Gen 1 Fearow (RBY UU Partial Rewrite) [QC 1/1] [GP 1/1]

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phoopes

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This is a Partial Rewrite of an on-site analysis. Since the mini was published, Fearow has seen some use on Normal spam teams, especially alongside Dodrio, making the original analysis calling it "entirely outclassed" outdated. In addition, there was a desire for it to receive an upgrade to a full analysis since it is now ranked on the VR, which this should rectify.

[Overview]
Fearow has a small niche as a partner for Dodrio on some hyper offense builds, especially builds stacking Normal-type attackers. Like Dodrio, it wields a solid offensive typing alongside good Attack and Speed. Using both can overwhelm walls; each has an impressive 19.53% critical hit rate, and a critical hit can do more than 50% to walls like Vaporeon. They also revenge kill well and threaten fast foes, both Speed tying threats like Raichu, Charizard, and tier-king Tentacruel. Both can set up with Agility, which also bolsters their team against partial trappers and paralysis. Pokemon weak to Flying like Venusaur hate facing two Drill Peck users. Dodrio can wallbreak early- and mid-game with its greater power and spammable Body Slam, and Fearow can clean later on.

Unfortunately, Fearow is largely outclassed by Dodrio. Fearow is slightly bulkier and is the only one with access to Mirror Move. However, Dodrio has a decisive edge thanks to a higher Attack stat and access to Body Slam, which allows it to spread paralysis and not cut into its HP with Double-Edge recoil. Fearow's advantages are fairly marginal, making it very hard to justify on its own.

[SET]
Name: Physical Sweeper
move 1: Double-Edge
move 2: Hyper Beam
move 3: Drill Peck
move 4: Agility / Mirror Move

[SET COMMENTS]
Set Description
=========

Fearow's powerful Double-Edge hits many neutral targets quite hard, threatening frailer Pokemon such as Kadabra and Dugtrio with an OHKO from a critical hit. However, its recoil damage lowers Fearow's survivability. Drill Peck is a STAB option that doesn't hurt Fearow, and it threatens Grass-type sleep spreaders Venusaur and Tangela with guaranteed and potential 2HKOs, respectively. Drill Peck also hits Haunter for a nice chunk of damage, as well as nailing less common threats like Venomoth, Pinsir, and Poliwrath. Hyper Beam packs a punch and is useful for more damage in late-game cleanups and revenge killing scenarios. It does over 50% to Tentacruel and Hypno, and it's even a guaranteed OHKO on Kadabra. For Fearow's last move, Agility is preferred to boost its Speed and not have to worry about paralysis so much. It can set up effectively against Venusaur, especially if Sleep Clause is already active. A sleeping Pokemon is also a viable target to bring in Fearow and set up freely. Fearow can even set up Agility versus an opposing Dugtrio by switching into an Earthquake, as Rock Slide only 3HKOs it. Fearow can also switch in on Body Slam from a weakened Normal-type, as it is immune to Body Slam paralysis. However, these opportunities are generally riskier due to Fearow taking a hit plus some recoil damage from Double Edge. Mirror Move is a potentially very interesting alternative, as Fearow can use its immunity to Ground to switch in freely on Golem's Earthquake, use Mirror Move, and threaten it back with super effective damage. It could even attempt to nab Hypnosis or Sleep Powder if either misses.

The best way to use Fearow is alongside Dodrio as a late-game cleaner. Dodrio should be used as a wall-breaker early- and mid-game, with Fearow coming in to pick off weakened foes later on. Among Dodrio partners, Fearow can justify itself over other Normal-type attackers with better initial Speed and Agility over Kangaskhan, as well as a stronger Normal-type move in STAB Hyper Beam over Persian's Slash. One viable build is Tentacruel, Hypno, Dodrio, Fearow, and two non-Normal-types in a hyper offense structure. Dugtrio most notably works well here as a third strong physical attacker, though Raichu can also be used to form a nice offensive core, matching up well against the Rock-types of the tier, which wall both Dodrio and Fearow. Sleepers like Venusaur and Haunter can also be used to help Fearow or Dodrio set up Agility and take some pressure off of Hypno as your team's dedicated sleeper. In addition to Raichu, Haunter and Electabuzz can bait Earthquake for Fearow's safe entry.

