Why Fighting Types Keep Losing: What Is Strong Against Fighting Types Right Now

Why Fighting Types Keep Losing: What Is Strong Against Fighting Types Right Now

You've been there. Your Machamp is staring down a Mewtwo, and suddenly, that massive physical attack stat doesn't mean a thing. It’s frustrating. Fighting types are the quintessential "glass cannons" or "bruisers" of the Pokémon world, but they have some of the most glaring weaknesses in the entire elemental chart. If you want to know what is strong against fighting types, you have to look past just the symbols on a chart and understand the mechanics of why these counters actually work.

Fighting moves are basically pure physical force. Think of it as a boxer trying to punch a ghost or a karate master trying to kick a bird out of the sky. It doesn't end well for the martial artist.

The Big Three: Psychic, Flying, and Fairy

When people ask what is strong against fighting types, the textbook answer is always the same trio: Psychic, Flying, and Fairy. But why?

Psychic types are the ultimate hard counter because of the "mind over matter" trope. In the original Red and Blue versions, Psychic types were actually broken—they had almost no weaknesses. Even today, a well-placed Psychic or Psyshock will delete a Fighting type before it can even get close. It’s about range. Fighting types need to touch you. Psychic types just need to think about you.

Flying types are the tactical nightmare. If you're a Hitmonlee, how do you hit a Staraptor that's thirty feet in the air? You don't. Flying moves like Brave Bird or Hurricane exploit the fact that Fighting types usually lack verticality. Plus, they resist Fighting moves, meaning your Close Combat does half the damage it usually would. It’s a double whammy of high damage and high resistance.

Then there's the Fairy type. Introduced in Gen VI to balance the meta, Fairies are arguably the most annoying thing a Fighting trainer can face. They don't just resist Fighting; they dominate the narrative. Moves like Moonblast or Play Rough use magical energy that physical brawlers just aren't built to tank.

The Ghost Problem

Ghost types are a special kind of headache. Technically, they aren't "super effective" against Fighting types in terms of damage (unless they're carrying a secondary type), but they are immune to Fighting moves.

Imagine clicking High Jump Kick and your opponent switches to a Gengar. You miss. You take half of your own HP in crash damage. You’re basically beating yourself up while the Ghost laughs at you. This is a fundamental part of understanding what is strong against fighting types—sometimes it’s not about hitting hard; it’s about not being hit at all.

The Strategy Behind the Counter

It isn't just about types. It’s about stats. Most Fighting types have high Attack and decent HP but pitiful Special Defense. This is the "meathead" tax.

If you use a Special Attacker like Alakazam or Gardevoir, you are targeting their weakest link. Even a neutral Special move can sometimes do more work than a resisted Physical move. You have to play the numbers game.

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Check out the defensive profiles of popular Fighting types:

  • Lucario: Shredded by Ground, Fire, and Fighting (yes, it’s weak to itself because of the Steel typing).
  • Conkeldurr: Massive HP, but a Psychic from a Tapu Lele will still one-shot it.
  • Pangoro: 4x weak to Fairy. One Dazzling Gleam and it's over.

Honestly, the "best" counter depends on the format. In Smogon singles, you might rely on a "Rocky Helmet" Corviknight. The Fighting type hits you, takes chip damage from the helmet, and you just roost off the damage while chipping away with Brave Bird. It’s slow. It’s methodical. It’s painful for the Fighting user.

Why Fighting Types Still Matter (Despite the Weaknesses)

You might think Fighting types are useless now. They aren't. They are the only reliable way to deal with Steel, Normal, Ice, Rock, and Dark types. Without them, Blissey and Snorlax would run the world.

The trick is the "coverage move." A smart player doesn't just run four Fighting moves. They run Ice Punch to hit the Flying types or Knock Off to scare away the Psychics and Ghosts. If you're looking for what is strong against fighting types, you also have to watch out for these traps. Just because you bring a bird to a fistfight doesn't mean the guy with the fists doesn't have a rock in his pocket.

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Real World Competitive Examples

Look at the 2023-2024 VGC circuits. Flutter Mane was everywhere. Why? Because it’s a Ghost/Fairy type. It is literally the perfect predator for Fighting types. It’s immune to their main stabs and hits back with Fairy-type moves that delete anything with a belt.

Then you have Landorus-Therian. While Ground/Flying, its Intimidate ability drops the Fighting type’s attack immediately. You’ve neutralized their only strength before the turn even starts. This is high-level play. It’s about layering disadvantages.

How to Shut Down a Fighting Type Every Time

If you’re building a team and you’re scared of a rogue Terrakion or a Koraidon, follow these rules:

  1. Prioritize Speed: Most Fighting types are mid-tier speed. If you outrun them with a Psychic or Fairy type, they never get to move.
  2. Use Hazards: Fighting types switch a lot because they get forced out by counters. Entry hazards like Stealth Rock or Spikes punish them for breathing.
  3. Burn Them: Will-O-Wisp is the ultimate middle finger to a Fighting type. Since they rely on Physical Attack, burning them cuts their damage in half. A burned Machamp is just a guy in underwear who can't hurt you.
  4. The Rocky Helmet Strategy: Put this item on a high-defense Flying or Poison type (like Toxapex or Amoonguss). Let them hit you. Watch them wither.

Nuance in the Type Matchup

It’s worth noting that Poison and Bug types also resist Fighting moves. Most people forget this. While a Poison type might not always have a super-effective move to hit back with, they can sit there and stall. Toxapex is a nightmare for Fighting types because it just regenerates health and fishes for Scald burns or poison damage.

And then there's the "Secondary Type" trap.
Cobalion is Steel/Fighting.
Great Tusk is Ground/Fighting.
Hisuian Decidueye is Grass/Fighting.

You can't just blindly throw a Psychic move at a Steel/Fighting type and expect a one-hit KO; Steel resists Psychic. You have to be smarter. You have to look at the whole picture, not just the "Fighting" label.

Practical Next Steps for Your Next Battle

To effectively neutralize Fighting types in your next session, start by identifying the specific threat. If it’s a fast attacker like Pheromosa, you need priority moves like Extreme Speed or Jet Punch. If it’s a bulky tank like Iron Hands, you need status effects and consistent chip damage.

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Switch your lead to a Ghost type if you suspect a High Jump Kick or Fake Out is coming. This creates an immediate momentum shift. Always keep a Fairy type in your back pocket—they are the most consistent "reset button" for when a Fighting type starts to sweep.

Focus on Special Defense-low targets. Use the environment. Use the items. Don't just trade blows; that's exactly what a Fighting type wants you to do. Outsmart them.