Fighting (type)

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.

Offensive properties of Fighting-type moves
Super effective (×2) Not very effective (×½) No effect (×0)
NormalRockIceSteelDark FlyingPoisonBugPsychicFairy Ghost
Defensive properties of Fighting-type Pokémon
Weak to (×2) Resists (×½) Immune to (×0)
FlyingPsychicFairy RockBugDark None

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, 82 Pokémon or 8% of all Pokémon are Fighting-type (counting those that are Fighting-type in at least one of their forms, including Mega Evolutions and regional forms), causing it to tie with Dark as the 9th rarest type among Pokémon after Ground, Rock and Steel and before Fire and Poison. 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

# Name
0056 Mankey Mankey
0057 Primeape Primeape
0066 Machop Machop
0067 Machoke Machoke
0068 Machamp Machamp
Machamp Gigantamax
Machamp
0083 Farfetch'd Farfetch'd
Galarian Form
0106 Hitmonlee Hitmonlee
0107 Hitmonchan Hitmonchan
0128 Tauros Tauros
Paldean Form
(Combat Breed)
0236 Tyrogue Tyrogue
0237 Hitmontop Hitmontop
0296 Makuhita Makuhita
0297 Hariyama Hariyama
0447 Riolu Riolu
0532 Timburr Timburr
0533 Gurdurr Gurdurr
0534 Conkeldurr Conkeldurr
0538 Throh Throh
0539 Sawk Sawk
0619 Mienfoo Mienfoo
0620 Mienshao Mienshao
0674 Pancham Pancham
0739 Crabrawler Crabrawler
0766 Passimian Passimian
0852 Clobbopus Clobbopus
0853 Grapploct Grapploct
0865 Sirfetch'd Sirfetch'd
0870 Falinks Falinks
0889 Zamazenta Zamazenta
Hero of
Many Battles
0891 Kubfu Kubfu

Half Fighting-type Pokémon

Primary Fighting-type Pokémon

# Name Type 1 Type 2
0128 Tauros Tauros
Paldean Form
(Blaze Breed)
Fire
Tauros Tauros
Paldean Form
(Aqua Breed)
Water
0145 Zapdos Zapdos
Galarian Form
Flying
0215 Sneasel Sneasel
Hisuian Form
Poison
0307 Meditite Meditite Psychic
0308 Medicham Medicham Psychic
Medicham Mega
Medicham
Psychic
0448 Lucario Lucario Steel
Lucario Mega
Lucario
Steel
0675 Pangoro Pangoro Dark
0701 Hawlucha Hawlucha Flying
Hawlucha Mega
Hawlucha
Flying
0740 Crabominable Crabominable Ice
0802 Marshadow Marshadow Ghost
0889 Zamazenta Zamazenta
Crowned Shield
Steel
0892 Urshifu Urshifu
Single Strike Style
Dark
Urshifu Gigantamax
Urshifu
Single Strike Style
Dark
Urshifu Urshifu
Rapid Strike Style
Water
Urshifu Gigantamax
Urshifu
Rapid Strike Style
Water
0903 Sneasler Sneasler Poison
0979 Annihilape Annihilape Ghost
0992 Iron Hands Iron Hands Electric
1007 Koraidon Koraidon Dragon

Secondary Fighting-type Pokémon

# Name Type 1 Type 2
0062 Poliwrath Poliwrath Water
0150 Mewtwo Mega
Mewtwo X
Psychic
0214 Heracross Heracross Bug
Heracross Mega
Heracross
Bug
0256 Combusken Combusken Fire
0257 Blaziken Blaziken Fire
Blaziken Mega
Blaziken
Fire
0286 Breloom Breloom Grass
0391 Monferno Monferno Fire
0392 Infernape Infernape Fire
0428 Lopunny Mega
Lopunny
Normal
0453 Croagunk Croagunk Poison
0454 Toxicroak Toxicroak Poison
0475 Gallade Gallade Psychic
Gallade Mega
Gallade
Psychic
0499 Pignite Pignite Fire
0500 Emboar Emboar Fire
0549 Lilligant Lilligant
Hisuian Form
Grass
0559 Scraggy Scraggy Dark
0560 Scrafty Scrafty Dark
0638 Cobalion Cobalion Steel
0639 Terrakion Terrakion Rock
0640 Virizion Virizion Grass
0647 Keldeo Keldeo
Ordinary Form
Water
Keldeo Keldeo
Resolute Form
Water
0648 Meloetta Meloetta
Pirouette Forme
Normal
0652 Chesnaught Chesnaught Grass
0724 Decidueye Decidueye
Hisuian Form
Grass
0759 Stufful Stufful Normal
0760 Bewear Bewear Normal
0783 Hakamo-o Hakamo-o Dragon
0784 Kommo-o Kommo-o Dragon
0794 Buzzwole Buzzwole Bug
0795 Pheromosa Pheromosa Bug
0914 Quaquaval Quaquaval Water
0922 Pawmo Pawmo Electric
0923 Pawmot Pawmot Electric
0973 Flamigo Flamigo Flying
0984 Great Tusk Great Tusk Ground
0988 Slither Wing Slither Wing Bug
1006 Iron Valiant Iron Valiant Fairy
1014 Okidogi Okidogi Poison

Non-Pokémon opponents

Some opponents featured in Pokéstar Studios in Pokémon Black 2 and White 2 can be battled like Pokémon and they have designated Pokémon types. Starmobile car powered by Revavroom and two Varoom Pokémon featured in Pokémon Scarlet and Violet also share this property.

