Gym Teams | Fighting

Hey guys! Last week’s Normal-type Gym was pretty interesting, but today I wanted to go over the Fighting-type Gym.

This series was inspired by my good friend Tim’s series that he did over the course of 18 months. He outlined the following rules, and I added the fourth:

  1. No Legendaries or Mythicals allowed
  2. No duplicate Pokemon across two posts.
  3. The exceptions to the above rule is regional variants or form changes that change the type.
  4. The Pokemon can be level 50 maximum

Machamp

Of course, Machamp having the Guts Ability along with the Toxic Orb means that it’ll be poisoned, but it’ll also be able to pack a harder punch, literally, as Thunder Punch and Ice Punch will take care of any Flying-types, and the Knock Off to get rid of any Psychics.

Ability: Guts

Item: Toxic Orb

Moves: Dual Chop, Knock Off, Thunder Punch, Ice Punch


Pangoro

What’s a Fighting-type Gym without Pangoro (except now it can’t go in the Dark Gym). But it has Iron Fist, so we gotta have those punching moves in full force! And the Rocky Helmet so that anyone who decides to attack it with physical moves will feel the pain!

Ability: Iron Fist

Item: Rocky Helmet

Moves: Drain Punch, Thunder Punch, Ice Punch, Fire Punch


Lucario

Lucario is a bit on the frailer side, so I wanted to give it Leftovers, as well as a variety of different moves to ensure its longevity. I had to give it Swords Dance, and then a fully Physical moveset.

Ability: Steadfast

Item: Leftovers

Moves: Meteor Mash, Swords Dance, Brick Break, Bone Rush


Gallade

Like Lucario before it, I gave Gallade the Steadfast Ability just to help increase its speed if flinching happened. I’m using the Room Service and Fling combination to ensure the biggest amount of damage for coverage there, too. Same goes for Thunder Punch and Poison Jab – they both cover the other remaining weaknesses, with Drain Punch acting as the Fighting-type STAB move of choice for regeneration.

Ability: Steadfast

Item: Room Service

Moves: Drain Punch, Thunder Punch, Poison Jab, Fling


Hawlucha

The entire point of the Sitrus Berry is to (of course) regain health while activating the Unburden Ability, which makes Hawlucha already faster, just in case it’s outsped by anything! Swords Dance and Roost are supporting moves that help support the longevity of Hawlucha. Assurance is there to get rid of the pesky Psychics.

Ability: Unburden

Item: Sitrus Berry

Moves: Flying Press, Swords Dance, Roost, Assurance


Mega Medicham

Because of Mega Medicham’s type combination and Ability, I thought it would be a great inclusion on this particular team. I could easily have also used it for my Psychic team, but here we are. I wanted to give Mega Medicham an all-Physical set, but that left out the Psychic moves, so I slapped Psychic onto it.

Ability: Pure Power

Item: Medichamite

Moves: Reversal, Rock Tomb, Poison Jab, Psychic

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