RU Fletchinder


NOW YOU LOSE


Overview
########

Despite its awful base stats, horrible movepool, inability to use an item in conjunction with its only strong STAB move, and 4x weakness to Stealth Rock, Fletchinder is very much a threat to watch out for in the RU metagame. Thanks to its ability, Gale Wings, Fletchinder works as a good late-game sweeper with lots of early-game utility. It is great at spreading burns early-game and can revenge kill Pokemon that are weak to Flying-type moves throughout the match in addition to being able to sweep weakened teams with ease. Fletchinder also has a great defensive typing, which allows it to check common Pokemon such as Aromatisse and Escavalier.

Swords Dance
########
name: Swords Dance
move 1: Acrobatics
move 2: Swords Dance
move 3: Will-O-Wisp
move 4: Roost
ability: Gale Wings
item: Nothing
evs: 160 HP / 252 Atk / 4 Def / 92 Spe
nature: Adamant

Moves
========

Acrobatics is Fletchinder's only powerful and reliable physical STAB move. Even though it is fairly weak, it gets priority thanks to Gale Wings, which transforms Fletchinder from a hopelessly outclassed NFE into a threatening and unique sweeper. Swords Dance raises Fletchinder's low Attack stat to high levels and allows it to sweep weakened teams. Will-O-Wisp gives Fletchinder a way to cripple Pokemon such as Rhyperior that would otherwise wall it, which provides it with quite a bit of early-game utility. It also lets Fletchinder have a much easier time setting up on physical attackers. Roost is used to give Fletchinder reliable recovery and to let it set up more easily.

Set Details
========

The given EV spread outruns 0 Speed Drapion and avoids the 2HKO from Assault Vest Escavalier's Knock Off. No item is used because using an item would prevent Fletchinder from having access to fully powered Acrobatics, severely hindering its effectiveness.

Usage Tips
========

Don't attempt to sweep until you've worn down or removed Fletchinder's checks. Instead, if you bring out Fletchinder early-game, use Will-O-Wisp to spread burn onto Fletchinder's checks, such as Rhyperior and Alomomola. You should almost never be switching Fletchinder into an attack that is not from a weak defensive Pokemon or 4x resisted, as it is incredibly frail and might need to take a hit later on in order to set up. Once its counters have been removed or sufficiently weakened, Fletchinder can set up on a Pokemon that it forces out, such as Virizion, or one that cannot deal much damage to it, such as Escavalier.

Team Options
========

Defog or Rapid Spin support from Pokemon such as Hitmonlee and Gligar is mandatory because of Fletchinder's 4x weakness to Stealth Rock. Grass-types are good teammates for Fletchinder because they can easily take on Rhyperior and bulky Water-types. Virizion, in particular, has great synergy with Fletchinder, as it resists all of Fletchinder's weaknesses. Magneton can lure in and OHKO Rhyperior with a Choice Specs-boosted Flash Cannon, is a good switch-in to Alomomola, and has great synergy with Fletchinder. Zoroark is a good partner for Fletchinder, as it can lure and defeat Fletchinder's checks, provided that there are no entry hazards up to give away Illusion.

Other Options
########

Fletchinder has almost no other options due to its barren movepool and reliance on all of the moves it normally runs. However, there are a few other marginally usable moves it learns. Taunt can be used as a way to stop Pokemon such as Doublade from setting up on it, and U-turn can be used to gain a bit of momentum, though the loss of either Will-O-Wisp or Roost greatly undermines the usefulness of either of these moves.

Checks & Counters
########

**Rock-types**: Rock-types such as Rhyperior and Kabutops can easily put a stop to Fletchinder's sweep, as they resist Acrobatics and can easily OHKO it with their STAB moves. Kabutops can also out-prioritize Fletchinder with Aqua Jet. However, they can be easily crippled by Will-O-Wisp on the switch, so they are not flawless switch-ins to Fletchinder by any means.