The structure of Tentacruel, Hypno, Dodrio, and Fearow can even use a third Normal-type like the aforementioned Persian or Kangaskhan for a "Normal spam" build. Such a build gives little in the way of flexibility for a sixth team member, but there are a few options. Due to this team composition hating paralysis, you could go with a Ground-type to counteract Thunder Wave: Golem for a sturdy physical wall or Dugtrio for a hyper offense build. Another option is to combat bulky Water-types that wall your team, especially Omastar, with Venusaur. The threat of super effective Razor Leaf or a Sleep Powder can force those Water-types out, leading to an opening. Finally, a bulky Water-type of your own, like Dewgong, Omastar, or Vaporeon won't really mind paralysis and will effectively handle Agility Articuno, which is another threat to your team.

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

Fearow can also run Toxic in its fourth moveslot to support Wrap Tentacruel and Dragonite while also preventing opposing Dragonite from sweeping with Wrap. However, Agility's Speed boost or Mirror Move's surprise factor is generally more helpful. Sky Attack is Fearow's strongest STAB move, but due to its charge turn it's pretty easy to counter. Finally, Substitute can protect Fearow from some damage, but its value is usually fairly low.

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

**Rock-type Pokemon**: Fearow can't hit Rock-types for even neutral damage, outside of moves gained from Mirror Move. To make things worse, Golem's Rock Slide and Omastar's Blizzard 2HKO it, and Aerodactyl's Fire Blast can burn it, making these Rock-types huge obstacles to Fearow's role as a late-game cleaner.

**Articuno**: Articuno's bulk allows it to set up Agility on Fearow rather easily before dispatching it with a Blizzard. After setting up Agility, Articuno can then run rampant.

**Bulky Water-type Pokemon**: Bulky Water-types tend to beat Fearow one-on-one but do take heavy damage in the process. Dewgong will OHKO Fearow with Blizzard, and Vaporeon will do massive damage with its own Blizzard, potentially KOing after some chip damage, which is likely due to Double-Edge being Fearow's main STAB move. Gyarados also faress well, 2HKOing with its own Blizzard or Thunderbolt. However, Gyarados does have to be wary of Mirror Move Thunderbolt, as Fearow does more than 50% damage with it.

**Electric-type Pokemon**: Electabuzz, Raichu, and Electrode can paralyze Fearow with Thunder Wave, hampering its effectiveness, or just 2HKO with Thunderbolt. Electabuzz and Electrode can switch in on Drill Peck and outspeed to accomplish either. Raichu can also switch into Drill Peck, but it only Speed ties Fearow.

**Dragonite**: Similar to Articuno, Dragonite can tank Fearow's hits well from full health and then set up Agility. From there, Dragonite can simply Wrap until Fearow is in Blizzard range to KO it. Alternatively, Dragonite carrying Thunder Wave can cripple Fearow.

- Written by: [[Ctown6, 509438]]
- Quality checked by: [[May, 236353], [Amaranth, 265630], [phoopes, 96315]]
- Grammar checked by: [[Finland, 517429]]

---

tagging Volk since I know he wanted to look at this
 
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Oh good, this a full analysis now, neat.

Its base 100 Speed is quite good in the tier, letting it Speed tie the ever-present Tentacruel and some less common threats such as Raichu and Charizard.
I know you are saving Dodrio for the "twist" in the second paragraph, but it seems really weird to just not acknowledge it here.

This Speed translates to an impressive 19.53% critical hit rate, helping its powerful STAB options in Hyper Beam and Drill Peck.
Might be worth mentioning some specific targets or putting some clacs in the introduction. As of now, it's just kind of vague.

In addition, Fearow can boost its Speed with Agility, letting it shrug off paralysis and becoming harder to pin down with partial trapping moves like Wrap.
"...letting it shrug off paralysis and become harder to pin down..."
Also, I'm not a huge fan of the phrase "shrug off paralysis." I find it a bit misleading and try to correct it when I see it. I'd say "shrug off the Speed drop from paralysis" to make it clear that Agility doesn't just cure paralysis.

It has slightly more bulk, but they share essentially the same defensive utility, being immune to Earthquake and Body Slam paralysis as well. They share the same typing, Speed, and critical hit rate. The biggest difference is Dodrio has a higher Attack stat and packs Body Slam, allowing it to spread paralysis and not cut into its HP with recoil damage from Double-Edge.
This is a tad repetitive and the pronouns actually make it kind of difficult to follow (like it is not at all obvious that the initial "It" refers to Fearow). I don't usually like just flat rewriting sections, but maybe try something like (feel free to mess around with this):
"Fearow and Dodrio have the same typing, Speed, and critical hit rate. While Fearow has slightly more bulk, Dodrio has a decisive edge thanks to a higher Attack stat and access to Body Slam, which allows it to spread paralysis and not cut into its HP with recoil damage from Double-Edge."

