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.
Battle properties
Note: Type effectiveness multipliers may vary in other games outside the core series .
Additional effects
If the user has the Ability Scrappy or Mind's Eye , or the target is under the effect of the moves Foresight or Odor Sleuth , Fighting-type moves will deal ×1 damage to Ghost-type Pokémon.
Pokémon
As of Generation IX , 86 Pokémon are Fighting-type (counting those that are Fighting-type in at least one of their forms , including Mega Evolutions and regional forms ), which makes up 8.37% of all Pokémon, making it the 8th most common type among Pokémon after Fire and Poison and before Dark . As of Generation IX and the introduction of Great Tusk , Pawmo , Pawmot , Iron Hands , and Iron Valiant , all other types have been paired up with Fighting at least once, making the Fighting type the seventh type to have this trait after Flying , Water , Psychic , Dark , Electric and Grass .
Pure Fighting-type Pokémon
Half Fighting-type Pokémon
Primary Fighting-type Pokémon
Secondary Fighting-type Pokémon
Non-Pokémon opponents
Some opponents featured in Pokéstar Studios in Pokémon Black 2 and White 2 can be battled like Pokémon and have designated types . The Starmobiles featured in Pokémon Scarlet and Violet also share this trait.
The stats shown for the Caph Starmobile are the exact stats , not base stats . The values are custom set rather than derived from base stats, level , Nature , IVs , and EVs .
Moves
As of Generation IX , there are 57 Fighting-type moves , which makes up 6.10% of all moves (excluding those that are Fighting-type only under certain circumstances), making it the 4th most common type among moves after Grass and before Water and Dark .
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
000 —
000 — %
01 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
000 —
000 — %
01 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
015 15
100 100 %
20 20 (max 32)
The user attacks the target with open-palmed arm thrusts. This move hits two to five times in a row.
IV
Aura Sphere
Special
Beautiful
080 80
000 — %
20 20 (max 32)
The user lets loose a pulse of aura power from deep within its body at the target. This attack never misses.
IX
Axe Kick
Physical
120 120
090 90 %
10 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
080 80
100 100 %
10 10 (max 16)
The user attacks by slamming its body into the target. The higher the user's Defense stat, the greater the damage this move deals.
III
Brick Break
Physical
Cool
075 75
100 100 %
15 15 (max 24)
The user attacks with a swift chop. This move can also break barriers, such as Light Screen and Reflect.
III
Bulk Up
Status
Cool
000 —
000 — %
20 20 (max 32)
The user tenses its muscles to bulk up its body, boosting its Attack and Defense stats.
V
Circle Throw
Physical
Cool
060 60
090 90 %
10 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
120 120
100 100 %
05 5 (max 8)
The user fights the target up close, inflicting damage without guarding itself. This also lowers the user's Defense and Sp. Def stats.
VIII
Coaching
Status
000 —
000 — %
10 10 (max 16)
The user properly coaches its ally Pokémon, boosting their Attack and Defense stats.
IX
Collision Course
Physical
100 100
100 100 %
05 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
100 100 %
10 10 (max 16)
This move is only used by a Starmobile . It may paralyze the opponent.*
I
Counter
Physical
Tough
000 —
100 100 %
20 20 (max 32)
A retaliatory attack that counters any physical move, inflicting double the damage taken.
II
Cross Chop
Physical
Cool
100 100
080 80 %
05 5 (max 8)
The user delivers a double chop with its forearms crossed. This move has a heightened chance of landing a critical hit.
II
Detect
Status
Cool
000 —
000 — %
05 5 (max 8)
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
I
Double Kick
Physical
Cool
030 30
100 100 %
30 30 (max 48)
The user attacks by kicking the target twice in a row using two feet.
IV
Drain Punch
Physical
Tough
075 75
100 100 %
10 10 (max 16)
The user attacks with an energy-draining punch. The user's HP is restored by up to half the damage taken by the target.
II
Dynamic Punch
Physical
Cool
100 100
050 50 %
05 5 (max 8)
The user attacks by punching the target with full concentrated power. This also confuses the target.
