Fletchling (Revamp)

taken over from Corporal Levi



[OVERVIEW]

Fletchling is undoubtedly one of the most threatening offensive Pokemon in LC. Not only is it a phenomenal revenge killer to a variety of key threats due to its powerful STAB Gale Wings Acrobatics, but between priority STAB Acrobatics, U-turn, priority Roost, Swords Dance, and various coverage moves, Fletchling has all the tools it needs to function as a top-tier sweeper. However, as a result of of its relative frailty and its lack of power for an offensive Pokemon, some of the tier's most important Pokemon happen to be Fletchling checks, making a Fletchling sweep difficult without support. This isn't to say Fletchling is not a fantastic choice for most offensive teams, of course, because with adequate support, it will be able to hold its own even against prepared opponents.

[SET]
name: Bulky Itemless
move 1: Acrobatics
move 2: U-turn
move 3: Swords Dance
move 4: Roost
item:
ability: Gale Wings
nature: Adamant
evs: 156 HP / 196 Atk / 92 Def / 52 SpD

[SET COMMENTS]
Moves
========

Priority Acrobatics is Fletchling's main attack and the reason to use Fletchling at all. Thanks to STAB and the move's high Base Power, Acrobatics is a useful tool for revenge killing a variety of frail Pokemon. Most teams will have a few Pokemon that Fletchling will be unable to break through; U-turn helps remedy this by allowing Fletchling to pivot to a better-equipped teammate. Swords Dance allows Fletchling to act as an effective sweeper late-game, as weakened teams are often easily cleaned by a +2 Acrobatics. Roost takes advantage of the switches Fletchling tends to force to let Fletchling stick around for longer. It also makes it easier for Fletchling to set up on weak attacks, and the removal of Fletchling's Flying typing can let it stay in on Volt Switch and other otherwise super effective attacks. Acrobatics is the only move on this set that Fletchling absolutely needs, so Fletchling can viably run another move in one of the other slots. A good choice for this would be Tailwind, which helps Fletchling support the rest of the team, particularly slow but powerful attackers.

Set Details
========

The given EV spread and nature maximize Fletchling's Attack to make it more initially threatening as a revenge killer and a sweeper. The HP EVs hit 23 HP instead of 24 to minimize Stealth Rock and burn damage. The remaining EVs are distributed between the defenses so that Fletchling can better take a variety of attacks. Speed is ignored because Fletchling's main attacking move, Acrobatics, already has priority. 196 Atk / 252 Def / 20 Spe is an alternative EV spread if special bulk is deemed unnecessary, as it allows Fletchling to most notably avoid the 2HKOs from Pawniard's Knock Off and defensive Mienfoo's Drain Punch. At the cost of a great deal of bulk, an EV spread of 196 Atk / 92 Def / 180 Spe is helpful to outspeed and U-turn out of defensive variants of Chinchou and Archen as well as outspeed opposing Fletchling. It is preferred that no item be run so that Acrobatics can be as powerful as possible right from the start.

Usage Tips
========

Take advantage of U-turn early-game to gain momentum for your team, especially on predicted switches. Use Roost when Fletchling is weakened and you predict a switch. Roost can also be used to weaken incoming Rock- and Electric-type attacks, but many of these can 2HKO regardless, and Fletchling must be careful of being hit by a Ground- or Fighting-type attack instead. Swords Dance is to be used late-game for Fletchling to sweep when its checks and counters have been weakened sufficiently.

Team Options
========

Fletchling's offensive capabilities mean that it is usually the centerpiece of a team, so it should be supported accordingly. Entry hazards on the opponent's side of the field allow Fletchling to wear its checks down more easily with U-turn and obtain key KOs. Ferroseed is an example of a hazard setter that can take on Fletchling's checks. Fletchling is weak to Stealth Rock and will likely be using U-turn a lot; although Roost helps mitigate this weakness, entry hazard removal is still helpful. Archen can both utilize Defog and wear down switch-ins to Flying-type attacks so that Fletchling can sweep more easily. In general, Pokemon that can remove Fletchling's checks, which include Rock-types, Electric-types, and Porygon, are appreciated; as such, Gothita and Diglett make for excellent teammates by guaranteeing the removal of these Pokemon. Other U-turn and Volt Switch users can form a VoltTurn core with Fletchling to easily gain momentum for the team. Fletchling pairs well with other offensive Flying-types, such as Doduo and Taillow, which can weaken mutual switch-ins enough for Fletchling to sweep or vice versa. Knock Off support on key walls from the likes of Pawniard, Fighting-types, and other, less popular users will allow Fletchling to break through them more easily.

