Gen 2 GSC NU Fearow [Revamp] [QC 2/2] [GP 1/2]

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[OVERVIEW]

Fearow is one of the deadliest Pokemon in the tier, with its solid Attack and scarcely-resisted STAB Double-Edge allowing it to deal massive damage to most foes. Its amazing Speed lets it revenge kill the likes of Xatu and Primeape while making it harder to revenge kill. Its Speed also lets it use Rest before it gets KOed, allowing it to stay healthy over the course of the game. Fearow is elevated to a whole new level of danger with Spikes, allowing it to break bulky Pokemon like Dewgong even more easily. Fearow's Ground immunity gives it an immunity to Spikes, which gives it immense longevity while also allowing it to check Dugtrio in a pinch and punish RestTalk Stantler for using Rest.

However, Rock-types hinder Fearow's effectiveness, as it struggles to hurt them much. Graveler in particular is a big problem for Fearow, as it receives relatively free entry and spins away the Spikes Fearow loves so much/ Fearow relies heavily on its teammates to be able to wear down or lure Rock-types. Its weaknesses to Ice and Electric also hinders its defensive utility, especially against Xatu, which uses either Hidden Power Electric or Ice, and Octillery, which uses either Hidden Power Electric or Ice Beam, and are guaranteed good Sleep Talk rolls versus it. This also makes it unable to switch into Dewgong, Weezing, Chinchou, and Magnemite, which other Normal-type RestTalk users such as Stantler and Wigglytuff are often tasked with doing. Double-Edge recoil also adds up quickly, meaning that Fearow often gets put into KO range of many attacks quite quickly. All of these factors mean that, despite its massive threat potential, Fearow is slightly harder to fit onto a team than other Normal-types.

[SET]
name: Wallbreaker
move 1: Double-Edge
move 2: Drill Peck
move 3: Rest
move 4: Sleep Talk
item: Leftovers

[SET COMMENTS]
Set Details
====

Double-Edge is Fearow's primary STAB move, dealing massive damage to foes that don't resist it. Despite the recoil, its extra power over Return is very important. For example, Double-Edge has around a 50% chance to 2HKO Hidden Power Electric Octillery with Spikes up, while Return only has a 5.3% chance to do the same. Drill Peck lets Fearow revenge kill Primeape, hit Grass-types very hard, and attack when it's afraid of recoil. Drill Peck also 2HKOes Pineco, not giving it easy Spikes. This is a unique trait for a Normal-type, as every other Normal-type can only 3HKO Pineco at best. Fearow's Sleep Talk rolls are one of the most consistent in the tier, as both attacking moves threaten the same Pokemon. RestTalk keeps Fearow alive over the course of a game, mitigates Double-Edge recoil, and makes it less afraid of status. Fearow's Speed and Spikes immunity means RestTalk gives it significant longevity and lets it deal damage over the course of a battle.

Team Options
====

Pineco is a very important teammate for Fearow, as it sets up the Spikes that wear down Fearow's checks. Toxic, Giga Drain, or Hidden Power Water on Pineco lets it lure in and cripple Graveler and Pupitar, making them unable to switch into Fearow over the course of a game. Pokemon that can lure in and wear down Rock-types can also make it easier for Fearow to break through them. Weezing poison the Rock-types with Sludge Bomb or even lure them in and deal massive damage with Hidden Power Water. Since Rock-types rarely run Rest, Weezing is good at weakening them for Fearow. Its Explosion can also make it easier for Fearow to break through Rock-types or bulky Pokemon like Wigglytuff. Wigglytuff can set up with Curse and whittle Graveler down with repeated attacks, potentially even paralyzing it if using Body Slam, quickly forcing Graveler to use Explosion. Wigglytuff can force Sudowoodo in and repeatedly use Curse, getting into a Curse war with Sudowoodo. Eventually, Wigglytuff forces Sudowoodo to use Self-Destruct, due to Sudowoodo being worn down by repeated attacks and not 3HKOing Wigglytuff back. It also switches into Dewgong nicely, a threat many Fearow teams struggle to switch into. Octillery is important to switch into Graveler and Sudowoodo and threaten them out with Surf, while it appreciates Fearow's ability to take advantage of Grass-types. If the opponent chooses to use Explosion on Octillery with their Rock-type, they will leave their team wide open to Fearow. Pokemon that take advantage of Spikes such as Xatu, Dugtrio, and Stantler can form a formidable offensive core with Fearow, either breaking holes for it to clean up or cleaning up after it blows a hole in the opposing team.

Other Options
====

Return is an option over Drill Peck to give Fearow more favorable Sleep Talk pulls against neutral targets while also being a better attack to throw around if it can't afford recoil damage. However, Fearow becomes much worse at revenge killing Primeape and Hitmonlee, one of its most unique and valuable traits over other Normal-types. Return also makes it worse against Pineco and leaves it get walled by the admittedly rare Gastly. Hidden Power Ground lets Fearow more directly make progress against the Rock-types and especially Magnemite, but it lowers its HP and Attack DVs and generally makes it far more vulnerable when sleeping, due to Hidden Power Ground being a terrible Sleep Talk roll. A 3 attacks set with Substitute and Hidden Power Ground gives it maximum coverage while also scouting switch-ins; however, the lack of RestTalk severely lowers its defensive utility and makes it far too vulnerable to being worn down by Double-Edge recoil.

Checks and Counters
====

**Rock-types**: Graveler switches in and spins away Fearow's team's Spikes, making it difficult for Fearow to wear it down long-term. Sudowoodo is more physically bulky than Graveler and can break holes in Fearow's team with Curse and Self-Destruct, but it can't spin away Fearow's team's Spikes, so it's slightly easier to chip down. Pupitar is frailer than Graveler and can't spin away Spikes, but it's still only 5HKOed and is more threatening offensively, since it outruns Octillery. The rare Shuckle struggles to deal immediate damage to Fearow, but it completely walls Fearow while PP stalling it with Defense Curl.

