Fletchling 0/2

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Corporal Levi

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[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 once it is itemless 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 no longer 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
ability: Gale Wings
item:
evs: 156 HP / 196 Atk / 92 Def / 52 SpD
nature: Adamant

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

A 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 to 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 +2 165 base power priority attack. 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-type 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 maximizes Fletchling's Attack so it is more initially threatening as a revenge-killer and a sweeper. 23 HP is hit instead of 24 so that Fletchling only takes 5 damage from Stealth Rock, and 2 damage from burns. 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 is run so that Acrobatics can be as powerful as possible right from the start.

Usage Tips
========

Take advantage of U-turn early on in the match to gain momentum for your team, especially on predicted switches. Use Roost when Fletchling is weakened and a switch is predicted. 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 in the 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 centrepiece of a team, so it should be supported accordingly. Hazards on the opponent's field allow Fletchling to wear its checks down more easily with U-turn, as well as obtain key KOs. Ferroseed is an example of a hazard setter who can take on Fletchling's checks. Fletchling is weak to Stealth Rock and will likely be using U-turn a lot; although Roost helps to mitigate this weakness, hazard removal support 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 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
ability: Gale Wings
item:
evs: 76 HP / 200 Atk / 12 Def / 40 SpA / 180 Spe
nature: Naughty

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

Acrobatics is Fletchling's mandatory STAB move, boasting priority, high base power and STAB. Overheat is a potent coverage move, hitting 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 early on in the match. 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. Fletchling's Attack is maximized so its Acrobatics is 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 so that Fletchling's coverage moves are slightly more powerful and Fletchling is 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. Fletchling is itemless for it 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 ability in case it is a SturdyJuice variant, and then switch out in case it is Choice Scarfed, 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
========

Applying hazards on the other field 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, VoltTurners 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 being able 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
ability: Gale Wings
item: Berry Juice
evs: 196 Atk / 92 Def / 180 Spe
nature: Adamant

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

Acrobatics is Fletchling's STAB move, 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 grants Fletchling more bulk. At the price of a weaker initial Acrobatics, Berry Juice grants Fletchling some greatly appreciated survivability 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 as 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, then Berry Juice should be activated as soon as possible.

Team Options
========

Hazard support benefits Fletchling as an offensive Pokemon, allowing it to obtain 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 like Porygon will help Fletchling to sweep. Hazard removal ensures that Fletchling can survive weak attacks to activate Berry Juice.

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

Hidden Power Fighting hits Pawniard harder than any of Fletchling's other options, but Overheat will usually suffice against Pawniard, and is also significantly more damaging to Ferroseed and Magnemite; although Hidden Power Fighting hits both Steel- and Rock-types super effectively, its power is underwhelming if it isn't double 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 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 can often be difficult to take advantage of properly. Steel Wing can hit specific Rock-types for super effective damage, but is quite weak, lacking the power needed to KO even Berry Juice Archen on the switch. Snatch is gimmicky and requires good prediction, but can be used to stop opposing set-up sweepers from trying to use Shell Smash or Belly Drum on Fletchling. Taunt prevents Shell Smashers from setting up on Fletchling, but 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 & Counters
===================

**Flying-type resists**: 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 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.
 
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I'm not a QCer but I'd mention on Overview Gale Wings ability. We know it's obvious, but if QC's scope is educational I think it's better to show in Overview obvious but important features.
 
Bulky Itemless Usage Tips: A specific mention of Volt Switch as a move to Roost on would be good. Seems to be the only Rock- or Electric-move I ever roost on.

Mixed Sweeper: Is Heat Wave ever preferred? Not sure it needs a mention here.

I always run 15 speed Magnemite and I think it's decently popular, so some mention of possibly speed tying with it somewhere would be nice.

Beef up this team options a little, it'll probably share things with the other sets.

Pinch Berry: Left out Amaura when talking about weather that'll kill it :[
not sure how I feel about this set as a whole, especially without having endure, but I don't have much experience with it and can see it still being very threatening

Other Options:
What does eviolite fletch do and does it really need a mention here?

QC 1/4:mad:
 

The Avalanches

pokemon tcg
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Try and mention in team options of all sets that Fletchling fits pretty well on VoltTurn teams thanks to its access to U-turn and that teammates synonymous with those cores like Mienfoo and Chinchou can manage Fletch's checks.

In Other Options, perhaps give Snatch a mention, as it can allow Fletch to steal a Shell Smash or a Belly Drum.

Well written, 2:4
 

tcr

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Gonna add that Flail should be removed, like Rowan said. Idk if I'm still qc, but honestly a Tailwind set could be added, as Fletchling is one of the few priority users of it do to Gale Wings. This could simply be a slash in the main analysis over Swords Dance. Its simply too good to be only a mention in the last sentence of the main set, as it allows things like Skrelp to blast through everything.
 

tcr

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"However, the metagame has adapted to Fletchling"

Not really any need to mention the metagame shifting from Birdspam dominance, I would get rid of it for clarity.

Basically, shift everything from mentioning how fletchling's role has "changed" to how it is right now. Imagine you didn't play post Missy and only have a few games done.

"156 HP / 200 Atk / 40 SpA / 20 Spe is a viable alternative spread that forces Fletchling to hit Magnemite and Omanyte on the switch in exchange for slightly more bulk."

Not really sure what this is saying here, might need a bit more clarity (try saying "the spread makes Fletchling more bulky, however you lose the ability to outspeed Magnemite and Omanyte, thus you should be sure to hit them on the switch")

In Team Options for the 2nd set, be sure to mention specific Pokemon s examples. Newer users who use the Dex might not know the most meta "Volturners, trappers, and Knock Off users." Mentioning Pokemon such as Pawniard, Chinchou, Diglett, etc is fine.