**Bulky Water-types**: Bulky Water-types such as Alomomola and Slowking can usually take hits from Fletchinder at +2 and hit it hard with their strong STAB moves, but they also dislike being burned.

**Steel-types**: As they resist Acrobatics and are usually bulky, Steel-types such as Registeel and Bronzong can stop Fletchinder. However, many of them hate being burned and can do little back to Fletchinder besides Toxic it.

**Electric-types**: Electric-types such as Magneton, Jolteon, and Heliolisk can take a hit from even a boosted Fletchinder and OHKO it with their strong STAB moves. However, the latter two must be relatively healthy in order to survive a boosted Acrobatics.
 
Last edited:

SilentVerse

Into the New World
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Add Steels and Electrics to Checks and Counters cuz they resist Acrobatics, and Registeel can Toxic / set up alongside Fletch, Jolteon can take a +2 Acrobatics at full health and KO with Electric STAB, etc. Otherwise:

QC APPROVED 2/3
 

EonX

Battle Soul
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
Note that Magneton's 4x Flying resistance and better bulk lets it hold up much better than Jolteon or Heliolisk. If Fletchinder is weakened enough, note that Kabutops can just use Aqua Jet to avoid possible burns or Acrobatics (should it be weakened itself) Otherwise, this is set to go

QC Approved 3/3 Magnemite
 

fleurdyleurse

nobody,not even the rain,has such small hands
is a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
hi
Overview
########

Despite its awful base stats, horrible movepool, inabilityWhile at a first glance Fletchinder appears to use an item in conjunction with its only strobe one of the least threatening STAB move, and 4x weaknessPokemon in to Stealthe Rock, FletchinderU metagame, it is very much a threat to watch out for in the RU metagame. Thanks to its ability, Gale Wings, Fletchinder works as a good late -game sweeper with lots of early game utility. It is great at spreading burns early -game and can revenge kill Pokemon that are weak to Flying-type moves throughout the match in addition to being able to sweep weakened teams with ease. Fletchinder also has a great defensive typing which allows it to check dangerous Pokemon such as Escavalier. While at first glance Fletchinder appears to be one of the least threatening PokemStill, despite its awful base stats, horrible movepool, inability to use an item in conjunction win the RU metagam its only strong STAB move, in reality it is a unique threat thatand 4x weakness to Stealth Rock, Fletchinder is not to be underestimateda force in the metagame.

Swords Dance
########
name: Swords Dance
move 1: Acrobatics
move 2: Swords Dance
move 3: Will-O-Wisp
move 4: Roost
ability: Gale Wings
item: Nothing
evs: 160 HP / 252 Atk / 4 Def / 92 Spe
nature: Adamant

Moves
========

Acrobatics is used as it is Fletchinder's only powerful and reliable physical STAB move. IEven though it is fairly weak, however, it gets priority thanks to Gale Wings, which transforms Fletchinder from a hopelessly outclassed NFE into a threatening and unique sweeper. Swords Dance raises Fletchinder's low Attack stat to threateningh levels and allows it to sweep weakened teams. Will-O-Wisp gives Fletchinder a way to cripple Pokemon such as Rhyperior that would otherwise laugh atwall it, suwhich as Rhyperior, which givprovides it with quite a bit of early-game utility. It also lets Fletchinder have a much easier time setting up on physical attackers. Roost is used to give Fletchinder reliable recovery and to let it set up more easily.

Set Details
========

The given EV spread outruns 0 Speed Drapion and avoids the 2HKO from non-Choice Band Escavalier's Knock Off. No item is used because using an item would prevent Fletchinder from having access to fully powered Acrobatics when it needs to, which would severely hinder its effectiveness.