**Magnemite**: Magnemite resists Double-Edge and can scare Fearow away with Thunder. However, its poor HP means it's vulnerable to being pushed into 2HKO range after taking just one Double-Edge after Spikes.

**Dewgong**: Dewgong only gets 3HKOed by Double-Edge, can severely damage Fearow with Ice Beam, and can stay alive with RestTalk. However, it's vulnerable to getting chipped down by Spikes and doesn't OHKO Fearow from high health, meaning it's often forced to use Rest after switching in.

**Weezing**: Although Weezing does not resist Double-Edge, its bulk lets it only get 4HKOed by Fearow without Spikes, and it can threaten Fearow out with Thunder or Explosion afterwards. RestTalk, although rare on Weezing, also makes it much studier against Fearow if used. However, Weezing is 3HKOed with Spikes on the field, still takes a lot without Spikes, and is slower than Fearow.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/gabraltar.573149/
Quality checked by:
https://www.smogon.com/forums/members/mrsoup.375193/
https://www.smogon.com/forums/members/beeorsomething.583728/
Grammar checked by:
https://www.smogon.com/forums/members/tbolt.555379/
https://www.smogon.com/forums/members/solarbeam.470115/
 
Last edited by a moderator:

MrSoup

my gf broke up with me again
is a Tiering Contributor
RBTT Champion
View attachment 526858

[OVERVIEW]

Fearow is one of the deadliest pokemon in the tier, with its solid attack and scarcely resisted STAB Double-Edge, allowing it to deal massive damage to most things in the tier. Its amazing speed of 100 lets it revenge kill faint the likes of Xatu and Primeape, giving it amazing defensive utility while making it harder to revenge kill.u may need to connect the idea of speed to defensive utility a bit better, you lost me a bit there Its speed also lets it get off fast rests and stay alive healthy over the course of the game. Fearow is elevated to a whole new level of dangerous with Spikes up, allowing it to break bulky pokemon like Dewgong even easier. Fearow's ground immunity gives it an immunity to Spikes, lets it check Dugtrio in a pinch and punish Rest Talk Stantler for using Rest. "and punishes variants of Stantler with Earthquake"

However, the rock types of the tier hinder Fearow's effectiveness, as it struggles to hurt them much. Graveler in particular is a big problem for it as it spins away the Spikes Fearow loves so much after receiving relatively free entry. Fearow heavily relies on its teammates to be able to wear down or lure the rock types. Fearow's ice and electric weaknesses also hinders its defensive utility, especially against Xatu, who is guaranteed good sleep talk rolls versus it. It also makes it unable to switch into Dewgong, Chinchou, and Magnemite, and weezing! which normal type rest talkers are often tasked with doing. Double-Edge recoil also adds up quickly, meaning that it often gets put into range of many dangerous attacks quite quickly. All of these factors mean that, despite its massive threat potential, it's slightly harder to fit onto a team than other Normal types.

[SET]
name: Wallbreaker
move 1: Double-Edge
move 2: Drill Peck
move 3: Rest
move 4: Sleep Talk
item: Leftovers

[SET COMMENTS]
Set Details
====

Double-Edge is Fearow's primary STAB, dealing massive damage to those that don't resist it. Despite the recoil adding up quickly, its extra power over Return is very important. One example being how Double-Edge has around a 50% chance 2HKO Hidden Power Electric Octillery with Spikes up, while Return only has a 5.3% chance to do the same. good point but analyses don't usually start with "one example" Drill Peck lets it revenge kill Primeape, hit grass types very hard, and gives it an attack to use when its afraid of recoil. and makes its rest talks one of the most consistent in the tier, as both attacking moves have nearly the same resists Rest and Sleep Talk keeps it alive over the course of a game. beef this sentence up a wee bit

Team Options
====

Pineco is a very important teammate for Fearow as it sets up the spikes that elevates Fearow to a new level of danger. Toxic Pineco is especially nice since it can lure in and cripple Graveler, making it unable to stand up switch into to Fearow over the course of a game. Pokemon that can lure in and wear down Graveler can also make it easier for Fearow to break through it. Weezing can land a Sludge Bomb poison on it rock types or even lurethem in and blow it away deal massive damage with Hidden Power Water, and its Explosion can make it easier for Fearow to come in. Wigglytuff can Curse up and widdle Graveler down with repeated Double-Edges, quickly forcing it to explode. With Sudowoodo, Wigglytuff can force it in and repeatedly use Curse, getting into a curse war with Sudowoodo. Eventually it will force Sudowoodo to use Self-Destruct, due to it being worn down by repeated Double-Edges or Body Slams and not using recovery. Wigglytuff also switches into Dewgong nicely, a threat many Fearow teams struggle to switch into. Octillery is important to switch into Graveler and Sudowoodo and threaten them out with Surf, while appreciating Fearow's ability to take advantage of grass types. If the opponent chooses to explode on Octillery with their rock to break past it, they will leave their team wide open to Fearow. Spikes abusers such as Xatu, Dugtrio, and Stantler can make for a formidable offensive core with Fearow, either breaking holes for Fearow to clean up, or cleaning up after Fearow blows a hole in the opposing team. sudo and grav are very similar and may warrant just the the generalization of "rock types" more. also mention that the rocks rarely run rest

