UU Fletchinder

QC: Sam / dingbat / dodmen
GP: Psywaves / P Squared


Overview
########

Fletchinder is pretty limited in what it can do, but it is very unique with what it does in the UU tier. With priority Acrobatics, the strongest priority in the tier, and access to Swords Dance, Fletchinder makes for an excellent revenge killer and late-game cleaner. That being said, Fletchinder is extremely frail and 4x weak to Stealth Rock, which makes it a bit tricky to use.

Linda
########
name: Linda
move 1: Acrobatics
move 2: Swords Dance
move 3: Roost
move 4: Will-O-Wisp
ability: Gale Wings
item:
evs: 104 HP / 252 Atk / 152 Spe
nature: Adamant

Moves
========

Fletchinder has a very shallow and predictable movepool and has to rely on Acrobatics for damage. Thankfully, it has access to Swords Dance, which helps to improve its damage output, as well as having support moves such as Roost and Will-O-Wisp, which allow Fletchinder to stay around longer despite its poor defenses and 4x weakness to Stealth Rock. Will-O-Wisp also helps get chip damage on some of Fletchinder's checks.

Set Details
========

In order to do as much damage as possible, Fletchinder needs an Adamant nature with 252 EVs. With priority Flying-type moves due to Gale Wings, Fletchinder doesn't need to run too much Speed, but 152 Speed EVs allow it to outspeed and burn foes such as Adamant Honchkrow. The remaining EVs go into HP to provide some more bulk. Because its only attacking move is Acrobatics, Fletchinder runs no item in order to maximize the damage output of Acrobatics. An EV spread tweak can be made to make Fletchinder take resisted hits better by giving it 248 HP EVs and dropping the Speed EVs.

Usage Tips
========

Fletchinder isn't a Pokemon that can sweep on its own. To use this Pokemon effectively, you should be eliminating its counters throughout the game and keeping it healthy for the late-game. Despite being frail, it will usually have an opportunity to set up a Swords Dance, which will allow it to deal heavy damage to anything that isn't a check. Outside of being a late-game cleaner, Fletchinder can be useful throughout a match by revenge killing fast, weakened Pokemon with a priority Acrobatics.

Team Options
========

With average initial Attack and only Acrobatics and Will-O-Wisp to inflict damage, Fletchinder needs some team support. Powerful Choice Band users such as Heracross and Krookodile can significantly weaken dedicated physical walls such as Hippowdon and Swampert, which normally switch into Fletchinder. Pokemon that can take out bulky Water-types, such as Shaymin, Whimsicott, Heliolisk, and Toxicroak, really aid Fletchinder in sweeping. With a 4x weakness to Stealth Rock, Fletchinder likes entry hazard control from Pokemon such as Forretress, Empoleon, Tentacruel, and Mega Blastoise. Also, any Pokemon that benefits from having Fighting-types eliminated, such as Hydreigon or Snorlax, is a great teammate for Fletchinder.

Other Options
########

Fletchinder can run Overheat to hit Mega Aggron and Forretress for super effective damage. U-turn can also be used to keep some momentum from the switches Fletchinder will force against Fighting-types. As a last-ditch effort, Fletchinder can use Tailwind to ensure the rest of its team will have a Speed boost for a few turns. Finally, Taunt can also be utilized to stallbreak better.

Checks & Counters
########

**Bulky Water-types**: Bulky Water-types such as Swampert and Suicune take minimal damage from Acrobatics and can retaliate with a super effective Scald.

**Electric-types**: Electric-types such as Mega Ampharos and Rotom-H resist Acrobatics and can OHKO Fletchinder back with Electric-type STAB moves.

**Stealth Rock**: Fletchinder's 4x weakness to Stealth Rock really discourages it from switching in when the entry hazard is on the field.

**Rock-types**: While they don't appreciate being burned, Rock-types such as Mega Aerodactyl and Rhyperior resist Acrobatics and can retaliate with a 4x super effective Rock-type move.

**Dedicated Physical Walls**: Dedicated physical walls such as Porygon2 and Hippowdon can eat up a hit and use Toxic or attack Fletchinder.

**Faster Priority Users**: Faster priority users such as Entei and Lucario can revenge kill Fletchinder after a bit of prior damage.
 
Last edited:

Sam

i say it's all just wind in sails
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+2 252+ Atk Fletchinder Acrobatics (110 BP) vs. 0 HP / 4 Def Heliolisk: 225-265 (84.9 - 100%) -- 6.3% chance to OHKO

Heliolisk isn't even a check lol, remove it

Remove flame charge from oo

'Powerful Wallbreakers' is always such a generic thing in team options so be a little more specific

1/3
 
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Psywaves

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Overview
########

Fletchinder is pretty limited in what it can do, but is very unique with what it does in the UU tier. With priority Acrobatics, the strongest priority in the tier, and access to Swords Dance, Fletchinder makes for an excellent revenge killer and late-game cleaner. That being said, Fletchinder is extremely frail and 4x weak to Stealth Rock, which makes it a bit tricky to use.

