Fighting/Ground Type

FightingGround

Quick Summary

⚠️ Main Weaknesses:

2× weak to Water, Grass, Ice, Flying, Psychic, Fairy

✓ Main Resistances:

¼× resists Rock
½× resists Poison, Bug, Dark

Fighting/Ground strategy: Electric immunity with six 2× risks

Fighting/Ground and Ground/Fighting are the same defensive pairing; this page uses fighting-ground as the canonical URL. Fighting/Ground is an aggressive physical pairing that threatens Steel, Rock, Electric, Dark, Normal, Fire, and Poison structures. Representative Pokémon include Great Tusk. The standard type chart gives this combination no 4× weakness and 2× weak to Water, Grass, Ice, Flying, Psychic, Fairy. It is immune to Electric. Its main defensive value comes from ¼× resists Rock; ½× resists Poison, Bug, 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 Ground STAB threatens Electric, Fire, Poison, Rock, and Steel targets. Water, Grass, Ice, Flying, Psychic, and Fairy all hit for 2×, so the typing needs momentum, bulk, or speed to avoid being overloaded. Electric immunity gives it a valuable entry point if the opponent lacks immediate coverage.

Counterplay and defensive risks

To counter Fighting/Ground, start with the chart pressure: Water, Grass, 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/Ground needs answers to Water, Grass, Ice, Flying, Psychic, and Fairy. Steel, Water, Fire, Flying, and Fairy partners can cover different lanes while Fighting/Ground pressures Electric and Steel cores. Use the Team Calculator to check whether the rest of the six stacks the same Water, Grass 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, Fire/Fighting guide, and Ground/Dark guide.

Frequently asked questions

What is Fighting/Ground weak to?

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

Is Ground/Fighting a different type combination?

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

What is Fighting/Ground immune to?

It is immune to Electric.

TypeMatchup Original Analysis

Coverage Value

-4

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

Profile

high-maintenance defensive profile

Main Planning Risk

No 4× weakness, but repeated Water, Grass, Ice pressure can still force predictable switches.

How to interpret this pairing

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

Defensive Type Matchups

Resistant (½×)

Double Resistant (¼×)

Immune (0×)

Show Normal Effectiveness Types (7)