Usage Tips
========

Don't attempt to sweep until you've worn down or removed Fletchinder's checks. Instead, if you get Fletchinder in early game, use Will-O-Wisp to spread burn onto Fletchinder's checks, such as Rhyperior and Alomomola. You should almost never be switching Fletchinder into an attack that is not from a weak defensive Pokemon or 4x resisted, as it is incredibly frail and may need to take a hit later on in order to be able to set up. Once its counters have been removed or sufficiently weakened, Fletchinder can set up on a Pokemon that it forces out, such as Virizion, or one that cannot deal much damage to it, such as Escavalier.

Team Options
========

Defog or Rapid Spin support from Pokemon such as Hitmonlee and Gligar is mandatory givenbecause of Fletchinder's 4x weakness to Stealth Rock. Grass-types are good teammates to Fletchinder because they can easily take on Rhyperior and Bbulky Water-types. Virizion, in particular, has great synergy with Fletchinder as it resists all of its weaknesses. Magneton can lure in and OHKO Rhyperior with Choice Specs Flash Cannon, is a good switch-in to Alomomola, and also has great synergy with Fletchinder. Zoroark is a good partner to Fletchinder as it can lure and defeat Fletchinder's checks, provided that there are no entry hazards up to give away Illusion.

Other Options
########

Fletchinder has almost nothing in the way of other options due to its barren movepool and reliance on all of the moves it normally runs. However, there are a few other usable moves it learns. Taunt can be used as a way to stop Pokemon such as Doublade from setting up on it, and U-turn can be used to gain a bit of momentum, thowever,ugh the loss of either Will-O-Wisp or Roost greatly undermines the usefulness of either of these moves.

Checks & Counters
########

**Rock-types**: Rock-types such as Rhyperior and Kabutops can easily put a stop to Fletchinder's sweep as they resist Acrobatics and can easily OHKO it with their STAB moves. Kabutops can also outprioritize Fletchinder with Aqua Jet. However, they are usually crippled by Will-O-Wisp on the switch, so they are not flawless switch-ins to it by any means.

**Bulky Water-types**: Bulky waters such as Alomomola and Slowking can usually take hits from Fletchinder at +2 and hit it hard with their strong STAB moves, but they also dislike being burned.

**Steel-types**: As they resist Acrobatics and are usually bulky, Steel-types such as Registeel and Bronzong can stop Fletchinder, however, many of them hate being burned and can do little back to it besides Toxic it.

**Electric-types**: Electric-types such as Magneton, Jolteon, and Heliolisk can take a hit from a boosted Fletchinder and OHKO it with their strong STAB moves. However, the latter two must be relatively healthy in order to survive a boosted Acrobatics.

Overview
########

While at a first glance Fletchinder appears to be one of the least threatening Pokemon in the RU metagame, it is very much a threat to watch out for. Thanks to Gale Wings, Fletchinder works as a good late-game sweeper with lots of early game utility. It is great at spreading burns early-game and can revenge kill Pokemon that are weak to Flying-type moves throughout the match in addition to being able to sweep weakened teams with ease. Fletchinder also has a great defensive typing which allows it to check dangerous Pokemon such as Escavalier. Still, despite its awful base stats, horrible movepool, inability to use an item in conjunction with its only strong STAB move, and 4x weakness to Stealth Rock, Fletchinder is a force in the metagame.

Swords Dance
########
name: Swords Dance
move 1: Acrobatics
move 2: Swords Dance
move 3: Will-O-Wisp
move 4: Roost
ability: Gale Wings
item: Nothing
evs: 160 HP / 252 Atk / 4 Def / 92 Spe
nature: Adamant

Moves
========

Acrobatics is used as it is Fletchinder's only powerful and reliable physical STAB move. Even though it is fairly weak, it gets priority thanks to Gale Wings, which transforms Fletchinder from a hopelessly outclassed NFE into a threatening and unique sweeper. Swords Dance raises Fletchinder's low Attack stat to high levels and allows it to sweep weakened teams. Will-O-Wisp gives Fletchinder a way to cripple Pokemon such as Rhyperior that would otherwise wall it, which provides it with quite a bit of early-game utility. It also lets Fletchinder have a much easier time setting up on physical attackers. Roost is used to give Fletchinder reliable recovery and to let it set up more easily.