[SET]
name: Mixed Sweeper
move 1: Acrobatics
move 2: Overheat / Hidden Power Grass
move 3: U-turn / Roost
move 4: Swords Dance / Roost
item:
ability: Gale Wings
nature: Naughty
evs: 76 HP / 200 Atk / 12 Def / 40 SpA / 180 Spe

[SET COMMENTS]
Moves
========

Acrobatics boasts priority, high Base Power, and STAB. Overheat hits Steel-types that would otherwise easily switch into Fletchling, such as Pawniard, Magnemite, and Ferroseed, for heavy damage. On the other hand, Hidden Power Grass threatens the likes of Omanyte and Tirtouga. There will still be Pokemon that Fletchling is unable to deal with, so U-turn is a nice option to gain momentum for the team and chip away at switch-ins. Swords Dance allows Fletchling to sweep easily once its checks have been weakened. Roost is an option over U-turn or Swords Dance to extend Fletchling's longevity. If Fletchling is being used as a lure to support another Flying-type's sweep, both Overheat and Hidden Power Grass can be run on the same set.

Set Details
========

Fletchling's Attack is maximized to make its Acrobatics as threatening as possible. 15 Speed is run so that Fletchling can outspeed and hit Modest Magnemite and Omanyte with Overheat and Hidden Power Grass, respectively, instead of simply being OHKOed by the appropriate attack. It also allows Fletchling to Speed tie with Timid Magnemite. The remaining EVs are dumped into Special Attack and bulk to make Fletchling's coverage moves slightly more powerful and Fletchling slightly harder to KO. A Naughty nature is used instead of an Adamant nature so that Fletchling's coverage moves are not weakened. 156 HP / 200 Atk / 40 SpA / 20 Spe is a viable alternative spread that makes Fletchling slightly more bulky but forces it to hit Magnemite and Omanyte on the switch due to its inability to outspeed them. Using no item allows Fletchling to act as an efficient revenge killer and sweeper from the beginning of the match.

Usage Tips
========

This set takes advantage of Fletchling's special coverage options and is useful for luring in and heavily weakening several common switch-ins to Fletchling while still retaining Fletchling's revenge killing and cleaning prowess. It is preferable to hit faster targets of Fletchling's coverage moves, such as Pawniard, on the switch, because Fletchling will generally not want to be taking hits. Unless it is already known which variant of Magnemite is being dealt with, it is usually best to hit Magnemite on the switch with Acrobatics or U-turn, in order to break its possible Sturdy in case it is a SturdyJuice variant, and then switch out, in case it is holding a Choice Scarf, to use Overheat on it later. U-turn is a useful early-game tool for maintaining momentum if the opponent has switch-ins that Fletchling cannot significantly hurt. Swords Dance is to be used for a late-game sweep. Roost, if it is run, is best used on predicted switches due to Fletchling's frailty.

Team Options
========

Setting up entry hazards will allow Fletchling to obtain specific KOs more easily, and removing hazards from Fletchling's side of the field will let it last longer. Trappers such as Diglett, Knock Off users such as Pawniard, VoltTurn users such as Chinchou, and fellow offensive Flying-types such as Doduo will help to weaken anything that might be impeding a Fletchling sweep. Flying-type teammates in particular will appreciate Fletchling's ability to lure in and heavily damage shared checks. Teammates that deal with whatever Fletchling lacks coverage for, such as counters to Steel-types if Fletchling does not have Overheat, can help to set up a Fletchling sweep.

[SET]
name: Berry Juice
move 1: Acrobatics
move 2: U-turn
move 3: Swords Dance
move 4: Substitute
item: Berry Juice
ability: Gale Wings
nature: Adamant
evs: 196 Atk / 92 Def / 180 Spe

[SET COMMENTS]
Moves
========

Acrobatics is Fletchling's STAB move and is used to sweep late-game. U-turn gives Fletchling's team momentum and chips away at switch-ins early on in the match. Swords Dance gives Fletchling the power boost it will often need to sweep late-game. Berry Juice will sometimes grant Fletchling the opportunity to set up more than one Swords Dance or set up more than once throughout the match. Substitute is a reliable way for Fletchling to activate Berry Juice.

