Grass/Fighting Type

GrassFighting

Quick Summary

⚠️ Main Weaknesses:

4× weak to Flying
2× weak to Fire, Ice, Poison, Psychic, Fairy

✓ Main Resistances:

½× resists Water, Electric, Grass, Ground, Rock, Dark

Grass/Fighting strategy: Rock and Ground pressure with a 4× Flying risk

Grass/Fighting and Fighting/Grass are the same defensive pairing; this page uses grass-fighting as the canonical URL. Grass/Fighting is an active pressure pairing that threatens Water, Ground, Rock, Steel, Normal, and Dark targets. Representative Pokémon include Breloom, Virizion, Chesnaught, Hisuian Lilligant, Hisuian Decidueye. The standard type chart gives this combination 4× weak to Flying and 2× weak to Fire, Ice, Poison, Psychic, Fairy. It has no type immunity under the standard chart. Its main defensive value comes from no ¼× resistance; ½× resists Water, Electric, Grass, Ground, Rock, Dark, but stats, ability, item, and format still decide whether a real Pokémon can use those entries repeatedly.

Offensive plan

Grass STAB pressures Water, Ground, and Rock targets, while Fighting STAB breaks Normal, Ice, Rock, Dark, and Steel targets. Flying is the severe 4× weakness, and Fire, Ice, Poison, Psychic, and Fairy also hit for 2×. The typing works best when it enters through resistance or speed rather than trying to tank broad neutral damage.

Counterplay and defensive risks

To counter Grass/Fighting, start with the chart pressure: Flying, Fire, Ice, Poison, 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

Grass/Fighting needs Flying answers and support against Fire, Ice, Poison, Psychic, and Fairy. Steel, Electric, Rock, and Fire-resistant partners can cover those lanes while Grass/Fighting pressures Water, Ground, Rock, Dark, and Steel structures. Use the Team Calculator to check whether the rest of the six stacks the same Flying, Fire 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, Grass/Poison guide, and Fire/Fighting guide.

Frequently asked questions

What is Grass/Fighting weak to?

Grass/Fighting is 4× weak to Flying and 2× weak to Fire, Ice, Poison, Psychic, Fairy under the standard type chart.

Is Fighting/Grass a different type combination?

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

What is Grass/Fighting 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

Protect the Flying 4× weakness before relying on this pairing as a switch-in.

How to interpret this pairing

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

Defensive Type Matchups

Quadruple Weak ()

Show Normal Effectiveness Types (6)