Set Details
========

The given EV spread outruns 0 Speed Drapion and avoids the 2HKO from non-Choice Band Escavalier's Knock Off. No item is used because using an item would prevent Fletchinder from having access to fully powered Acrobatics when it needs to, which would severely hinder its effectiveness.

Usage Tips
========

Don't attempt to sweep until you've worn down or removed Fletchinder's checks. Instead, if you get Fletchinder in early game, use Will-O-Wisp to spread burn onto Fletchinder's checks, such as Rhyperior and Alomomola. You should almost never be switching Fletchinder into an attack that is not from a weak defensive Pokemon or 4x resisted, as it is incredibly frail and may need to take a hit later on in order to be able to set up. Once its counters have been removed or sufficiently weakened, Fletchinder can set up on a Pokemon that it forces out, such as Virizion, or one that cannot deal much damage to it, such as Escavalier.

Team Options
========

Defog or Rapid Spin support from Pokemon such as Hitmonlee and Gligar is mandatory because of Fletchinder's 4x weakness to Stealth Rock. Grass-types are good teammates to Fletchinder because they can easily take on Rhyperior and bulky Water-types. Virizion, in particular, has great synergy with Fletchinder as it resists all of its weaknesses. Magneton can lure in and OHKO Rhyperior with Choice Specs Flash Cannon, is a good switch-in to Alomomola, and also has great synergy with Fletchinder. Zoroark is a good partner to Fletchinder as it can lure and defeat Fletchinder's checks, provided that there are no entry hazards up to give away Illusion.

Other Options
########

Fletchinder has almost no other options due to its barren movepool and reliance on all of the moves it normally runs. However, there are a few other usable moves it learns. Taunt can be used as a way to stop Pokemon such as Doublade from setting up on it, and U-turn can be used to gain a bit of momentum, though the loss of either Will-O-Wisp or Roost greatly undermines the usefulness of either of these moves.

Checks & Counters
########

**Rock-types**: Rock-types such as Rhyperior and Kabutops can easily put a stop to Fletchinder's sweep as they resist Acrobatics and can easily OHKO it with their STAB moves. Kabutops can also outprioritize Fletchinder with Aqua Jet. However, they are usually crippled by Will-O-Wisp on the switch, so they are not flawless switch-ins to it by any means.

**Bulky Water-types**: Bulky waters such as Alomomola and Slowking can usually take hits from Fletchinder at +2 and hit it hard with their strong STAB moves, but they also dislike being burned.

**Steel-types**: As they resist Acrobatics and are usually bulky, Steel-types such as Registeel and Bronzong can stop Fletchinder, however, many of them hate being burned and can do little back to it besides Toxic it.

**Electric-types**: Electric-types such as Magneton, Jolteon, and Heliolisk can take a hit from a boosted Fletchinder and OHKO it with their strong STAB moves. However, the latter two must be relatively healthy in order to survive a boosted Acrobatics.

gp 1/2
 
Last edited:

Ender

pelagic
is a Contributor Alumnus
GPing on top of previous copy/paste version.

Done. GP 2/2

New format trial run. Please comment on whether or not the formatting was easy to understand.

Additions and changes [punctuation]
Deletions [punctuation]
[Comments]


Overview
########

While at a first glance Fletchinder appears to be one of the least threatening Pokemon in the RU metagame, it is very much a threat to watch out for. Thanks to Gale Wings, Fletchinder can spread burns early-game, revenge kill Pokemon that are weak to Flying-type moves throughout the match, and easily sweep weakened teams late-game. works as a good late-game sweeper with lots of early game utility. It is great at spreading burns early-game and can revenge kill Pokemon that are weak to Flying-type moves throughout the match in addition to being able to sweep weakened teams with ease. Fletchinder also has a great defensive typing which allows it to check dangerous Pokemon such as Escavalier. Still, Despite its awful base stats, horrible movepool, inability to use an item in conjunction with its only strong STAB move, and 4x weakness to Stealth Rock, Fletchinder is a force to be reckoned with. in the metagame.

