I'm not going to deny that Fletchling has a lot of weaknesses. I'm not going to deny that there are ways to get around Fletchling. Does Fletchling have only one thing that really makes people consider it to be ban worthy? But, you don't seem to understand that the point behind Fletchling is that this feature is absurdly amazing. Priority has a major role in pokemon because of the near guarantee of bypassing an important stat in Pokemon.
Do note that those playstyles became popular just because it was Damn near impossible for Fletch to check. When you've got numerous top players talking about how you can't have too many checks to Fletch, how well supported Fletch teams will still easily break through. You certainly can't say that's wrong, because Fletchling has the tendency to 2HKO nearly anything that doesn't resist Flying. Most people only carry one Misdreavus check, which goes to show that raw strength isn't really everything to ban something for.
Priority is indeed phenomenal, especially when it's as powerful as Fletchling's; however, it doesn't instantly crush everything in its path, and there are certainly methods to deal with it, which is where Fletchling's enormous downfalls come into play.
Playstles other than Fletchling offense became popular because they're good. Stall in general is good. If Fletchling left, stall would still be good.
Of course you can't have too many checks to a win condition. Win conditions are designed to sweep, and the better prepared you are to stop such a sweep, the more successful you are.
Part of the reason why this isn't said of Zigzagoon or Omanyte is because Fletchling checks are just so much easier to fit on a team. It's a lot easier to stomach a +2 Acrobatics from base 50 Attack than a repeatedly usable Surf, Ice Beam or Earth Power from a +2 90 Special Attack, so a greater range of Pokemon can be fit onto a team as a Fletchling check.
The reason why teams try to run with one Misdreavus check is that there are a lot more Fletchling checks than Misdreavus checks, so it's a lot harder to actually fit a Misdreavus check in.
If we exclude walls, I can't say it's wrong that not much that doesn't resist flying is able to avoid the 2HKO, but what I can say is that there are still a huge number of viable Flying resists available.
Not if its being used as a revenge killer who can literally stop almost every single sweeper in the tier.
Like what you said about the Shucke-offense being "too good not to run." Fletchling gives the player a fail-safe against almost every type of offensive sweeper bar Rock/Water Shell Smashers. Its like Sash Abra only without the threat of it being revenged killed as well. Where as Sashbra only works once, Fletchling remains the best revenge killer throughout the game because it will generally always go first.
This isn't really true.
196+ Atk Fletchling Acrobatics (110 BP) vs. 36 HP / 36 Def Eviolite Scraggy: 18-24 (81.8 - 109%) -- 6.3% chance to OHKO after Stealth Rock
(18, 18, 18, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 24)
196+ Atk Fletchling Acrobatics (110 BP) vs. +1 0 HP / 156 Def Eviolite Timburr: 14-18 (58.3 - 75%) -- guaranteed 2HKO after Stealth Rock
(14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 18)
+6 196+ Atk Zigzagoon Extreme Speed vs. 156 HP / 92 Def Fletchling: 36-43 (156.5 - 186.9%) -- guaranteed OHKO
There are a LOT of set-up sweepers that Fletchling is unable to revenge-kill that aren't resistant to Flying; it needs support to even revenge-kill.
Sashbra only works once, but it can actually deal with the aforementioned Pokemon to an extent.
Maybe Fletchling is still the best revenge-killer, but it's certainly not too much for the metagame to handle.
- Sun Teams
- Torchic Pass (Baton Pass in general)
- Fighting Offensive
- Scarfed Pokemon
- Speed Boost
- Destiny Bond reliant Pokemon
All team/pokemon archetypes that are deathly afraid of Fletchling. Why would you want to give up the ability to check all these types of pokemon by not running Fletchling?
There's really nothing stopping the users of these teams or Pokemon from just running one of the numerous viable Fletchling checks available.
In addition, there's also how most of these have many shortcomings that extend far beyond Fletchling's existence; I don't think it's necessary to list all of them.
Moreover, some people are saying Fletchling can simply wear down its checks, but this isn't actually the case because between its frailty and weakness to Stealth Rock, it will often get worn down faster than its checks. Use Archen as an example. Archen can force Fletchling out, Fletchling can't force Archen out. After being forced out 3 times, Fletchling's health will be at around 25%, while Archen can use Roost against Fletchling, whereas due to Fletchling's low bulk, it will rarely find a opportunity to recover itself with Roost. The same goes for Chinchou, who can also force Fletchling out, while regaining health with Rest + Sleep Talk. Chinchou can also easily predict a incoming Diglett switch-in and use Scald. If the offensive pressure is high enough, Fletchling will not have time to use Roost, therefore having to deal with only be able to survive a few more switch-ins. As long as you have Stealth Rock on the opponent's field, you can easily wear Fletchling down, and deal with Fletchling + Diglett.
I'm going to go back to this post again because it's really good.
There are arguments that Cranidos isn't good enough because it can only switch in once, but all these Pokemon that can only check Fletchling once are actually often enough, because Fletchling's weakness to Stealth Rock and low defenses makes it difficult to even come in. From my own experience, if you can just hit Fletchling once with something random and then check it once, it will often be unable to switch in afterwards without Defog or Rapid Spin support, which carry their own detriments, namely a loss of momentum, and, in the case of the former, getting rid of favourable hazards for the Fletchling user and preventing Fletchling from getting key KOs.