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. 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

Stat
HP: 75.64
Attack: 107.31
Defense: 77.5
Sp.Atk: 66.14
Sp.Def: 72.25
Speed: 77.08
Total: 475.92


Fully evolved

Stat
HP: 83.22
Attack: 120.64
Defense: 87.28
Sp.Atk: 74.08
Sp.Def: 82.26
Speed: 88.22
Total: 535.70


Battle properties

Generation I

Offensive   Defensive
Power Types   Power Types
 
 
 
½×  
 
½×  
 
 
 
 
 
  None


Generations II to V

Offensive   Defensive
Power Types   Power Types
 
 
 
 
 
½×  
 
 
½×  
 
 
 
 
 
  None


Generation VI onwards

Offensive   Defensive
Power Types   Power Types
 
 
 
 
 
½×  
 
 
½×  
 
 
 
 
 
 
 
  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 Foresight or Odor Sleuth.

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, which has not materialized (unless Trick-or-Treat is considered).

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 VIII, there are 66 Fighting-type Pokémon or 7.33% of all Pokémon (counting those that are Fighting-type in at least one of their forms, including Mega Evolutions and Galarian Forms), making it the 8th or 9th rarest type, tying with Dark.

Pure Fighting-type Pokémon

# Name
056   Mankey
057   Primeape
066   Machop
067   Machoke
068   Machamp
  Gigantamax
Machamp
083   Farfetch'd
Galarian Form
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
739   Crabrawler
766   Passimian
852   Clobbopus
853   Grapploct
865   Sirfetch'd
870   Falinks
889   Zamazenta
Hero of
Many Battles
891   Kubfu

Half Fighting-type Pokémon

Primary Fighting-type Pokémon

# Name Type 1 Type 2
145   Zapdos
Galarian Form
Fighting Flying
307   Meditite Fighting Psychic
308   Medicham Fighting Psychic
  Mega
Medicham
Fighting Psychic
448   Lucario Fighting Steel
  Mega
Lucario
Fighting Steel
675   Pangoro Fighting Dark
701   Hawlucha Fighting Flying
740   Crabominable Fighting Ice
802   Marshadow Fighting Ghost
889   Zamazenta
Crowned Shield
Fighting Steel
892   Urshifu
Single Strike Style
Fighting Dark
  Gigantamax
Urshifu
Single Strike Style
Fighting Dark
  Urshifu
Rapid Strike Style
Fighting Water
  Gigantamax
Urshifu
Rapid Strike Style
Fighting Water

Secondary Fighting-type Pokémon

# Name Type 1 Type 2
062   Poliwrath Water Fighting
150   Mega
Mewtwo X
Psychic Fighting
214   Heracross Bug Fighting
  Mega
Heracross
Bug Fighting
256   Combusken Fire Fighting
257   Blaziken Fire Fighting
  Mega
Blaziken
Fire Fighting
286   Breloom Grass Fighting
391   Monferno Fire Fighting
392   Infernape Fire Fighting
428   Mega
Lopunny
Normal Fighting
453   Croagunk Poison Fighting
454   Toxicroak Poison Fighting
475   Gallade Psychic Fighting
  Mega
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
Ordinary Form
Water Fighting
  Keldeo
Resolute Form
Water Fighting
648   Meloetta
Pirouette Forme
Normal Fighting
652   Chesnaught Grass Fighting
759   Stufful Normal Fighting
760   Bewear Normal Fighting
783   Hakamo-o Dragon Fighting
784   Kommo-o Dragon Fighting
794   Buzzwole Bug Fighting
795   Pheromosa Bug Fighting

Pokéstar Studios opponents

 
Black Belt
 Fighting 
Huge Power
HP Atk Def SpA SpD Spd
100 100 100 100 100 100

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.
VIII Body Press Physical 80 100% 10 (max 16)
     
     
Any adjacent Pokémon
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)
     
     
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.
VIII Coaching Status % 10 (max 16)
     
     
Adjacent ally
The user properly coaches its ally Pokémon, boosting their Attack and Defense stats.
I Counter Physical Tough 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 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.
VIII G-Max Chi Strike Physical % 3 (max 4)
     
     
All adjacent foes
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)
     
     
All adjacent foes
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)
     
     
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 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.
VIII Max Knuckle Physical % 3 (max 4)
     
     
All adjacent foes
This is a Fighting-type attack Dynamax Pokémon use. This raises ally Pokémon's Attack stats.
VIII Max Knuckle Special % 3 (max 4)
     
     
All adjacent foes
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)
     
     
Any adjacent Pokémon
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)
     
     
Self
This move raises all the user's stats but prevents the user from switching out or fleeing.
VIII Octolock Status 100% 15 (max 24)
     
     
Any adjacent Pokémon
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)
     
     
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 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 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.
VIII Thunderous Kick Physical 90 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user overwhelms the target with lightning-like movement before delivering a kick. This also lowers the target's Defense stat.
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, RKS System, 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, is holding a Fighting Memory, or is holding a Fist Plate or Fightinium Z.

Gen Ability Description
IV Scrappy Enables Normal- and Fighting-type moves to hit Ghost-type Pokémon.
All details are accurate to Generation VIII 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  
KoichiFRLGPE/KiyoGSCHGSS
Black BeltRBYGSCFRLGHGSS
Karate MasterPE
Fighting Dojo
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


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
Generation VIII
Symbol icon from
Let's Go, Pikachu! and Let's Go, Eevee! onward

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

  • Generation V introduced the most Fighting-type Pokémon of any generation, with 16, 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.
  • 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.
  • Every region has a Fighting-type specialist.
  • 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.
  • The Fighting type 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.
    • 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 either a Machamp or a Lucario in at least one of their teams.
  • The Fighting type is the only type that hasn't been paired with the Electric type.

In other languages

Language Title
  Japanese かくとう (格闘) Kakutō
Chinese Cantonese 格鬥 Gaakdau
Mandarin 格鬥 / 格斗 Gédòu
  Czech Bojový
  Danish Kamp
  Dutch Vecht
  Finnish Taistelu
  French Combat
  German Kampf
  Greek Μαχητής Machitís
  Hebrew לחימה Lekhima
  Hindi लड़ाई Ladaee
  Hungarian Harcos
  Indonesian Petarung*
Tanding*
  Italian Lotta
  Korean 격투 Gyeoktu
  Malaysian Berlawan
  Norwegian Kjemper*
Kamp
  Polish Walczący
Portuguese   Brazil Luta
Lutador
Guerreiro
  Portugal Luta
Lutador*
  Romanian Luptă
  Russian Сражение Srazheniye
Боевой Boyevoy
Spanish   Latin America Peleador
  Spain Lucha
  Swedish Strids*
Slagsmål
Boxartyp*
  Thai ต่อสู้ Tosu
  Turkish Dövüş
  Vietnamese Giác đấu
Chiến đấu