Fighting (type)

Types
Normal Fire
Fighting Water
Flying Grass
Poison Electric
Ground Psychic
Rock Ice
Bug Dragon
Ghost Dark
Steel Fairy
???

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, Korrina of Shalour City and Hala of the Alola 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 damaging Fighting-type moves were physical, but they may now also be special depending on the attack.

Contents

Statistical averages

Overall

Stat
HP: 74.57
Attack: 104.66
Defense: 74.06
Sp.Atk: 66.92
Sp.Def: 73.38
Speed: 76.53
Total: 470.11


Fully evolved

Stat
HP: 81.11
Attack: 117.24
Defense: 83.27
Sp.Atk: 75.73
Sp.Def: 84.57
Speed: 87.95
Total: 529.86


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 the 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 mediocre Defense and Special Defense stats.

Fighting types that have secondary Psychic, Steel or Dark typing also have the advantage of having their Psychic weakness nullified, but as of Generation VI 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, but the latter similarly has a double weakness to Psychic-type moves.

Offense

Offensively, the Fighting type is one of the most powerful and commonly used types. It hits five different types for super-effective damage, more than any other type except for the Ground-type, with which it ties. It is super effective against the 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 type frequently utilized for offense but with notoriously bad defense. It is also one of only three types that are super effective against Dark.

In contrast to Psychic types, most Fighting types are physical attackers due to their typically high Attack. Contrary to Psychic-type moves, Fighting-type moves that were introduced before Generation IV are physical moves (with the exception of a Fighting-type Hidden Power). However, there were very few powerful Fighting-type moves that Fighting types could learn prior to Generation IV.

Most Fighting-type Pokémon can learn Rock-type moves to counter Bug-type and Flying-type resistances to Fighting-type moves, although Flying types have markedly higher average Speed and there are no priority Rock-type moves, which can result in defensive issues. Ghost types are immune to Fighting-type attacks without the aid of Foresight, Odor Sleuth or the Ability Scrappy. Owing to this, the Fighting type does well offensively in tangent with Ghost type attacks, and such a combination will provide at least neutral damage to all type combinations bar Normal/Ghost, which no Pokémon can currently possess unless under the effects of Trick-or-Treat. Offensively some Dark-type moves also provide good coverage, but Fairy-type Pokémon resist both Dark and Fighting. Despite this, many Fighting types can also learn Poison type moves (particularly Poison Jab) to help counter Fairy-type Pokémon.

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 those that are Fighting-type in at least one of their forms, including Mega Evolutions), making it the 8th 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
739 Crabrawler Crabrawler
766 Passimian Passimian

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
Medicham Mega Medicham Fighting Psychic
448 Lucario Lucario Fighting Steel
Lucario Mega Lucario Fighting Steel
675 Pangoro Pangoro Fighting Dark
701 Hawlucha Hawlucha Fighting Flying
740 Crabominable Crabominable Fighting Ice
802 Marshadow Marshadow Fighting Ghost

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
Heracross Mega Heracross Bug Fighting
256 Combusken Combusken Fire Fighting
257 Blaziken Blaziken Fire Fighting
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
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
Pirouette Forme
Normal Fighting
652 Chesnaught Chesnaught Grass Fighting
759 Stufful Stufful Normal Fighting
760 Bewear Bewear Normal Fighting
783 Hakamo-o Hakamo-o Dragon Fighting
784 Kommo-o Kommo-o Dragon Fighting
794 Buzzwole Buzzwole Bug Fighting
795 Pheromosa Pheromosa Bug Fighting

Moves

Gen Move Category Contest Power Accuracy PP Target Description
VII All-Out Pummeling Physical % 1 (max 1)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
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)
     
     
Anyone
The user lets loose a blast of aura power from deep within its body at the target. This attack never misses.
III Brick Break Physical Cool 75 100% 15 (max 24)
     
     
Any adjacent Pokémon
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)
     
     
Self
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)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
The user fights the target up close without guarding itself. This also lowers the user's Defense and Sp. Def stats.
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)
     
