Poison/Fighting Type

PoisonFighting

Quick Summary

⚠️ Main Weaknesses:

4× weak to Psychic
2× weak to Ground, Flying

✓ Main Resistances:

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

Poison/Fighting strategy: Fairy pressure with a 4× Psychic alarm

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

Offensive plan

Poison STAB pressures Fairy and Grass targets, while Fighting STAB breaks Normal, Ice, Rock, Dark, and Steel targets. Psychic is the severe 4× weakness, and Ground and Flying also hit for 2×. The typing needs ways to avoid Psychic revenge killers and bulky Ground or Flying answers.

Counterplay and defensive risks

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

Poison/Fighting needs Psychic control first, then Ground and Flying support. Dark, Steel, Flying-resistant, and Ground-immune partners can help while Poison/Fighting pressures Fairy, Steel, and Dark structures. Use the Team Calculator to check whether the rest of the six stacks the same Psychic, 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/Fighting guide, and Grass/Poison guide.

Frequently asked questions

What is Poison/Fighting weak to?

Poison/Fighting is 4× weak to Psychic and 2× weak to Ground, Flying under the standard type chart.

Is Fighting/Poison a different type combination?

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

What is Poison/Fighting immune to?

It has no type immunity under the standard chart.

TypeMatchup Original Analysis

Coverage Value

-1

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

Profile

high-maintenance defensive profile

Main Planning Risk

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

How to interpret this pairing

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

Defensive Type Matchups

Quadruple Weak ()

Weak ()

Double Resistant (¼×)

Show Normal Effectiveness Types (9)