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UU Fletchinder

I can definitely see Fletchinder's viability and so can most others who've read this thread.

However, to the untrained eye, it can be hard to fathom why they should use Fletchinder without context. Maybe you'll do this when you write it up, but I'd personally like to see an emphasis on the "because" in response to the possible future thousands of "this sounds like crap but tell me why it isn't and why I should use it over the other reliable sweepers in this tier."

In a more clear message, convince readers why this is a good choice in the analysis. Preferably in the Overview or in "usage tips."
 
You realize you could've done this a week ago so you got two approvals easily and then wrote it out, right?

Anyway you need to really convince me that Overheat is worth the slash, otherwise I'd say just mention it with the other stuff. Roost seems to be really important from what I watched, since it gives you more chances to set up and minimizes the impact of SR—it obviously still hurts, though.

Other than that,

contrib_qc.png


Edit: Oh and fix the EVs, since you probably missed that before.

Also for those of you that doubt of its viability: I suggest you see this :o
 
Where's heracross at brah but yea I was gonna take it out and move to OO. What's wrong with the EVs?

Ernesto edit: You have HP listed last. Is this your first analysis or something? .–. Imma go ahead and fix it myself, but you're not convincing me to give me Hera with this...
 
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Simple analysis but describes everything that smogon burds little brother can do
contrib_qc.png


QC 3/3 n_n
 
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knitpicks ftw. The spelling of Will-O-Wisp is incorrect on the set. Fix that. Also, I would just rename "Only Set" to "Swords Dance" or "Standard" or something like that.
 
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Comments

Overview
########

Fletchinder is pretty limited in what it can do
,(AC) but what it can do is very useful for the UU tier. With priority Acrobatics and access to Swords Dance, Fletchinder makes an excellent revenge killer and decent end game cleaner. That being said, Fletchinder is pretty frail and 4x weak to rocks Stealth Rock which makes it a bit tricky to use.

Only Set
########
name: Only Set
move 1: Acrobatics
move 2: Will O Wisp
move 3: Swords Dance
move 4: Roost
ability: Gale Wings
item: None
evs: 104 HP / 252 Atk / 152 Spe
nature: Adamant

Moves
========
Fletchinder has a very shallow move
-(remove hyphen)pool and really has to rely on Acrobatics for damage. Thankfully it also gets Swords Dance to help improve its damage output,(AC) as well as having and also has access to support moves like Roost and will o wisp Will-O-Wisp which allow Fletchinder to stay around longer despite its poor defenses and 4x weakness to Stealth Rocks. Will o wisp Will-O-Wisp also helps in terms of getting chip damage on some of its checks.

Set Details
========
This is pretty much the only good set for Fletchinder and it needs all the attack
ing power it can get, so running 252 EVs in Attack and an Adamant nature is the best choice. With priority flying type Flying-type moves due to Gale Wings, Fletchinder doesn't need to run too much speed but 152 Speed allows it to outspeed and burn things like Adamant Honchkrow. Whatever is EVs leftover should go into HP just to give Fletchinder a bit of bulk. With its only solid STAB move being Acrobatics, Fletchinder is better off running no item so Acrobatics gets 110 Base Power.

Usage Tips
========
Fletchinder isn't something that can sweep on its own. To use this
mon Pokemon effectively you should be eliminating its counters throughout the game and keeping it healthy for the late game. Despite being frail,(AC) it will usually have an opportunity to set up a Swords Dance which will allow it to put some work in. Outside of being a late game cleaner, Fletchinder can be useful throughout a match by revenging/picking revenge killing fast,(AC) weakened speedy mons Pokemon off with a priority Acrobatics.

Team Options
========
Only having
will o wisp Will-O-Wisp and Acrobatics to inflict damage, Fletchinder needs quite a bit of help to sweep. Anything that can take out bulky waters is greatly appreciated, such as: Magneton, Virizion, Celebi, Shaymin, Manectric Manectric is OU now but I don't know when these analyses are going up so you might need to fix this, and Cacturne. With a 4x weakness to Stealth Rock, Fletchinder greatly appreciates hazard control from mons Pokemon like: Forretress, Empoleon, Mew, and Mega Blastoise. As a revenge killer, mostly for fighting types Fighting-types, anything that needs fighting types Fighting-types out of the way, such as Hydreigon and Scrafty, are good teammates for Fletchinder.

Other Options
########

The most effective move
-(remove hyphen)set for Fletchinder will always be the one in the main set, but there are other options available if so desired. Fletchinder can run a Fire-type STAB in either Overheat, to hit Mega Aggron/ and Forretress, or Flame Charge just as a second physical attack. U-turn can also be used to keep some momentum from the switches Fletchinder will force against fighting types Fighting-types. As a last ditch effort, Fletchinder can use Tailwind in a suicide effort to ensure the rest of his team will have a speed boost for a few turns. Finally, a EV spread tweak can be made to make Fletchinder take resisted hits better by giving it 248 HP EVs and dropping the Speed EVs.