Set Details
========

Fletchling's Attack is maximized so that it can sweep as easily as possible. 15 Speed is hit so that Fletchling can safely set up a Substitute on more threats. The remainder is dumped into physical bulk so that Fletchling can withstand faster priority attacks more easily. An EV spread of 156 HP / 196 Atk / 92 Def / 52 SpD makes it harder to take advantage of Substitute, but it grants Fletchling more bulk. At the price of a weaker initial Acrobatics, Berry Juice grants Fletchling some greatly appreciated longevity without the need to waste precious turns using Roost.

Usage Tips
========

Use U-turn early in the game to pivot around and give the team momentum. If Acrobatics is not used early-game, Fletchling can bluff the standard itemless set. Set up Swords Dance late-game to prepare for a sweep with Acrobatics. Against enemies that can deal over half of Fletchling's health but cannot outright OHKO Fletchling, Fletchling will be able to set up two Swords Dances if Berry Juice is intact. If Fletchling's revenge killing capabilities are needed early on, Berry Juice should be activated as soon as possible.

Team Options
========

As an offensive Pokemon, Fletchling benefits from entry hazard support, allowing it to obtain more KOs and take better advantage of U-turn. Knock Off support from various teammates makes it easier for Fletchling to break through certain threats. Teammates with VoltTurn can pivot alongside Fletchling to gain momentum. Means to get rid of Fletchling's Rock-, Electric-, and Steel-type checks as well as other checks such as Porygon will help Fletchling to sweep. Entry hazard removal ensures that Fletchling can survive weak attacks to activate Berry Juice.

[STRATEGY COMMENTS]
Other Options
=============

Hidden Power Fighting hits Pawniard more reliably than any of Fletchling's other options, but Overheat will usually suffice against Pawniard, and it also deals significantly more damage to Ferroseed and Magnemite; although Hidden Power Fighting hits both Steel- and Rock-types super effectively, its power is underwhelming if it isn't doubly super effective. Flail combined with Substitute and Salac or Liechi Berry can give Fletchling more late-game sweeping potential by allowing it to muscle through certain checks, but it requires a very large amount of support to actually set up and sweep and has little utility early on. Natural Gift can be used alongside specific Berries to break through some of Fletchling's would-be checks, but it takes up a moveslot and weakens Fletchling's initial Acrobatics for just one or two threats, and it can often be difficult to take advantage of properly. Steel Wing can hit specific Rock-types for super effective damage, but it is quite weak, lacking the power needed to KO even Berry Juice Archen on the switch. Snatch is gimmicky and requires good prediction, but it can be used to stop opposing setup sweepers from trying to use Shell Smash or Belly Drum on Fletchling. Taunt prevents Shell Smash users from setting up on Fletchling, but it does not prevent them from simply KOing Fletchling. Flame Charge, although initially tempting due to it being Fletchling's only physical Fire-type coverage move, is too weak to be used viably.

Checks and Counters
===================

**Pokemon that Resist Flying**: Chinchou, Pawniard, Archen, Tirtouga, Magnemite, Omanyte, and various less common Rock-, Steel-, and Electric-types resist Acrobatics and can usually withstand U-turn; in return, they can heavily damage Fletchling with their STAB or coverage attacks. However, frailer Pokemon, such as Cranidos and Elekid, risk being 2HKOed while attempting to switch in after only a slight amount of prior damage. Some of these checks should be wary of specific coverage moves, such as Tirtouga and Omanyte of Hidden Power Grass and Magnemite and Pawniard of Overheat.

**Physically Bulky Tanks**: Lileep, Ice Beam Porygon, and Thunderbolt Spritzee are examples of extremely physically bulky Pokemon that are able to easily switch in on and KO Fletchling with a super effective move if they are healthy. Ponyta requires that Stealth Rock not be up to act as an effective check, but it is able to discourage Fletchling from even attacking if this is the case thanks to Flame Body.

**Stealth Rock**: Fletchling's weakness to Stealth Rock drastically limits its longevity and ability to pivot if Stealth Rock is not kept off the field.
 
