LC Fletchling

The Avalanches

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(Taken from Raichy)
Overview
########

At first glance, Fletchling looks very unimpressive. Its stats are quite mediocre, its typing is lackluster defensively, and its physical options are limited. However, Fletchling's ability Gale Wings gives priority to all Flying-type moves, which means it has access to priority Acrobatics, the strongest priority move in Little Cup if it is not holding an item, as well as priority healing with Roost. Gale Wings Acrobatics makes Fletchling a deadly sweeper and a fearsome revenge killer that is able to KO most of the Fighting-type Pokemon in the tier. While it is sometimes walled by Rock- and Steel-types, Fletchling has options such as Hidden Power Grass and Overheat to deal with them, and it only requires a small amount of support to sweep through teams. However, its bulk is poor, especially as it chooses not to run an item in most instances, so anything that can take an Acrobatics will usually KO it in return. Fletchling is also vulnerable to status, particularly burn and paralysis, so it must be used carefully or it will be unable to sweep effectively.

Physical Sweeper
========
name: Physical Sweeper (Fletch Kills)
move 1: Acrobatics
move 2: Swords Dance
move 3: U-turn / Protect
move 4: Roost
ability: Gale Wings
item: No item
evs: 156 HP / 196 Atk / 92 Def / 52 SpD
nature: Adamant

Moves
========

Acrobatics is Fletchling's strongest attack and is the attack it will use to sweep. It breaks through Fighting- and Grass-type opponents and will do a hefty chunk to anything that doesn't resist it. It hits with priority too, making Fletchling difficult to revenge kill. After a single boost from Swords Dance, Fletchling is able to sweep teams with ease, once Rock-, Electric-, and Steel-types are out of the way. U-turn lets Fletchling scout opponents as well as gain offensive momentum by scaring off things Acrobatics can KO. Protect is a safer way of scouting, but without the possibility of gaining momentum. Roost is a means of healing that is good at getting Fletchling out of tough spots, as it has priority and removes Fletchling's Flying-type for the turn.

Set Details
========

Gale Wings is the best ability Fletchling can use. It gives priority to Acrobatics and Roost, granting Fletchling the ability to sweep teams and heal itself from a bad position. Fletchling prefers to run no item for Acrobatics to hit with 110 Base Power immediately. It can choose to run Berry Juice, but Roost eliminates the need for it. Fletchling's mediocre Attack stat means it must run 196 Attack EVs with an Adamant nature for Acrobatics to be powerful enough to sweep. The remaining EVs are put into bulk so that Fletchling can take some hits and even act as a Knock Off absorber for non-STAB Knock Off. The 156 HP EVs ensure Fletchling recovers 11 HP from Roost.

Usage Tips
========

Fletchling is a potent late-game sweeper that can sweep teams once its counters are taken out. It's also a fantastic revenge killer, with priority Acrobatics being able to cut opposing sweeps short. Fletchling can scare away some opponents and force switches, so it can set up a Swords Dance and start sweeping or use U-turn and switch out to a better matchup. Fletchling is still frail, however, and must not be used carelessly or you might lose it before it gets a chance to sweep.

Team Options
========

Fletching is walled by Rock-, Steel-, and Electric-type Pokemon and cannot sweep if they're around. Therefore, a Ground-type partner such as Diglett or Drilbur is very helpful. Diglett can trap and pick off threats such as Pawniard, Magnemite, and Chinchou as well as set up Stealth Rock, making it easier for Fletchling to sweep. Drilbur is also able to deal with the aforementioned treats and set up Stealth Rock, with a higher Attack stat, but it lacks the ability to trap opponents. Knock Off users such as Mienfoo and Pawniard are also valuable partners to Fletchling, as they can use Knock Off to cripple its would-be checks and counters, which Fletchling always appreciates. Volt Switch and U-turn users such as Chinchou, Magnemite, or Mienfoo can form a VoltTurn core with Fletchling and give it a easy time coming in and threatening opponents.

Mixed Attacker
========
name: Mixed Attacker
move 1: Acrobatics
move 2: U-turn
move 3: Roost
move 4: Overheat / Hidden Power Grass / Hidden Power Fighting
ability: Gale Wings
item: No item
evs: 156 HP / 200 Atk / 92 Def / 40 SpA
nature: Naughty

Moves
========

Fletchling relies on Acrobatics to sweep, as it is Fletchling's strongest attack, capable of doing a large chunk of damage to anything that does not resist it. It also hits with priority, making Fletchling difficult to stop. U-turn lets Fletchling escape from a tough spot and is also useful for scouting or gaining a better matchup. Roost lets Fletchling heal with priority and remove its Flying typing for the turn. Overheat is an option that nails Magnemite and Pawniard and KOs them after Stealth Rock. Hidden Power Grass will punish Tirtouga and other Rock-types, while Hidden Power Fighting can manage both Steel- and Rock-types but is much less powerful than Overheat and probably won't net the same KOs.

Set Details
========

Gale Wings gives priority to all of Fletchling's Flying-type moves, which turns it into a deadly sweeper or revenge killer. Priority Acrobatics can tear through teams, while priority Roost can get Fletchling out of a tight spot. Fletchling likes to run no item in order for Acrobatics to hit hard immediately, and it needs to run 196 Attack EVs with a Naughty nature in order to have a high enough Attack stat to sweep. The other reason for using a Naughty nature is so Fletchling can run just 40 Special Attack EVs in order to OHKO Magnemite with Overheat after Stealth Rock and offensive Tirtouga with Hidden Power Grass after Stealth Rock. The remaining EVs should be invested into HP and Defense in order to give it better bulk.

Usage Tips
========

This set is designed to lure in Pokemon that would normally counter Fletchling. If your opponent is likely to switch in something to wall Fletchling that it can hit, such as Pawniard or Magnemite, then go for the appropriate coverage move. However, if Fletchling is missing the right coverage, then go for U-turn and force a more favorable matchup. Acrobatics should be used to tear through teams once threats and counters are removed and Roost can save you from losing Fletchling prematurely. Even with Roost, Fletchling is still frail, especially from the special side, so avoid reckless play and be sure to keep it free from status, which will surely cripple Fletchling and prevent it from sweeping effectively.

Team Options
========

Most of the Pokemon Fletchling is designed to lure in have the ability Sturdy, so prior damage from entry hazards is a must in order to KO certain threats, particularly Magnemite and Tirtouga. Partners such as Diglett and Drilbur are excellent at this as not only can they set up Stealth Rock, they can also pick off Fletchling's counters with Earthquake. Diglett also has the ability to trap threats and ensure that they are dealt with. Pawniard can also set up Stealth Rock and discourage Defog. It has access to Knock Off as well, weakening some opponents that are normally too bulky for Fletchling to get past by removing their Eviolite. Mienfoo, Chinchou, or Magnemite can form a VoltTurn core with Fletchling and give it a clear shot at sweeping. Mienfoo can also help out with Knock Off, while Chinchou and Magnemite can deal with some of the physically bulkier opponents Fletchling might struggle with.

Other Options
########

Fletchling has a small movepool, so its options are limited; however, Tailwind is a useful option for team support, as Fletchling can use it before it is KOed and speed up its slower teammates for five turns. It also has access to Return as a powerful STAB option, but this doesn't hit anything significant Acrobatics doesn't aside from Chinchou. Steel Wing can be used to hit Archen, but it's only a 2HKO at best, and Fletchling will be outsped if it uses it. Natural Gift can be used with an Apicot Berry for a 100 Base Power Ground-type attack that can nail threats such as Magnemite, Pawniard, and Tirtouga without hindering the power of Acrobatics. Fletchling can choose to use Berry Juice, but it holds back the power of Acrobatics and is redundant with Roost. Flame Charge is also redundant, as Fletchling doesn't gain an advantage with a Speed increase.

Checks & Counters
########

**Archen**: OHKOes with Stone Edge and OHKOes 75% of the time when Defeatist is active. Fletchling can only threaten Archen if it has Steel Wing, but it is outsped anyway.

**Tirtouga**: Tirtouga has an easy time setting up on sets not carrying Hidden Power Grass and nails Fletchling with Rock Slide or Stone Edge.

