Overview
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Fletchling, a cute bird with the Gale Wings ability, can use a powerful priority Acrobatics exceptionally well when it does not hold an item. It can put its decent Attack and Speed stats to use on its offensive sets, and has access to Swords Dance, which it can use to facilitate a sweep. Fletchling's defensive stats leave a little to be desired, but the bird can usually survive an attack or two. However, it has a limited movepool, can be very predictable, and is walled by most Steel-types. Despite its faults, Fletchling is a solid option for your team if you are searching for a late-game sweeper or a priority abuser, though it does need some team support in the form of entry hazards in order to secure KOs.
Swords Dance
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name: Swords Dance
move 1: Swords Dance
move 2: Acrobatics
move 3: Return
move 4: Flame Charge / Steel Wing
ability: Gale Wings
item: Berry Juice / Normal Gem
evs: 76 HP / 196 Atk / 92 Def / 100 Spe
nature: Adamant
Moves
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Description of Swords Dance / Description of Acrobatics / Elaborate on Flame Charge and Overheat (e.g. bonuses / drawbacks)
Return is an excellent secondary STAB move, as it hits Electric-types such as Chinchou for neutral damage. For reference, Chinchou is OHKOed by a Swords Dance-boosted Return and is likely to be OHKOed by a Normal Gem-boosted Return after Stealth Rock damage. The choice between Flame Charge and Steel Wing depends on your team. Flame Charge is generally the superior option, as it can 2HKO Pawniard, Ferroseed, and deal with Honedge after a boost while they can't OHKO Fletchling back. If your team has difficulty dealing with with Rock-types such as Archen, Amaura and Tyrunt, then Steel Wing is acceptable as well. U-turn is an additional move that Fletchling can run to decent effect, as it deals damage, gains momentum for the team, and helps force switches. Overheat can work as well in the last slot, as it has much more immediate power than Flame Charge and therefore does not depend on Fletchling getting a boost to deal acceptable damage. Against the previously mentioned threats that Flame Charge deals with, Overheat has roughly the same amount of power as a +2 Flame Charge.
Set Details
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Description of items / nature / EVs / other move options go here! Remember that LC EVs are fairly complicated; why have you chosen the numbers that are listed? Perhaps mention Speed tiers? What can Fletchling outspeed with its spread?
Fletchling is a pretty good late-game sweeper, as it can spam Acrobatics after its held item is consumed and most of its counters are weakened or removed. Berry Juice allows it to survive a hit or two, whereas Normal Gem provides a one-time boost to the power of Return. The EV spread provides Fletchling opportunities to obtain a boost or throw out an attack, and is enough for Fletchling to OHKO Murkrow with a +2 Acrobatics, which incidentally cannot OHKO it with a Life Orb-boosted Sucker Punch. Fletchling can also 2HKO Pawniard, outspeeding it with the boost from Flame Charge and securing the KO with Acrobatics if its held item has been consumed. Thanks to Berry Juice, Fletchling can survive Fake Out and Bullet Punch from Meditite and proceed to OHKO it with Acrobatics. Gligar has a hard time against the bird as well, because it can be 2HKOed by a boosted Acrobatics after Berry Juice is consumed.
Usage Tips
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The information here should be more along the lines of "How do you use Fletchling? What role does it serve? What does it need? What can it provide? When during the battle is the best time to use Fletchling? What can Fletchling set up on? What sets up on Fletchling and how do you avoid this?" etc.
Fletchling is best used with entry hazard support, as the residual damage dealt to opposing Pokemon allows Fletchling to secure some notable OHKOs and 2HKOs.
Below are a few damage calculations that demonstrate Fletchling's power:
+2 196+ Atk Fletchling Acrobatics (110 BP) vs. 176 HP / 236+ Def Eviolite Gligar: 12-15 (48 - 60%) -- 90.2% chance to 2HKO
+2 196+ Atk Fletchling Flame Charge vs. 0 HP / 36 Def Eviolite Honedge: 10-12 (47.6 - 57.1%) -- guaranteed 2HKO after Stealth Rock
+2 196+ Atk Fletchling Flame Charge vs. 0 HP / 36 Def Eviolite Pawniard: 10-14 (47.6 - 66.6%) -- 99.6% chance to 2HKO
+2 196+ Atk Fletchling Steel Wing vs. 236 HP / 76 Def Eviolite Archen: 18-22 (72 - 88%) -- 62.5% chance to OHKO after Stealth Rock
+2 196+ Atk Fletchling Steel Wing vs. 212 HP / 0 Def Tyrunt: 22-28 (88 - 112%) -- guaranteed OHKO after Stealth Rock
+2 196+ Atk Fletchling Flame Charge vs. 84 HP / 188 Def Eviolite Ferroseed: 20-24 (90.9 - 109%) -- 6.3% chance to OHKO
Team Options
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I'd explain a little bit more about why the listed teammates are beneficial - how do they synergize with Fletchling, both offensively and defensively? What can they provide?