V
Final Gambit
Special
Tough
000 —
100 100 %
05 5 (max 8)
The user risks everything to attack the target. The user faints but inflicts damage equal to its own HP.
VI
Flying Press
Physical
Tough
100 100
095 95 %
10 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
120 120
070 70 %
05 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
150 150
100 100 %
20 20 (max 32)
The user focuses its mind before launching a punch. This move fails if the user is hit before using the move.
IV
Force Palm
Physical
Cool
060 60
100 100 %
10 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
000 —
000 — %
03 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
000 —
000 — %
03 3 (max 4)
A Fighting-type attack that Gigantamax Machamp use. This move raises the chance of critical hits.
IV
Hammer Arm
Physical
Tough
100 100
090 90 %
10 10 (max 16)
The user swings its strong, heavy fist at the target to inflict damage. This also lowers the user's Speed stat.
I
High Jump Kick
Physical
Cool
130 130
090 90 %
10 10 (max 16)
The target is attacked with a knee kick from a jump. If this move misses, the user takes damage instead.
I
Jump Kick
Physical
Cool
100 100
095 95 %
10 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
050 50
100 100 %
25 25 (max 40)
The target is attacked with a sharp chop. Critical hits land more easily.
I
Low Kick
Physical
Tough
000 —
100 100 %
20 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
065 65
100 100 %
20 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
040 40
100 100 %
30 30 (max 48)
The user throws a punch at blinding speed. This move always goes first.
VI
Mat Block
Status
Cool
000 —
000 — %
10 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
000 —
000 — %
03 3 (max 4)
This is a Fighting-type attack Dynamax Pokémon use. This boosts ally Pokémon's Attack stats.
VIII
Max Knuckle
Special
000 —
000 — %
03 3 (max 4)
This is a Fighting-type attack Dynamax Pokémon use. This boosts ally Pokémon's Attack stats.
VIII
Meteor Assault
Physical
150 150
100 100 %
05 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
000 —
000 — %
05 5 (max 8)
This move boosts all the user's stats but prevents the user from switching out or fleeing.
VIII
Octolock
Status
000 —
100 100 %
15 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
040 40
100 100 %
20 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
000 —
000 — %
15 15 (max 24)
The user protects itself and its allies from priority moves.
III
Revenge
Physical
Tough
060 60
100 100 %
10 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
000 —
100 100 %
15 15 (max 24)
An all-out attack that becomes more powerful the less HP the user has.
II
Rock Smash
Physical
Tough
040 40
100 100 %
15 15 (max 24)
The user attacks with a punch. This may also lower the target's Defense stat.
I
Rolling Kick
Physical
Cool
060 60
085 85 %
15 15 (max 24)
The user lashes out with a quick, spinning kick. This may also make the target flinch.
V
Sacred Sword
Physical
Cool
090 90
100 100 %
15 15 (max 24)
The user attacks by slicing with a sword. The target's stat changes don't affect the damage inflicted by this move.
V
Secret Sword
Special
Beautiful
085 85
100 100 %
10 10 (max 16)
The user cuts with its long horn. The odd power contained in the horn deals physical damage to the target.
I
Seismic Toss
Physical
Tough
000 —
100 100 %
20 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
085 85
090 90 %
15 15 (max 24)
The user attacks the target with an uppercut thrown skyward with force.
V
Storm Throw
Physical
Cool
060 60
100 100 %
10 10 (max 16)
The user attacks by striking the target with a fierce blow. This move always lands a critical hit.
I
Submission
Physical
Cool
080 80
080 80 %
20 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
120 120
100 100 %
05 5 (max 8)
The user attacks the target with great power. This also lowers the user's Attack and Defense stats.
VIII
Thunderous Kick
Physical
090 90
100 100 %
10 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
090 90
100 100 %
10 10 (max 16)
The user kicks, then fires three arrows. This move has a heightened chance of landing a critical hit and may also lower the target’s Defense stat or make it flinch.
II
Triple Kick
Physical
Cool
010 10
090 90 %
10 10 (max 16)
A consecutive three-kick attack that becomes more powerful with each successful hit.