**Magnemite**: If Magnemite's Sturdy is still intact, then it can take an Overheat and heal back to full health with Berry Juice before taking Fletchling out with Volt Switch or Thunderbolt.

**Chinchou**: Fletchling only 3HKOes Chinchou at best with Hidden Power Grass, and Chinchou KOes it in return with its STAB Electric-type moves.

**Rock-types**: Dwebble and Onix can take anything Fletchling can throw at them thanks to Sturdy and KO it with Rock Blast.

**Status Inducers**: Fletchling hates being paralyzed or burned, and status inducers, such as Slowpoke, that can take an Acrobatics and cripple Fletchling with Thunder Wave in return thus make good checks.
 
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OK I was going to post this in the original analysis but decided to wait to see if the spread changed, but it didn't. I'm OK with keeping it if there are valid reasons to keep it but there's not much of a reasonable explanation:
• 180 Speed allows Fletchling to outspeed all other priority apart from Pawniard's Sucker Punch
It also allows for a faster U-turn so it can get out of a tough spot
• The remaining EVs are put into HP and Defense to increase Fletchling's survivability

What priority is that? The only other priority really is other Fletchling.....The only other reason to use speed is to use Flame Charge and Return, neither of which are even listed on that set.

A spread of 156 HP / 196 Atk / 92 Def / 52 SpD survives +2 Dazzling Gleam from Misdreavus and tanks Knock Off / Drain Punches from Fighting-types pretty well it also gives bonus Roost healing. A more specialized set of 196 Atk / 252 Def / 52 SpD can actually tank Knock Offs from any non max atk adamant Pawniard (max attack adamant does 10 damage (47%) 1 out of 4 attacks too). Another thing that's important is a slow U-turn, especially with things like Diglett which literally can't take any attack and sometimes needs Fletchling to tank an attack (like a Chinchou Scald).

I'm also fairly certain SpA isn't required to use any Hidden Power effectively, and Hidden Power Fighting/Grass can easily be used on the first set without changing EVs. Speaking of Hidden Power, Fighting is also equally as relevant as Grass for Pawniard.
 
i moreso meant the first EV spread can be the main one. The mixed set needs SpA for Overheat iirc (to get the KO on Magnemite possibly). Either way, the 252 Def spread can just be mentioned.

Fletchling is really hard to make a clean set. I literally could see this being the set:

Standard Fletchling
========
Name: Fletchling
Move 1: Acrobatics
Move 2: Roost
Move 3: Swords Dance / U-turn
Move 4: U-turn / Protect / Hidden Power Fighting / Hidden Power Grass / Return
Ability: Gale Wings
Item: No item
EVs: 156 HP / 196 Atk / 92 Def / 52 SpD
Adamant Nature

note: use max Speed with Return.
note: 252 Def can physcal tank better.

And then maybe the mixed set:

Overheat
========
Name: Overheat
Move 1: Acrobatics
Move 2: Roost
Move 3: Overheat
Move 4: U-turn / Swords Dance / Protect / Hidden Power Grass
Ability: Gale Wings
Item: No item
EVs: 156 HP / 196 Atk / 92 Def / 36 SpA / 20 Spe
Brave Nature

SpA is needed for Overheat to KO Magnemite after SR (or sash broken in some way).

And there's the occasional Berry Juice Fletchling with no Roost, Acro / U-turn / Swords Dance / [Hidden Power / Overheat] and the Flame Charge set with Acro/SD/FlameCharge/Return. Maybe you could add the "flame charge set" as the third set.

Hopefully another QC member can weigh in as well.
 
i moreso meant the first EV spread can be the main one. The mixed set needs SpA for Overheat iirc (to get the KO on Magnemite possibly). Either way, the 252 Def spread can just be mentioned.

Fletchling is really hard to make a clean set. I literally could see this being the set:

Standard Fletchling
========
Name: Fletchling
Move 1: Acrobatics
Move 2: Roost
Move 3: Swords Dance / U-turn
Move 4: U-turn / Protect / Hidden Power Fighting / Hidden Power Grass / Return
Ability: Gale Wings
Item: No item
EVs: 156 HP / 196 Atk / 92 Def / 52 SpD
Adamant Nature

note: use max Speed with Return.
note: 252 Def can physcal tank better.

And then maybe the mixed set:

Overheat
========
Name: Overheat
Move 1: Acrobatics
Move 2: Roost
Move 3: Overheat
Move 4: U-turn / Swords Dance / Protect / Hidden Power Grass
Ability: Gale Wings
Item: No item
EVs: 156 HP / 196 Atk / 92 Def / 36 SpA / 20 Spe
Brave Nature

SpA is needed for Overheat to KO Magnemite after SR (or sash broken in some way).

And there's the occasional Berry Juice Fletchling with no Roost, Acro / U-turn / Swords Dance / [Hidden Power / Overheat] and the Flame Charge set with Acro/SD/FlameCharge/Return. Maybe you could add the "flame charge set" as the third set.

Hopefully another QC member can weigh in as well.

I think Acro, roost and u-turn are pretty much vital on the standard set. The fourth slot should go to either swords dance or return imo, I'm not sure I like any of the special moves on an adamant set

The overheat set looks good, but I'm not sure how much I like SD on it.

I think Berry Juice and Flame Charge should stay OO to be honest. If berry juice doesn't activate, then you're weak, and flame charge isn't too strong, they're both very situational to me

I'll wait for the other QC to weigh in before I make a move though
 
Why is there no speed on any of the sets? There is absolutely a use for speed on fletchling.
 
Why is there no speed on any of the sets? There is absolutely a use for speed on fletchling.

This is a perfect example of a post that doesn't help anyone. You can a) answer your own question and b) (gasp) make an argument for Speed (which there are at least a few). Otherwise your post is just senseless and inflammatory.

I'll pretend you came up with some argument and respond:

In my experience, Speed is kind of pointless unless you're running Return or Flame Charge because you lose out on beating Misdreavus, Mienfoo/Timburr, switching into Knock Offs etc without the bulk. Speed doesn't get you anything important besides potentially the ability to KO Cottonee (which yo ucan invest 20 to tie with it) before it does something nonthreatening to you....
 
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Could you try and sell me on Flame Charge Fletchling? I'm honestly curious as to what it can do that the Standard set can't. For example, what does 21 Speed beat? There isn't really much that Fletchling can take out with a Flame Charge (even 2) that Overheat cannot. In Magnemite's case, both 2hko Berry Juice Magnemite, and Fletchling underspeeds Magnemite anyway. In Pawniard's case, 196+ only has a 12% chance to 2HKO 0/36 Pawniard (Scarf Pawniard) and loses anyway as Pawniard still outspeeds. Overheat has a 6.3% to OHKO 0/0 Pawniard (again Scarf Pawniard). Overheat seems like it has more utility, especially since you sacrifice some bulk needed for absorbing Knock Offs in a pinch, or even just getting the SD boost on something. If you could exxplain what Flame Charge lets it check / beat its own checks then that would be great.

Ill probably QC this after that, but I want to know about hte Flame Charge set first.
 
Could you try and sell me on Flame Charge Fletchling? I'm honestly curious as to what it can do that the Standard set can't. For example, what does 21 Speed beat? There isn't really much that Fletchling can take out with a Flame Charge (even 2) that Overheat cannot. In Magnemite's case, both 2hko Berry Juice Magnemite, and Fletchling underspeeds Magnemite anyway. In Pawniard's case, 196+ only has a 12% chance to 2HKO 0/36 Pawniard (Scarf Pawniard) and loses anyway as Pawniard still outspeeds. Overheat has a 6.3% to OHKO 0/0 Pawniard (again Scarf Pawniard). Overheat seems like it has more utility, especially since you sacrifice some bulk needed for absorbing Knock Offs in a pinch, or even just getting the SD boost on something. If you could exxplain what Flame Charge lets it check / beat its own checks then that would be great.

Ill probably QC this after that, but I want to know about hte Flame Charge set first.

