Water/Fighting Type

WaterFighting

Quick Summary

⚠️ Main Weaknesses:

2× weak to Electric, Grass, Flying, Psychic, Fairy

✓ Main Resistances:

½× resists Fire, Water, Ice, Bug, Rock, Dark, Steel

Water/Fighting strategy: physical pressure with five clean answers

Water/Fighting and Fighting/Water are the same defensive pairing; this page uses water-fighting as the canonical URL. Water/Fighting is an aggressive breaker typing that threatens Rock, Steel, Fire, Dark, and Ground-based structures. Representative Pokémon include Poliwrath, Keldeo, Urshifu Rapid Strike, Quaquaval, Paldean Tauros Aqua Breed. The standard type chart gives this combination no 4× weakness and 2× weak to Electric, Grass, Flying, Psychic, Fairy. It has no type immunity under the standard chart. Its main defensive value comes from no ¼× resistance; ½× resists Fire, Water, Ice, Bug, Rock, Dark, Steel, but stats, ability, item, and format still decide whether a real Pokémon can use those entries repeatedly.

Offensive plan

Water STAB threatens Fire, Ground, and Rock targets, while Fighting STAB breaks Normal, Ice, Rock, Dark, and Steel targets. The combination creates strong offensive pressure, but Electric, Grass, Flying, Psychic, and Fairy all hit for 2×. It works best with speed control, pivot support, or enough bulk to choose its entries carefully.

Counterplay and defensive risks

To counter Water/Fighting, start with the chart pressure: Electric, Grass, Flying, 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

Water/Fighting needs Electric, Grass, Flying, Psychic, and Fairy counterplay. Steel, Poison, Electric, Grass, and Dark teammates can cover those lanes while the Water/Fighting slot pressures Rock and Steel answers for them. Use the Team Calculator to check whether the rest of the six stacks the same Electric, 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, Water/Rock guide, and Fire/Fighting guide.

Frequently asked questions

What is Water/Fighting weak to?

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

Is Fighting/Water a different type combination?

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

What is Water/Fighting immune to?

It has no type immunity under the standard chart.

TypeMatchup Original Analysis

Coverage Value

-3

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

Profile

high-maintenance defensive profile

Main Planning Risk

No 4× weakness, but repeated Electric, Grass, Flying pressure can still force predictable switches.

How to interpret this pairing

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

Defensive Type Matchups

Show Normal Effectiveness Types (6)