Other Options
====

Return is an option over Drill Peck to give more favorable Sleep Talk pulls against Xatu while also being a better attack to throw around if Fearow can't afford recoil damage. However, Fearow becomes much worse at revenge killing Primeape so it's only worth it if you have another Primeape answer, like Weezing. and gets walled by the rare gastly Hidden Power Ground lets Fearow more directly make progress against the rock types and especially Magnemite but it makes it much worse against Xatu and generally makes it far more vulnerable when sleeping. and reduces dvs. sub 3 attacks/toxic is fairly common amongst older players and deserves a mention

Checks and Counters
====

**Rock Types**: Graveler, Sudowoodo, and Pupitar all wall Fearow and makes it much more difficult for it to make progress. Graveler switches in and can spin away Fearow's spikes or threaten whatever Fearow switches to. Sudowoodo is much more physically bulky than Graveler but it can't spin away Fearow's spikes so it's slightly easier to make progress versus. Pupitar is far more frail than Graveler and can't spin away spikes so it struggles to keep Fearow in check long term. mention shuckle as the last rock

**Magnemite**: Magnemite resists Double-Edge and can scare Fearow away with Thunder. However, its poor hp means it's vulnerable to being pushed into 2HKO range from chip damage and spikes.

**Dewgong**: Dewgong only gets 3HKOed by Double-Edge, can severely damage Fearow with Ice Beam, and can stay alive with Rest and Sleep Talk. However, it's vulnerable to getting chipped down by Spikes and doesn't OHKO Fearow from full, meaning it's often forced to Rest after switching in.

**Weezing**: Although Weezing does not resist Double-Edge and doesn't run recovery, its bulk lets it only get 3HKOed by it and it can threaten Fearow out with Thunder afterwards.

[CREDITS]
- Written by: https://www.smogon.com/forums/members/gabraltar.573149/
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
nice, ill try to catch up on these
 

BeeOrSomething

Daylight Savings Time sucks
is a Forum Moderatoris a Community Contributor
View attachment 526858

[OVERVIEW]

Fearow is one of the deadliest pokemon in the tier, with its solid attack and scarcely resisted STAB Double-Edge, allowing it to deal massive damage to most things in the tier. Its amazing speed of 100 lets it revenge faint the likes of Xatu and Primeape while making itself harder to revenge faint. Its speed also lets it get off fast rests and stay healthy over the course of the game. Fearow is elevated to a whole new level of dangerous with Spikes up, allowing it to break bulky pokemon like Dewgong even easier. Fearow's ground immunity gives it an immunity to Spikes, lets it check Dugtrio in a pinch and punish Rest Talk Stantler for using Rest.

However, the rock types of the tier hinder Fearow's effectiveness, as it struggles to hurt them much. Graveler in particular is a big problem for it as it spins away the Spikes Fearow loves so much after receiving relatively free entry. Fearow heavily relies on its teammates to be able to wear down or lure the rock types. Fearow's ice and electric weaknesses also hinders its defensive utility, especially against Xatu, who is guaranteed good sleep talk rolls versus it. It also makes it unable to switch into Dewgong, Weezing, Chinchou, and Magnemite, which normal type rest talkers such as Wigglytuff and Stantler are often tasked with doing. Double-Edge recoil also adds up quickly, meaning that it often gets put into range of many dangerous attacks quite quickly. All of these factors mean that, despite its massive threat potential, it's slightly harder to fit onto a team than other Normal types.

[SET]
name: Wallbreaker
move 1: Double-Edge
move 2: Drill Peck
move 3: Rest
move 4: Sleep Talk
item: Leftovers

[SET COMMENTS]
Set Details
====

Double-Edge is Fearow's primary STAB, dealing massive damage to those that don't resist it. Despite the recoil adding up quickly, its extra power over Return is very important. For example, Double-Edge has around a 50% chance 2HKO Hidden Power Electric Octillery with Spikes up, while Return only has a 5.3% chance to do the same. Drill Peck lets it revenge kill Primeape, hit grass types very hard, and gives it an attack to use when its afraid of recoil. It also makes its rest talks one of the most consistent in the tier, as both attacking moves have nearly the same resists. Rest and Sleep Talk keeps it alive over the course of a game, mitigates Double-Edge recoil, and makes it less afraid of status. RestTalk is an essential part of what makes Fearow so dangerous, as Fearow actually has significant longevity since it can heal itself at any moment.

Team Options
====

Pineco is a very important teammate for Fearow as it sets up the spikes that elevates Fearow to a new level of danger. Toxic or Hidden Power Water Pineco is especially nice since it can lure in and cripple Graveler, making it unable to switch into Fearow over the course of a game. Pokemon that can lure in and wear down the rock types can also make it easier for Fearow to break through it. Weezing can land a Sludge Bomb poison on the rock types or even lure them in and deal massive damage with Hidden Power Water. Since the rock types rarely run Rest, Weezing's is apt at weakening them for Fearow. Its Explosion can also make it easier for Fearow to come in break, as it can do significant chip damage to Rock-types or eliminate a bulky Pokemon like Wigglytuff.. Wigglytuff can Curse up and widdle Graveler down with repeated Double-Edges, quickly forcing it to explode. With Sudowoodo, Wigglytuff can force it Sudowoodo in and repeatedly use Curse, getting into a curse war with Sudowoodo. Eventually it will force Sudowoodo to use Self-Destruct, due to it being worn down by repeated Double-Edges or Body Slams and not using recovery. Sudowoodo can not 3HKO a Wigglytuff with the same level of boosts with Rock Slide, which is why it has to explode Wigglytuff also switches into Dewgong nicely, a threat many Fearow teams struggle to switch into. Octillery is important to switch into Graveler and Sudowoodo and threaten them out with Surf, while appreciating Fearow's ability to take advantage of grass types. If the opponent chooses to explode on Octillery with their rock to break past it, they will leave their team wide open to Fearow. Spikes abusers such as Xatu, Dugtrio, and Stantler can make for a formidable offensive core with Fearow, either breaking holes for Fearow to clean up, or cleaning up after Fearow blows a hole in the opposing team.