Took off Flame Charge set, I felt it was redundant as Return only hits Chinchou
 
This is an AM GP check and therefore does not count
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(Taken from Raichy)
Overview
########

At first glance, Fletchling looks very unimpressive. Its stats are quite mediocre, it doesn't have a good has a lackluster defensive typing, and its physical options are limited. However, Fletchling's ability Gale Wings gives priority to all Flying-type moves which means it has access to priority Acrobatics which is the strongest priority move in Little Cup if Fletchling is not holding an item as well as access to priority healing with Roost. Gale Wings Acrobatics makes Fletchling a deadly sweeper and a fearsome revenge killer, able KO most of the Fighting-type Pokemon in the tier. While it can be walled by Rock and Steel-types easily, Fletchling has special coverage moves like Hidden Power Grass and Overheat to manage them, and only requires a small amount of support to sweep through teams. Its bulk is poor, especially as it chooses not to run an item in most instances, so anything that can take an Acrobatics will usually KO it in return. Fletchling is also vulnerable to status, particularly Burn and Paralysis, so it must be used carefully or it will be unable to sweep effectively.

Physical Sweeper
========
Name: Physical Sweeper (Fletch Kills)
Move 1: Acrobatics
Move 2: Swords Dance
Move 3: U-turn / Protect
Move 4: Roost
Ability: Gale Wings
Item: No item
EVs: 156 HP / 196 Atk / 92 Def / 52 SpD
Adamant Nature

Moves
========

Acrobatics is Fletchling's strongest attack and is the attack it will use to sweep. It blitzes breaks blitzes was an interesting pun, but it doesn't really work in the context through Fighting and Grass-type opponents and will do a hefty chunk to anything that doesn't resist it. It hits with priority too, making Fletchling difficult to revenge kill. Swords Dance brings Fletchling to +2, so once Rock, Electric and Steel-types are out of the way, Fletchling can sweep teams easily. U-turn lets Fletchling scout opponents as well as gain offensive momentum by scaring off things Acrobatics can kill. Protect is a safer way of scouting, but without the possibility of gaining momentum. Roost is Fletchling's means of healing and is good at getting Fletchling out of tough spots as it has priority and removes Fletchling's weaknesses from its Flying-type for the turn.

Set Details
========

Gale Wings is the best ability Fletchling can use. It gives priority to Acrobatics and Roost, making it able to sweep teams and heal itself from a bad position. Fletchling prefers to run without an item for Acrobatics to hit with 110 base power immediately. It can choose to run Berry Juice, but Roost eliminated the need for it. Fletchling's mediocre Attack stat means it must run 196 Attack EVs with an Adamant nature for Acrobatics to be powerful enough to sweep. The remaining EVs are put into bulk so that Fletchling can take some hits and even act as a Knock Off absorber for non-STAB Knock Off. The 156 HP ensures Fletchling recovers 11 HP from Roost.

Usage Tips
========

Fletchling is a potent late-game sweeper that can sweep teams once Fletchling's its saying Fletchling twice in the same sentence sounds really repetitive counters are taken out. It's also a fantastic revenge killer with priority Acrobatics being able to cut opposing sweeps short. It can scare away some opponents and force switches, so you can set up a Swords Dance and start sweeping or use U-turn and switch out to a better match up. Fletchling is still frail, however, and must not be used carelessly or you may lose it before you get a chance to sweep.

Team Options
========

Fletching is walled by Rock, Steel, and Electric-type Pokemon, and cannot sweep if they're around. Therefore, a Ground-type partner like Diglett or Drilbur is very helpful. Diglett can trap and pick off things like Pawniard, Magnemite and Chinchou as well as set up Stealth Rock which makes it easier for Fletchling to sweep. Drilbur is able to do all of that as well, with a higher Attack, but it cannot trap opponents. Pokemon with Knock Off like Mienfoo and Pawniard are also valuable partners to Fletchling, as they can use Knock Off on opponents with Eviolite which Fletchling always appreciates. Volt Switch and U-turn users like Chinchou, Magnemite, and Mienfoo can form a VoltTurn core with Fletchling and give it and easy time coming in and threatening opponents.

Mixed Attacker
========
Name: Mixed Attacker
Move 1: Acrobatics
Move 2: U-turn
Move 3: Roost
Move 4: Overheat / Hidden Power Grass / Hidden Power Fighting
Ability: Gale Wings
Item: No item
EVs: 156 HP / 200 Atk / 92 Def / 40 SpA
Naughty Nature

Moves
========

Fletchling relies on Acrobatics to sweep, as it is Fletchling's strongest attack, capable of doing a large chuck of damage on anything that does not resist it. It also hits with priorinty, making Fletchling difficult to stop. U-turn lets Fletchling escape from a tough spot, but it's also useful for scouting or gaining a better match up. Roost lets Fletchling heal with priority and remove its weaknesses for the turn. Overheat is one of Fletchling's special coverage options that nails Magnemite and Pawniard and will KO them after Stealth Rock. Hidden Power Grass will punish Tirtouga and other Rock-types, while Hidden Power Fighting can manage both Steel and Rock-types but is much less powerful than Overheat and probably won't net you the same KOs.

Set Details
========

Gale Wings gives priority to all of Fletchling's Flying-type moves, which turns it into a deadly sweeper or revenge killer. Priority Acrobatics can tear through teams, while priority Roost can get Fletchling out of a tight spot. Fletchling likes to run without an item in order for Acrobatics to hit hard immediately, and it needs to run 196 Attack EVs with a Naughty nature in order to give it a high enough Attack stat to sweep. The other reason for using a Naughty nature is so Fletchling can run just 40 Special Attack EVs in order to OHKO Magnemite with an Overheat after Stealth Rock or OHKO offensive Tirtouga variants with a Hidden Power Grass after Stealth Rock. The remaining EVs should be invested into 156 HP and 92 Defense in order to give it better defensive bulk.

Usage Tips
========

This variant of Fletchling is designed to lure in Pokemon who would normally counter it. If your opponent is likely to switch in something to wall you that you can hit, like Pawniard or Magnemite, then go for Overheat. However, if you're missing the right coverage then go for U-turn and force a more favorable match up. Acrobatics should be used to tear through teams once threats and counters are removed and Roost can save you from losing Fletchling prematurely. Even with Roost, Fletchling is still delicate, especially from the special side, so avoid reckless play, and be sure to keep it free from status, as it will surely cripple Fletchling and prevent it from sweeping effectively.

Team Options
========

Most of the Pokemon Fletchling is designed to lure in have the ability Sturdy, so prior damage from hazards is a must in order to KO certain threats, particularly Magnemite and Tirtouga. Diglett an Drilbur are excellent at this as not only can they set up Stealth Rock, they can also pick off Fletchling's counters with an Earthquake. Diglett can even trap threats and ensure that they are dealt with. Pawniard can also set up Stealth Rock and discourage removal of hazards with Defog. It has access to Knock Off as well, removing some of the Eviolite that make some opponents too bulky for Fletchling to get past. Mienfoo, Chinchou, and Magnemite can form a VoltTurn core with Fletchling and give it a clear shot at sweeping. Mienfoo can also help out with Knock Off and Chinchou and Magnemite can deal with some of the physically bulkier opponents Fletchling may struggle with.

Other Options
########

Fletchling has a small move pool movepool, so its options outside of its sets are limited, however, Tailwind is a useful option for team support, as Fletchling can use it before it dies and speed up its slower team mates teammates for five turns. It also has access to Return as a powerful STAB option, but doesn't hit anything significant Acrobatics doesn't aside from Chinchou. Steel Wing can be used on to hit Archen, but it's only a 2HKO an it will then be outsped by it. Fletchling can choose to use Berry Juice, but it holds back the power of Acrobatics and is redundant with Roost. Flame Charge is also redundant, as Fletchling doesn't gain an advantage with a Speed increase.

