Fire/Fighting Type

FireFighting

Popular Pokemon: Blaziken, Infernape, Emboar

Quick Summary

⚠️ Main Weaknesses:

2× weak to Water, Ground, Flying, Psychic

✓ Main Resistances:

¼× resists Bug
½× resists Fire, Grass, Ice, Dark, Steel

Fire/Fighting strategy: starter-style offense with four clear answers

Fire/Fighting and Fighting/Fire are the same defensive pairing; this page uses fire-fighting as the canonical URL. Fire/Fighting is an aggressive wallbreaking combination associated with several starters and fast pressure roles. Representative Pokémon include Blaziken, Infernape, Emboar, Pignite, Combusken. The standard type chart gives this combination no 4× weakness and 2× weak to Water, Ground, Flying, Psychic. It has no type immunity under the standard chart. Its main defensive value comes from ¼× resists Bug; ½× resists Fire, Grass, Ice, Dark, Steel, but stats, ability, item, and format still decide whether a real Pokémon can use those entries repeatedly.

Offensive plan

Fire STAB threatens Grass, Ice, Bug, and Steel targets, while Fighting STAB breaks Normal, Rock, Steel, Ice, and Dark targets. Together they punish many defensive cores, especially Steel-heavy teams. Water, Ground, Flying, and Psychic pressure keeps the typing honest, so its best users usually rely on Speed, setup, priority, or pivot support rather than raw defensive safety.

Counterplay and defensive risks

To counter Fire/Fighting, start with the chart pressure: Water, Ground, Flying, Psychic. 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

Fire/Fighting needs dependable Water, Ground, Flying, and Psychic answers. Grass, Water, Dark, Flying, or Steel teammates can cover different parts of that spread, and hazard support helps turn forced switches into real progress. Use the Team Calculator to check whether the rest of the six stacks the same Water, Ground 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/Flying guide, and Steel/Fairy guide.

Frequently asked questions

What is Fire/Fighting weak to?

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

Is Fighting/Fire a different type combination?

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

What is Fire/Fighting immune to?

It has no type immunity under the standard chart.

Questions players ask about Fire/Fighting

Players ask why Fire/Fighting feels dominant against some teams but still folds to a small set of predictable answers.

  • Why does Fire/Fighting break Steel so reliably? Both STAB types pressure Steel, so the defender cannot rely on one resistance plan.
  • Why are Water, Ground, Flying, and Psychic the recurring answers? Those attack types target one or both halves without needing a rare interaction.
  • Why does the pairing need speed or setup? It has offensive reach but no type immunity, so a faster super-effective attack can remove the entry opportunity.

TypeMatchup Original Analysis

Coverage Value

-1

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

Profile

high-maintenance defensive profile

Main Planning Risk

No 4× weakness, but repeated Water, Ground, Flying pressure can still force predictable switches.

How to interpret this pairing

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

Defensive Type Matchups

Resistant (½×)

Double Resistant (¼×)

Show Normal Effectiveness Types (8)

Strategy Tips

Why This Combination?

Multiple starters

Best Counters

To counter Fire/Fighting types, use Pokemon with Water or Ground moves for 2× damage.