However, in some Normal spam builds, Fearow can be used alongside Dodrio and see success.
I'd probably just say "hyper offense builds" over "Normal spam builds." The reason being that you can use the combination of Dodrio and Fearow without Pokemon like Persian and Kangaskhan (at least I think that works), so it isn't necessarily restricted to only Normal spam. That said, it may be worth noting that Normal spam hyper offense is the most common variant it appears on (HO has a lot of flavors).

[SET]
Name: Late-game Cleaner
move 1: Double-Edge
move 2: Hyper Beam
move 3: Drill Peck
move 4: Mirror Move / Agility
Personally, I think Agility should be listed first. Also, I feel like "Sweeper" is a fine name. For reference, Dodrio is currently listed as "Physical Sweeper" in its analysis.

Drill Peck is an especially useful secondary STAB option, being able threaten Grass-type sleep spreaders Venusaur and Tangela with guaranteed and potential 2HKOs respectively.
It also nails Haunter for solid damage, which is a big advantage Dodrio and Fearow have over Persian. Niche Pokemon like Poliwrath, Pinsir, and Venomoth are also hit very hard. Lastly, Venusaur without Sleep is very incapable of handling Fearow (even immune to Body Slam paralysis) and thus one of its best ways to get in.

Hyper Beam packs a punch and is useful for more damage in late-game cleanups and revenge killing scenarios thanks to Fearow's Speed and Attack. It's even a guaranteed OHKO on Kadabra.
Picking off both Hypno and Tentacruel from 50% health or less is also a very notable calculation.

It could even attempt to nab a Hypnosis from Hypno if it misses or switches out after putting a member of your team to sleep.
It can feasibly do this to any sleep move user; no need to restrict it to just Hypno.

Fearow can alternatively run Agility to boost its Speed while ignoring the drop from paralysis, but Dodrio performs this role better.
This is true, but it doesn't really matter if your goal is to double up on physical sweepers anyway.

In this team composition, Dodrio should be used as a wall-breaker in the early to mid-game, with Fearow coming in to pick off weakened foes later on. However, other Normal-types like Persian, Kangaskhan, and even Raticate are generally seen as better in the wallbreaking and/or cleaning roles, so Fearow should really be the third option on a Normal spam team, revealed late to surprise the opponent with its Speed.
I wouldn't say this exactly. One of the nice things about Fearow is that you can lean into Dodrio as a mid-game wallbreaker. Dodrio is the single strongest physical attacker in the tier (only self-KO moves beat its Hyper Beam), so getting to use it in the middle game is certainly nice. Of course, Kangaskhan and Persian are harder to wall, so they are typically more popular in this role regardless, but Dodrio is still viable here especially if you get a good matchup and/or are willing to wait until the end of the mid-game after some scouting/KOing. Once Dodrio breaks a few holes, it opens the door for Fearow, perhaps even immediately after it faints. Versus other sweepers, Fearow benefits from Agility, a good natural Speed (over Kangaskhan), and a rather strong Hyper Beam (over Persian). This description isn't exactly wrong, but it kind of pigeon-holes Fearow a bit more than I think is necessary. Fearow is undoubtedly niche, but its viability extends a little beyond like three teams.

With most of your team already built, consisting of the usual suspects Tentacruel and Hypno alongside your three Normal-types, this gives little in the way of flexibility for a sixth team member. Due to this team composition hating paralysis, you could go with a Ground-type to counteract this: Golem for a sturdy physical wall or Dugtrio for a hyper offensive build. Another option is to combat bulky Water-types that wall your team, especially Omastar, with Venusaur. The threat of super-effective Razor Leaf or a Sleep Powder can force those Water-types out, leading to an opening. Finally, a bulky Water-type of your own, like Dewgong, Omastar, or Vaporeon, could be more effective as they don't really mind paralysis and are effective against Agility Articuno, which is another threat to your team.
As I said prior, an HO team with Dodrio, Fearow, and two other non-Normal Pokemon should be on the table. On paper, filling the last two slots with like Omastar and Dugtrio sounds nice, though perhaps a little Kadabra weak. Aerodactyl also is a big trouble for Normal Spam, so stuff like Omastar and Golem can really help out there. Water-type Pokemon and Raichu also match up well against Rocks (somewhat unrelated, but I really like Raichu + Dodrio as an offensive core). Also note that sleepers are good partners for the extra set-up opportunity. Also, this is a total meme, but if you reveal Fearow, your opponent will anticipate a Dodrio, so you could potentially use that to your advantage and run literally anything else.