Checks & Counters
########

** Archen **
A Stone Edge from Archen is a decisive KO and KOs Fletchling 75% of the time even from Defeatist range. Fletchling can only threaten Archen if it has Steel Wing, but then will it moves slower anyways

** Tirtouga **
Tirtouga has an easy time setting up on Fletchling not carrying HP Grass and nails it with Rock Slide or Stone Edge

** Magnemite **
If Magnemite's Sturdy is unbroken still intact, then it can take an Overheat and heal back to full health with Berry Juice before taking it out with Volt Switch or Thunderbolt

** Chinchou **
HP Grass is a 3HKO at best from Fletchling, and Chinchou can KO with any Electric-type move

** Rock-types **
Dwebble and Onix can take there are two spaces to the left an Acrobatics and take out Fletchling with a Rock Blast

** Status-inducers **
Fletchling hates being paralyzed or burned and shouldn't stay in on things like Slowpoke who can take an Acrobatics and Thunder Wave in return

Hope I helped!!
 
Amateur check.

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Overview
########

At first glance, Fletchling looks very unimpressive. Its stats are quite mediocre, its typing is has a lackluster defensively typing, and its physical options are limited. However, Fletchling's ability Gale Wings gives priority to all Flying-type moves,(AC) which means it has access to priority Acrobatics,(AC) which is the strongest priority move in Little Cup if Fletchling is not holding an item,(AC) as well as access to priority healing with Roost. Gale Wings Acrobatics makes Fletchling a deadly sweeper and a fearsome revenge killer, able KO most of the Fighting-type Pokemon in the tier. While it can be is sometimes walled by Rock-(Add hyphen) and Steel-types easily, Fletchling has special coverage moves like options such as Hidden Power Grass and Overheat to manage deal with them, and only requires a small amount of support to sweep through teams. However, its bulk is poor, especially as it chooses not to run an item in most instances, so anything that can take an Acrobatics will usually KO it in return. Fletchling is also vulnerable to status, particularly burn and paralysis, so it must be used carefully or it will be unable to sweep effectively.

Physical Sweeper
========
name: Physical Sweeper (Fletch Kills)
move 1: Acrobatics
move 2: Swords Dance
move 3: U-turn / Protect
move 4: Roost
ability: Gale Wings
item: No item
evs: 156 HP / 196 Atk / 92 Def / 52 SpD
Adamant nature: Adamant

Moves
========

Acrobatics is Fletchling's strongest attack and is the attack it will use to sweep. It breaks through Fighting-(Add hyphen) and Grass-type opponents and will do a hefty chunk to anything that doesn't resist it. It hits with priority too, making Fletchling difficult to revenge kill. After a single boost from Swords Dance,(AC) brings Fletchling has the ability to sweep teams with ease to +2, so once Rock-(Add hyphen, Electric-,(Add hyphen)(AC) and Steel-types are out of the way, Fletchling can sweep teams easily. U-turn lets Fletchling scout opponents as well as gain offensive momentum by scaring off things Acrobatics can kill. Protect is a safer way of scouting, but without the possibility of gaining momentum. Roost is Fletchling's means of healing and is good at getting Fletchling out of tough spots as it has priority and removes Fletchling's weaknesses from its Flying-type for the turn.

Set Details
========

Gale Wings is the best ability Fletchling can use. It gives priority to Acrobatics and Roost, making it able granting Fletchling the ability to sweep teams and heal itself from a bad position. Fletchling prefers to run without an no item for Acrobatics to hit with 110 base power immediately. It can choose to run Berry Juice, but Roost mitigates eliminated the need for it. Fletchling's mediocre Attack stat means it must run 196 Attack EVs with an Adamant nature for Acrobatics to be powerful enough to sweep. The remaining EVs are put into bulk so that Fletchling can take some hits and even act as a Knock Off absorber for non-STAB Knock Off. The 156 HP ensures Fletchling recovers 11 HP from Roost.

Usage Tips
========

Fletchling is a potent late-game sweeper that can sweep teams once its counters are taken out. It's also a fantastic revenge killer with priority Acrobatics being able to cut opposing sweeps short. It Fletchling can scare away some opponents and force switches, so you it can set up a Swords Dance and start sweeping or use U-turn and switch out to a better match up. Fletchling is still frail, however, and must not be used carelessly or you may lose it before you it gets a chance to sweep.

Team Options
========

Fletching is walled by Rock-(Add hyphen), Steel-(Add hyphen), and Electric-type Pokemon, and cannot sweep if they're around. Therefore, a Ground-type partner like such as Diglett or Drilbur is very helpful. Diglett can trap and pick off things like threats such as Pawniard, Magnemite,(AC) and Chinchou as well as set up Stealth Rock,(AC) which makesing it easier for Fletchling to sweep. Drilbur is also able to do all of that as well deal with the aforementioned threats and set up Stealth Rock, with a higher Attack stat, but it cannot lacks the ability to trap opponents. Pokemon with Knock Off users such as like Mienfoo and Pawniard are also valuable partners to Fletchling, as they can use Knock Off cripple Fletchling's would-be checks or counters by removing their on opponents with Eviolite which Fletchling always appreciates. Volt Switch and U-turn users like such as Chinchou, Magnemite, and or Mienfoo can form a VoltTurn core with Fletchling and give it and easy time coming in and threatening opponents.

Mixed Attacker
========
name: Mixed Attacker
move 1: Acrobatics
move 2: U-turn
move 3: Roost
move 4: Overheat / Hidden Power Grass / Hidden Power Fighting
ability: Gale Wings
item: No item
evs: 156 HP / 200 Atk / 92 Def / 40 SpA
Naughty nature:(Add colon) Naughty

Moves
========

Fletchling relies on Acrobatics to sweep, as it is Fletchling's strongest attack, capable of doing a large chunck of damage on to anything that does not resist it. It also hits with priorinty, making Fletchling difficult to stop. U-turn lets Fletchling escape from a tough spot,(RC) but it's and is also useful for scouting or gaining a better match up. Roost lets Fletchling heal with priority and remove its weaknesses from its Flying typing for the turn. Overheat is one of Fletchling's special coverage an options that nails Magnemite and Pawniard and will KO'(Add apostrophe)s them after Stealth Rock. Hidden Power Grass will punish Tirtouga and other Rock-types, while Hidden Power Fighting can manage both Steel-(Add hyphen) and Rock-types but is much less powerful than Overheat and probably won't net you the same KOs.

Set Details
========

Gale Wings gives priority to all of Fletchling's Flying-type moves, which turns it into a deadly sweeper or revenge killer. Priority Acrobatics can tear through teams, while priority Roost can get Fletchling out of a tight spot. Fletchling likes to run without an no item in order for Acrobatics to hit hard immediately, and it needs to run 196 Attack EVs with a Naughty nature in order to give it a high enough Attack stat to sweep. The other reason for using a Naughty nature is so Fletchling can run just 40 Special Attack EVs in order to OHKO Magnemite with an Overheat after Stealth Rock,(AC) or OHKO offensive Tirtouga variants with a Hidden Power Grass after Stealth Rock. The remaining EVs should be invested into 156 HP and 92 Defense in order to give it better defensive bulk.

Usage Tips
========

This variant of Fletchling set is designed to lure in Pokemon who would normally counter it. If your opponent is likely to switch in something to wall you Fletchling that you it can hit, like such as Pawniard or Magnemite, then go for Overheat the appropriate coverage move. However, if you're Fletchling is missing the right coverage then go for U-turn and force a more favorable match up. Acrobatics should be used to tear through teams once threats and counters are removed and Roost can save you from losing Fletchling prematurely. Even with Roost, Fletchling is still delicate, especially from the special side, so avoid reckless play,(RC) and be sure to keep it free from status, as it will surely cripple Fletchling and prevent it from sweeping effectively.

Team Options
========

Most of the Pokemon Fletchling is designed to lure in have the ability Sturdy, so prior damage from hazards is a must in order to KO certain threats, particularly Magnemite and Tirtouga. Partners such as Diglett an or Drilbur are excellent at this as not only can they set up Stealth Rock, they can also pick off Fletchling's counters with an Earthquake. Diglett can even also has the ability to trap threats and ensure that they are dealt with. Pawniard can also set up Stealth Rock and discourage removal of hazards with the use of Defog. It has access to Knock Off as well, removing some of the Eviolite that make weakening some of the opponents that are normally too bulky for Fletchling to get past by removing their Eviolite. Mienfoo, Chinchou, and or Magnemite can form a VoltTurn core with Fletchling and give it a clear shot at sweeping. Mienfoo can also help out with Knock Off and while Chinchou and Magnemite can deal with some of the physically bulkier opponents Fletchling may struggle with.

