From Bulbapedia, the community-driven Pokémon encyclopedia.
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| ==Pokémon== | | ==Pokémon== |
| As of Generation VI, there are 47 Fighting-type Pokémon, or 6.5% of all Pokémon (counting [[List of Pokémon with form differences|forms]] and [[Mega Evolution]]s that change typing as different Pokémon), making it the 7th rarest type. | | 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 [[List of Pokémon with form differences|forms]], including [[Mega Evolution]]s), making it the 8th rarest type. |
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| ===Pure Fighting-type Pokémon=== | | ===Pure Fighting-type Pokémon=== |
Revision as of 10:15, 1 June 2016
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 damaging Fighting-type moves were physical, but they may now also be special depending on the attack.
Statistical averages
Overall
Fully evolved
Battle properties
Generation I
Offensive
|
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Defensive
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Power
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Types
|
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Power
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Types
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2×
|
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½×
|
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½×
|
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2×
|
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0×
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0×
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None
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Generations II to V
Offensive
|
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Defensive
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Power
|
Types
|
|
Power
|
Types
|
2×
|
|
½×
|
|
½×
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2×
|
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0×
|
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0×
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None
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Generation VI onwards
Offensive
|
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Defensive
|
Power
|
Types
|
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Power
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Types
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2×
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½×
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½×
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2×
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0×
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0×
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None
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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 utilised for offence but with notoriously bad defence. 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
Pokéstar Studios opponents
Half Fighting-type Pokémon
Primary Fighting-type Pokémon
Secondary Fighting-type Pokémon
Moves
Gen
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Move
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Category
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Contest
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Power
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Accuracy
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PP
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Range
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Description
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III
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Arm Thrust
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Physical
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Tough
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01515
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100100%
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2020 (max 32)
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The user looses a flurry of open-palmed arm thrusts that hit two to five times in a row.
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IV
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Aura Sphere
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Special
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Beautiful
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08080
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000—%
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2020 (max 32)
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The user looses a blast of aura power from deep within its body at the target. This move is certain to hit.
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III
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Brick Break
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Physical
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Cool
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07575
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100100%
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1515 (max 24)
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The user attacks with a swift chop. It can also break any barrier such as Light Screen and Reflect.
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III
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Bulk Up
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Status
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Beautiful
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000—
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000—%
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2020 (max 32)
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The user tenses its muscles to bulk up its body, boosting both its Attack and Defense stats.
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V
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Circle Throw
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Physical
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Cool
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06060
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09090%
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1010 (max 16)
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The user throws the target and drags out another Pokémon in its party. In the wild, the battle ends.
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IV
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Close Combat
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Physical
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Clever
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120120
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100100%
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055 (max 8)
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The user fights the target up close without guarding itself. It also cuts the user's Defense and Sp. Def.
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I
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Counter
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Physical
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Tough
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VariesVaries
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100100%
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2020 (max 32)
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A retaliation move that counters any physical attack, inflicting double the damage taken.
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II
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Cross Chop
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Physical
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Cool
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100100
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08080%
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055 (max 8)
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The user delivers a double chop with its forearms crossed. Critical hits land more easily.
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II
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Detect
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Status
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Cool
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000—
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000—%
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055 (max 8)
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It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
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I
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Double Kick
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Physical
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Tough
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03030
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100100%
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3030 (max 48)
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The target is quickly kicked twice in succession using both feet.
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IV
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Drain Punch
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Physical
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Beautiful
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07575
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100100%
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1010 (max 16)
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An energy-draining punch. The user's HP is restored by half the damage taken by the target.
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II
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Dynamic Punch
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Physical
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Cool
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100100
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05050%
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055 (max 8)
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The user punches the target with full, concentrated power. It confuses the target if it hits.
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V
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Final Gambit
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Special
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Tough
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VariesVaries
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100100%
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055 (max 8)
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The user risks everything to attack its target. The user faints but does damage equal to the user's HP.
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VI
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Flying Press
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Physical
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Tough
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08080
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09595%
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1010 (max 16)
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The user dives down onto the target from the sky. This move is Fighting and Flying type simultaneously.
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IV
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Focus Blast
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Special
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Cool
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120120
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07070%
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055 (max 8)
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The user heightens its mental focus and unleashes its power. It may also lower the target's Sp. Def.
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III
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Focus Punch
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Physical
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Tough
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150150
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100100%
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2020 (max 32)
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The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.
