You've been there. You're staring down a Machamp or a Lucario, and suddenly your massive, high-defense Steel type feels like it's made of wet tissue paper. It’s annoying. It’s frustrating. It's honestly one of the most common ways to lose a match in Pokémon, whether you're playing the latest VGC circuit on Scarlet and Violet or just trying to climb the ladder in Pokémon GO. Knowing exactly what is weak against fighting isn't just trivia; it's the difference between a clean sweep and a total wipeout.
Fighting types are the "glass cannons" of the Pokémon world, but with a twist. They aren't always fragile. They’re just aggressive. They hit for super-effective damage against five separate types. That’s a huge chunk of the elemental chart. If you aren't prepared, a single Close Combat is going to end your run.
The Five Types That Get Wrecked by Fighting Moves
Let’s get the basics out of the way. If you have a Pokémon that is Normal, Ice, Rock, Steel, or Dark, you are in the danger zone.
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Normal types have it the worst. They only have one weakness, and this is it. Think about Snorlax or Blissey. They have massive HP pools, but because they are weak against fighting, a well-placed High Jump Kick from a Hitmonlee will basically delete them from existence. It’s a weird balancing act Game Freak created. Normal types are meant to be neutral tanks, but Fighting types are their literal kryptonite.
Then you have Steel and Rock. These are the "defensive" types. You’d think a giant mountain like Onix or a literal metal bird like Skarmory (though Skarmory’s Flying type helps it out) would be fine. Nope. In the Pokémon universe, "fighting" represents the peak of physical conditioning and martial arts. Think about it—a martial artist breaking a brick or a steel bar with a palm strike. That's the logic here. If you're running a Tyranitar, you're looking at a 4x weakness because it's both Rock and Dark. One hit and it’s over.
Why Dark and Ice Struggle Too
Ice types are already the glass figurines of the game. They are offensively brilliant but defensively terrible. Being weak to Fighting just adds insult to injury. Weavile is a perfect example. It's fast and hits like a truck, but if a Breloom breathes on it with a Mach Punch, it's done.
Dark types are the final piece of the puzzle. This weakness exists mostly for balance. Dark was introduced in Gen II to nerf Psychic types. To keep Dark types from becoming too powerful, they were made weak to the "noble" Fighting style. It’s the classic trope of the heroic warrior overcoming the sneaky villain.
The Strategy Behind the Fist
It isn't just about the types themselves; it's about the moves. Most Fighting-type moves have high base power but come with a "cost." Take Close Combat. It has 120 power. That’s insane. But it drops the user’s Defense and Special Defense.
This creates a high-stakes gambling game.
If you know your opponent is weak against fighting, you’re tempted to click that button immediately. But if they switch into a Ghost type? You just wasted your move, and now your defenses are lowered. You're a sitting duck. This is why top-tier players like Wolfe Glick or CybertronVGC spend so much time predicting switches. They know that while Fighting is strong, it is also incredibly predictable.
The Special Case of "Fighting-Type Coverage"
You don’t even need to be a Fighting-type Pokémon to use these moves. This is what catches people off guard. You’ll see a Mewtwo running Aura Sphere or a Dragonite running Superpower. This is called "coverage."
Basically, if your team is weak to Steel types (like the dreaded Gholdengo), you put a Fighting move on a non-fighting Pokémon to surprise them. It’s a "tech" choice. Honestly, if you aren't running at least one Fighting-type move on your team, you're going to get walled by a Ferrothorn or a Kingambit. Kingambit is currently a menace in the competitive scene, and without Fighting damage, it will simply set up Swords Dance and sweep your entire squad.
Defending Against the Punch: What Resists Fighting?
If you're tired of getting bullied by martial arts masters, you need to pivot. Not everything is weak against fighting. In fact, some things laugh at it.
- Ghost types: They have a literal immunity. Fighting moves pass right through them.
- Psychic and Flying types: They resist Fighting. This is why Corviknight is such a staple in the meta; it resists those hits and can roost off the damage.
- Fairy types: Introduced in Gen VI, they also resist Fighting. It’s part of why the "Fighting-Dragon-Dark" trio got shaken up so hard a few years ago.