Other Options
########

Fletchling has a small movepool, so its options outside of its sets are limited,;(RC)(Add semicolon) however, Tailwind is a useful option for team support, as Fletchling can use it before it dies is KO'd and speed up its slower teammates for five turns. It also has access to Return as a powerful STAB option, but this doesn't hit anything significant Acrobatics doesn't aside from Chinchou. Steel Wing can be used to hit Archen, but it's only a 2HKO at best and Fletchling it will then be outsped by if it uses it. Fletchling can choose to use Berry Juice, but it holds back the power of Acrobatics and is redundant with Roost. Flame Charge is also redundant, as Fletchling doesn't gain an advantage with a Speed increase.

Checks & Counters
########

(Just letting you know, the format for Checks & Counters is: **<Insert check/counter>**: <Insert text>, so you might want to fix that. Also, all of these are missing correct punctuation (as in, missing a period at the end), so that should be fixed as well)

** Archen **
A Stone Edge from Archen is a decisive OHKOes Fletchling with Stone Edge and OHKOes Fletchling it 75% of the time even from when Defeatist range is active. Fletchling can only threaten Archen if it has Steel Wing, but it moves slower is outsped anyways

** Tirtouga **
Tirtouga has an easy time setting up on Fletchling sets not carrying HP Grass and nails it Fletchling with Rock Slide or Stone Edge

** Magnemite **
If Magnemite's Sturdy is still intact, then it can take an Overheat and heal back to full health with Berry Juice before taking it Fletchling out with Volt Switch or Thunderbolt

(Just a thought, and is thus completely optional and probably unnecessary, but you could technically combine Magnemite and Chinchou under a heading titled "**Electric-types**")

** Chinchou **
HP Grass is a 3HKO at best from Fletchling only 3HKOes Chinchou at best with Hidden Power Grass, and Chinchou can KO's it in return with any its STAB Electric-type moves

** Rock-types **
Dwebble and Onix can take anything Fletchling can throw at them thanks to Sturdy Acrobatics and take out KO Fletchling it with a Rock Blast(Archen and Tirtouga could technically be grouped here instead of being separate headings)

** Status-inducers **
Fletchling hates being paralyzed or burned and shouldn't stay in on avoid things like status spreaders, such as Slowpoke,(AC) who can take an Acrobatics and cripple Fletchling with Thunder Wave in return
 
Amateur check.

Add
Remove
Capitalization
Comments

Overview
########

At first glance, Fletchling looks very unimpressive. Its stats are quite mediocre, its typing is has a lackluster defensively typing, and its physical options are limited. However, Fletchling's ability Gale Wings gives priority to all Flying-type moves,(AC) which means it has access to priority Acrobatics,(AC) which is the strongest priority move in Little Cup if Fletchling is not holding an item,(AC) as well as access to priority healing with Roost. Gale Wings Acrobatics makes Fletchling a deadly sweeper and a fearsome revenge killer, able KO most of the Fighting-type Pokemon in the tier. While it can be is sometimes walled by Rock-(Add hyphen) and Steel-types easily, Fletchling has special coverage moves like options such as Hidden Power Grass and Overheat to manage deal with them, and only requires a small amount of support to sweep through teams. However, its bulk is poor, especially as it chooses not to run an item in most instances, so anything that can take an Acrobatics will usually KO it in return. Fletchling is also vulnerable to status, particularly burn and paralysis, so it must be used carefully or it will be unable to sweep effectively.

Physical Sweeper
========
name: Physical Sweeper (Fletch Kills)
move 1: Acrobatics
move 2: Swords Dance
move 3: U-turn / Protect
move 4: Roost
ability: Gale Wings
item: No item
evs: 156 HP / 196 Atk / 92 Def / 52 SpD
Adamant nature: Adamant

Moves
========

Acrobatics is Fletchling's strongest attack and is the attack it will use to sweep. It breaks through Fighting-(Add hyphen) and Grass-type opponents and will do a hefty chunk to anything that doesn't resist it. It hits with priority too, making Fletchling difficult to revenge kill. After a single boost from Swords Dance,(AC) brings Fletchling has the ability to sweep teams with ease to +2, so once Rock-(Add hyphen, Electric-,(Add hyphen)(AC) and Steel-types are out of the way, Fletchling can sweep teams easily. U-turn lets Fletchling scout opponents as well as gain offensive momentum by scaring off things Acrobatics can kill. Protect is a safer way of scouting, but without the possibility of gaining momentum. Roost is Fletchling's means of healing and is good at getting Fletchling out of tough spots as it has priority and removes Fletchling's weaknesses from its Flying-type for the turn.

Set Details
========

Gale Wings is the best ability Fletchling can use. It gives priority to Acrobatics and Roost, making it able granting Fletchling the ability to sweep teams and heal itself from a bad position. Fletchling prefers to run without an no item for Acrobatics to hit with 110 base power immediately. It can choose to run Berry Juice, but Roost mitigates eliminated the need for it. Fletchling's mediocre Attack stat means it must run 196 Attack EVs with an Adamant nature for Acrobatics to be powerful enough to sweep. The remaining EVs are put into bulk so that Fletchling can take some hits and even act as a Knock Off absorber for non-STAB Knock Off. The 156 HP ensures Fletchling recovers 11 HP from Roost.

Usage Tips
========

Fletchling is a potent late-game sweeper that can sweep teams once its counters are taken out. It's also a fantastic revenge killer with priority Acrobatics being able to cut opposing sweeps short. It Fletchling can scare away some opponents and force switches, so you it can set up a Swords Dance and start sweeping or use U-turn and switch out to a better match up. Fletchling is still frail, however, and must not be used carelessly or you may lose it before you it gets a chance to sweep.

Team Options
========

Fletching is walled by Rock-(Add hyphen), Steel-(Add hyphen), and Electric-type Pokemon, and cannot sweep if they're around. Therefore, a Ground-type partner like such as Diglett or Drilbur is very helpful. Diglett can trap and pick off things like threats such as Pawniard, Magnemite,(AC) and Chinchou as well as set up Stealth Rock,(AC) which makesing it easier for Fletchling to sweep. Drilbur is also able to do all of that as well deal with the aforementioned threats and set up Stealth Rock, with a higher Attack stat, but it cannot lacks the ability to trap opponents. Pokemon with Knock Off users such as like Mienfoo and Pawniard are also valuable partners to Fletchling, as they can use Knock Off cripple Fletchling's would-be checks or counters by removing their on opponents with Eviolite which Fletchling always appreciates. Volt Switch and U-turn users like such as Chinchou, Magnemite, and or Mienfoo can form a VoltTurn core with Fletchling and give it and easy time coming in and threatening opponents.

Mixed Attacker
========
name: Mixed Attacker
move 1: Acrobatics
move 2: U-turn
move 3: Roost
move 4: Overheat / Hidden Power Grass / Hidden Power Fighting
ability: Gale Wings
item: No item
evs: 156 HP / 200 Atk / 92 Def / 40 SpA
Naughty nature:(Add colon) Naughty

Moves
========

Fletchling relies on Acrobatics to sweep, as it is Fletchling's strongest attack, capable of doing a large chunck of damage on to anything that does not resist it. It also hits with priorinty, making Fletchling difficult to stop. U-turn lets Fletchling escape from a tough spot,(RC) but it's and is also useful for scouting or gaining a better match up. Roost lets Fletchling heal with priority and remove its weaknesses from its Flying typing for the turn. Overheat is one of Fletchling's special coverage an options that nails Magnemite and Pawniard and will KO'(Add apostrophe)s them after Stealth Rock. Hidden Power Grass will punish Tirtouga and other Rock-types, while Hidden Power Fighting can manage both Steel-(Add hyphen) and Rock-types but is much less powerful than Overheat and probably won't net you the same KOs.