Utility
########
name: Linda (these need to both be the same; either put "Utility" here or replace "Utility" above with "Linda")
move 1: Acrobatics
move 2: Will-(hyphen)O-(hyphen)Wisp
move 3: Swords Dance
move 4: Roost
ability: Gale Wings
item: None
evs: 104 HP / 252 Atk / 152 Spe
nature: Adamant

Moves
========

Fletchinder has a very shallow and predictable movepool and has to rely on Acrobatics for damage. Thankfully, it has access to Swords Dance, (AC) which helps to improve its damage output, as well as having support moves like such as (like = similar to, such as = examples of) Roost and Will-O-Wisp, (AC) which allow Fletchinder to stay around longer despite its poor defenses and 4x weakness to Stealth Rock. Will-O-Wisp also helps in terms of getting chip damage on some of Fletchinder's checks.

Set Details
========

This is Fletchinder's most viable set. In order to do as much damage as possible, (AC) an Adamant nature with 252 EVs is used. With priority Flying-type moves due to Gale Wings, Fletchinder doesn't need to run too much Speed, but 152 Speed allows it to outspeed and burn opponents like foes such as (opponents = opposing player; foe = their Pokémon) Adamant Honchkrow. The remaining EVs go into HP to provide some better bulk. Since its only attacking move is Acrobatics, no item is given to Fletchinder in order to maximize the damage output of Acrobatics damage. An EV spread tweak can be made to make Fletchinder take resisted hits better by giving it 248 HP EVs and dropping the Speed EVs.

Usage Tips
========

Fletchinder isn't something a Pokemon that can sweep on its own. To use this Pokemon effectively, (AC) you should be eliminating its counters throughout the game and keeping it healthy for the late-game. Despite being frail, it will usually have an opportunity to set up a Swords Dance, (AC) which will allow it to deal heavy damage to anything that isn't a check. Outside of being a late-game cleaner, Fletchinder can be useful throughout a match by revenge killing fast, weakened Pokemon with a priority Acrobatics.

Team Options
========

With average initial Attack and only Acrobatics and Will-O-Wisp to output inflict damage, Fletchinder needs some help team support. Powerful CB holders Choice Band users such as Heracross and Krookodile can significantly weaken dedicated physical walls such as Hippowdon and Swampert, (AC) whoich normally switch in to Fletchinder. Things Pokemon that can take out bulky Water-types, (AC) such as Shaymin, Whimsicott, Heliolisk, and Toxicroak, (AC) is really aid Fletchinder in sweeping. Pokemon such as Shaymin, Whimsicott, Heliolisk, and Toxicroak do this job very well. With a 4x weakness to Stealth Rock, Fletchinder likes entry hazard control from Pokemon like such as Forretress, Empoleon, Tentacruel, and Mega Blastoise. Also, any Pokemon that benefits from having Fighting-types eliminated, such as Hydreigon and or (changed this because "any Pokemon that benefits is a singular) Snorlax, are great teammates for Fletchinder.

Other Options
########

The most effective moveset for Fletchinder will always be the one in the main set, but there are other options available if so desired. (this is definitely true, but it's kind of already implied) Fletchinder can run Overheat, (RC) to hit Mega Aggron and Forretress for super effective damage. U-turn can also be used to keep some momentum from the switches Fletchinder will force against Fighting-types. As a last-ditch effort, Fletchinder can use Tailwind to ensure the rest of its team will have a Speed boost for a few turns. Finally, Taunt can also be utilized to stallbreak better.

Checks & Counters
########

**Bulky Water-types**: Bulky Water-types such as Swampert and Suicune take minimal damage from Acrobatics and can retaliate with a super effective Scald.

**Electric-types**: Electric-types such as Mega Ampharos and Rotom-H resist Acrobatics and can OHKO Fletchinder back with Electric-type STAB moves.

**Stealth Rock**: Fletchinder's 4x weakness to Stealth Rock really discourages it from switching in when they are the entry hazard is on the field.

**Rock-Types**: While they don't appreciate being burned, Rock-types such as Mega Aerodactyl and Rhyperior while don't appreciate being burned, resist Acrobatics and can retaliate with a 4x times super effective Rock-type move.