Other Options
====

Return is an option over Drill Peck to give more favorable Sleep Talk pulls against Xatu while also being a better attack to throw around if Fearow can't afford recoil damage. However, Fearow becomes much worse at revenge killing Primeape so it's only worth it if you have another Primeape answer, like Weezing. Drill Peck hitting Primeape and Hitmonlee for super effective is a very important part of what makes Fearow unique, so while Return is otherwise better than Drill Peck, it means Fearow loses out on the ability to check these threats. Return also makes it get walled by the very rare Gastly. Hidden Power Ground lets Fearow more directly make progress against the rock types and especially Magnemite but it makes it much worse against Xatu, hp ground making Fearow worse against Xatu is already explained by dv drop and poorness while sleep talking reduces dvs, and generally makes it far more vulnerable when sleeping. A 3 attacks set with Substitute gives it maximum coverage while also scouting switch ins, however the lack of Rest Talk severely lowers its defensive utility and makes it far to vulnerable to being worn down by Double-Edge recoil.

Checks and Counters
====

**Rock Types**: Graveler, Sudowoodo, and Pupitar all wall Fearow and makes it much more difficult for it to make progress. First sentence is unnecessary Graveler switches in and can spin away Fearow's spikes or threaten whatever Fearow switches to. Graveler spinning makes it much more difficult for Fearow to wear it down over time Sudowoodo is much more physically bulky than Graveler but it can't spin away Fearow's spikes so it's slightly easier to make progress versus. Sudowoodo often runs Curse and Self-Destruct which can threaten to break holes in Fearow's team Pupitar is far more frail than Graveler and can't spin away spikes so it struggles to keep Fearow in check long term. Pupitar isn't that bad of an answer, it's only 5HKOed with Spikes up and can 2HKO Fearow back, also threatens to break Octillery The rare Shuckle struggle to deal immediate damage to Fearow but it completely walls it while pp stalling it with Defense Curl.

**Magnemite**: Magnemite resists Double-Edge and can scare Fearow away with Thunder. However, its poor hp means it's vulnerable to being pushed into 2HKO range from chip damage and spikes. Mag barely dodges a 3HKO from full health, so if it takes one Double-Edge+ Spikes and is forced to switch out without healing then it could be 2HKOed the next time it comes in with Spikes too. Your idea was fine, just want to make sure it's clarified.

**Dewgong**: Dewgong only gets 3HKOed by Double-Edge, can severely damage Fearow with Ice Beam, and can stay alive with Rest and Sleep Talk. However, it's vulnerable to getting chipped down by Spikes and doesn't OHKO Fearow from full high health, meaning it's often forced to Rest after switching in.

**Weezing**: Although Weezing does not resist Double-Edge and doesn't run recovery, its bulk lets it only get 3HKOed by it and it can threaten Fearow out with Thunder afterwards. Also Explosion

[CREDITS]
- Written by: https://www.smogon.com/forums/members/gabraltar.573149/
- Quality checked by: https://www.smogon.com/forums/members/mrsoup.375193/, [username2, userid2]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
qc 2/2 once finished, implement as you wish
 
amcheck add delete comment
(AH) = add hyphen
(AC) = add comma
(ASC) = add semicolon

(RC) = remove comma
(RS) = remove space

View attachment 526858

[OVERVIEW]

Fearow is one of the deadliest pokemon Pokemon in the tier, with its solid attack Attack and scarcely-resisted (AH) STAB Double-Edge, allowing it to deal massive damage to most things in the tier. Its amazing speed Speed of 100 lets it revenge faint kill ("Revenge kill" is the most common term, although "revenge KO" is also suitable.) the likes of Xatu and Primeape while making itself harder to revenge faint kill. Its speed Speed also lets it get off fast rests and use Rest before it can get KO'd, allowing it to stay healthy over the course of the game (This more directly explains why having a fast Rest is important.). Fearow is elevated to a whole new level of dangerous danger with Spikes up, allowing it to break bulky pokemon Pokemon like Dewgong even easier. Fearow's ground Ground immunity gives it an immunity to Spikes, lets it check Dugtrio in a pinch and punish Rest Talk Stantler for using Rest. (This sentence doesn't contain any reason why it's Spikes immunity is important, so it should be omitted.)

However, the rock types Rock-types of the tier hinder Fearow's effectiveness, as it struggles to hurt them much. Graveler in particular is a big problem for it Fearow (this prevents pronoun ambiguity) as it receives relatively free entry and spins away the Spikes Fearow loves so much after receiving relatively free entry (I flipped the order of Graveler's traits so that "Graveler enters easily" comes before "Graveler spins away Spikes." This is more likely what would happen in a real battle; Graveler enters on Fearow to spin away Spikes.). Fearow heavily relies on its teammates to be able to wear down or lure the rock types Rock-types. Fearow's ice weakness to Ice- and electric weaknesses Electric-type attacks also hinders its defensive utility, especially against Xatu, who (I'd put the moves Xatu uses right here.) is guaranteed good sleep talk Sleep Talk rolls versus it. It also makes it unable to switch into Dewgong, Weezing, Chinchou, and Magnemite, which normal type rest talkers other Normal-type RestTalkers such as Stantler and Wigglytuff are often tasked with doing. Double-Edge recoil also adds up quickly, meaning that it often gets put into range of many dangerous (is just unnecessary) attacks quite quickly. All of these factors mean that, despite its massive threat potential, it's slightly harder to fit onto a team than other Normal-types. (AH)