Swords Dance
########
name: Swords Dance
move 1: Acrobatics
move 2: Swords Dance
move 3: Will-O-Wisp
move 4: Roost
ability: Gale Wings
item: Nothing
evs: 160 HP / 252 Atk / 4 Def / 92 Spe
nature: Adamant

Moves
========

Acrobatics is used as it is Fletchinder's only powerful and reliable physical STAB move. Even though it is fairly weak, it gets priority thanks to Gale Wings, which transforms Fletchinder from a hopelessly outclassed NFE into a threatening and unique sweeper. Swords Dance raises Fletchinder's low Attack stat to high levels and allows it to sweep weakened teams. Will-O-Wisp gives Fletchinder a way to cripple Pokemon such as Rhyperior that would otherwise wall it, which provides it with quite a bit of early-game utility. It also lets Fletchinder have a much easier time setting up on physical attackers. Roost is used to give Fletchinder reliable recovery and to let it set up more easily.

Set Details
========

The given EV spread outruns 0 zero Speed Drapion and avoids the 2HKO from non-Choice Band Escavalier's Knock Off. No item is used because using an item would prevent Fletchinder from having access to fully powered Acrobatics, [comma] when it needs to, which would severely hindering its effectiveness.

Usage Tips
========

Don't attempt to sweep until you've worn down or removed Fletchinder's checks. Instead, if you bring out get Fletchinder in early game, use Will-O-Wisp to spread burn onto Fletchinder's checks, such as Rhyperior and Alomomola. [Here is an example comment just to see how it looks] You should almost never be switching Fletchinder into an attack that is not from a weak defensive Pokemon or 4x resisted, as it is incredibly frail and may need to take a hit later on in order to be able to set up. Once its counters have been removed or sufficiently weakened, Fletchinder can set up on a Pokemon that it forces out, such as Virizion, or one that cannot deal much damage to it, such as Escavalier.

Team Options
========

Defog or Rapid Spin support from Pokemon such as Hitmonlee and Gligar is mandatory because of Fletchinder's 4x weakness to Stealth Rock. Grass-types are good teammates to for Fletchinder because they can easily take on Rhyperior and bulky Water-types. Virizion, in particular, has great synergy with Fletchinder, [comma] as it resists all of its weaknesses. Magneton can lure in and OHKO Rhyperior with Choice Specs Flash Cannon, is a good switch-in to Alomomola, and also has great synergy with Fletchinder. Zoroark is a good partner to for Fletchinder, [comma] as it can lure and defeat Fletchinder's checks, provided that there are no entry hazards up to give away Illusion.

Other Options
########

Fletchinder has almost no other options due to its barren movepool and reliance on all of the moves it normally runs. However, there are a few other marginally usable moves it learns. Taunt can be used as a way to stop Pokemon such as Doublade from setting up on it, and U-turn can be used to gain a bit of momentum, though the loss of either Will-O-Wisp or Roost greatly undermines the usefulness of either of these moves.

Checks & Counters
########

**Rock-types**: Rock-types such as Rhyperior and Kabutops can easily put a stop to Fletchinder's sweep, [comma] as they resist Acrobatics and can easily OHKO it with their STAB moves. Kabutops can also outprioritize Fletchinder with Aqua Jet. However, they can be easily are usually crippled by Will-O-Wisp on the switch, so they are not flawless switch-ins to Fletchinder it by any means.

**Bulky Water-types**: Bulky Water-types such as Alomomola and Slowking can usually take hits from Fletchinder at +2 and hit it hard with their strong STAB moves, but they also dislike being burned.