IX
Upper Hand
Physical
065 65
100 100 %
15 15 (max 24)
The user reacts to the target's movement and strikes with the heel of its palm, making the target flinch. This move fails if the target is not readying a priority move.
IV
Vacuum Wave
Special
Cool
040 40
100 100 %
30 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
000 —
000 — %
20 20 (max 32)
The user performs an intense dance to usher in victory, boosting its Attack, Defense, and Speed stats.
II
Vital Throw
Physical
Cool
070 70
000 — %
10 10 (max 16)
The user attacks last. In return, this throw move never misses.
IV
Wake-Up Slap
Physical
Tough
070 70
100 100 %
10 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 moves have had their type changed into Fighting.
Abilities
Interacting with the Fighting type
A Pokémon with Protean or Libero will become Fighting-type if it uses a Fighting-type move . A Pokémon with the Abilities 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 /Fightinium Z .
Gen
Ability
Description
IX
Mind's Eye
The Pokémon ignores changes to opponents' evasiveness , its accuracy can't be lowered, and it can hit Ghost types with Normal - and Fighting-type moves.
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 with focus and boosts the power of the holder's Fighting-type moves.
Chople Berry
If a Pokémon holding this Berry is hit with a supereffective Fighting-type move, the power of that move will be weakened.
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 .
Fighting Tera Shard
On rare occasions, these shards form when a Tera Pokémon falls in battle and its Tera Jewel shatters.
Fightinium Z
This is a crystallized form of Z-Power. It upgrades Fighting-type moves to Z-Moves .
Fist Plate
An item to be held by a Pokémon. This stone tablet is imbued with the essence of the fighting spirit and boosts the power of the holder’s Fighting-type moves.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual item's page.
Notable Fighting-type Trainers
Main article: Category:Fighting-type Trainers
Additionally, Mustard used to be a Fighting-type expert when he was a Gym Leader .
Icons
Icon fromPokémon Ruby and Sapphire
Icon fromPokémon Emerald
Icon fromPokémon FireRed and LeafGreen
Icon fromGeneration IV
Pokédex icon fromGeneration IV
Icon fromGeneration V
Icon fromGeneration VI
Icon fromPokémon Sun, Moon , Ultra Sun and Ultra Moon
Icon fromLet's Go, Pikachu!; Let's Go, Eevee!
Icon fromPokémon Sword and Shield
Symbol icon fromLet's Go, Pikachu!; Let's Go, Eevee! ; Sword, Shield and HOME (Gen VIII)
Icon fromPokémon Brilliant Diamond and Shining Pearl
Symbol icon fromPokémon Brilliant Diamond, Shining Pearl , Scarlet and Violet , and HOME (Gen IX)
Icon fromPokémon Legends: Arceus
Symbol icon fromPokémon Legends: Arceus
Icon fromPokémon Scarlet and Violet
Tera icon fromPokémon Scarlet and Violet
Tera symbol icon fromPokémon Scarlet and Violet
Icon fromPokémon Legends: Z-A
Statistical averages
Overall
Fully evolved
In spin-off games
Pokémon Sleep
Unlike in the core series games, in Pokémon Sleep , each Pokémon can only have one type, which determines the kind of Berry that the Pokémon will gather for Snorlax to feed on. Fighting-type Pokémon will gather Cheri Berries , and typically have the Slumbering sleep type .
The following is a list of Fighting-type Pokémon in Pokémon Sleep.
In the TCG
Main article: Fighting (TCG)
Due to the decreased amount of types in the TCG, the Fighting type generally consists of all Rock - and Ground-type Pokémon.
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
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 .
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 .
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.
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 first partner Pokémon , with six first partner Pokémon 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-type Pokémon is Attack , while for Psychic-type Pokémon, 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 type is tied with the Ground type for being super effective against the most amount of types, with five.
The Fighting type is the only type that deals super effective damage against the Normal type.
On average, Fighting-type Pokémon have the highest base Attack of all types.
The Fighting and Bug types are the only two separate types that resist each other.
Every Fighting-type Gym Leader and Elite Four member, along with Eri from Team Star , uses a Machamp or a Lucario in at least one of their teams.
Every type that is supereffective against the Fighting type also resists it.
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