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IV
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Force Palm
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Physical
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Cool
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06060
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100100%
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1010 (max 16)
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The target is attacked with a shock wave. It may also leave the target with paralysis.
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IV
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Hammer Arm
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Physical
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Cool
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100100
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09090%
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1010 (max 16)
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The user swings and hits with its strong and heavy fist. It lowers the user's Speed, however.
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I
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High Jump Kick
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Physical
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Cool
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130130
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09090%
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1010 (max 16)
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The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead.
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I
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Jump Kick
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Physical
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Cool
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100100
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09595%
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1010 (max 16)
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The user jumps up high, then strikes with a kick. If the kick misses, the user hurts itself.
|
I
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Karate Chop
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Physical
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Tough
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05050
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100100%
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2525 (max 40)
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The target is attacked with a sharp chop. Critical hits land more easily.
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I
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Low Kick
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Physical
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Tough
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VariesVaries
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100100%
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2020 (max 32)
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A powerful low kick that makes the target fall over. It inflicts greater damage on heavier targets.
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V
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Low Sweep
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Physical
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Clever
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06565
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100100%
|
2020 (max 32)
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|
The user attacks the target's legs swiftly, reducing the target's Speed stat.
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II
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Mach Punch
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Physical
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Cool
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04040
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100100%
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3030 (max 48)
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|
The user throws a punch at blinding speed. It is certain to strike first.
|
VI
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Mat Block
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Status
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Cool
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000—
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000—%
|
1515 (max 24)
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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
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Power-Up Punch
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Physical
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Tough
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04040
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100100%
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2020 (max 32)
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Striking opponents over and over makes the user's fists harder. Hitting a target raises the Attack stat.
|
V
|
Quick Guard
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Status
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Cool
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000—
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000—%
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1515 (max 24)
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The user protects itself and its allies from priority moves. If used in succession, its chance of failing rises.
|
III
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Revenge
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Physical
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Tough
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06060
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100100%
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1010 (max 16)
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An attack move that inflicts double the damage if the user has been hurt by the opponent in the same turn.
|
II
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Reversal
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Physical
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Cool
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VariesVaries
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100100%
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1515 (max 24)
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|
An all-out attack that becomes more powerful the less HP the user has.
|
II
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Rock Smash
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Physical
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Tough
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04040
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100100%
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1515 (max 24)
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|
The user attacks with a punch that can shatter a rock. It may also lower the target's Defense stat.
|
I
|
Rolling Kick
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Physical
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Cool
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06060
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08585%
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1515 (max 24)
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|
The user lashes out with a quick, spinning kick. It may also make the target flinch.
|
V
|
Sacred Sword
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Physical
|
Cool
|
09090
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100100%
|
1515 (max 24)
|
|
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
|
08585
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100100%
|
1010 (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
|
VariesVaries
|
100100%
|
2020 (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
|
08585
|
09090%
|
1515 (max 24)
|
|
The user attacks the target with an uppercut thrown skyward with force.
|
V
|
Storm Throw
|
Physical
|
Cool
|
06060
|
100100%
|
1010 (max 16)
|
|
The user strikes the target with a fierce blow. This attack always results in a critical hit.
|
I
|
Submission
|
Physical
|
Cool
|
08080
|
08080%
|
2525 (max 40)
|
|
The user grabs the target and recklessly dives for the ground. It also hurts the user slightly.
|
III
|
Superpower
|
Physical
|
Tough
|
120120
|
100100%
|
055 (max 8)
|
|
The user attacks the target with great power. However, it also lowers the user's Attack and Defense.
|
II
|
Triple Kick
|
Physical
|
Beautiful
|
01010
|
09090%
|
1010 (max 16)
|
|
A consecutive three-kick attack that becomes more powerful with each successive hit.
|
IV
|
Vacuum Wave
|
Special
|
Clever
|
04040
|
100100%
|
3030 (max 48)
|
|
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
|
07070
|
000—%
|
1010 (max 16)
|
|
The user attacks last. In return, this throw move is guaranteed not to miss.
|
IV
|
Wake-Up Slap
|
Physical
|
Clever
|
07070
|
100100%
|
1010 (max 16)
|
|
This attack inflicts big damage on a sleeping target. It also wakes the target up, however.
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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.
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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
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Scrappy
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Enables moves to hit Ghost-type foes.
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All details are accurate to Generation VI games. For details that have changed between generations, please see an individual Ability's page.
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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 VI introduced the fewest, with three.
- 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.
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