Set Details
========

Gale Wings gives priority to all of Fletchling's Flying-type moves, which turns it into a deadly sweeper or revenge killer. Priority Acrobatics can tear through teams, while priority Roost can get Fletchling out of a tight spot. Fletchling likes to run without an no item in order for Acrobatics to hit hard immediately, and it needs to run 196 Attack EVs with a Naughty nature in order to give it a high enough Attack stat to sweep. The other reason for using a Naughty nature is so Fletchling can run just 40 Special Attack EVs in order to OHKO Magnemite with an Overheat after Stealth Rock,(AC) or OHKO offensive Tirtouga variants with a Hidden Power Grass after Stealth Rock. The remaining EVs should be invested into 156 HP and 92 Defense in order to give it better defensive bulk.

Usage Tips
========

This variant of Fletchling set is designed to lure in Pokemon who would normally counter it. If your opponent is likely to switch in something to wall you Fletchling that you it can hit, like such as Pawniard or Magnemite, then go for Overheat the appropriate coverage move. However, if you're Fletchling is missing the right coverage then go for U-turn and force a more favorable match up. Acrobatics should be used to tear through teams once threats and counters are removed and Roost can save you from losing Fletchling prematurely. Even with Roost, Fletchling is still delicate, especially from the special side, so avoid reckless play,(RC) and be sure to keep it free from status, as it will surely cripple Fletchling and prevent it from sweeping effectively.

Team Options
========

Most of the Pokemon Fletchling is designed to lure in have the ability Sturdy, so prior damage from hazards is a must in order to KO certain threats, particularly Magnemite and Tirtouga. Partners such as Diglett an or Drilbur are excellent at this as not only can they set up Stealth Rock, they can also pick off Fletchling's counters with an Earthquake. Diglett can even also has the ability to trap threats and ensure that they are dealt with. Pawniard can also set up Stealth Rock and discourage removal of hazards with the use of Defog. It has access to Knock Off as well, removing some of the Eviolite that make weakening some of the opponents that are normally too bulky for Fletchling to get past by removing their Eviolite. Mienfoo, Chinchou, and or Magnemite can form a VoltTurn core with Fletchling and give it a clear shot at sweeping. Mienfoo can also help out with Knock Off and while Chinchou and Magnemite can deal with some of the physically bulkier opponents Fletchling may struggle with.

Other Options
########

Fletchling has a small movepool, so its options outside of its sets are limited,;(RC)(Add semicolon) however, Tailwind is a useful option for team support, as Fletchling can use it before it dies is KO'd and speed up its slower teammates for five turns. It also has access to Return as a powerful STAB option, but this doesn't hit anything significant Acrobatics doesn't aside from Chinchou. Steel Wing can be used to hit Archen, but it's only a 2HKO at best and Fletchling it will then be outsped by if it uses it. Fletchling can choose to use Berry Juice, but it holds back the power of Acrobatics and is redundant with Roost. Flame Charge is also redundant, as Fletchling doesn't gain an advantage with a Speed increase.

Checks & Counters
########

(Just letting you know, the format for Checks & Counters is: **<Insert check/counter>**: <Insert text>, so you might want to fix that. Also, all of these are missing correct punctuation (as in, missing a period at the end), so that should be fixed as well)

** Archen **
A Stone Edge from Archen is a decisive OHKOes Fletchling with Stone Edge and OHKOes Fletchling it 75% of the time even from when Defeatist range is active. Fletchling can only threaten Archen if it has Steel Wing, but it moves slower is outsped anyways

** Tirtouga **
Tirtouga has an easy time setting up on Fletchling sets not carrying HP Grass and nails it Fletchling with Rock Slide or Stone Edge

** Magnemite **
If Magnemite's Sturdy is still intact, then it can take an Overheat and heal back to full health with Berry Juice before taking it Fletchling out with Volt Switch or Thunderbolt

(Just a thought, and is thus completely optional and probably unnecessary, but you could technically combine Magnemite and Chinchou under a heading titled "**Electric-types**")

** Chinchou **
HP Grass is a 3HKO at best from Fletchling only 3HKOes Chinchou at best with Hidden Power Grass, and Chinchou can KO's it in return with any its STAB Electric-type moves

** Rock-types **
Dwebble and Onix can take anything Fletchling can throw at them thanks to Sturdy Acrobatics and take out KO Fletchling it with a Rock Blast(Archen and Tirtouga could technically be grouped here instead of being separate headings)

** Status-inducers **
Fletchling hates being paralyzed or burned and shouldn't stay in on avoid things like status spreaders, such as Slowpoke,(AC) who can take an Acrobatics and cripple Fletchling with Thunder Wave in return
Hate to break it to you but you can't do another AM until the first is stamped
 
The Avalanches

REMOVE CHANGE COMMENTS

Overview
########

At first glance, Fletchling looks very unimpressive. Its stats are quite mediocre, its typing is has a lackluster defensively typing, and its physical options are limited. However, Fletchling's ability Gale Wings gives priority to all Flying-type moves,(AC) which means it has access to priority Acrobatics,(AC) which is the strongest priority move in Little Cup if Fletchling is not holding an item,(AC) as well as access to priority healing with Roost. Gale Wings Acrobatics makes Fletchling a deadly sweeper and a fearsome revenge killer, able KO most of the Fighting-type Pokemon in the tier. While it can be is sometimes walled by Rock-(Add hyphen) and Steel-types easily, Fletchling has special coverage moves like options such as Hidden Power Grass and Overheat to manage deal with them, and only requires a small amount of support to sweep through teams. However, its bulk is poor, especially as it chooses not to run an item in most instances, so anything that can take an Acrobatics will usually KO it in return. Fletchling is also vulnerable to status, particularly burn and paralysis, so it must be used carefully or it will be unable to sweep effectively.

Physical Sweeper
========
name: Physical Sweeper (Fletch Kills)
move 1: Acrobatics
move 2: Swords Dance
move 3: U-turn / Protect
move 4: Roost
ability: Gale Wings
item: No item
evs: 156 HP / 196 Atk / 92 Def / 52 SpD
Adamant nature: Adamant

Moves
========

Acrobatics is Fletchling's strongest attack and is the attack it will use to sweep. It breaks through Fighting-(Add hyphen) and Grass-type opponents and will do a hefty chunk to anything that doesn't resist it. It hits with priority too, making Fletchling difficult to revenge kill. After a single boost from Swords Dance,(AC) brings Fletchling has the ability to sweep teams with ease to +2, so once Rock-(Add hyphen, Electric-,(Add hyphen)(AC) and Steel-types are out of the way, Fletchling can sweep teams easily. U-turn lets Fletchling scout opponents as well as gain offensive momentum by scaring off things Acrobatics can KO kill. Protect is a safer way of scouting, but without the possibility of gaining momentum. Roost is Fletchling's means of healing and is good at getting Fletchling out of tough spots as it has priority and removes Fletchling's weaknesses from its Flying-type for the turn.

Set Details
========

Gale Wings is the best ability Fletchling can use. It gives priority to Acrobatics and Roost, making it able granting Fletchling the ability to sweep teams and heal itself from a bad position. Fletchling prefers to run without an no item for Acrobatics to hit with 110 Base Power immediately. It can choose to run Berry Juice, but Roost mitigates eliminated I'd personally say "eliminates", but w/e the need for it. Fletchling's mediocre Attack stat means it must run 196 Attack EVs with an Adamant nature for Acrobatics to be powerful enough to sweep. The remaining EVs are put into bulk so that Fletchling can take some hits and even act as a Knock Off absorber for non-STAB Knock Off. The 156 HP EVs ensures Fletchling recovers 11 HP from Roost.

Usage Tips
========

Fletchling is a potent late-game sweeper that can sweep teams once its counters are taken out. It's also a fantastic revenge killer with priority Acrobatics being able to cut opposing sweeps short. It Fletchling can scare away some opponents and force switches, so you it can set up a Swords Dance and start sweeping or use U-turn and switch out to a better matchup. Fletchling is still frail, however, and must not be used carelessly or you may might lose it before you it gets a chance to sweep.