[SET]
name: Wallbreaker
move 1: Double-Edge
move 2: Drill Peck
move 3: Rest
move 4: Sleep Talk
item: Leftovers

[SET COMMENTS]
Set Details
====

Double-Edge is Fearow's primary STAB, dealing massive damage to those that don't resist it. Despite the recoil adding up quickly, its extra power over Return is very important. For example, Double-Edge has around a 50% chance to 2HKO Hidden Power Electric Octillery with Spikes up, while Return only has a 5.3% chance to do the same. Drill Peck lets it revenge kill Primeape, hit grass types Grass-types very hard, and gives it an attack to use when it is afraid of recoil. It Drill Peck (this relieves pronoun ambiguity) also 2HKOes Pineco, not giving it easy Spikes, (AC) unlike every other Normal-type, (AH, AC) which can only 3HKO at best. (This sentence, when it is fixed grammatically, sounds choppy. I would break up this sentence into two: one to explain DP 2HKOing Pineco, and the second explaining that the other normals 3HKO Pineco, giving Pineco room to Spike or spin.) It also makes its rest talks one of the most consistent in the tier, as both attacking moves have nearly the same resists. Rest and Sleep Talk keeps it alive over the course of a game, mitigates Double-Edge recoil, and makes it less afraid of status. Fearow's Sleep Talk rolls are one of the most consistent in the tier, as both attacking moves threaten the same Pokemon. (I moved the prior sentence to after the introduction of RestTalk, since you want to introduce RestTalk before explaining why Fearow's are consistent. Next, I said Sleep Talk instead of RestTalk as that implies Fearow is one of the most consistent RestTalkers in the tier. Finally, I said that both attacks threaten the same Pokemon since I didn't want to mention it getting walled. However, the wording I gave is half-baked and can be improved.) Fearow's speed Speed and spikes Spikes immunity means its Rest + Sleep Talk combination gives it significant longevity and is a large part of what makes it so terrifying lets it deal damage throughout the battle ("Makes it terrifying" is too vague; why is Fearow's longevity so terrifying?).

Team Options
====

Pineco is a very important teammate for Fearow as it sets up the spikes Spikes that elevates Fearow to a new level of danger wear down Fearow's checks (this removes repetition and more directly clarifies why Fearow needs Spikes.). Toxic or Hidden Power Water Pineco is especially nice since it can lure in and cripple Graveler, making it unable to switch into Fearow over the course of a game. Pokemon that can lure in and wear down the rock types Rock-types can also make it easier for Fearow to break through it. Weezing can land a Sludge Bomb poison Poison on the rock types Rock-types or even lure them in and deal massive damage with Hidden Power Water. Since the rock types Rock-types rarely run Rest, Weezing's is apt at weakening them for Fearow. Its Explosion can also make it easier for Fearow to break through, as it can do significant chip damage to Rock-types or eliminate a bulky Pokemon like Wigglytuff. (I wanted to incorporate the "break," but breaking implies breaking past or breaking through Pokemon. If you want to say that Explosion weakens Pokemon for Fearow to clean up, then you should use "clean up" instead of "break") Wigglytuff can Curse up and widdle whittle Graveler down with repeated Double-Edges, quickly forcing it Graveler to explode. (Pronoun ambiguity) Wigglytuff can force Sudowoodo in and repeatedly use Curse, getting into a curse Curse war with Sudowoodo. Eventually, (AC) it Wigglytuff will force Sudowoodo to use Self-Destruct, due to it Sudowoodo being worn down by repeated Double-Edges or Body Slams and not 3HKOing it Wigglytuff back. (Lots of pronoun ambiguity: you are using it to refer to both Sudowoodo and Wigglytuff, neither of whom are the subject of this analysis.) Wigglytuff also switches into Dewgong nicely, a threat many Fearow teams struggle to switch into. Octillery is important to switch into Graveler and Sudowoodo and threaten them out with Surf, while appreciating Fearow's ability to take advantage of grass types Grass-types. If the opponent chooses to explode on Octillery with their Rock-type rock to break past it, they will leave their team wide open to Fearow. Spikes abusers such as Xatu, Dugtrio, and Stantler can make for form a formidable offensive core with Fearow, either breaking holes for Fearow to clean up, or cleaning up after Fearow blows a hole in the opposing team.

Other Options
====

Return is an option over Drill Peck to give more favorable Sleep Talk pulls against neutral targets, (AC) while also being a better attack to throw around if Fearow can't afford recoil damage. However, Fearow becomes much worse at revenge killing Primeape and Hitmonlee, one of its most unique and valuable traits as a Normal type over other Normal-types (This establishes that Fearow is a Normal-type with a unique role over other Normals, as opposed to being a function that all Normals are expected to do.). Return also makes it worse against Pineco and makes it get walled by the very admittedly rare Gastly (Could go either way about adding "admittedly," but I don't think you need "very" if you say that Gastly is rare.). Hidden Power Ground lets Fearow more directly make progress against the rock types Rock-types and especially Magnemite, (AC) but it reduces dvs DVs (which DVs does it lower? If it lowers all of Fearow's stats, then just say that.), and generally makes it far more vulnerable when sleeping (How so?). A 3 attacks set with Substitute (put the other coverage move here) gives it maximum coverage while also scouting switch-ins; (AH, ASC), (RC) however, (AC) the lack of RestTalk (RS) severely lowers its defensive utility and makes it far too vulnerable to being worn down by Double-Edge recoil.