**Steel-types**: As they resist Acrobatics and are usually bulky, Steel-types such as Registeel and Bronzong can stop Fletchinder; [, to ;] however, many of them hate being burned and can do little back to Fletchinder it besides Toxic it.

**Electric-types**: Electric-types such as Magneton, Jolteon, and Heliolisk can take a hit from a boosted Fletchinder and OHKO it with their strong STAB moves. However, the latter two must be relatively healthy in order to survive a boosted Acrobatics.
 
Last edited:

HypnoEmpire

Yokatta...
Ender I disagree with something you put in the Overview in your GP check.
Thanks to Gale Wings, Fletchinder can spread burns early-game, revenge kill Pokemon that are weak to Flying-type moves throughout the match, and easily sweep weakened teams late-game.
Gale Wings doesn't affect Will-O-Wisp, so that should probably be rephrased.
 

Ender

pelagic
is a Contributor Alumnus
Ender I disagree with something you put in the Overview in your GP check.

Gale Wings doesn't affect Will-O-Wisp, so that should probably be rephrased.
Rephrase it however you want (I don't know what gale wings actually does) and let me know and I'll see how it looks.
 

HypnoEmpire

Yokatta...
Ender
Thanks to Gale Wings, Fletchinder can revenge kill Pokemon that are weak to Flying-type moves throughout the match and easily sweep weakened teams late-game. Fletchinder also has a great defensive typing which allows it to check dangerous Pokemon such as Escavalier and threaten them with Will-O-Wisp.
Does this look good?
 
Implemented all of this except for the changes to the overview since i disagree with them (specifically how fleurdyleurse switched the first and last sentences). Since Fletchinder looks terrible on paper, it makes much more sense to list its flaws first and then explain why it's good. Saying it looks awful at the beginning and not explaining why until the end sounds really weird, as does having the overview end with a huge list of its cons. It makes much more sense in the original order the sentences were in.
 

GatoDelFuego

The Antimonymph of the Internet
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnusis a Smogon Discord Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Magnemite

REMOVE CHANGE COMMENTS

Overview
########

Despite its awful base stats, horrible movepool, inability to use an item in conjunction with its only strong STAB move, and 4x weakness to Stealth Rock, Fletchinder is very much a threat to watch out for in the RU metagame. Thanks to its ability, Gale Wings, Fletchinder works as a good late-game sweeper with lots of early-game utility. It is great at spreading burns early-game and can revenge kill Pokemon that are weak to Flying-type moves throughout the match in addition to being able to sweep weakened teams with ease. Fletchinder also has a great defensive typing, (AC) which allows it to check dangerous Pokemon such as Escavalier. While at first glance Fletchinder appears to be one of the least threatening Pokemon in the RU metagame, in reality it is a unique threat that is not to be underestimated.

Swords Dance
########
name: Swords Dance
move 1: Acrobatics
move 2: Swords Dance
move 3: Will-O-Wisp
move 4: Roost
ability: Gale Wings
item: Nothing
evs: 160 HP / 252 Atk / 4 Def / 92 Spe
nature: Adamant

Moves
========

Acrobatics is Fletchinder's only powerful and reliable physical STAB move. Even though it is fairly weak, it gets priority thanks to Gale Wings, which transforms Fletchinder from a hopelessly outclassed NFE into a threatening and unique sweeper. Swords Dance raises Fletchinder's low Attack stat to high levels and allows it to sweep weakened teams. Will-O-Wisp gives Fletchinder a way to cripple Pokemon such as Rhyperior that would otherwise wall it, which provides it with quite a bit of early-game utility. It also lets Fletchinder have a much easier time setting up on physical attackers. Roost is used to give Fletchinder reliable recovery and to let it set up more easily.

Set Details
========

The given EV spread outruns zero 0 Speed Drapion and avoids the 2HKO from non-Choice Band Escavalier's Knock Off. No item is used because using an item would prevent Fletchinder from having access to fully powered Acrobatics, severely hindering its effectiveness.

