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 that 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   Defensive
Power Types   Power Types
 
 
 
½×  
 
½×  
 
 
 
 
 
  None


Generation II-V

Offensive   Defensive
Power Types   Power Types
 
 
 
 
 
½×  
 
 
½×  
 
 
 
 
 
  None


Generation VI-onward

Offensive   Defensive
Power Types   Power Types
 
 
 
 
 
½×  
 
 
½×  
 
 
 
 
 
 
 
  None


Note: Although Fighting-type attacks normally have no effect on Ghost-type Pokémon, the moves Foresight and Odor Sleuth, as well as the Ability Scrappy, allow both Normal-type and Fighting-type moves to affect Ghost-type Pokémon.

Characteristics

Defense

Defensively, the Fighting type has cons and pros. Fighting-type Pokémon have key resistances to Dark and Rock, but their weaknesses are to the common Flying and Psychic types. It is also very possible for a Fighting type to fall to Psychic moves in one turn, due to a mid-range Special Defense and Psychic types' tendency to have high Special Attack. However, several Fighting Pokémon (like Lucario, Gallade, Scraggy, Scrafty, Meditite, Medicham and Cobalion) have a subtype that rids them of the Psychic weakness, with Scraggy and Scrafty being completely immune due to their secondary type of Dark (unless they are affected by Miracle Eye).

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 deals super-effective damage to Rock and Steel types, which generally have high Defense, and is the only type super-effective against Normal. It is super-effective against Ice types, a key offensive but low defensive type. It is also one of the three types super-effective against Dark. This is slightly balanced out by the fact that Ghosts are immune to Fighting attacks without the aid of Foresight/Odor Sleuth or the Scrappy Ability. In the first three generations, there were very few powerful Fighting-type moves, but this has changed with the introduction of Close Combat, increased availability of moves such as Superpower and Hi Jump Kick's power boost in Generation V. The Fighting type also pairs up well with the Dark type offensively as only three Pokémon currently resist a Fighting/Dark combination. However, most Fighting-type Pokémon can learn Rock-type moves (such as Stone Edge) to counter Flying-type and Bug-type resistances to Fighting-type moves.

Contest properties

When used in Contests, Fighting-type moves typically become Cool or Tough, but can also be of the Beauty or Smart Contest categories. No Fighting-type moves are of the Cute category.

Pokémon

As of Generation VI, there are 46 Fighting-type Pokémon, or 6.2% of all Pokémon (counting forms and Mega Evolutions that change typing as different Pokémon).

Pure Fighting-type Pokémon

# Name
056   Mankey
057   Primeape
066   Machop
067   Machoke
068   Machamp
106   Hitmonlee
107   Hitmonchan
236   Tyrogue
237   Hitmontop
296   Makuhita
297   Hariyama
447   Riolu
532   Timburr
533   Gurdurr
534   Conkeldurr
538   Throh
539   Sawk
619   Mienfoo
620   Mienshao
674   Pancham

Pokéstar Studios opponents

# Name
N/A   Black Belt

Half Fighting-type Pokémon

Primary Fighting-type Pokémon

# Name Type 1 Type 2
307   Meditite Fighting Psychic
308   Medicham Fighting Psychic
448   Lucario Fighting Steel
675   Pangoro Fighting Dark
701   Hawlucha Fighting Flying

Secondary Fighting-type Pokémon

# Name Type 1 Type 2
062   Poliwrath Water Fighting
150   Mewtwo* Psychic Fighting
214   Heracross Bug Fighting
256   Combusken Fire Fighting
257   Blaziken Fire Fighting
286   Breloom Grass Fighting
391   Monferno Fire Fighting
392   Infernape Fire Fighting
453   Croagunk Poison Fighting
454   Toxicroak Poison Fighting
475   Gallade Psychic Fighting
499   Pignite Fire Fighting
500   Emboar Fire Fighting
559   Scraggy Dark Fighting
560   Scrafty Dark Fighting
638   Cobalion Steel Fighting
639   Terrakion Rock Fighting
640   Virizion Grass Fighting
647   Keldeo Water Fighting
  Water Fighting
648   Meloetta* Normal Fighting
652   Chesnaught Grass Fighting