     
Any adjacent Pokémon
The user delivers a double chop with its forearms crossed. Critical hits land more easily.
II Detect Status Cool % 5 (max 8)
     
     
Self
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)
     
     
Any adjacent Pokémon
The target is quickly kicked twice in succession using both feet.
IV Drain Punch Physical Tough 75 100% 10 (max 16)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
The user punches the target with full, concentrated power. This confuses the target if it hits.
V Final Gambit Special Tough Varies 100% 5 (max 8)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
The target is attacked with a shock wave. This may also leave the target with paralysis.
IV Hammer Arm Physical Tough 100 90% 10 (max 16)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
The target is attacked with a sharp chop. Critical hits land more easily.
I Low Kick Physical Tough Varies 100% 20 (max 32)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
The user throws a punch at blinding speed. This move always goes first.
VI Mat Block Status Cool % 10 (max 16)
     
     
All allies
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)
     
     
Any adjacent Pokémon
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)
     
     
All allies
The user protects itself and its allies from priority moves.
III Revenge Physical Tough 60 100% 10 (max 16)
     
     
Any adjacent Pokémon
This attack move's power is doubled if the user has been hurt by the opponent in the same turn.
II Reversal Physical Cool Varies 100% 15 (max 24)
     
     
Any adjacent Pokémon
An all-out attack that becomes more powerful the less HP the user has.
II Rock Smash Physical Tough 40 100% 15 (max 24)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
The user attacks the target with an uppercut thrown skyward with force.
V Storm Throw Physical Cool 60 100% 10 (max 16)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
The user attacks the target with great power. However, this also lowers the user's Attack and Defense stats.
II Triple Kick Physical Cool 10 90% 10 (max 16)
     
     
Any adjacent Pokémon
A consecutive three-kick attack that becomes more powerful with each successive hit.
IV Vacuum Wave Special Cool 40 100% 30 (max 48)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
The user attacks last. In return, this throw move never misses.
IV Wake-Up Slap Physical Tough 70 100% 10 (max 16)
     
     
Any adjacent Pokémon
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.

Abilities

Interacting with the Fighting type

A Pokémon with Color Change, Protean, Imposter, or Multitype will become a Fighting-type Pokémon if (respectively) it is hit with a Fighting-type move, uses a Fighting-type move, is sent out against a Fighting-type opponent, or is holding a Fist Plate.

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

Currently, no Abilities are exclusive to Fighting types. 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 VII introduced the fewest, with two.
  • All Fighting-type moves that do damage only target one foe, and all physical Fighting-type moves make contact.
  • 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 the Pokémon Mystery Dungeon series, 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.
    • Bulk Up and Calm Mind, moves raising physical and special stats are, respectively, Fighting- and Psychic-type moves.

In other languages

Language Title
Japan Flag.png Japanese かくとう (格闘) Kakutō
Chinese Cantonese 格鬥 Gaakdau
Mandarin 格鬥 / 格斗 Gédòu
The Czech Republic Flag.png Czech Bojový
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 Machitís
Israel Flag.png Hebrew לחימה Lehima
Hungary Flag.png Hungarian Harcos
Indonesia Flag.png Indonesian Petarung
Italy Flag.png Italian Lotta
South Korea Flag.png Korean 격투 Gyeoktu
Norway Flag.png Norwegian Kamp
Kjemper
Poland Flag.png Polish Walczący
Portuguese Brazil Flag.png Brazil Lutador
Luta
Portugal Flag.png Portugal Luta
Romania Flag.png Romanian Luptă
Russia Flag.png Russian Сражение Srazheniye
Боевой Boyevoy
Spanish CELAC Flag.png Latin America Peleador
Spain Flag.png Spain Lucha
Sweden Flag.png Swedish Strids
Slagsmål
Thailand Flag.png Thai ต่อสู้ T̀ōrs̄ū̂
Vietnam Flag.png Vietnamese Giác đấu

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