Usage Tips
========

Don't attempt to sweep until you've worn down or removed Fletchinder's checks. Instead, if you bring out Fletchinder early-game, use Will-O-Wisp to spread burn onto Fletchinder's checks, such as Rhyperior and Alomomola. You should almost never be switching Fletchinder into an attack that is not from a weak defensive Pokemon or 4x resisted, as it is incredibly frail and may might need to take a hit later on in order to set up. Once its counters have been removed or sufficiently weakened, Fletchinder can set up on a Pokemon that it forces out, such as Virizion, or one that cannot deal much damage to it, such as Escavalier.

Team Options
========

Defog or Rapid Spin support from Pokemon such as Hitmonlee and Gligar is mandatory because of Fletchinder's 4x weakness to Stealth Rock. Grass-types are good teammates for Fletchinder because they can easily take on Rhyperior and bulky Water-types. Virizion, in particular, has great synergy with Fletchinder, as it resists all of its Fletchinder's weaknesses. Magneton can lure in and OHKO Rhyperior with a Choice Specs-boosted Flash Cannon, is a good switch-in to Alomomola, and has great synergy with Fletchinder. Zoroark is a good partner for Fletchinder, as it can lure and defeat Fletchinder's checks, provided that there are no entry hazards up to give away Illusion.

Other Options
########

Fletchinder has almost no other options due to its barren movepool and reliance on all of the moves it normally runs. However, there are a few other marginally usable moves it learns. Taunt can be used as a way to stop Pokemon such as Doublade from setting up on it, and U-turn can be used to gain a bit of momentum, though the loss of either Will-O-Wisp or Roost greatly undermines the usefulness of either of these moves.

Checks & Counters
########

**Rock-types**: Rock-types such as Rhyperior and Kabutops can easily put a stop to Fletchinder's sweep, as they resist Acrobatics and can easily OHKO it with their STAB moves. Kabutops can also out-prioritize Fletchinder with Aqua Jet. However, they can be easily crippled by Will-O-Wisp on the switch, so they are not flawless switch-ins to Fletchinder by any means.

**Bulky Water-types**: Bulky Water-types such as Alomomola and Slowking can usually take hits from Fletchinder at +2 and hit it hard with their strong STAB moves, but they also dislike being burned.

**Steel-types**: As they resist Acrobatics and are usually bulky, Steel-types such as Registeel and Bronzong can stop Fletchinder. However, many of them hate being burned and can do little back to Fletchinder besides Toxic it.

**Electric-types**: Electric-types such as Magneton, Jolteon, and Heliolisk can take a hit from even a boosted Fletchinder and OHKO it with their strong STAB moves. However, the latter two must be relatively healthy in order to survive a boosted Acrobatics.

1/2
 
Last edited:

aVocado

@ Everstone
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
Magnemite

REMOVE CHANGE COMMENTS

Overview
########

Despite its awful base stats, horrible movepool, inability to use an item in conjunction with its only strong STAB move, and 4x weakness to Stealth Rock, Fletchinder is very much a threat to watch out for in the RU metagame. Thanks to its ability, Gale Wings, Fletchinder works as a good late-game sweeper with lots of early-game utility. It is great at spreading burns early-game and can revenge kill Pokemon that are weak to Flying-type moves throughout the match in addition to being able to sweep weakened teams with ease. Fletchinder also has a great defensive typing, (AC) which allows it to check dangerous Pokemon such as Escavalier. While at first glance Fletchinder appears to be one of the least threatening Pokemon in the RU metagame, in reality it is a unique threat that is not to be underestimated.