You’ve got to think about the secondary typing too. A Pokémon like Medicham is Fighting/Psychic. It’s not weak to other Fighting types in the same way a pure Fighting type might be. Or look at Toxapex. It’s Poison/Water. Poison resists Fighting. Toxapex is basically a brick wall that most physical attackers simply cannot break through without a specific Special Attack or a Ground-type move.
Real-World Examples from the Current Meta
Let's look at Iron Valiant. It’s a Fairy/Fighting type. It’s incredibly popular right now because it covers so many bases. It can hit the things that are weak against fighting (like Kingambit) while also having the Fairy typing to resist the opponent's Fighting moves. It’s a paradox Pokémon for a reason. It breaks the traditional mold.
Then there’s Zamazenta in the restricted formats. Even though it’s a legendary, it relies on its Fighting typing to check the massive amount of Steel and Dark types that dominate the upper echelons of play.
If you're playing Pokémon GO, the story is the same. Lucario and Conkeldurr are kings of Raid battles. Why? Because so many Bosses are Normal, Steel, or Rock types. Dialga? Weak to Fighting. Registeel? Weak to Fighting. Ursaluna? You guessed it. If you want to be efficient, you stock up on Machamps. It’s been the "budget" king of the game since 2016 and honestly, it’s not going anywhere.
Misconceptions and Nuance
A lot of people think Fighting is weak to Fire or Electric. It’s not. Fighting is actually very neutral defensively. It only has three weaknesses: Flying, Psychic, and Fairy.
Another weird one? Bug types. A lot of players forget that Bug resists Fighting. It doesn’t make much sense if you think about a person stepping on a bug, but in terms of game balance, it gives Bug types a tiny bit of utility they desperately need. If you're stuck against a Great Tusk, switching into a Volcarona or a Buzzwole can actually save your skin.
Also, don't confuse "Fighting" with "Ground." They hit a lot of the same things—Steel and Rock specifically—but Fighting hits Normal and Dark, while Ground hits Electric and Poison. They are brothers-in-arms in the offensive world, but they are not interchangeable.
What This Means for Your Team Building
Stop building teams that are "Steel heavy." I know Steel is the best defensive type in the game, but if you have three Steel types, one Iron Hands or one Zapdos-Galar is going to ruin your day. You have to balance your "Fighting-weak" mons with "Fighting-resists."
It's about the "core." A classic core is the Fantasy Core (Steel, Fairy, Dragon) or the Regenerator Core. But whatever you pick, look at your weaknesses. If you see three or more Pokémon weak to Fighting, you are asking for a loss. You need a "pivot"—someone who can take the hit.
Actionable Steps to Counter Fighting Types
Don't just sit there and take the hits. If you're struggling with opponents who spam Fighting moves, here is the playbook:
1. Get a Ghost-type pivot. Annoy your opponent. When you sense a Close Combat or a High Jump Kick coming, switch to a Ghost type like Gengar or Dragapult. High Jump Kick actually hurts the user if it misses or hits a Ghost, taking away half their max HP. It’s the ultimate "stop hitting yourself" move.
2. Use Intimidate.
Most Fighting types are physical attackers. Pokémon like Landorus-Therian or Incineroar have the Intimidate ability, which lowers the opponent's Attack stat the moment you switch in. This turns a deadly blow into a minor nuisance.
3. Prioritize Speed or Priority.
Fighting types often have mid-range speed. If you can't tank the hit, outrun it. Or use priority moves like Extreme Speed or Jet Punch. If you can chip away their health before they can land that big Fighting move, you win.
4. Tera Type Wisely. In Scarlet and Violet, the Terastal phenomenon is your best friend. If your Kingambit is about to get hit by a Low Kick, Tera into a Ghost or Flying type. You'll go from taking 4x damage to taking 0x or 0.5x damage. It’s a complete momentum shifter.
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Knowing what is weak against fighting is the first step toward becoming a better player. It's not just about memorizing a chart; it's about understanding the rhythm of the game. You've got to respect the power of the punch, but you don't have to be afraid of it. Build a team with diverse typing, keep a Ghost or Fairy type in your back pocket, and pay attention to those high-power moves that have nasty side effects. Next time you see a Fighting type on the other side of the field, you won't be panicking—you'll be baiting them into a mistake.