This is a Fighting-type attack Dynamax Pokémon use. This raises ally Pokémon's Attack stats. | ||||||||||
VIII | Max Knuckle | Special | — | —% | 3 (max 4) |
|
This is a Fighting-type attack Dynamax Pokémon use. This raises ally Pokémon's Attack stats. | ||||||||||
VIII | Meteor Assault | Physical | 150 | 100% | 5 (max 8) |
|
The user attacks wildly with its thick leek. The user can't move on the next turn, because the force of this move makes it stagger. | ||||||||||
VIII | No Retreat | Status | — | —% | 5 (max 8) |
|
This move raises all the user's stats but prevents the user from switching out or fleeing. | ||||||||||
VIII | Octolock | Status | — | 100% | 15 (max 24) |
|
The user locks the target in and prevents it from fleeing. This move also lowers the target's Defense and Sp. Def every turn. | ||||||||||
VI | Power-Up Punch | Physical | Tough | 40 | 100% | 20 (max 32) |
|
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) |
|
The user protects itself and its allies from priority moves. | |||||||||
III | Revenge | Physical | Tough | 60 | 100% | 10 (max 16) |
|
This attack move's power is doubled if the user has been hurt by the opponent in the same turn. | |||||||||
II | Reversal | Physical | Cool | — | 100% | 15 (max 24) |
|
An all-out attack that becomes more powerful the less HP the user has. | |||||||||
II | Rock Smash | Physical | Tough | 40 | 100% | 15 (max 24) |
|
The user attacks with a punch. This may also lower the target's Defense stat. | |||||||||
I | Rolling Kick | Physical | Cool | 60 | 85% | 15 (max 24) |
|
The user lashes out with a quick, spinning kick. This may also make the target flinch. | |||||||||
V | Sacred Sword | Physical | Cool | 90 | 100% | 15 (max 24) |
|
The user attacks by slicing with a long horn. The target's stat changes don't affect this attack's damage. | |||||||||
V | Secret Sword | Special | Beautiful | 85 | 100% | 10 (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 | — | 100% | 20 (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 | 85 | 90% | 15 (max 24) |
|
The user attacks the target with an uppercut thrown skyward with force. | |||||||||
V | Storm Throw | Physical | Cool | 60 | 100% | 10 (max 16) |
|
The user strikes the target with a fierce blow. This attack always results in a critical hit. | |||||||||
I | Submission | Physical | Cool | 80 | 80% | 20 (max 32) |
|
The user grabs the target and recklessly dives for the ground. This also damages the user a little. | |||||||||
III | Superpower | Physical | Tough | 120 | 100% | 5 (max 8) |
|
The user attacks the target with great power. However, this also lowers the user's Attack and Defense stats. | |||||||||
VIII | Thunderous Kick | Physical | 90 | 100% | 10 (max 16) |
|
The user overwhelms the target with lightning-like movement before delivering a kick. This also lowers the target's Defense stat. | ||||||||||
VIII | Triple Arrows | Physical | 50 | 100% | 15 (max 24) |
|
The user delivers an axe kick, then fires three arrows. This raises the chance of its future attacks landing critical hits and also lowers the target's defensive stats. | ||||||||||
II | Triple Kick | Physical | Cool | 10 | 90% | 10 (max 16) |
|
A consecutive three-kick attack that becomes more powerful with each successive hit. | |||||||||
IV | Vacuum Wave | Special | Cool | 40 | 100% | 30 (max 48) |
|
The user whirls its fists to send a wave of pure vacuum at the target. This move always goes first. | |||||||||
VIII | Victory Dance | Status | — | —% | 20 (max 32) |
|
The user performs a dance to usher in victory. This raises the user’s offensive and defensive stats and increases the damage dealt by the user’s moves by 50 percent. | ||||||||||
II | Vital Throw | Physical | Cool | 70 | —% | 10 (max 16) |
|
The user attacks last. In return, this throw move never misses. | |||||||||
IV | Wake-Up Slap | Physical | Tough | 70 | 100% | 10 (max 16) |
|
This attack inflicts big damage on a sleeping target. This 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. |
Changed types
The following Normal-type moves have had their types changed.
|
Abilities
Interacting with the Fighting type
A Pokémon with Protean or Libero will become a Fighting-type Pokémon if it uses a Fighting-type move. A Pokémon with Color Change, Imposter, RKS System, or Multitype will become a Fighting-type Pokémon if (respectively) it is hit with a Fighting-type move, is sent out against a Fighting-type opponent, is holding a Fighting Memory, or is holding a Fist Plate or Fightinium Z.
Gen | Ability | Description |
---|---|---|
IV | Scrappy | The Pokémon can hit Ghost-type Pokémon with Normal- and Fighting-type moves. It is also unaffected by Intimidate. |
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual Ability's page. |
Exclusive Abilities
Currently, no Abilities are exclusive to Fighting types. This does not include signature Abilities.