[SET COMMENTS]
Set Description
I don't know how well the Dodrio analysis covers it, but it may worth briefly noting what exactly Fearow can set up on. Stuff like sleeping Pokemon, Dugtrio, Venusaur, and even weakened Normal-type Pokemon are a few viable candidates.

Other Options
Substitute isn't too bad.

Dewgong will OHKO Fearow with Blizzard, and Vaporeon will do massive damage with its own Blizzard, potentially KOing after some chip damage on Fearow, which is likely due to Double Edge being its main STAB.
Drill Peck is arguably its "main STAB." Also, I'd go with "STAB move." The term "STAB" is usually treated as an adjective.

**Electabuzz and Raichu**: These Pokemon can paralyze Fearow with Thunder Wave, hampering its effectiveness, or 2HKO with Thunderbolt, removing Fearow entirely. They can switch in on Drill Peck and outspeed or speed tie, respectively, to accomplish this.
May as well chuck in Gyarados and Electrode and call it Thunderbolt Users (though the former technically has to watch out for Mirror Move: Fearow Thunderbolt vs. Gyarados: 207-244 (52.6 - 62%) -- guaranteed 2HKO). Gyarados could also be lumped in with Vaporeon and Dewgong to make "Bulky Water-type Pokemon."

**Dragonite**: Similar to Articuno, Dragonite is able to tank Fearow's hits well from full health and then set up Agility. From there, Dragonite can simply Wrap until Fearow is in Blizzard range to KO it.
Thunder Wave is also a big asset for Dragonite in this matchup.

Alright, let me know when this is all implemented and I'll probably give the QC. Cheers!
 
Closing this out:

Fearow's main STAB move in Double-Edge hits many neutral targets quite hard, threatening frailer Pokemon such as Kadabra and Dugtrio with an OHKO from a critical hit.
Nitpick, but Drill Peck could easily be considered the "main STAB move." Both are pretty common and Fearow kind of defaults to whichever fits the current situation better (what Pokemon are left, how much health they have, etc.).

Drill Peck is an especially useful secondary STAB option, being able threaten Grass-type sleep spreaders Venusaur and Tangela with guaranteed and potential 2HKOs respectively.
See above.

Fearow can even set up Agility versus an opposing Dugtrio or weakened Normal-type, though this is generally riskier due to taking a hit plus some self-inflicted damage from Double Edge.
Mention Body Slam paralysis immunity here. Also, Fearow can just hard switch into Dugtrio (and technically Kangaskhan) if it can predict an Earthquake. You can expand on this more in the pseudo-Team Options part, as I describe below.

Mirror Move is a potentially very interesting alternative option, as Fearow can use its immunity to Ground to switch in freely and grab an Earthquake from Golem to threaten it back with super effective damage. It could even attempt to nab a Hypnosis or Sleep Powder from an opposing sleeper if it misses or switches out after putting a member of your team to sleep.
I'm not positive if that's how Mirror Move works in the latter scenario. Consult a mechanics expert.

Team Options
Anything that can bait Earthquake, like Electabuzz and Haunter, are also fun partners. This is another advantage of the Raichu partnership.

In such a build, consisting of the usual suspects Tentacruel and Hypno alongside your three Normal-types, this gives little in the way of flexibility for a sixth team member.
This sentence is confusing. Consider rewording.

**Rock-types**:
This might just be a me thing, but I vastly prefer "Rock-type Pokemon."

**Electric-types**:
See above.

I might look at this one more time later, but I honestly think it has just about everything. That'll be a QC 1/1 from me. Cheers!
 
Can we rework the overview? I don't believe the "good points paragraph and bad points paragraph" format is justified for a niche, largely outclassed Pokemon with a straightforward place in the meta. You can just use the second paragraph tweaked a bit, honestly. Make Fearow's niche clear from the start.

EDIT: Also, Double-Edge and Drill Peck are overexplained, they're simply its best consistent STAB moves.
 