Checks and Counters
====

**Rock-types Types**: Graveler switches in and can spins (verb tense consistency) away Fearow's team's Spikes spikes, making it difficult for Fearow to wear it down long-term. (AH) Sudowoodo is much more physically bulky than Graveler and can break holes in Fearow's team with Curse and Self-Destruct, (AH) but it can't spin away Fearow's team's Spikes, (AC) spikes so it's slightly easier to make progress versus. Pupitar is far more frail than Graveler and can't spin away spikes Spikes, (AC) but it's still only 5HKOed and is more threatening offensively due to outrunning since it outruns Octillery. The rare Shuckle struggles to deal immediate damage to Fearow, (AC) but it completely walls it Fearow while pp PP stalling it Fearow with Defense Curl.

**Magnemite**: Magnemite resists Double-Edge and can scare Fearow away with Thunder. However, its poor hp HP means it's vulnerable to being pushed into 2HKO range after taking just one Double-Edge with spikes up after Spikes.

**Dewgong**: Dewgong only gets 3HKOed by Double-Edge, can severely damage Fearow with Ice Beam, and can stay alive with Rest and Sleep Talk. However, it's vulnerable to getting chipped down by Spikes and doesn't OHKO Fearow from high health, meaning it's often forced to Rest after switching in.

**Weezing**: Although Weezing does not resist Double-Edge and doesn't run recovery, its bulk lets it only get 3HKOed by it Fearow and it can threaten Fearow out with Thunder or Explosion afterwards.

[CREDITS]
- Written by: https://www.smogon.com/forums/members/gabraltar.573149/
- Quality checked by: https://www.smogon.com/forums/members/mrsoup.375193/, https://www.smogon.com/forums/members/beeorsomething.583728/
- Grammar checked by: [[username1, userid1], [username2, userid2]]
 
Last edited:

SolarBeam

not on fire (yet)
is a Contributor to Smogon
Just FYI, it's unfortunately still 1/2 with this check- Tbolt can stamp the previous check now that they're on the team, but it was initially an amcheck.

blue = add
red = remove
(orange) = comment


[OVERVIEW]

Fearow is one of the deadliest Pokemon in the tier, with its solid Attack and scarcely-resisted STAB Double-Edge (RC) allowing it to deal massive damage to most things in the tier foes. Its amazing Speed of 100 (dex info) lets it revenge kill the likes of Xatu and Primeape while making itself it harder to revenge kill. Its Speed also lets it use Rest before it gets KOed, allowing it to stay healthy over the course of the game. Fearow is elevated to a whole new level of danger with Spikes, allowing it to break bulky Pokemon like Dewgong even easier more easily. Fearow's Ground immunity gives it an immunity to Spikes, which gives it immense longevity (RC) while also allowing it to check Dugtrio in a pinch and punish Rest Talk RestTalk Stantler for using Rest.

However, the Rock-types of the tier hinder Fearow's effectiveness, as it struggles to hurt them much. Graveler in particular is a big problem for Fearow, (AC) as it recieves receives relatively free entry and spins away the Spikes Fearow loves so much. Fearow heavily relies on its teammates to be able to wear down or lure the Rock-types. Fearow's weakness Its weaknesses to Ice and Electric-type attacks also hinders hinder its defensive utility, especially against Xatu, who which uses either Hidden Power Ice or Electric and is guaranteed good Sleep Talk rolls versus it. It This also makes it unable to switch into Dewgong, Weezing, Chinchou, and Magnemite, which other Normal-type RestTalkers RestTalk users such as Stantler and Wigglytuff are often tasked with doing. Double-Edge recoil also adds up quickly, meaning that it Fearow often gets put into the KO range of many attacks quite quickly. All of these factors mean that, despite its massive threat potential, it's Fearow is slightly harder to fit onto a team than other Normal-types.

[SET]
name: Wallbreaker
move 1: Double-Edge
move 2: Drill Peck
move 3: Rest
move 4: Sleep Talk
item: Leftovers

[SET COMMENTS]
Set Details
====

Double-Edge is Fearow's primary STAB move, dealing massive damage to those foes that don't resist it. Despite the recoil, its extra power over Return is very important. For example, Double-Edge has around a 50% chance to 2HKO Hidden Power Electric Octillery with Spikes up, while Return only has a 5.3% chance to do the same. Drill Peck lets it Fearow revenge kill Primeape, hit Grass-types very hard, and gives it an attack to use when it's (AA) (parallelism with the rest of the list- referring to Fearow doing things) afraid of recoil. Drill Peck also 2HKOes Pineco, not giving it easy Spikes. This is a unique trait for a Normal-type, as every other Normal-type can only 3HKO Pineco at best. Fearow's Sleep Talk rolls are one of the most consistent in the tier, as both attacking moves threaten the same Pokemon. Rest and Sleep Talk RestTalk keeps it Fearow alive over the course of a game, mitigates Double-Edge recoil, and makes it less afraid of status. Fearow's Speed and Spikes immunity means its Rest + Sleep Talk combination mean RestTalk gives it significant longevity and lets it deal damage over the course of a battle.