Black Belt
Huge Power
HP Atk Def SpA SpD Spe
100 100 100 100 100 100
Caph Starmobile
Stamina
Serious Nature
HP Atk Def SpA SpD Spe
408 95 120 80 85 131
  • 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 % 1 (max 1)
     
     
Normal
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)
     
     
Normal
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)
     
     
Normal
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 80 % 20 (max 32)
     
     
Normal (long-range)
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 90% 10 (max 16)
     
     
Normal
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 80 100% 10 (max 16)
     
     
Normal
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 75 100% 15 (max 24)
     
     
Normal
The user attacks with a swift chop. This move 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, boosting its Attack and Defense stats.
V Circle Throw Physical Cool 60 90% 10 (max 16)
     
     
Normal
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)
     
     
Normal
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 % 10 (max 16)
     
     
All Allies (Except Self)
The user properly coaches its ally Pokémon, boosting their Attack and Defense stats.
IX Collision Course Physical 100 100% 5 (max 8)
     
     
Normal
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% 10 (max 16)
     
     
Normal
This move is only used by a Starmobile. It may paralyze the opponent.*
I Counter Physical Tough 100% 20 (max 32)
     
     
Varies
A retaliatory attack that counters any physical move, inflicting double the damage taken.
II Cross Chop Physical Cool 100 80% 5 (max 8)
     
     
Normal
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 % 5 (max 8)
     
     
Self
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 30 100% 30 (max 48)
     
     
Normal
The user attacks by kicking the target twice in a row using two feet.
IV Drain Punch Physical Tough 75 100% 10 (max 16)
     
     
Normal
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 50% 5 (max 8)
     
     
Normal
The user attacks by punching the target with full concentrated power. This also confuses the target.
V Final Gambit Special Tough 100% 5 (max 8)
     
     
Normal
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 95% 10 (max 16)
     
     
Normal
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)
     
     
Normal
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)
     
     
Normal
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 60 100% 10 (max 16)
     
     
Normal
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)
     
     
1 Other
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)
     
     
1 Other
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)
     
     
Normal
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 90% 10 (max 16)
     
     
Normal
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 95% 10 (max 16)
     
     
Normal
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)
     
     
Normal
The target is attacked with a sharp chop. Critical hits land more easily.
I Low Kick Physical Tough 100% 20 (max 32)
     
     
Normal
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)
     
     
Normal
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)
     
     
Normal
The user throws a punch at blinding speed. This move always goes first.
VI Mat Block Status Cool % 10 (max 16)
     
     
Your Side
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)
     
     
1 Other
This is a Fighting-type attack Dynamax Pokémon use. This boosts ally Pokémon's Attack stats.
VIII Max Knuckle Special % 3 (max 4)
     
     
1 Other
This is a Fighting-type attack Dynamax Pokémon use. This boosts ally Pokémon's Attack stats.
VIII Meteor Assault Physical 150 100% 5 (max 8)
     
     
Normal
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 boosts all the user's stats but prevents the user from switching out or fleeing.
VIII Octolock Status 100% 15 (max 24)
     
     
Normal
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)
     
     
Normal
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)
     
     
Your Side
The user protects itself and its allies from priority moves.
III Revenge Physical Tough 60 100% 10 (max 16)
     
     
Normal
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)
     
     
Normal
An all-out attack that becomes more powerful the less HP the user has.
II Rock Smash Physical Tough 40 100% 15 (max 24)
     
     
Normal
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)
     
     
Normal
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)
     
     
Normal
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 85 100% 10 (max 16)
     
     
Normal
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 100% 20 (max 32)
     
     
Normal
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)
     
     
Normal
The user attacks the target with an uppercut thrown skyward with force.
V Storm Throw Physical Cool 60 100% 10 (max 16)
     
     
Normal
The user attacks by striking the target with a fierce blow. This move always lands a critical hit.
I Submission Physical Cool 80 80% 20 (max 32)
     
     
Normal
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)
     
     
Normal
The user attacks the target with great power. This also lowers the user's Attack and Defense stats.
VIII Thunderous Kick Physical 90 100% 10 (max 16)
     
     
Normal
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 90 100% 10 (max 16)
     
     
Normal
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 10 90% 10 (max 16)
     
     
Normal
A consecutive three-kick attack that becomes more powerful with each successful hit.
IX Upper Hand Physical 65 100% 15 (max 24)
     
     
Normal
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 40 100% 30 (max 48)
     
     
Normal
The user whirls its fists to send a wave of pure vacuum at the target. This move always goes first.
VIII Victory Dance Status % 20 (max 32)
     
     
Self
The user performs an intense dance to usher in victory, boosting its Attack, Defense, and Speed stats.
II Vital Throw Physical Cool 70 % 10 (max 16)
     
     
Normal
The user attacks last. In return, this throw move never misses.
IV Wake-Up Slap Physical Tough 70 100% 10 (max 16)
     
     
Normal
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 types changed into Fighting.