Can we rework the overview? I don't believe the "good points paragraph and bad points paragraph" format is justified for a niche, largely outclassed Pokemon with a straightforward place in the meta. You can just use the second paragraph tweaked a bit, honestly. Make Fearow's niche clear from the start.
I feel like a lot of the positives from the Overview could be worked into the Set Details if not removed, yeah. Then introduce it with something like "Fearow has a small niche as a partner for Dodrio...". This seem like the best way to go about it?
 
i compiled some inferences into a reworked overview; please review it for accuracy and change any incorrect/misleading/missing parts, etc. also make any subjective wording/sentence/etc. changes and other tinkering you prefer.

Fearow has a small niche as a partner for Dodrio on some hyper offense builds, especially builds stacking Normal-type attackers. Like Dodrio, it wields a solid offensive typing alongside good Attack and Speed. Using both can overwhelm walls; each has an impressive 19.53% critical hit rate, and a critical hit can do more than 50% to walls like Vaporeon. They also revenge kill well and threaten fast foes, both Speed tying threats like Raichu, Charizard, and tier-king Tentacruel. Both can set up with Agility, which also bolsters their team against partial trappers and paralysis. Pokemon weak to Flying like Venusaur hate facing two Drill Peck users. Dodrio can wallbreak early- and mid-game with its greater power and spammable Body Slam, and Fearow can clean later on.

Unfortunately, Fearow is largely outclassed by Dodrio. Fearow is slightly bulkier and is the only one with access to Mirror Move. However, Dodrio has a decisive edge thanks to a higher Attack stat and access to Body Slam, which allows it to spread paralysis and not cut into its HP with Double-Edge recoil. Fearow's advantages are fairly marginal, making it very hard to justify on its own.

[SET]
Name: Physical Sweeper
move 1: Double-Edge
move 2: Hyper Beam
move 3: Drill Peck
move 4: Agility / Mirror Move

[SET COMMENTS]
Set Description
=========

Fearow has a powerful STAB move in Fearow's powerful Double-Edge hits many neutral targets quite hard, threatening frailer Pokemon such as Kadabra and Dugtrio with an OHKO from a critical hit. However, due to recoil damage, this comes at the cost of its recoil damage lowers Fearow's survivability. Drill Peck is an especially useful STAB option as well, being able threaten a STAB option that doesn't hurt Fearow, and it threatens (I imagine?) Grass-type sleep spreaders Venusaur and Tangela with guaranteed and potential 2HKOs, (AC) respectively. Drill Peck also hits Haunter for a nice chunk of damage, as well as nailing less common threats like Venomoth, Pinsir, and Poliwrath for super effective damage, making it very valuable against those more niche matchups. Hyper Beam packs a punch and is useful for more damage in late-game cleanups and revenge killing scenarios thanks to Fearow's Speed and Attack. It does over half damage 50% to Tentacruel and Hypno, and it's even a guaranteed OHKO on Kadabra. For Fearow's last move, Agility is the preferred choice preferred to boost its Speed and not have to worry about paralysis so much. It can do this set up effectively against Venusaur, (AC) especially well if Sleep Clause is already active. An opponent's A sleeping Pokemon is also a viable target to bring in Fearow and set up an Agility freely. Fearow can even set up Agility versus an opposing Dugtrio by switching into an Earthquake, as it is only 3HKO'd by Rock Slide. Rock Slide only 3HKOes it. Fearow can also switch in on Body Slam from a weakened Normal-type, as it is immune to the paralysis in this manner. Body Slam paralysis. However, these options opportunities are generally riskier due to Fearow taking a hit, plus some self-inflicted damage recoil from Double Edge. Mirror Move is a potentially very interesting alternative option, as Fearow can use its immunity to Ground to switch in freely and grab an Earthquake from Golem to on Golem's Earthquake, use Mirror Move, and threaten it back with super effective damage. It could even attempt to nab a Hypnosis or Sleep Powder from an opposing sleeper if it misses. Hypnosis or Sleep Powder if either misses.

The best way to use Fearow is alongside Dodrio as a late-game cleaner. In this team composition, Dodrio should be used as a wall-breaker in the early to mid-game, wallbreaker early- and mid-game, with Fearow coming in to pick off weakened foes later on. Fearow's advantage over other Normal-type attackers include Among Dodrio partners, Fearow can justify itself over other Normal-type attackers with better initial Speed and Agility over Kangaskhan, as well as a stronger Normal-type move in STAB Hyper Beam over Persian's Slash, so these intricacies should be kept in mind when teambuilding. One such viable build is Tentacruel, Hypno, Dodrio, Fearow, + and two non-Normal-types in a hyper offensive team hyper offense structure. Dugtrio most notably works well here as a third strong physical attacker, though Raichu can also be used to form a nice offensive core, due to its good matchups matching up well against the Rock-types of the tier, (AC) that which wall both Dodrio and Fearow. Sleepers like Venusaur or and Haunter can also be used as an option to help set up Fearow or Dodrio's Agility and to to help Fearow or Dodrio set up Agility and take some pressure off of Hypno as being your team's dedicated sleeper. In addition to Raichu and Haunter, Electabuzz could also be a potentially useful partner, as it too baits an opponent's Earthquake, allowing Raichu, Haunter and Fearow can bait Earthquake for Fearow's safe entry.

