Fighting/Psychic Type

FightingPsychic

Quick Summary

⚠️ Main Weaknesses:

2× weak to Flying, Ghost, Fairy

✓ Main Resistances:

½× resists Fighting, Rock

Fighting/Psychic strategy: dual STAB pressure with three weaknesses

Fighting/Psychic and Psychic/Fighting are the same defensive pairing; this page uses fighting-psychic as the canonical URL. Fighting/Psychic blends physical and special pressure by threatening Normal, Steel, Rock, Fighting, and Poison targets. Representative Pokémon include Meditite, Medicham, Mega Medicham, Gallade, Mega Mewtwo X. The standard type chart gives this combination no 4× weakness and 2× weak to Flying, Ghost, Fairy. It has no type immunity under the standard chart. Its main defensive value comes from no ¼× resistance; ½× resists Fighting, 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 Psychic STAB pressures Fighting and Poison targets. Flying, Ghost, and Fairy are the direct weaknesses, and Ghost can be especially awkward because Psychic offers no defensive help there. The typing needs coverage or team support for Ghost and bulky Psychic-resistant answers.

Counterplay and defensive risks

To counter Fighting/Psychic, start with the chart pressure: Flying, 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/Psychic wants Ghost, Flying, and Fairy answers. Dark, Steel, Electric, Poison, and Ghost-resistant partners can help, while Fighting/Psychic pressures common Steel and Poison structures. Use the Team Calculator to check whether the rest of the six stacks the same Flying, Ghost 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, Psychic/Fairy guide, and Fire/Fighting guide.

Frequently asked questions

What is Fighting/Psychic weak to?

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

Is Psychic/Fighting a different type combination?

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

What is Fighting/Psychic immune to?

It has no type immunity under the standard chart.

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 Flying, Ghost, Fairy pressure can still force predictable switches.

How to interpret this pairing

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

Defensive Type Matchups

Resistant (½×)

Show Normal Effectiveness Types (13)