Fighting/Rock Type

FightingRock

Quick Summary

⚠️ Main Weaknesses:

2× weak to Water, Grass, Fighting, Ground, Psychic, Steel, Fairy

✓ Main Resistances:

½× resists Normal, Fire, Poison, Bug, Rock, Dark

Fighting/Rock strategy: wide offensive pressure with seven weaknesses

Fighting/Rock and Rock/Fighting are the same defensive pairing; this page uses fighting-rock as the canonical URL. Fighting/Rock is an attack-first pairing that threatens Normal, Ice, Rock, Dark, Steel, Flying, Fire, Bug, and Ice targets. Representative Pokémon include Terrakion. The standard type chart gives this combination no 4× weakness and 2× weak to Water, Grass, Fighting, Ground, Psychic, Steel, Fairy. It has no type immunity under the standard chart. Its main defensive value comes from no ¼× resistance; ½× resists Normal, Fire, Poison, Bug, Rock, 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 Rock STAB threatens Flying, Fire, Ice, and Bug targets. Water, Grass, Fighting, Ground, Psychic, Steel, and Fairy all hit for 2×, so the typing needs speed, bulk, or careful support to function. Its value is offensive reach rather than defensive safety.

Counterplay and defensive risks

To counter Fighting/Rock, start with the chart pressure: Water, Grass, Fighting, Ground, Psychic, Steel, 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/Rock needs broad defensive support against Water, Grass, Fighting, Ground, Psychic, Steel, and Fairy. Flying, Ghost, Steel, Water, and Grass partners can cover different lanes while Fighting/Rock focuses on forcing progress. 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/Rock guide.

Frequently asked questions

What is Fighting/Rock weak to?

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

Is Rock/Fighting a different type combination?

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

What is Fighting/Rock immune to?

It has no type immunity under the standard chart.

TypeMatchup Original Analysis

Coverage Value

-8

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

Profile

fragile defensive profile

Main Planning Risk

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

How to interpret this pairing

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

Show Normal Effectiveness Types (5)