Team Options
====

Pineco is a very important teammate for Fearow, (AC) as it sets up the Spikes that wears wear down Fearow's checks. Toxic, Giga Drain, or Hidden Power Water on Pineco lets it lure in and cripple Graveler and Pupitar, making it them unable to switch into Fearow over the course of a game. Pokemon that can lure in and wear down Rock-types can also make it easier for Fearow to break through it them. Weezing can land a Sludge Bomb Poison on the poison Rock-types with Sludge Bomb or even lure them in and deal massive damage with Hidden Power Water. Since the Rock-types rarely run Rest, Weezing's apt good (apt isn't the right word here) at weakening them for Fearow. Its Explosion can also make it easier for Fearow to break through Rock-types or bulky Pokemon like Wigglytuff. Wigglytuff can Curse set up with Curse and whittle Graveler down with repeated Double-Edges, quickly forcing Graveler to explode use Explosion. Wigglytuff It can also force Sudowoodo in and repeatedly use Curse, getting into a Curse war with Sudowoodo it. Eventually, (AC) Wigglytuff will force forces Sudowoodo to use Self-Destruct (RC) due to Sudowoodo being worn down by repeated Double-Edges or Body Slams and not 3HKOing Wigglytuff back. Wigglytuff It also switches into Dewgong nicely, a threat many Fearow teams struggle to switch into. Octillery is important to switch into Graveler and Sudowoodo and threaten them out with Surf, while appreciating it appreciates Fearow's ability to take advantage of Grass-types. If the opponent chooses to explode use Explosion on Octillery with their Rock-type, they will leave their team wide open to Fearow. Spikes abusers exploiters (abuse is banned wording) such as Xatu, Dugtrio, and Stantler can form a formidable offensive core with Fearow, either breaking holes for Fearow it to clean up (RC) or cleaning up after Fearow it blows a hole in the opposing team.

Other Options
====

Return is an option over Drill Peck to give Fearow more favorable Sleep Talk pulls against neutral targets while also being a better attack to throw around if Fearow it can't afford recoil damage. However, Fearow becomes much worse at revenge killing Primeape and Hitmonlee, one of its most unique and valuable traits over other Normal-types. Return also makes it worse against Pineco and makes it get walled by the admittingly admittedly rare Gastly. Hidden Power Ground lets Fearow more directly make progress against the Rock-types and especially Magnemite, but it lowers its hp HP and attack Attack DVs (RC) and generally makes it far more vulnerable when sleeping, due to Hidden Power Ground being a terrible Sleep Talk roll. A 3 attacks set with Substitute and Hidden Power Ground gives it maximum coverage while also scouting switch-ins (AH); however, the lack of Rest Talk RestTalk severely lowers its defensive utility and makes it far too vulnerable to being worn down by Double-Edge recoil.

Checks and Counters
====

**Rock Types Rock-types**: Graveler switches in and spins away Fearow's team's Spikes, making it difficult for Fearow to wear it down long-term (AH). Sudowoodo is more physically bulky than Graveler and can break holes in Fearow's team with Curse and Self-Destruct, but it can't spin away Fearow's team's Spikes, (AC) so it's slightly easier to make progress versus against. Pupitar is more frail than Graveler and can't spin away Spikes, but it's still only 5HKOed and is more threatening offensively, (AC) since it outruns Octillery. The rare Shuckle struggle struggles (mons can be plural, but want to keep consistent with rest of sentence) to deal immediate damage to Fearow, but it completely walls Fearow while PP stalling it with Defense Curl.

**Magnemite**: Magnemite resists Double-Edge and can scare Fearow away with Thunder. However, its poor HP means it's vulnerable to being pushed into 2HKO range after taking just one Double-Edge after Spikes.

**Dewgong**: Dewgong only gets 3HKOed by Double-Edge, can severely damage Fearow with Ice Beam, and can stay alive with Rest and Sleep Talk RestTalk. However, it's vulnerable to getting chipped down by Spikes and doesn't OHKO Fearow from high health, meaning it's often forced to use Rest after switching in.

**Weezing**: Although Weezing does not resist Double-Edge and doesn't run recovery, its bulk lets it only get 3HKOed by Fearow, (AC) and it can threaten Fearow out with Thunder or Explosion afterwards.

[CREDITS]
- Written by: https://www.smogon.com/forums/members/gabraltar.573149/
- Quality checked by: https://www.smogon.com/forums/members/mrsoup.375193/, https://www.smogon.com/forums/members/beeorsomething.583728/
- Grammar checked by: [[https://www.smogon.com/forums/members/solarbeam.470115/], [username2, userid2]]
 

SolarBeam

not on fire (yet)
is a Contributor to Smogon
2/2, GP Team done. Again, just went over for missed stuff/misimplementations.
[OVERVIEW]

Fearow is one of the deadliest Pokemon in the tier, with its solid Attack and scarcely-resisted STAB Double-Edge allowing it to deal massive damage to most foes. Its amazing Speed lets it revenge kill the likes of Xatu and Primeape while making it harder to revenge kill. Its Speed also lets it use Rest before it gets KOed, allowing it to stay healthy over the course of the game. Fearow is elevated to a whole new level of danger with Spikes, allowing it to break bulky Pokemon like Dewgong even more easily. Fearow's Ground immunity also gives it an immunity to opposing Spikes, which gives it immense longevity while also allowing it to check Dugtrio in a pinch and punish RestTalk Stantler for using Rest.

However, Rock-types hinder Fearow's effectiveness, as it struggles to hurt them much. Graveler in particular is a big problem for Fearow, as it receives relatively free entry and spins away the Spikes Fearow loves so much. (slash > period) Fearow relies heavily on its teammates to be able to wear down or lure Rock-types. Its weaknesses to Ice and Electric also hinders hinder its defensive utility, especially against Xatu, which uses either Hidden Power Electric or Ice, and Octillery, which uses either Hidden Power Electric or Ice Beam, and are guaranteed guaranteeing both of them good Sleep Talk rolls versus it. This also makes it unable to switch into Dewgong, Weezing, Chinchou, and Magnemite, which other Normal-type RestTalk users such as Stantler and Wigglytuff are often tasked with doing. Double-Edge recoil also adds up quickly, meaning that Fearow often gets put into KO range of many attacks quite quickly. All of these factors mean that, despite its massive threat potential, Fearow is slightly harder to fit onto a team than other Normal-types.