Moves

Gen Move Category Contest Power Accuracy PP Target Description
III Arm Thrust Physical Tough 15 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user looses a flurry of open-palmed arm thrusts that hit two to five times in a row.
IV Aura Sphere Special Beauty 90 % 20 (max 32)
     
     
Anyone
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)
     
     
Any adjacent Pokémon
The user attacks with a swift chop. It can also break any barrier such as Light Screen and Reflect.
III Bulk Up Status Beauty % 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 60 90% 10 (max 16)
     
     
Any adjacent Pokémon
The user throws the target and drags out another Pokémon in its party. In the wild, the battle ends.
IV Close Combat Physical Smart 120 100% 5 (max 8)
     
     
Any adjacent Pokémon
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)
     
     
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
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)
     
     
Any adjacent Pokémon
The target is quickly kicked twice in succession using both feet.
IV Drain Punch Physical Beauty 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 DynamicPunch Physical Cool 100 50% 5 (max 8)
     
     
Any adjacent Pokémon
The user punches the target with full, concentrated power. It confuses the target if it hits.
V Final Gambit Special Varies 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user risks everything to attack its target. The user faints but does damage equal to the user's HP.
VI Flying Press Physical 80 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. It may also lower the target's Sp. Def.
III Focus Punch Physical Tough 150 100% 20 (max 32)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
The user swings and hits with its strong and heavy fist. It lowers the user's Speed, however.
I Hi 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. It inflicts greater damage on heavier targets.
V Low Sweep Physical 60 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user attacks the target's legs swiftly, reducing 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. It is certain to strike first.
VI Mat Block Status % 15 (max 24)
     
     
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 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 % 15 (max 24)
     
     
All allies
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)
     
     
Any adjacent Pokémon
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)
     
     
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 that can shatter a rock. It 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. It may also make the target flinch.
V Sacred Sword Physical 90 100% 20 (max 32)
     
     
Any adjacent Pokémon
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 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 40 100% 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% 25 (max 40)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
The user attacks the target with great power. However, it also lowers the user's Attack and Defense.
II Triple Kick Physical Beauty 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 Smart 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 is guaranteed not to miss.
IV Wake-Up Slap Physical Smart 60 100% 10 (max 16)
     
     
Any adjacent Pokémon
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.

Trivia

  • Generation V introduced the most Fighting-type Pokémon of any Generation, with 16, and Generation II introduced the least Fighting-type Pokémon, with three.
  • Generation I introduced the most Fighting-type moves of any Generation, with nine, and Generation III and V introduced the least Fighting-type moves, with seven.
  • The Fighting type was the last of the 18 types to be paired with the Flying type, with the addition of Hawlucha in Generation VI.
  • All of the legendary golems are weak to Fighting-type moves.
  • No Fighting-type move can hit more than one foe in a Double or Triple Battle.
  • Along with the Ground type, Fighting-type moves are super effective against the most Pokémon types: five.
  • Fighting is the only type to have two variations of Quick Attack: Mach Punch and Vacuum Wave.
  • All non-damaging moves of the Fighting type involve some form of defense.
  • 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 the color orange in the Pokémon Stadium series and Pokémon Mystery Dungeon, and with the color brown in the Pokémon Trading Card Game.
  • Fighting is the only former physical type to have all damaging moves retain their physical category. All special category moves were introduced in Generation IV or later, after the split had occurred.
  • Fighting is the most common secondary type for evolutions of starter Pokémon, with three starter lines being paired with it, all of them Fire type.
  • Excluding Arceus holding the Fist Plate, there were no legendary Fighting types before Generation V.
    • Coincidentally, Generation V introduced five, if Meloetta's Pirouette Forme is taken into account.
  • 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.
    • The Fighting type is the only formerly physical type to not have any old moves changed into special moves, while 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
  Japanese かくとう (格闘) Kakutō
Mandarin Chinese 格鬥 / 格斗 Gédòu
  Danish Kamp
  Dutch Vecht
  Finnish Taistelu
  French Combat
  German Kampf
  Greek Μαχητής Machitis
  Hebrew לחימה Lehima
  Italian Lotta
  Korean 격투 Gyeoktu
  Norwegian Kamp
  Polish Walczący
Portuguese   Brazil Lutador
  Portugal Luta
  Romanian Luptă
  Russian Боевой Boevoi
Spanish   Latin America Peleador
  Spain Lucha
  Thai ต่อสู้