**Dedicated Physical Walls**: Dedicated physical walls like such as Porygon 2 and Hippowdon can eat up a hit and use Toxic or attack it Fletchinder.

**Faster Priority Users**: Faster priority users like such as Entei and Lucario can revenge kill Fletchinder after a bit of prior damage.


GP 1/2 :)
 
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P Squared

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GP 2/2
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Overview
########

Fletchinder is pretty limited in what it can do, but it is very unique with what it does in the UU tier. With priority Acrobatics, the strongest priority in the tier, and access to Swords Dance, Fletchinder makes for an excellent revenge killer and late-game cleaner. That being said, Fletchinder is extremely frail and 4x weak to Stealth Rock, which makes it a bit tricky to use.

Linda
########
name: Linda
move 1: Acrobatics
move 2: Will-O-Wisp
move 3: Swords Dance
move 4: Roost
ability: Gale Wings
item: None (supposed to just leave it blank iirc? other analyses with Acrobatics + no item do that)
evs: 104 HP / 252 Atk / 152 Spe
nature: Adamant

Moves
========

Fletchinder has a very shallow and predictable movepool and has to rely on Acrobatics for damage. Thankfully, it has access to Swords Dance, which helps to improve its damage output, as well as having support moves such as Roost and Will-O-Wisp, which allow Fletchinder to stay around longer despite its poor defenses and 4x weakness to Stealth Rock. Will-O-Wisp also helps get chip damage on some of Fletchinder's checks. (is it okay to switch around the moves on the set to match the order you talk about them here?)

Set Details
========

In order to do as much damage as possible, Fletchinder needs (or "uses" or "runs") an Adamant nature with 252 EVs is used. With priority Flying-type moves due to Gale Wings, Fletchinder doesn't need to run too much Speed, but 152 Speed EVs allow it to outspeed and burn foes such as Adamant Honchkrow. The remaining EVs go into HP to provide some better more bulk. Because Since its only attacking move is Acrobatics, Fletchinder runs no item is given to Fletchinder in order to maximize the damage output of Acrobatics. An EV spread tweak can be made to make Fletchinder take resisted hits better by giving it 248 HP EVs and dropping the Speed EVs.

Usage Tips
========

Fletchinder isn't a Pokemon that can sweep on its own. To use this Pokemon effectively, you should be eliminating its counters throughout the game and keeping it healthy for the late-game. Despite being frail, it will usually have an opportunity to set up a Swords Dance, which will allow it to deal heavy damage to anything that isn't a check. Outside of being a late-game cleaner, Fletchinder can be useful throughout a match by revenge killing fast, weakened Pokemon with a priority Acrobatics.

Team Options
========

With average initial Attack and only Acrobatics and Will-O-Wisp to inflict damage, Fletchinder needs some team support. Powerful Choice Band users such as Heracross and Krookodile can significantly weaken dedicated physical walls such as Hippowdon and Swampert, which normally switch into Fletchinder. Pokemon that can take out bulky Water-types, such as Shaymin, Whimsicott, Heliolisk, and Toxicroak, (comma) is really aid Fletchinder in sweeping. With a 4x weakness to Stealth Rock, Fletchinder likes entry hazard control from Pokemon such as Forretress, Empoleon, Tentacruel, and Mega Blastoise. Also, any Pokemon that benefits from having Fighting-types eliminated, such as Hydreigon or Snorlax, is a are great teammates for Fletchinder.

Other Options
########

Fletchinder can run Overheat to hit Mega Aggron and Forretress for super effective damage. U-turn can also be used to keep some momentum from the switches Fletchinder will force against Fighting-types. As a last-ditch effort, Fletchinder can use Tailwind to ensure the rest of its team will have a Speed boost for a few turns. Finally, Taunt can also be utilized to stallbreak better.

Checks & Counters
########

**Bulky Water-types**: Bulky Water-types such as Swampert and Suicune take minimal damage from Acrobatics and can retaliate with a super effective Scald.

**Electric-types**: Electric-types such as Mega Ampharos and Rotom-H resist Acrobatics and can OHKO Fletchinder back with Electric-type STAB moves.

**Stealth Rock**: Fletchinder's 4x weakness to Stealth Rock really discourages it from switching in when the entry hazard on the field.

**Rock-types**: While they don't appreciate being burned, Rock-types such as Mega Aerodactyl and Rhyperior resist Acrobatics and can retaliate with a 4x super effective Rock-type move.

**Dedicated Physical Walls**: Dedicated physical walls such as Porygon2 and Hippowdon can eat up a hit and use Toxic or attack Fletchinder.

**Faster Priority Users**: Faster priority users such as Entei and Lucario can revenge kill Fletchinder after a bit of prior damage.
 
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