Fighting/Ghost Type

FightingGhost

Quick Summary

⚠️ Main Weaknesses:

2× weak to Flying, Psychic, Ghost, Fairy

✓ Main Resistances:

¼× resists Bug
½× resists Poison, Rock

Fighting/Ghost strategy: two immunities with four 2× weaknesses

Fighting/Ghost and Ghost/Fighting are the same defensive pairing; this page uses fighting-ghost as the canonical URL. Fighting/Ghost is an aggressive pairing that blocks Normal and Fighting while threatening Normal, Steel, Rock, Dark, Ghost, and Psychic targets. Representative Pokémon include Marshadow, Annihilape. The standard type chart gives this combination no 4× weakness and 2× weak to Flying, Psychic, Ghost, Fairy. It is immune to Normal, Fighting. Its main defensive value comes from ¼× resists Bug; ½× resists Poison, Rock, 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 Ghost STAB pressures Ghost and Psychic targets. Flying, Psychic, Ghost, and Fairy all hit for 2×, so the typing needs support against common revenge-kill lanes. Its STAB pairing is difficult to wall but not difficult to pressure defensively.

Counterplay and defensive risks

To counter Fighting/Ghost, start with the chart pressure: Flying, Psychic, Ghost, 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/Ghost wants Flying, Psychic, Ghost, and Fairy answers. Steel, Dark, Fairy, Electric, and Normal partners can cover those lanes while Fighting/Ghost provides Normal and Fighting immunities. Use the Team Calculator to check whether the rest of the six stacks the same Flying, Psychic 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 Ghost/Dark guide.

Frequently asked questions

What is Fighting/Ghost weak to?

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

Is Ghost/Fighting a different type combination?

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

What is Fighting/Ghost immune to?

It is immune to Normal, Fighting.

TypeMatchup Original Analysis

Coverage Value

2

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

Profile

balanced defensive tradeoff

Main Planning Risk

No 4× weakness, but repeated Flying, Psychic, Ghost pressure can still force predictable switches.

How to interpret this pairing

Fighting/Ghost should be judged by the trade it creates, not by the raw number of weaknesses alone. It offers safe entry into Normal, Fighting, Bug, Poison, Rock, which means it can buy turns when those attack types are predictable. In exchange, the opponent will usually try to line upFlying, Psychic, Ghost, 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 Flying, Psychic, Fairy; Dark for Psychic, Ghost; Normal for Ghost; Fire for Fairy; Electric for Flying. 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 Flying, Psychic problem.

Defensive Type Matchups

Resistant (½×)

Double Resistant (¼×)

Immune ()

Show Normal Effectiveness Types (9)