Swords Dance
########
name: Swords Dance
move 1: Acrobatics
move 2: Swords Dance
move 3: Will-O-Wisp
move 4: Roost
ability: Gale Wings
item: Nothing
evs: 160 HP / 252 Atk / 4 Def / 92 Spe
nature: Adamant

Moves
========

Acrobatics is Fletchinder's only powerful and reliable physical STAB move. Even though it is fairly weak, it gets priority thanks to Gale Wings, which transforms Fletchinder from a hopelessly outclassed NFE into a threatening and unique sweeper. Swords Dance raises Fletchinder's low Attack stat to high levels and allows it to sweep weakened teams. Will-O-Wisp gives Fletchinder a way to cripple Pokemon such as Rhyperior that would otherwise wall it, which provides it with quite a bit of early-game utility. It also lets Fletchinder have a much easier time setting up on physical attackers. Roost is used to give Fletchinder reliable recovery and to let it set up more easily.

Set Details
========

The given EV spread outruns zero 0 Speed Drapion and avoids the 2HKO from non-Choice Band Escavalier's Knock Off. No item is used because using an item would prevent Fletchinder from having access to fully powered Acrobatics, severely hindering its effectiveness.

Usage Tips
========

Don't attempt to sweep until you've worn down or removed Fletchinder's checks. Instead, if you bring out Fletchinder early-game, use Will-O-Wisp to spread burn onto Fletchinder's checks, such as Rhyperior and Alomomola. You should almost never be switching Fletchinder into an attack that is not from a weak defensive Pokemon or 4x resisted, as it is incredibly frail and may might need to take a hit later on in order to set up. Once its counters have been removed or sufficiently weakened, Fletchinder can set up on a Pokemon that it forces out, such as Virizion, or one that cannot deal much damage to it, such as Escavalier.

Team Options
========

Defog or Rapid Spin support from Pokemon such as Hitmonlee and Gligar is mandatory because of Fletchinder's 4x weakness to Stealth Rock. Grass-types are good teammates for Fletchinder because they can easily take on Rhyperior and bulky Water-types. Virizion, in particular, has great synergy with Fletchinder, as it resists all of its Fletchinder's weaknesses. Magneton can lure in and OHKO Rhyperior with a Choice Specs-boosted Flash Cannon, is a good switch-in to Alomomola, and has great synergy with Fletchinder. Zoroark is a good partner for Fletchinder, as it can lure and defeat Fletchinder's checks, provided that there are no entry hazards up to give away Illusion.

Other Options
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Fletchinder has almost no other options due to its barren movepool and reliance on all of the moves it normally runs. However, there are a few other marginally usable moves it learns. Taunt can be used as a way to stop Pokemon such as Doublade from setting up on it, and U-turn can be used to gain a bit of momentum, though the loss of either Will-O-Wisp or Roost greatly undermines the usefulness of either of these moves.

Checks & Counters
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**Rock-types**: Rock-types such as Rhyperior and Kabutops can easily put a stop to Fletchinder's sweep, as they resist Acrobatics and can easily OHKO it with their STAB moves. Kabutops can also out-prioritize Fletchinder with Aqua Jet. However, they can be easily crippled by Will-O-Wisp on the switch, so they are not flawless switch-ins to Fletchinder by any means.

**Bulky Water-types**: Bulky Water-types such as Alomomola and Slowking can usually take hits from Fletchinder at +2 and hit it hard with their strong STAB moves, but they also dislike being burned.

**Steel-types**: As they resist Acrobatics and are usually bulky, Steel-types such as Registeel and Bronzong can stop Fletchinder. However, many of them hate being burned and can do little back to Fletchinder besides Toxic it.

**Electric-types**: Electric-types such as Magneton, Jolteon, and Heliolisk can take a hit from even a boosted Fletchinder and OHKO it with their strong STAB moves. However, the latter two must be relatively healthy in order to survive a boosted Acrobatics.

1/2
Didn't this get two checks already from fleur and ender?
 
You say that the evs avoid the 2hko from mon cb escavalier's knock off but it is false as life orb variants (uncommon but I guess in TR teams they exist) can 2hko so I'd change to Assault Vest escavalier or escavalier without a boosting item
 

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