Team Options
========

Fletching is walled by Rock-(Add hyphen), Steel-(Add hyphen), and Electric-type Pokemon, and cannot sweep if they're around. Therefore, a Ground-type partner like such as not necessary; both can be used but both have different connotations; like meaning "similar to" here is a-ok, as there's more Ground-types to choose from Diglett or Drilbur is very helpful. Diglett can trap and pick off things like threats such as Pawniard, Magnemite,(AC) and Chinchou as well as set up Stealth Rock,(AC) which makesing it easier for Fletchling to sweep. Drilbur is also able to do all of that as well deal with the aforementioned threats and set up Stealth Rock, with a higher Attack stat, but it cannot lacks the ability to trap opponents. Pokemon with Knock Off users such as like Mienfoo and Pawniard are also valuable partners to Fletchling, as they can use Knock Off cripple Fletchling's would-be checks or counters by removing their on opponents with Eviolite which Fletchling always appreciates. Volt Switch and U-turn users like such as Chinchou, Magnemite, and or Mienfoo can form a VoltTurn core with Fletchling and give it and easy time coming in and threatening opponents.

Mixed Attacker
========
name: Mixed Attacker
move 1: Acrobatics
move 2: U-turn
move 3: Roost
move 4: Overheat / Hidden Power Grass / Hidden Power Fighting
ability: Gale Wings
item: No item
evs: 156 HP / 200 Atk / 92 Def / 40 SpA
Naughty nature:(Add colon) Naughty

Moves
========

Fletchling relies on Acrobatics to sweep, as it is Fletchling's strongest attack, capable of doing a large chunck of damage on to anything that does not resist it. It also hits with priorinty, making Fletchling difficult to stop. U-turn lets Fletchling escape from a tough spot,(RC) but it's and is also useful for scouting or gaining a better matchup. Roost lets Fletchling heal with priority and remove its weaknesses from its Flying typing for the turn. Overheat is one of Fletchling's special coverage an options that nails Magnemite and Pawniard and will KO'(Add apostrophe)s DO NOT add the apostrophe, but change it to KOes them after Stealth Rock. Hidden Power Grass will punish Tirtouga and other Rock-types, while Hidden Power Fighting can manage both Steel-(Add hyphen) and Rock-types but is much less powerful than Overheat and probably won't net you the same KOs. no KOes here because it's plural

Set Details
========

Gale Wings gives priority to all of Fletchling's Flying-type moves, which turns it into a deadly sweeper or revenge killer. Priority Acrobatics can tear through teams, while priority Roost can get Fletchling out of a tight spot. Fletchling likes to run without an no item in order for Acrobatics to hit hard immediately, and it needs to run 196 Attack EVs with a Naughty nature in order to give it a high enough Attack stat to sweep. The other reason for using a Naughty nature is so Fletchling can run just 40 Special Attack EVs in order to OHKO Magnemite with an Overheat after Stealth Rock,(AC) or OHKO offensive Tirtouga variants with a Hidden Power Grass after Stealth Rock. The remaining EVs should be invested into 156 HP and 92 Defense in order to give it better defensive bulk.

Usage Tips
========

This variant of Fletchling set is designed to lure in Pokemon who that would normally counter it. If your opponent is likely to switch in something to wall you Fletchling that you it can hit, like such as Pawniard or Magnemite, then go for Overheat the appropriate coverage move. However, if you're Fletchling is missing the right coverage, (AC) then go for U-turn and force a more favorable matchup. Acrobatics should be used to tear through teams once threats and counters are removed and Roost can save you from losing Fletchling prematurely. Even with Roost, Fletchling is still delicate, especially from the special side, so avoid reckless play,(RC) and be sure to keep it free from status, as it will surely cripple Fletchling and prevent it from sweeping effectively.

Team Options
========

Most of the Pokemon Fletchling is designed to lure in have the ability Sturdy, so prior damage from entry hazards is a must in order to KO certain threats, particularly Magnemite and Tirtouga. Partners such as Diglett an or Drilbur are excellent at this as not only can they set up Stealth Rock, they can also pick off Fletchling's counters with an Earthquake. Diglett can even also has the ability to trap threats and ensure that they are dealt with. Pawniard can also set up Stealth Rock and discourage removal of hazards with the use of Defog. It has access to Knock Off as well, removing some of the Eviolite that make weakening some of the opponents that are normally too bulky for Fletchling to get past by removing their Eviolite. Mienfoo, Chinchou, and or Magnemite can form a VoltTurn core with Fletchling and give it a clear shot at sweeping. Mienfoo can also help out with Knock Off and while Chinchou and Magnemite can deal with some of the physically bulkier opponents Fletchling may might "may" is permission, "might" is a chance struggle with.

Other Options
########

Fletchling has a small movepool, so its options outside of its sets are limited,;(RC)(Add semicolon) however, Tailwind is a useful option for team support, as Fletchling can use it before it dies is KO'd Say "KOed" instead and speed up its slower teammates for five turns. It also has access to Return as a powerful STAB option, but this doesn't hit anything significant Acrobatics doesn't aside from Chinchou. Steel Wing can be used to hit Archen, but it's only a 2HKO at best and Fletchling it will then be outsped by if it uses it. Fletchling can choose to use Berry Juice, but it holds back the power of Acrobatics and is redundant with Roost. Flame Charge is also redundant, as Fletchling doesn't gain an advantage with a Speed increase.

Checks & Counters
########

(Just letting you know, the format for Checks & Counters is: **<Insert check/counter>**: <Insert text>, so you might want to fix that. Also, all of these are missing correct punctuation (as in, missing a period at the end), so that should be fixed as well)

** Archen **
A Stone Edge from Archen is a decisive OHKOes Fletchling with Stone Edge and OHKOes Fletchling it 75% of the time even from when Defeatist range is active. Fletchling can only threaten Archen if it has Steel Wing, but it moves slower is outsped anyways

** Tirtouga **
Tirtouga has an easy time setting up on Fletchling sets not carrying Hidden Power Grass and nails it Fletchling with Rock Slide or Stone Edge

** Magnemite **
If Magnemite's Sturdy is still intact, then it can take an Overheat and heal back to full health with Berry Juice before taking it Fletchling out with Volt Switch or Thunderbolt

(Just a thought, and is thus completely optional and probably unnecessary, but you could technically combine Magnemite and Chinchou under a heading titled "**Electric-types**") Nah I wouldn't

** Chinchou **
HP Grass is a 3HKO at best from Fletchling only 3HKOes Chinchou at best with Hidden Power Grass, and Chinchou can KO's Again, KOes it in return with any its STAB Electric-type moves

** Rock-types **
Dwebble and Onix can take anything Fletchling can throw at them thanks to Sturdy Acrobatics and take out KO Fletchling it with a Rock Blast(Archen and Tirtouga could technically be grouped here instead of being separate headings)

** Status inducers **
Fletchling hates being paralyzed or burned and shouldn't stay in on avoid things like status spreaders, such as Slowpoke,(AC) who that can take an Acrobatics and cripple Fletchling with Thunder Wave in return
gato

1/2

P2X7 good work, look over the changes I made on top of yours and what you had incorrect, but consider this stamped.
 
Last edited:
Deletions
Additions / Corrections
Comments

Overview
########

At first glance, Fletchling looks very unimpressive. Its stats are quite mediocre, its typing is lackluster defensively, and its physical options are limited. However, Fletchling's ability Gale Wings gives priority to all Flying-type moves, which means it has access to priority Acrobatics, the strongest priority move in Little Cup if Fletchling it is not holding an item, as well as access to priority healing with Roost. Gale Wings Acrobatics makes Fletchling a deadly sweeper and a fearsome revenge killer, (remove comma) that is able to KO most of the Fighting-type Pokemon in the tier. While it is sometimes walled by Rock- and Steel-types, Fletchling has options such as Hidden Power Grass and Overheat to deal with them, and it only requires a small amount of support to sweep through teams. However, its bulk is poor, especially as it chooses not to run an item in most instances, so anything that can take an Acrobatics will usually KO it in return. Fletchling is also vulnerable to status, particularly burn and paralysis, so it must be used carefully or it will be unable to sweep effectively.