"Flame Charge is too weak for viable use as a coverage move" either reword some of the mentions in OO about "this move is too weak to be effective" or remove it. There's no reason to list every possible move a Pokemon can learn if the set simply isn't viable. For something like Steel Wing, it could be reworded to be "While Steel Wing gives Fletchling the potential to hit some Rock-types on the switch, it is too weak to OHKO most of them and provides minimal coverage."

Not sure on other ppl's stance on this OP but personally I would break down the first part of Checks and Counters from "Flying Type Resists" to "Electric-types," "Rock-types," etc etc. Fletchling has a lot of counters, and the only thing they generally have in common is that they resist Flying, so breaking them up is the most logical course for me.

I believe that makes it QC 4/4
 

Rowan

The professor?
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Do we even need to mention heat wave at all?

can we add SR to checks and counters?
mention ponyta in physically bulky pokemon as well, cos burns
 
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Corporal Levi

ninjadog of the decade
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Amaura, I originally started writing C&C organized like that but I ended up combining them because all the descriptions were really similar. Implemented otherwise
Ready for GP
 

Lumari

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add (Capitalize)

(comments); (AC=add comma; RC=remove comma; SC=semicolon)
[OVERVIEW]

Fletchling is undoubtedly one of the most threatening offensive Pokemon in LC. Not only is it a phenomenal revenge killer (remove hyphen) to a variety of key threats once it is itemless 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 (remove hyphen) 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 no longer 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
item:
nature: Adamant

evs: 156 HP / 196 Atk / 92 Def / 52 SpD
nature: Adamant

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

A priority Acrobatics is Fletchling's main attack (RC) 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 (remove hyphen) a variety of frail Pokemon. Most teams will have a few Pokemon that Fletchling will be unable to break through; U-turn helps to 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 +2 165 base power priority attack Acrobatics. (or at the very least make it '110 Base Power STAB priority attack') 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-type 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 maximizes maximize Fletchling's Attack so it is to make it more initially threatening as a revenge killer (remove hyphen) and a sweeper. The HP EVs hit 23 HP is hit instead of 24 so that Fletchling only takes 5 damage from Stealth Rock, and 2 damage from burns 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 is be run so that Acrobatics can be as powerful as possible right from the start.

Usage Tips
========

Take advantage of U-turn early on in the match early-game to gain momentum for your team, especially on predicted switches. Use Roost when Fletchling is weakened and you predict a switch is predicted. Roost can also be used to weaken incoming Rock- and Electric-type (remove space + extra hyphen) 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 in the game 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 centrepiece 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, as well as and obtain key KOs. Ferroseed is an example of a hazard setter who 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 to mitigate this weakness, hazard removal support 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 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. (remove hyphen) 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
item:
nature: Naughty
evs: 76 HP / 200 Atk / 12 Def / 40 SpA / 180 Spe
nature: Naughty

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

Acrobatics is Fletchling's mandatory STAB move, boasting boasts priority, high Base Power, (AC) and STAB. Overheat is a potent coverage move, hitting 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 early on in the match early-game. 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 (RC) while still retaining Fletchling's revenge killing (remove hyphen) and cleaning prowess. Fletchling's Attack is maximized so to make its Acrobatics is 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 so that to make Fletchling's coverage moves are slightly more powerful and Fletchling is 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 (RC) but forces it to hit Magnemite and Omanyte on the switch due to its inability to outspeed them. Fletchling is itemless for it Using no item allows Fletchling to act as an efficient revenge killer (remove hyphen) 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, (AC) in order to break its possible Sturdy ability in case it is a SturdyJuice variant, and then switch out, (AC) in case it is Choice Scarfed holding a Choice Scarf, to use Overheat on it later. U-turn is a useful early-game (add hyphen) 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 (add hyphen) sweep. Roost, if it is run, is best used on predicted switches due to Fletchling's frailty.

Team Options
========

Applying Setting up entry hazards on the other field 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, VoltTurners 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 being able 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
ability: Gale Wings
item: Berry Juice
ability: Gale Wings
nature: Adamant

evs: 196 Atk / 92 Def / 180 Spe
nature: Adamant

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

Acrobatics is Fletchling's STAB move (RC) and is used to sweep late-game. (add hyphen) U-turn gives Fletchling's team momentum (RC) 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 (RC) 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 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, (add hyphen) Fletchling can bluff as the standard itemless set. Set up Swords Dance late-game (add hyphen) 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 (remove hyphen) capabilities are needed early on, then Berry Juice should be activated as soon as possible.

Team Options
========

As an offensive Pokemon, entry hazard support benefits Fletchling as an offensive Pokemon, 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 like such as Porygon will help Fletchling to sweep. Hazard removal ensures that Fletchling can survive weak attacks to activate Berry Juice.

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

Hidden Power Fighting hits Pawniard harder than any of Fletchling's other options, (probably make this 'reliable other options' or something for accuracy cause Overheat is downright stronger vs Pawniard unless I'm horribly missing something, 2x SE 130 BP > 4x SE 60 BP) but Overheat will usually suffice against Pawniard, and is it also deals significantly more damaging 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 double 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 (RC) 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 set-up setup sweepers from trying to use Shell Smash or Belly Drum on Fletchling. Taunt prevents Shell Smashers 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 & Counters
===================

**Flying-type resists Pokemon that Resist Flying**: Chinchou, Pawniard, Archen, Tirtouga, Magnemite, Omanyte, and various less common Rock-, Steel-, and Electric-types resist Acrobatics (RC) 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 (RC) 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.



GP 1/2
 
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