Last edited:

P Squared

a great unrecorded history
is a Site Content Manageris a Community Contributoris a Top Contributoris a Top Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Top Smogon Media Contributor Alumnus

GP 2/2
add remove comment

[OVERVIEW]

Fletchling is undoubtedly one of the most threatening offensive Pokemon in LC. Not only is it a phenomenal revenge killer to a variety of key threats due to its powerful STAB Gale Wings Acrobatics, but between priority STAB Acrobatics, U-turn, priority Roost, Swords Dance, and various coverage moves, Fletchling has all the tools it needs to function as a top-tier sweeper. However, as a result of of its relative frailty and its lack of power for an offensive Pokemon, some of the tier's most important Pokemon happen to be Fletchling checks, making a Fletchling sweep difficult without support. This isn't to say Fletchling is not a fantastic choice for most offensive teams, of course, because with adequate support, it will be able to hold its own even against prepared opponents.

[SET]
name: Bulky Itemless
move 1: Acrobatics
move 2: U-turn
move 3: Swords Dance
move 4: Roost
item:
ability: Gale Wings
nature: Adamant
evs: 156 HP / 196 Atk / 92 Def / 52 SpD

[SET COMMENTS]
Moves
========

A pPriority Acrobatics is Fletchling's main attack and the reason to use Fletchling at all. Thanks to STAB and the move's high Base Power, Acrobatics is a useful tool for revenge killing a variety of frail Pokemon. Most teams will have a few Pokemon that Fletchling will be unable to break through; U-turn helps remedy this by allowing Fletchling to pivot to a better-equipped teammate. Swords Dance allows Fletchling to act as an effective sweeper late-game, as weakened teams are often easily cleaned by a +2 Acrobatics. Roost takes advantage of the switches Fletchling tends to force to let Fletchling stick around for longer. It also makes it easier for Fletchling to set up on weak attacks, and the removal of Fletchling's Flying typing can let it stay in on Volt Switch and other otherwise super effective attacks. Acrobatics is the only move on this set that Fletchling absolutely needs, so Fletchling can viably run another move in one of the other slots. A good choice for this would be Tailwind, which helps Fletchling support the rest of the team, particularly slow but powerful attackers.

Set Details
========

The given EV spread and nature maximize Fletchling's Attack to make it more initially threatening as a revenge killer and a sweeper. The HP EVs hit 23 HP instead of 24 to minimize Stealth Rock and burn damage. The remaining EVs are distributed between the defenses so that Fletchling can better take a variety of attacks. Speed is ignored because Fletchling's main attacking move, Acrobatics, already has priority. 196 Atk / 252 Def / 20 Spe is an alternative EV spread if special bulk is deemed unnecessary, as it allows Fletchling to most notably avoid the 2HKOs from Pawniard's Knock Off and defensive Mienfoo's Drain Punch. At the cost of a great deal of bulk, an EV spread of 196 Atk / 92 Def / 180 Spe is helpful to outspeed and U-turn out of defensive variants of Chinchou and Archen as well as outspeed opposing Fletchling. It is preferred that no item be run so that Acrobatics can be as powerful as possible right from the start.

Usage Tips
========

Take advantage of U-turn early-game to gain momentum for your team, especially on predicted switches. Use Roost when Fletchling is weakened and you predict a switch. Roost can also be used to weaken incoming Rock- and Electric-type attacks, but many of these can 2HKO regardless, and Fletchling must be careful of being hit by a Ground- or Fighting-type attack instead. Swords Dance is to be used late-game for Fletchling to sweep when its checks and counters have been weakened sufficiently.

Team Options
========

Fletchling's offensive capabilities mean that it is usually the centerpiece of a team, so it should be supported accordingly. Entry hazards on the opponent's side of the field allow Fletchling to wear its checks down more easily with U-turn and obtain key KOs. Ferroseed is an example of a hazard setter that can take on Fletchling's checks. Fletchling is weak to Stealth Rock and will likely be using U-turn a lot; although Roost helps mitigate this weakness, entry hazard removal is still helpful. Archen can both utilize Defog and wear down switch-ins to Flying-type attacks so that Fletchling can sweep more easily. In general, Pokemon that can remove Fletchling's checks, which include Rock-types, Electric-types, and Porygon, are appreciated; as such, Gothita and Diglett make for excellent teammates by guaranteeing the removal of these Pokemon. Other U-turn and Volt Switch users can form a VoltTurn core with Fletchling to easily gain momentum for the team. Fletchling pairs well with other offensive Flying-types, such as Doduo and Taillow, which can weaken mutual switch-ins enough for Fletchling to sweep or vice versa. Knock Off support on key walls from the likes of Pawniard, Fighting-types, and other, less popular users will allow Fletchling to break through them more easily.