Physical Sweeper
========
name: Physical Sweeper (Fletch Kills)
move 1: Acrobatics
move 2: Swords Dance
move 3: U-turn / Protect
move 4: Roost
ability: Gale Wings
item: No item
evs: 156 HP / 196 Atk / 92 Def / 52 SpD
nature: Adamant

Moves
========

Acrobatics is Fletchling's strongest attack and is the attack it will use to sweep. It breaks through Fighting- and Grass-type opponents and will do a hefty chunk to anything that doesn't resist it. It hits with priority too, making Fletchling difficult to revenge kill. After a single boost from Swords Dance, Fletchling is able to sweep teams with ease, once Rock-, Electric-, and Steel-types are out of the way. U-turn lets Fletchling scout opponents as well as gain offensive momentum by scaring off things Acrobatics can KO. Protect is a safer way of scouting, but without the possibility of gaining momentum. Roost is Fletchling's a means of healing and that is good at getting Fletchling out of tough spots, (add comma) as it has priority and removes Fletchling's Flying-type for the turn.

Set Details
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Gale Wings is the best ability Fletchling can use. It gives priority to Acrobatics and Roost, granting Fletchling the ability to sweep teams and heal itself from a bad position. Fletchling prefers to run no item for Acrobatics to hit with 110 Base Power immediately. It can choose to run Berry Juice, but Roost eliminates the need for it. Fletchling's mediocre Attack stat means it must run 196 Attack EVs with an Adamant nature for Acrobatics to be powerful enough to sweep. The remaining EVs are put into bulk so that Fletchling can take some hits and even act as a Knock Off absorber for non-STAB Knock Off. The 156 HP EVs ensure Fletchling recovers 11 HP from Roost.

Usage Tips
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Fletchling is a potent late-game sweeper that can sweep teams once its counters are taken out. It's also a fantastic revenge killer, (add comma) with priority Acrobatics being able to cut opposing sweeps short. Fletchling can scare away some opponents and force switches, so it can set up a Swords Dance and start sweeping or use U-turn and switch out to a better matchup. Fletchling is still frail, however, and must not be used carelessly or you might lose it before it gets a chance to sweep.

Team Options
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Fletching is walled by Rock-, Steel-, and Electric-type Pokemon, (remove comma) and cannot sweep if they're around. Therefore, a Ground-type partner such as Diglett or Drilbur is very helpful. Diglett can trap and pick off threats such as Pawniard, Magnemite, and Chinchou as well as set up Stealth Rock, making it easier for Fletchling to sweep. Drilbur is also able to deal with the aforementioned treats and set up Stealth Rock, with a higher Attack stat, but it lacks the ability to trap opponents. Knock Off users such as Mienfoo and Pawniard are also valuable partners to Fletchling, as they can use Knock Off to cripple Fletchling's its would-be checks and counters, (add comma) Eviolite which Fletchling always appreciates. Volt Switch and U-turn users such as Chinchou, Magnemite, or Mienfoo can form a VoltTurn core with Fletchling and give it a easy time coming in and threatening opponents.

Mixed Attacker
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name: Mixed Attacker
move 1: Acrobatics
move 2: U-turn
move 3: Roost
move 4: Overheat / Hidden Power Grass / Hidden Power Fighting
ability: Gale Wings
item: No item
evs: 156 HP / 200 Atk / 92 Def / 40 SpA
nature: Naughty

Moves
========

Fletchling relies on Acrobatics to sweep, as it is Fletchling's strongest attack, capable of doing a large chunk of damage to anything that does not resist it. It also hits with priority, making Fletchling difficult to stop. U-turn lets Fletchling escape from a tough spot and is also useful for scouting or gaining a better matchup. Roost lets Fletchling heal with priority and remove its weaknesses from its Flying typing for the turn. Overheat is an option that nails Magnemite and Pawniard and KOes them after Stealth Rock. Hidden Power Grass will punish Tirtouga and other Rock-types, while Hidden Power Fighting can manage both Steel- and Rock-types but is much less powerful than Overheat and probably won't net you the same KOs.

Set Details
========

Gale Wings gives priority to all of Fletchling's Flying-type moves, which turns it into a deadly sweeper or revenge killer. Priority Acrobatics can tear through teams, while priority Roost can get Fletchling out of a tight spot. Fletchling likes to run no item in order for Acrobatics to hit hard immediately, and it needs to run 196 Attack EVs with a Naughty nature in order to give it have a high enough Attack stat to sweep. The other reason for using a Naughty nature is so Fletchling can run just 40 Special Attack EVs in order to OHKO Magnemite with Overheat after Stealth Rock, or OHKO and offensive Tirtouga with Hidden Power Grass after Stealth Rock. The remaining EVs should be invested into HP and Defense in order to give it better bulk.

Usage Tips
========

This set is designed to lure in Pokemon that would normally counter Fletchling. If your opponent is likely to switch in something to wall Fletchling that it can hit, such as Pawniard or Magnemite, then go for the appropriate coverage move. However, if Fletchling is missing the right coverage, then go for U-turn and force a more favorable matchup. Acrobatics should be used to tear through teams once threats and counters are removed, (add comma) and Roost can save you from losing Fletchling prematurely. Even with Roost, Fletchling is still delicate frail, especially from the special side, so avoid reckless play and be sure to keep it free from status, as it which will surely cripple Fletchling and prevent it from sweeping effectively.

Team Options
========

Most of the Pokemon Fletchling is designed to lure in have the ability Sturdy, so prior damage from entry hazards is a must in order to KO certain threats, particularly Magnemite and Tirtouga. Partners such as Diglett and Drilbur are excellent at this as not only can they set up Stealth Rock, they can also pick off Fletchling's counters with Earthquake. Diglett also has the ability to trap threats and ensure that they are dealt with. Pawniard can also set up Stealth Rock and discourage Defog. It has access to Knock Off as well, weakening some opponents that are normally too bulky for Fletchling to get past by removing their Eviolite. Mienfoo, Chinchou, or Magnemite can form a VoltTurn core with Fletchling and give it a clear shot at sweeping. Mienfoo can also help out with Knock Off, (add comma) while Chinchou and Magnemite can deal with some of the physically bulkier opponents Fletchling might struggle with.

Other Options
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Fletchling has a small movepool, so its options are limited; however, Tailwind is a useful option for team support, as Fletchling can use it before it is KOed and speed up its slower teammates for five turns. It also has access to Return as a powerful STAB option, but this doesn't hit anything significant Acrobatics doesn't aside from Chinchou. Steel Wing can be used to hit Archen, but it's only a 2HKO at best, (add comma) and Fletchling will be outsped if it uses it. Natural Gift can be used with an Apicot Berry which becomes for a 100 Base Power Ground-type attack that can nail threats such as Magnemite, Pawniard, and Tirtouga without hindering the power of Acrobatics. Fletchling can choose to use Berry Juice, but it holds back the power of Acrobatics and is redundant with Roost. Flame Charge is also redundant, as Fletchling doesn't gain an advantage with a Speed increase.

Checks & Counters
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**Archen**: (colon) Archen OHKOes with Stone Edge and OHKOes 75% of the time when Defeatist is active. Fletchling can only threaten Archen if it has Steel Wing, but it is outsped anyway.

**Tirtouga**: (colon) Tirtouga has an easy time setting up on sets not carrying Hidden Power Grass and nails Fletchling with Rock Slide or Stone Edge.

**Magnemite**: (colon) If Magnemite's Sturdy is still intact, then it can take an Overheat and heal back to full health with Berry Juice before taking Fletchling out with Volt Switch or Thunderbolt.

**Chinchou**: (colon) Fletchling only 3HKOes Chinchou at best with Hidden Power Grass, while Chinchou KOes it in return with its STAB Electric-type moves.

**Rock-types**: (colon) Dwebble and Onix can take anything Fletchling can throw at them thanks to Sturdy and KO it with Rock Blast.

**Status Inducers**: (colon) Fletchling hates being paralyzed or burned, (add comma) and should avoid status inducers, such as Slowpoke, that can take an Acrobatics and cripple Fletchling with Thunder Wave in return thus make good checks.

(fix the spacing)

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GP 2 / 2
 
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