Fighting/Flying Type

FightingFlying

Quick Summary

⚠️ Main Weaknesses:

2× weak to Electric, Ice, Flying, Psychic, Fairy

✓ Main Resistances:

¼× resists Bug
½× resists Grass, Fighting, Dark

Fighting/Flying strategy: Ground immunity with five 2× weaknesses

Fighting/Flying and Flying/Fighting are the same defensive pairing; this page uses fighting-flying as the canonical URL. Fighting/Flying is a fast offensive pairing that blocks Ground while threatening Normal, Rock, Steel, Grass, Bug, and Dark targets. Representative Pokémon include Hawlucha, Galarian Zapdos, Flamigo. The standard type chart gives this combination no 4× weakness and 2× weak to Electric, Ice, Flying, Psychic, Fairy. It is immune to Ground. Its main defensive value comes from ¼× resists Bug; ½× resists Grass, Fighting, Dark, but stats, ability, item, and format still decide whether a real Pokémon can use those entries repeatedly.

Offensive plan

Fighting STAB breaks Normal, Ice, Rock, Dark, and Steel targets, while Flying STAB pressures Grass, Fighting, and Bug targets. Electric, Ice, Flying, Psychic, and Fairy all hit for 2×, so the typing needs speed, setup, or pivot support. It is strongest when it turns a Ground immunity into an immediate offensive threat.

Counterplay and defensive risks

To counter Fighting/Flying, start with the chart pressure: Electric, Ice, Flying, Psychic, Fairy. If a 4× weakness is listed, preserve that attack type before revealing it; if there is no 4× weakness, repeated 2× pressure and hazard chip usually matter more than a single surprise hit. Scout for abilities, Terastallization, weather, recovery, and pivot moves before assuming the visible multiplier ends the exchange.

Team-building advice

Fighting/Flying needs Electric, Ice, Flying, Psychic, and Fairy answers. Steel, Electric, Poison, and bulky Water partners can cover those lanes while Fighting/Flying pressures Rock and Steel cores. Use the Team Calculator to check whether the rest of the six stacks the same Electric, Ice problem, then compare the full defensive chart before choosing moves or teammates.

Read the best Pokémon type combinations guide for a side-by-side defensive comparison.

Continue with Type Chart, Dual Type Calculator, Fighting/Dark guide, and Flying/Fairy guide.

Frequently asked questions

What is Fighting/Flying weak to?

Fighting/Flying is no 4× weakness and 2× weak to Electric, Ice, Flying, Psychic, Fairy under the standard type chart.

Is Flying/Fighting a different type combination?

No. Flying/Fighting and Fighting/Flying use the same two types, so they share the same weaknesses, resistances, and immunities.

What is Fighting/Flying immune to?

It is immune to Ground.

TypeMatchup Original Analysis

Coverage Value

-2

Internal score from immunities, resistances, weaknesses, and 4× pressure.

Profile

high-maintenance defensive profile

Main Planning Risk

No 4× weakness, but repeated Electric, Ice, Flying pressure can still force predictable switches.

How to interpret this pairing

Fighting/Flying should be judged by the trade it creates, not by the raw number of weaknesses alone. It offers safe entry into Ground, Bug, Grass, Fighting, Dark, which means it can buy turns when those attack types are predictable. In exchange, the opponent will usually try to line upElectric, Ice, Flying, Psychic, Fairy, so the pairing needs either speed, bulk, recovery, pivoting, or a teammate ready to absorb that pressure.

Team-building partners

Based on TypeMatchup's own defensive coverage pass, useful single-type partners to test first are Steel for Ice, Flying, Psychic, Fairy; Fire for Ice, Fairy; Electric for Electric, Flying; Water for Ice; Grass for Electric. These are not automatic best teammates; they are a shortlist for reducing repeated weaknesses before you choose actual Pokémon, moves, items, abilities, and battle format.

When this combination is worth using

Use this combination when its resisted or immune entries match threats you expect to face repeatedly. Avoid using it only because the summary looks efficient: a 4× weakness can dominate a matchup, while even a strong resistance profile can fail if the Pokémon lacks recovery, speed control, or meaningful pressure after switching in. For a six-Pokémon build, run this pairing through the Team Calculator and check whether another teammate shares the same Electric, Ice problem.

Defensive Type Matchups

Resistant (½×)

Double Resistant (¼×)

Immune ()

Show Normal Effectiveness Types (8)