[SET]
name: Mixed Sweeper
move 1: Acrobatics
move 2: Overheat / Hidden Power Grass
move 3: U-turn / Roost
move 4: Swords Dance / Roost
item:
ability: Gale Wings
nature: Naughty
evs: 76 HP / 200 Atk / 12 Def / 40 SpA / 180 Spe

[SET COMMENTS]
Moves
========

Acrobatics boasts priority, high Base Power, (comma) and STAB. Overheat hits Steel-types that would otherwise easily switch into Fletchling, such as Pawniard, Magnemite, and Ferroseed, for heavy damage. On the other hand, Hidden Power Grass threatens the likes of Omanyte and Tirtouga. There will still be Pokemon that Fletchling is unable to deal with, so U-turn is a nice option to gain momentum for the team and chip away at switch-ins. Swords Dance allows Fletchling to sweep easily once its checks have been weakened. Roost is an option over U-turn or Swords Dance to extend Fletchling's longevity. If Fletchling is being used as a lure to support another Flying-type's sweep, both Overheat and Hidden Power Grass can be run on the same set.

Set Details
========

A set taking advantage of Fletchling's special coverage options is useful for luring in and heavily weakening several common switch-ins to Fletchling while still retaining Fletchling's revenge killing and cleaning prowess. (that sentence seems better in Usage Tips imo?) Fletchling's Attack is maximized to make its Acrobatics as threatening as possible. 15 Speed is run so that Fletchling can outspeed and hit Modest Magnemite and Omanyte with Overheat and Hidden Power Grass, respectively, instead of simply being OHKOed by the appropriate attack. It also allows Fletchling to Speed tie with Timid Magnemite. The remaining EVs are dumped into Special Attack and bulk to make Fletchling's coverage moves slightly more powerful and Fletchling slightly harder to KO. A Naughty nature is used instead of an Adamant nature so that Fletchling's coverage moves are not weakened. 156 HP / 200 Atk / 40 SpA / 20 Spe is a viable alternative spread that makes Fletchling slightly more bulky but forces it to hit Magnemite and Omanyte on the switch due to its inability to outspeed them. Using no item allows Fletchling to act as an efficient revenge killer and sweeper from the beginning of the match.

Usage Tips
========

It is preferable to hit faster targets of Fletchling's coverage moves, such as Pawniard, on the switch, because Fletchling will generally not want to be taking hits. Unless it is already known which variant of Magnemite is being dealt with, it is usually best to hit Magnemite on the switch with Acrobatics or U-turn, in order to break its possible Sturdy in case it is a SturdyJuice variant, and then switch out, in case it is holding a Choice Scarf, to use Overheat on it later. U-turn is a useful early-game tool for maintaining momentum if the opponent has switch-ins that Fletchling cannot significantly hurt. Swords Dance is to be used for a late-game sweep. Roost, if it is run, is best used on predicted switches due to Fletchling's frailty.

Team Options
========

Setting up entry hazards will allow Fletchling to obtain specific KOs more easily, and removing hazards from Fletchling's side of the field will let it last longer. Trappers such as Diglett, Knock Off users such as Pawniard, VoltTurn users such as Chinchou, and fellow offensive Flying-types such as Doduo will help to weaken anything that might be impeding a Fletchling sweep. Flying-type teammates in particular will appreciate Fletchling's ability to lure in and heavily damage shared checks. Teammates that deal with whatever Fletchling lacks coverage for, such as counters to Steel-types if Fletchling does not have Overheat, can help to set up a Fletchling sweep.

[SET]
name: Berry Juice
move 1: Acrobatics
move 2: U-turn
move 3: Swords Dance
move 4: Substitute
item: Berry Juice
ability: Gale Wings
nature: Adamant
evs: 196 Atk / 92 Def / 180 Spe

[SET COMMENTS]
Moves
========

Acrobatics is Fletchling's STAB move and is used to sweep late-game. U-turn gives Fletchling's team momentum and chips away at switch-ins early on in the match. Swords Dance gives Fletchling the power boost it will often need to sweep late-game. Berry Juice will sometimes grant Fletchling the opportunity to set up more than one Swords Dance or set up more than once throughout the match. Substitute is a reliable way for Fletchling to activate Berry Juice.

