Karate Chop
Melee · PhysicalDelivers a focused martial strike directly ahead.
Base cooldown: 0.5 s · Max level: 5
Fighting deals extra damage to Normal, Ice, Rock, Dark and Steel. Compare its close-range strike and seeking projectile, check Ghost’s reduced damage interaction and explore the Ancient Dojo roster.
Fighting deals ×1.6 to Normal, Ice, Rock, Dark and Steel. Poison, Flying, Psychic, Bug and Fairy take ×0.6. Ghost takes ×0.3 rather than blocking the attack completely.
Pure Fighting takes ×1.6 from Flying, Psychic and Fairy. Bug, Rock and Dark attacks deal ×0.6. A second type can change these values, so check both types of your partner.
The checked official catalog contains 5 Fighting moves, including 5 evolution recipes. Their maximum level is 5. Available moves depend on the partner; this type list is not every Pokémon’s learnset.
Checked base values from the reference snapshot. Upgrades and balance changes can alter cooldown; these are not final attack intervals.
Delivers a focused martial strike directly ahead.
Base cooldown: 0.5 s · Max level: 5
Launches a target-seeking sphere of fighting energy.
Base cooldown: 0.62 s · Max level: 5
Repeated spins hit enemies around the partner.
Base cooldown: 0.95 s · Max level: 5
An expanding wave damages nearby enemies and pushes them away.
Base cooldown: 1.1 s · Max level: 5
A marked area deals damage and briefly stuns enemies.
Base cooldown: 1.7 s · Max level: 5
Karate Chop delivers a focused strike directly ahead, so its coverage depends on close positioning. Aura Sphere launches a target-seeking projectile. Compare their delivery patterns with the space available, then prepare the required evolution card. All these attacks use Fighting damage matchups. Rolling Kick adds repeated spinning hits, Vacuum Wave pushes enemies away and Dynamic Punch strikes a marked area with a stun.
Expect close-range pressure in this enclosed dojo. Dodge between pillars and keep an exit open rather than relying on wide circles.
Nine legendaries can use Ancient Dojo. Zamazenta and Kubfu are pure Fighting in this roster. Cobalion, Terrakion, Virizion, Keldeo, Marshadow, Urshifu and Koraidon have a second type and can also use its arena. An arena’s type does not replace the legendary’s full typing.
View the full Rift guideThe 68 Fighting entries comprise these 59 partners and the nine legendaries above. Each dual-type Pokémon counts once. Names, types and region links follow the shared game roster.
Sprites: PMD SpriteCollab · CC BY-NC 4.0.
Fighting has no direct weather damage multiplier in the checked implementation. Sandstorm and snowfall can still affect a Fighting partner; a suitable second type provides the relevant weather protection.
| Weather | Attack damage of this type | Additional effect |
|---|---|---|
| Sandstorm | ×1 | Weather damage unless the partner also has Rock, Ground or Steel. |
| Snowfall | ×1 | Weather damage and up to 10% slower movement unless the partner has Ice as its other type. |
Multipliers shown at full weather intensity; they transition gradually as weather starts and ends. ×1 means no change to this attack type’s damage. Weather protection checks both of the partner’s types.
Fighting deals ×1.6 to Normal, Ice, Rock, Dark and Steel as single defending types. A double weakness such as Rock / Steel reaches the ×2.4 cap.
Yes. A pure Ghost target takes ×0.3 Fighting damage under the game’s softened immunity rule. Against Normal / Ghost the two modifiers combine to ×0.48 before weather and upgrades.
Reach maximum move level, obtain its card and choose the evolution when offered. Karate Chop → Close Combat (Power); Aura Sphere → Focus Blast (Reflexes); Rolling Kick → High Jump Kick (Sprint); Vacuum Wave → Power-Up Punch (Armor); Dynamic Punch → Mega Punch (Power).
No. Upgrades modify cooldown. Charge time, duration and behavior also depend on the move; the listed base values come from the checked code and do not guarantee a final attack cadence.
Choose a partner and put what you have learned into practice.