I've been running Fletchinder for my first NU team, and I must say that it does wonders at cleaning and revenge killing stuff. Since you only really can switch in after a ko or a slow u-turn/voltswitch/bp/parting shot, you shouldn't really have to worry about taking most hits. It's pretty invaluable at stopping sweeps from stuff like Venomoth, Vivillion, Sceptile, Virizion, Ludicolo, Sawk, and weakened stuff it can hit neutrally (Durant for example). I run it on a team with no spinner or Defog support, and it still pulls its weight more often than not. It doesn't have a lot of opportunity to set up a Swords Dance, but if you can manage to set up on something like a burnt Doublade or Tangela after it's used Sleep Powder, it actually becomes really difficult to stop without a Steel or Rock types (Electric-types and physical walls can work too, but the former is easy enough to wear down and the latter has to be careful not to become set up bait). Magneton also helps remove Steel-types, while there are numerous Pokemon that can deter Rock-types (I'm thinking stuff like Seismitoad, Sawk, Poliwrath, Virizion, Steelix, etc). I think that Fletchinder works pretty similarly to how Kangaskhan did in BW, but with less survivability in exchange for a stronger priority move and sweeping potential.
Another Pokemon that I've been using to good effect is Substitute Seismitoad. Right now I need it to set up Stealth Rock for my team, but I imagine that the SubToxic set from BW is still very effective right now. It works as a great check to a myriad of threats, tanking at least one hit and retaliating against stuff like: Archeops, Feraligatr, SD Samurott, Dragalge, Golurk, Lanturn, Carracosta, Crustle, Barbaracle, and unboosted Durant. Many of Seismitoad's usual counters hate Toxic, and cannot safely switch in so easily. I use Scald since my set is more of a support and glue Pokemon, and the Burn chance makes up for my own set's lack of Toxic to a degree, but Hydro Pump is a great option if you do run Toxic to have a stronger hit. Incidentally, Seismitoad makes a decent partner to Fletchinder as it easily deals with opposing Aqua Jet users that can possibly outspeed Fletchinder, crushes most Steel and Rock-types that walls it, and blocks Volt Switches from the Electric-types that try to grab momentum from Fletchinder. Even better, it lures in the Grass moves that Feltchinder loves switching in on, making this a good partnership.
Fletchinder
Ability: Gale Wings
EVs: 252 Atk / 252 Spd / 4 Def
Adamant Nature
- Acrobatics
- Roost
- Will-O-Wisp
- Swords Dance
Pretty simple EV spread,I have enough Speed EVs to outspeed Jolly Samurott so I can hit it with Acorbatics before it can Aqua Jet me into oblivion. It also outspeeds Adamant Feraligatr, meaning SD versions cannot revenge kill it with Aqua Jet either. Run Jolly people! It's better to have slightly less power at +2 and be able to Aqua Jet safely than to take an Acrobatics and possibly be revenge killed. Fletchinder needs all the power it can get, so it generally desn't want to run Jolly itself, so it should be a safe bet to run Jolly on Feraligatr. DD Feraligatr generally lack Aqua Jet, so that is pretty moot, but the ones that do can beat Fletchinder regardless.
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 SAtk / 252 Spd / 4 HP
Timid Nature
IVs: 0 Atk
- Substitute
- Toxic / Stealth Rock
- Hydro Pump / Scald
- Earth Power
Of course, that's where Seismitoad comes in, as it deals with DD Feraligatr very well, and even SD Feraligatr doesn't appreciate Toxic or Scald burns.
Any other pairings that have worked well so far? I'd love to see old BW NU stuff being mixed with brand new toys especially.
EDIT: Virizion can be used to round out a FWG core too.