Fighting Type Editorial Analysis
Coverage Score
-2
TypeMatchup score: super-effective targets minus resisted and immune targets.
Defensive Burden
3
noticeable defensive burden based on weaknesses, resistances, and immunities.
Role Fit
Fighting is a high-value breaker type with super-effective coverage into Normal, Ice, Rock, Dark, and Steel.
Original TypeMatchup judgment
Use Fighting when the team needs to crack bulky Steel, Rock, or Dark structures. It is less reliable as a blind attack because Flying, Psychic, Bug, Poison, and Fairy can all resist it, while Ghost is immune.
Team partners and coverage
Steel partners help against Fairy and Flying, Dark partners pressure Psychic and Ghost, and Poison or Fire coverage can discourage Fairy switch-ins.
Data check: Fighting attacks are resisted or blocked by Poison, Flying, Psychic, Bug, Fairy, Ghost. Candidate partner attack types that pressure at least one of those answers include Fire, Electric, Ice, Poison, Ground, Flying.
Best use case
Fighting is excellent on wallbreakers, revenge killers, and coverage moves that stop Normal or Steel targets from sitting on the field.
On defense, Fighting is threatened by Flying, Psychic, Fairy. Teammate types that can resist or blank at least one of those threats include Fire, Electric, Poison, Psychic, Rock, Dark.
Important exception
Ghost immunity is the big trap. In formats with common Ghost pivots, Fighting pressure needs Knock Off, Dark coverage, prediction, or a partner that punishes the Ghost entry.