Move Original type New type
Karate Chop Gen I Normal Gen II+

Abilities

Interacting with the Fighting type

A Pokémon with Protean or Libero will become a Fighting-type Pokémon if it uses a Fighting-type move. A Pokémon with 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 or 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 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 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 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.

Cram-o-matic

Name
Armorite Ore Armorite Ore
Black Belt
Calcium Calcium
Carbos Carbos
Choice Band Choice Band
Expert Belt Expert Belt
Focus Band Focus Band
Focus Sash Focus Sash
HP Up HP Up
Iron Iron
Kelpsy Berry Kelpsy Berry
Leppa Berry Leppa Berry
Macho Brace Macho Brace
Muscle Band Muscle Band
Power Anklet Power Anklet
Power Band Power Band
Power Belt Power Belt
Power Bracer Power Bracer
Power Weight Power Weight
Protective Pads Protective Pads
Protein Protein
Salac Berry Salac Berry
Zinc Zinc

Notable Fighting-type Trainers

Main article: Category:Fighting-type Trainers
Gen Trainer Title Location
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
IX
Eri
Team Star Caph Squad's Base
IX
Dendra
Instructor Naranja AcademyS
Uva AcademyV

Additionally, Mustard used to be a Fighting-type expert when he was a Gym Leader.

Icons

Core series

Icon from
Pokémon Ruby, Sapphire, and Emerald
Icon from
Pokémon FireRed and LeafGreen
Icon from
Generation IV
Pokédex icon from
Generation IV
Icon from
Generation V
Icon from
Generation VI
Icon from
Pokémon Sun, Moon, Ultra Sun and Ultra Moon
Icon from
Let's Go, Pikachu!; Let's Go, Eevee!
Icon from
Pokémon Sword and Shield
Symbol icon from
Let's Go, Pikachu!; Let's Go, Eevee!; Sword, Shield and HOME (Gen VIII)
Icon from
Pokémon Brilliant Diamond and Shining Pearl
Symbol icon from
Pokémon Brilliant Diamond, Shining Pearl, Scarlet and Violet, and HOME (Gen IX)
Icon from
Pokémon Legends: Arceus
Symbol icon from
Pokémon Legends: Arceus
Icon from
Pokémon Scarlet and Violet
Tera icon from
Pokémon Scarlet and Violet
Tera symbol icon from
Pokémon Scarlet and Violet

Side series

Icon from
Pokémon Stadium
Icon from
Pokémon Stadium 2
Icon from
Pokémon Box Ruby & Sapphire
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
Symbol icon from
Pokémon Sleep

Statistical averages

Overall

Stat
HP: 78.55
Attack: 108.99
Defense: 80.29
Sp.Atk: 65.85
Sp.Def: 73.67
Speed: 81.13
Total: 488.48


Fully evolved

Stat
HP: 86
Attack: 120.27
Defense: 89.79
Sp.Atk: 72.46
Sp.Def: 82.15
Speed: 90
Total: 540.67


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.

# Pokémon Name Sleep type
0056 Mankey Mankey Dozing
0057 Primeape Primeape Dozing
0256 Combusken Combusken Slumbering
0257 Blaziken Blaziken Slumbering
0447 Riolu Riolu Slumbering
0448 Lucario Lucario Slumbering
0475 Gallade Gallade Slumbering
0759 Stufful Stufful Slumbering
0760 Bewear Bewear Slumbering
0914 Quaquaval Quaquaval Slumbering

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 (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.
  • The Fighting type is the most common type for Paradox Pokémon to have, with five Paradox Pokémon being Fighting-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 फ़ाइटिंग Fighting
लड़ाई Ladaee*
Hungarian Harcos
Indonesian Petarung*
Tanding*
Italian Lotta
Korean 격투 Gyeoktu
Malaysian Berlawan
Norwegian Slåss*
Kjempende*
Polish Walczący
Portuguese Brazil Lutador
Luta
Guerreiro
Combate*
Portugal Luta
Lutador*
Romanian Luptă
Russian Сражение Srazheniye
Боевой Boyevoy
Spanish Latin America Pelea
Spain Lucha
Swedish Strids*
Slagsmål
Boxartyp*
Thai ต่อสู้ Tosu
Turkish Dövüşçü
Dövüş
Vietnamese Giác đấu
Chiến đấu