Set Details
========

Fletchling's Attack is maximized so that it can sweep as easily as possible. 15 Speed is hit so that Fletchling can safely set up a Substitute on more threats. The remainder is dumped into physical bulk so that Fletchling can withstand faster priority attacks more easily. An EV spread of 156 HP / 196 Atk / 92 Def / 52 SpD makes it harder to take advantage of Substitute, but it grants Fletchling more bulk. At the price of a weaker initial Acrobatics, Berry Juice grants Fletchling some greatly appreciated survivability longevity without the need to waste precious turns using Roost.

Usage Tips
========

Use U-turn early in the game to pivot around and give the team momentum. If Acrobatics is not used early-game, Fletchling can bluff the standard itemless set. Set up Swords Dance late-game to prepare for a sweep with Acrobatics. Against enemies that can deal over half of Fletchling's health but cannot outright OHKO Fletchling, Fletchling will be able to set up two Swords Dances if Berry Juice is intact. If Fletchling's revenge killing capabilities are needed early on, Berry Juice should be activated as soon as possible.

Team Options
========

As an offensive Pokemon, Fletchling benefits from entry hazard support benefits Fletchling, allowing it to obtain more KOs and take better advantage of U-turn. Knock Off support from various teammates makes it easier for Fletchling to break through certain threats. Teammates with VoltTurn can pivot alongside Fletchling to gain momentum. Means to get rid of Fletchling's Rock-, Electric-, (comma) and Steel-type checks as well as other checks such as Porygon will help Fletchling to sweep. Entry hazard removal ensures that Fletchling can survive weak attacks to activate Berry Juice.

[STRATEGY COMMENTS]
Other Options
=============

Hidden Power Fighting hits Pawniard more reliably than any of Fletchling's other options, but Overheat will usually suffice against Pawniard, and it also deals significantly more damage to Ferroseed and Magnemite; although Hidden Power Fighting hits both Steel- and Rock-types super effectively, its power is underwhelming if it isn't doubley super effective. Flail combined with Substitute and Salac or Liechi Berry can give Fletchling more late-game sweeping potential by allowing it to muscle through certain checks, but it requires a very large amount of support to actually set up and sweep and has little utility early on. Natural Gift can be used alongside specific Berries to break through some of Fletchling's would-be checks, but it takes up a moveslot and weakens Fletchling's initial Acrobatics for just one or two threats, and it can often be difficult to take advantage of properly. Steel Wing can hit specific Rock-types for super effective damage, but it is quite weak, lacking the power needed to KO even Berry Juice Archen on the switch. Snatch is gimmicky and requires good prediction, but it can be used to stop opposing setup sweepers from trying to use Shell Smash or Belly Drum on Fletchling. Taunt prevents Shell Smash users from setting up on Fletchling, but it does not prevent them from simply KOing Fletchling. Flame Charge, although initially tempting due to it being Fletchling's only physical Fire-type coverage move, is too weak to be used viably.

Checks and Counters
===================

**Pokemon that Resist Flying**: Chinchou, Pawniard, Archen, Tirtouga, Magnemite, Omanyte, and various less common Rock-, Steel-, and Electric-types resist Acrobatics and can usually withstand U-turn; in return, they can heavily damage Fletchling with their STAB or coverage attacks. However, frailer Pokemon, such as Cranidos and Elekid, risk being 2HKOed while attempting to switch in after only a slight amount of prior damage. Some of these checks should be wary of specific coverage moves, such as Tirtouga and Omanyte of Hidden Power Grass and Magnemite and Pawniard of Overheat.

**Physically Bulky Tanks**: Lileep, Ice Beam Porygon, and Thunderbolt Spritzee are examples of extremely physically bulky Pokemon that are able to easily switch in on and KO Fletchling with a super effective move if they are healthy. Ponyta requires that Stealth Rock not be up to act as an effective check, but it is able to discourage Fletchling from even attacking if this is the case thanks to Flame Body.

**Stealth Rock**: Fletchling's weakness to Stealth Rock drastically limits its longevity and ability to pivot if Stealth Rock is not kept off the field.
 
Last edited:

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top