One of the best teammates for Fletching is Chinchou, which can utilize Volt Switch to provide Fletchling with chances to boost against Grass-type Pokemon such as Foongus. A partner that can set up hazards is very useful too, such as Ferroseed, Pawniard and Bronzor to help weaken the opposing team with residual damage. Gothita and Magnemite also make good teammates as they can trap Steel-type Pokemon that can end Fletchling's sweep. A teammate that can provide Rapid Spin or Defog support is appreciated, since Fletchling loses a quarter of its health every time it switches into Stealth Rock. Fletchling is susceptible to priority attacks, so Stunky, Bergmite, and Drilbur are good teammates too.
All-Out Attacker
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name: All-Out Attacker
move 1: U-turn
move 2: Acrobatics
move 3: Overheat
move 4: Substitute / Hidden Power Grass
ability: Gale Wings
item: Berry Juice
evs: 76 HP / 200 Atk / 12 Def / 40 SpA / 180 Spe
nature: Naughty
Moves
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Description of Substitute and Hidden Power Grass. List what targets some of the attacks focus on - what Pokemon is U-turn especially effective against? What notable KOs does Fletchling score with Acrobatics?
This Fletching variant is very good at forcing switches and scouting the opponent's team with U-turn, which allows Fletchling to deal some chip damage and flee from its counters. As Acrobatics has priority, Fletchling functions as an excellent revenge killer. It has a decent Special Attack stat, which allows it to use special attacks such as Overheat and Hidden Power Grass to augment its coverage. The former move hits Steel-types such as Pawniard, Bronzor, Ferroseed, and Honedge, whereas the latter can deal with Omanyte and Tirtouga, respectively 2HKOing and OHKOing the two threats. However, it should be noted that Stealth Rock is needed to break Tirtouga's Sturdy. Substitute is another option for the last slot if your team can handle the aforementioned threats, as it gives Fletchling a way to beat Sucker Punch users and reliably consume its Berry Juice. Tailwind is a nice support option as well, as Fletchling can use it to support the team before it dies, boosting the Speed stats of its teammates and allowing them to revenge kill threats or pull off mini-sweeps of their own.
Set Details
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Description of items / nature / EVs / other move options go here! Remember that LC EVs are fairly complicated; why have you chosen the numbers that are listed?
Even though it has a STAB priority move, Fletchling needs to be as fast as possible, as a fast U-turn can be very useful to evade a counter and deal damage at the same time. Fletchling will be using Acrobatics most of the time, so more EVs are invested in Attack than in Special Attack. He can resist a hit by Pawniard's and Murkrow's Sucker Punch and you can Sub to be safe if you received Stealth Rock damage to prevent the hit anyway.
Usage Tips
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Fletchling appreciates entry hazard support, because it can force a lot of switches and utilize the residual damage to secures KOs.
Team Options
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Ferroseed, Pawniard, and Bronzor are good partners for Fletchling. Fletchling works well as part of a VoltTurn core, so teammates such as Chinchou, which has excellent synergy with Fletchling, and Mienfoo are beneficial. Rapid Spin or Defog support is helpful because of Fletchling's Stealth Rock weakness, granting it longer longevity and allowing it to use U-turn without fear of incurring damage upon reentry. Pairing Fletchling with Stunky, Bergmite, Drilbur, or Gligar (which can be part of a VoltTurn core) is also good. Gothita and Magnemite can be decent teammates; Fletchling can U-turn away from its counters and have the incoming trapper remove them.
Other Options
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U-turn is a useful option over Flame Charge or Steel Wing to deal damage and switch into a teammate with a better matchup against the opponent's Pokemon. Substitute can work on the Swords Dance set, as the move can be used to trigger Berry Juice safely as well as avoid status moves such as Will-O-Wisp. Tailwind can work on both sets; Fletchling can provide team support in this way, by granting a slower sweeper a boost to its Speed. Roost is a reliable form of recovery and works well in tandem with with Normal Gem, but it can work with Berry Juice as well.
I'd focus on ordering these checks and counters from most relevant to least relevant, and perhaps flesh out the descriptions. Are there any other threats?
Checks & Counters
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**Archen**: Archen is one of the best counters to Fletchling, as it can wall the all-out attacker set and check the Swords Dance set very well. It evades an OHKO from Steel Wing as long as Stealth Rock isn't up.
**Murkrow**: Murkrow can take an unboosted Acrobatics and proceed to OHKO Fletchling with Brave Bird or Sucker Punch after Stealth Rock damage.
**Steel-types**: Steel-type Pokemon such as Pawniard, Ferroseed, Bronzor, Honedge, and Shieldon are pretty good checks to Fletchling, as they can tank hits and deal heavy damage in return.
**Tyrunt**: Tyrunt is good check to Fletchling as it can tank an attack and respond with an OHKO.
**Misdreavus**: Misdreavus can tank an attack from Fletchling and OHKO it in return.
**Water-types**: Chinchou, Shellder and Slowpoke easily counter the all-out attacker set and can deal with the Swords Dance set, responding by OHKOing or 2HKOing Fletchling.
** Water / Rock types**: Tirtouga and Omanyte are some of the best counters to the Swords Dance set, as they resist both of Fletchling's STAB moves and don't take much damage from Flame Charge or Steel Wing. However, they should be wary of Hidden Power Grass on the all-out attacker set.
*Stealth Rock**: Stealth Rock strips away a sizable chunk of Fletchling's HP every time it switches in, and renders U-turn mostly unusable.