Fighting Type

The premier breaker of Steels, Rocks, and Ice. Fighting flips bulky cores but must answer Fairies, Flyers, and Psychics.

How Fighting plays

Fighting-types punch holes with Close Combat/Drain Punch/Mach Punch and threaten setup (Bulk Up/Swords Dance). They pair well with Dark (covers Psychic) and Electric or Rock (to smash Flying). Priority access makes them excellent revenge killers.

Strengths
  • Super-effective vs Normal, Rock, Steel, Ice, Dark
  • Priority (Mach Punch/Vacuum Wave) and setup tools
  • Great with hazards for forced KOs
Weaknesses
  • Weak to Flying, Fairy, Psychic
  • Can be worn down by recoil and Intimidate

Team-building notes

  • Cover blind spots: pair Fighting with partners that answer the weaknesses above.
  • Create a pivot path: use U-turn/Volt Switch/Parting Shot or status to bring your breaker in safely.
  • Speed control: priority or fast teammates let your core close once checks are chipped.
  • Win-con clarity: decide if Fighting is your breaker, cleaner, or glue—and support that role with hazards/screens/heal.

Make the most of Regions