Fearow can even be used with a third The structure of Tentacruel, Hypno, Dodrio, and Fearow can even use a third Normal-type like the aforementioned Persian or Kangaskhan for a "Normal spam" build. Such a build gives little in the way of flexibility for a sixth team member, so the choice depends on preferred playstyle. but there are a few options. Due to this team composition hating paralysis, you could go with a Ground-type to counteract this: Thunder Wave: Golem for a sturdy physical wall or Dugtrio for a hyper offensive build. Another option is to combat bulky Water-types that wall your team, especially Omastar, with Venusaur. The threat of super effective (removed hyphen) Razor Leaf or a Sleep Powder can force those Water-types out, leading to an opening. Finally, a bulky Water-type of your own, like Dewgong, Omastar, or Vaporeon, could be more effective as they don't really mind paralysis and are effective against won't really mind paralysis and will effectively handle (assuming "handle" is appropriate") Agility Articuno, which is another threat to your team.

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

Fearow can also run Toxic in its fourth move slot moveslot to support Wrap Tentacruel and Dragonite while also preventing opposing Dragonite from sweeping with Wrap. However, Mirror Move's surprise factor or Agility's Speed boost or Mirror Move's surprise factor is generally more helpful. Sky Attack is Fearow's strongest STAB move, but due to its charge-up turn it's pretty easy to counter. Finally, Fearow can also use Substitute to help protect it Substitute can protect Fearow from some damage, but it usually appreciates having the Speed boost from Agility more than this added protection. its value is usually fairly low. (tinkering possible)

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

**Rock-type Pokemon**: Fearow struggles to deal with Rock-types, as it lacks any moves that can hit them for even neutral damage, outside of being able to pull something from Mirror Move. can't hit Rock-types for even neutral damage, outside of moves gained from Mirror Move. To make things worse, Fearow is 2HKO'd by Golem's Rock Slide and Omastar's Blizzard 2HKO it, and can be burned by Aerodactyl's Fire Blast, making removal of these Rock-types critical to Aerodactyl's Fire Blast can burn it, making these Rock-types huge obstacles to Fearow's role as a late-game cleaner.

**Articuno**: Articuno's bulk allows it to set up (removed hyphen) Agility on Fearow rather easily before dispatching it with a Blizzard. After setting up Agility, Articuno can run rampant on teams so preventing this from happening is key to a Fearow team's success. then run rampant.

**Bulky Water-type Pokemon**: These Pokemon Bulky Water-types tend to beat Fearow one-on-one but do thankfully take heavy damage in the process. Dewgong will OHKO Fearow with Blizzard, and Vaporeon will do massive damage with its own Blizzard, potentially KOing after some chip damage on Fearow, which is likely due to Double Edge being its Double-Edge being Fearow's main STAB move. Gyarados also fairs fares well, 2HKOing with its own Blizzard or Thunderbolt. However, Gyarados does have to be wary of Mirror Move Thunderbolt, as Fearow does more than 50% damage with it.

**Electric-type Pokemon**: Electabuzz, Raichu, and Electrode can paralyze Fearow with Thunder Wave, hampering its effectiveness, or just 2HKO with Thunderbolt, removing Fearow entirely. Electabuzz and Electrode can switch in on Drill Peck and outspeed to accomplish this. either. Raichu can do the same, however also switch into Drill Peck, but it only Speed ties Fearow.

**Dragonite**: Similar to Articuno, Dragonite is able to can tank Fearow's hits well from full health and then set up Agility. From there, Dragonite can simply use Wrap until Fearow is in Blizzard range to KO it. Alternatively, Dragonite carrying Thunder Wave can cripple Fearow.

- Written by: [[Ctown6, 509438]]
- Quality checked by: [[May, 236353], [Amaranth, 265630], [phoopes, 96315]]
- Grammar checked by: [[Finland, 517429]]
hikari.gif
1/1 pending any overview changes
 
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