Items
Name | Description | |
---|---|---|
Black Belt | An item to be held by a Pokémon. This belt helps the wearer to focus and boosts the power of Fighting-type moves. | |
Chople Berry | If held by a Pokémon, this Berry will lessen the damage taken from one supereffective Fighting-type attack. | |
Fighting Gem | A gem with an essence of combat. When held, it strengthens the power of a Fighting-type move one time. | |
Fighting Memory | A memory disc that contains Fighting-type data. It changes the type of the holder if held by a certain species of Pokémon. | |
Fightinium Z | It converts Z-Power into crystals that upgrade Fighting-type moves to Fighting-type Z-Moves. | |
Fist Plate | An item to be held by a Pokémon. It's a stone tablet that boosts the power of Fighting-type moves. | |
All details are accurate to Generation VIII games. For details that have changed between generations, please see an individual item's page. |
Cram-o-matic
Name | |
---|---|
Armorite Ore | |
Black Belt | |
Calcium | |
Carbos | |
Choice Band | |
Expert Belt | |
Focus Band | |
Focus Sash | |
HP Up | |
Iron | |
Kelpsy Berry | |
Leppa Berry | |
Macho Brace | |
Muscle Band | |
Power Anklet | |
Power Band | |
Power Belt | |
Power Bracer | |
Power Weight | |
Protective Pads | |
Protein | |
Salac Berry | |
Zinc | |
Notable Fighting-type Trainers
- Main article: Category:Fighting-type Trainers
Gen | Trainer | Title | Location |
---|---|---|---|
I | Bruno |
Elite Four | Indigo Plateau |
II | Chuck |
Gym Leader | Cianwood Gym |
III | Brawly |
Gym Leader | Dewford Gym |
IV | Maylene |
Gym Leader | Veilstone Gym |
V | Marshal |
Elite Four | Unova Pokémon League |
VI | Korrina |
Gym Leader Successor |
Shalour Gym Tower of Mastery |
VII | Hala |
Island kahuna Elite FourSM |
Melemele Island Alola Pokémon LeagueSM |
VIII | BeaSw |
Gym Leader | Stow-on-Side Stadium |
IX | Eri |
Team Star | Caph Squad's Base |
IX | Dendra |
Instructor | Naranja AcademyS Uva AcademyV |
Additionally, Mustard used to be a Fighting-type expert when he was a Gym Leader.
Icons
Core series
Icon from Pokémon Ruby, Sapphire, Emerald, HeartGold and SoulSilver |
Icon from Pokémon FireRed and LeafGreen |
Icon from Generation IV |
Icon from Generation V |
Icon from Generation VI |
Icon from Pokémon Sun, Moon, Ultra Sun and Ultra Moon |
Icon from Let's Go, Pikachu!; Let's Go, Eevee! |
Icon from Pokémon Sword and Shield |
Symbol icon from Let's Go, Pikachu!; Let's Go, Eevee!; Sword, Shield and HOME |
Icon from Pokémon Brilliant Diamond and Shining Pearl |
Icon from Pokémon Legends: Arceus |
Symbol icon from Pokémon Brilliant Diamond, Shining Pearl, Legends: Arceus, Scarlet and Violet |
Side series
Icon from Pokémon Stadium |
Icon from Pokémon Stadium 2 |
Icon from Pokémon Colosseum |
Icon from Pokémon XD: Gale of Darkness |
Icon from Pokémon Battle Revolution |
Spin-off games
Symbol icon from Pokémon Ranger |
Symbol icon from Pokémon Battrio |
Symbol icon from Pokémon Tretta |
Symbol icon from Pokémon GO |
Symbol icon from Pokémon Rumble Rush |
Symbol icon from Pokémon Masters EX |
Symbol icon from Pokémon Mystery Dungeon: Rescue Team DX |
Symbol icon from Pokémon Mezastar |
Symbol icon from New Pokémon Snap |
In the TCG
- Main article: Fighting (TCG)
Due to the decreased amount of types in the TCG, Fighting generally adopts all Rock- and Ground-type Pokémon under its typing.
Fighting-type Pokémon in the TCG are generally weak to Psychic with no resistances. Fighting-type Pokémon are strong against Colorless, Darkness and Lightning Pokémon, whilst some Colorless and Psychic Pokémon can resist the Fighting type.
Trivia
- Fighting has been paired up with every other type at least once.
- The Fighting type was the last type to receive a Pokémon with Flying as the other type, only receiving one with Hawlucha in Generation VI.
- Generation V introduced the most Fighting-type Pokémon of any generation, with 16 (including Meloetta's Pirouette Forme), and Generation II introduced the fewest, with three.
- Generations I, II, and IV introduced the most Fighting-type moves of any Generation, with eight, and Generation VII introduced the fewest, with only one: All-Out Pummeling.
- All Fighting-type moves that do damage only target one foe, and all physical Fighting-type moves make contact except for one, Meteor Assault.
- There has been at least one Fighting-type specialist in every region and generation. It shares this trait with the Psychic and Ice types, although Ice-type trainer Sina is not native to the Alola region where she can be battled.
- Pokémon Shield is the only core series game not to feature a notable Fighting-type specialist, as Bea is exclusive to Pokémon Sword, and replaced in Shield with Allister.
- 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 and up to Sword and Shield, it is associated with orange in the Pokémon Stadium series, the Pokémon Mystery Dungeon series, Pokémon Masters EX, and the main Pokémon games since Brilliant Diamond and Shining Pearl. It is also associated with the color brown in the Pokémon Trading Card Game.
- The Fighting type is the most common secondary type for evolutions of starter Pokémon, with six 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.
- Bulk Up and Calm Mind, moves raising physical and special stats are, respectively, Fighting- and Psychic-type moves.
- The Cram-o-matic considers Choice Band and Muscle Band Fighting-type inputs and Choice Specs and Wise Glasses Psychic-type inputs.
- The Fighting and Bug types are the only two separate types that resist each other.
- Every Fighting-type Gym Leader and Elite Four member uses a Machamp in at least one of their teams.
- The Fighting type has the highest concentration of bipedal Pokémon (with or without tails, and with at least one pair of arms) of all types, with only 8 Pokémon of the 70 total that are any other body type.
- Aside from Normal, each type combination with the Fighting type is super effective against at least six different types.
In other languages
|