[SET]
name: Wallbreaker
move 1: Double-Edge
move 2: Drill Peck
move 3: Rest
move 4: Sleep Talk
item: Leftovers

[SET COMMENTS]
Set Details
====

Double-Edge is Fearow's primary STAB move, dealing massive damage to foes that don't resist it. Despite the recoil, its extra power over Return is very important. For example, Double-Edge has around a 50% chance to 2HKO Hidden Power Electric Octillery with Spikes up, while Return only has a 5.3% chance to do the same. Drill Peck lets Fearow revenge kill Primeape, hit Grass-types very hard, and attack when it's afraid of recoil. Drill Peck also 2HKOes Pineco, not giving it easy Spikes. This is a unique trait for a Normal-type, as every other Normal-type can only 3HKO Pineco at best. Fearow's Sleep Talk rolls are one of the most consistent in the tier, as both attacking moves threaten the same Pokemon. (remove double space) RestTalk keeps Fearow alive over the course of a game, mitigates Double-Edge recoil, and makes it less afraid of status. Fearow's Speed and Spikes immunity means RestTalk gives it significant longevity and lets it deal damage over the course of a battle.

Team Options
====

Pineco is a very important teammate for Fearow, as it sets up the Spikes that wear down Fearow's checks. Toxic, Giga Drain, or Hidden Power Water on Pineco lets it lure in and cripple Graveler and Pupitar, making them unable to switch into Fearow over the course of a game. Pokemon that can lure in and wear down Rock-types can also make it easier for Fearow to break through them. Since Rock-types rarely run Rest, Weezing is good at weakening them for Fearow. Weezing It can poison the Rock-types with Sludge Bomb or even lure them in and deal massive damage with Hidden Power Water. Since Rock-types rarely run Rest, Weezing is good at weakening them for Fearow. Its Explosion can also make it easier for Fearow to break through Rock-types or bulky Pokemon like Wigglytuff. Wigglytuff can set up with Curse and whittle Graveler down with repeated attacks, potentially even paralyzing it if using Body Slam, quickly forcing Graveler to use Explosion. Wigglytuff can force Sudowoodo in and repeatedly use Curse, getting into a Curse war with Sudowoodo. Eventually, Wigglytuff forces Sudowoodo to use Self-Destruct, due to Sudowoodo being worn down by repeated attacks and not 3HKOing Wigglytuff back. It also switches into Dewgong nicely, a threat many Fearow teams struggle to switch into. Octillery is important to switch into Graveler and Sudowoodo and threaten them out with Surf, while it appreciates Fearow's ability to take advantage of Grass-types. If the opponent chooses to use Explosion on Octillery with their Rock-type, they will leave their team wide open to Fearow. Pokemon that take advantage of Spikes such as Xatu, Dugtrio, and Stantler can form a formidable offensive core with Fearow, either breaking holes for it to clean up or cleaning up after it blows a hole in the opposing team.

Other Options
====

Return is an option over Drill Peck to give Fearow more favorable Sleep Talk pulls against neutral targets while also being a better attack to throw around if it can't afford recoil damage. However, Fearow becomes much worse at revenge killing Primeape and Hitmonlee, one of its most unique and valuable traits over other Normal-types. Return also makes it worse against Pineco and leaves it get walled by the admittedly rare Gastly. Hidden Power Ground lets Fearow more directly make progress against the Rock-types and especially Magnemite, but it lowers its HP and Attack DVs and generally makes it far more vulnerable when sleeping, due to Hidden Power Ground being a terrible Sleep Talk roll. A 3 attacks set with Substitute and Hidden Power Ground gives it Fearow maximum coverage while also scouting switch-ins; however, the lack of RestTalk severely lowers its defensive utility and makes it far too vulnerable to being worn down by Double-Edge recoil.

Checks and Counters
====

**Rock-types**: Graveler switches in and spins away Fearow's team's Spikes, making it difficult for Fearow to wear it down long-term. Sudowoodo is more physically bulky than Graveler and can break holes in Fearow's team with Curse and Self-Destruct, but it can't spin away Fearow's team's Spikes, so it's slightly easier to chip down. Pupitar is frailer than Graveler and can't spin away Spikes, but it's still only 5HKOed and is more threatening offensively, since it outruns Octillery. The rare Shuckle struggles to deal immediate damage to Fearow, but it completely walls Fearow while PP stalling it with Defense Curl.

**Magnemite**: Magnemite resists Double-Edge and can scare Fearow away with Thunder. However, its poor HP means it's vulnerable to being pushed into 2HKO range after taking just one Double-Edge after Spikes.

**Dewgong**: Dewgong only gets 3HKOed by Double-Edge, can severely damage Fearow with Ice Beam, and can stay alive with RestTalk. However, it's vulnerable to getting chipped down by Spikes and doesn't OHKO Fearow from high health, meaning it's often forced to use Rest after switching in.

**Weezing**: Although Weezing does not resist Double-Edge, its bulk lets it only get 4HKOed by Fearow without Spikes, and it can threaten Fearow out with Thunder or Explosion afterwards. RestTalk, although rare on Weezing, also makes it much studier against Fearow if used. However, Weezing is 3HKOed with Spikes on the field, still takes a lot of damage without Spikes, and is slower than Fearow.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/gabraltar.573149/
Quality checked by:
https://www.smogon.com/forums/members/mrsoup.375193/
https://www.smogon.com/forums/members/beeorsomething.583728/
Grammar checked by:
https://www.smogon.com/forums/members/tbolt.555379/
https://www.smogon.com/forums/members/solarbeam.470115/
 

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