Checks & Counters
########

**Bulky Waters** Slowbro, Vaporeon, Empoleon, and pretty much any bulky
Water-type can take a boosted Fletchinder hit and proceed to take bird Fletchinder out.

**Electric-Types** Resisting Fletchinder's only move, viable
electric types Electric-types, like Raikou or and Manectric, can easily take it out.

**Steel-Types** Mega Aggron and Magneton can easily deal with Fletchinder if it isn't running
Overheat.

**Rock-Types** While they don't appreciate switching into a burn, Mega Aerodactyl and Rhyperior can easily take a hit and
OHKO back, even while burned.
AAACK!! Next time, please take a look at the Spelling and Grammar Standards as there were a lot of things you missed (I hope I don't sound grammar-elitist here; I'm sincerely trying to help).

EDIT: IT DID THE THING AGAIN!!! Please ignore the two separate hide tags.
 
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Royalty

REMOVE CHANGE COMMENTS

Overview
########

Fletchinder is pretty limited in what it can do
,(AC) but what it can do is very useful for the UU tier. With priority Acrobatics and access to Swords Dance, Fletchinder makes an excellent revenge killer and decent end late-game cleaner. That being said, Fletchinder is pretty frail and 4x weak to rocks Stealth Rock, (AC) which makes it a bit tricky to use.

Only Set rename pls
########
name: Only Set
move 1: Acrobatics
move 2: Will O Wisp
move 3: Swords Dance
move 4: Roost
ability: Gale Wings
item: None
evs: 104 HP / 252 Atk / 152 Spe
nature: Adamant

Moves
========
Fletchinder has a very shallow move
-(remove hyphen)pool and really has to rely on Acrobatics for damage. Thankfully it also gets Swords Dance to help improve its damage output,(AC) as well as having and also has access to support moves like Roost and will o wisp Will-O-Wisp which allow Fletchinder to stay around longer despite its poor defenses and 4x weakness to Stealth Rocks. Will o wisp Will-O-Wisp also helps in terms of getting chip damage on some of its Fletchinder's checks.

Set Details
========
This is pretty much the only good set for Fletchinder and it needs all the attack
ing power it can get, so running 252 EVs in Attack and an Adamant nature is the best choice. With priority flying type Flying-type moves due to Gale Wings, Fletchinder doesn't need to run too much Speed but 152 Speed allows it to outspeed and burn things opponents like Adamant Honchkrow. Whatever is EVs are left over should go into HP just to give Fletchinder a bit of bulk. With its only solid STAB move being Acrobatics, Fletchinder is better off running no item so Acrobatics gets 110 Base Power.

Usage Tips
========
Fletchinder isn't something that can sweep on its own. To use this
mon Pokemon effectively you should be eliminating its counters throughout the game and keeping it healthy for the late-game. Despite being frail,(AC) it will usually have an opportunity to set up a Swords Dance which will allow it to put some work in. "put some work in" sounds lame reword pls Outside of being a late-game cleaner, Fletchinder can be useful throughout a match by revenging/picking revenge killing fast,(AC) weakened speedy mons Pokemon off with a priority Acrobatics.

Team Options
========
Only having
will o wisp Will-O-Wisp and Acrobatics to inflict damage, Fletchinder needs quite a bit of help to sweep. Anything that can take out bulky Water-types is greatly appreciated, such as: Magneton, Virizion, Celebi, Shaymin, Manectric Manectric is OU now but I don't know when these analyses are going up so you might need to fix this, yes fix and Cacturne. With a 4x weakness to Stealth Rock, Fletchinder greatly appreciates entry hazard control from mons Pokemon like: (remove) Forretress, Empoleon, Mew, and Mega Blastoise. As a revenge killer, mostly for fighting types Fighting-types, anything that needs fighting types Fighting-types out of the way, such as Hydreigon and Scrafty, are good teammates for Fletchinder.

Other Options
########

The most effective move
-(remove hyphen)set for Fletchinder will always be the one in the main set, but there are other options available if so desired. Fletchinder can run a Fire-type STAB attack in either Overheat, to hit Mega Aggron/ and Forretress, or Flame Charge, (AC) just as a second physical attack. U-turn can also be used to keep some momentum from the switches Fletchinder will force against fighting types Fighting-types. As a last-ditch effort, Fletchinder can use Tailwind in a suicide effort to ensure the rest of his its team will have a Speed boost for a few turns. Finally, an EV spread tweak can be made to make Fletchinder take resisted hits better by giving it 248 HP EVs and dropping the Speed EVs.

Checks & Counters
########

**Bulky Water-types** Slowbro, Vaporeon, Empoleon, and pretty much any bulky W
ater-type can take a boosted hit from Fletchinder hit and proceed to take bird Fletchinder out.

**Electric-types** Resisting Fletchinder's only move, viable
electric types Electric-types, like Raikou or and Manectric, can easily take it out.

**Steel-types** Mega Aggron and Magneton can easily deal with Fletchinder if it isn't running O
verheat.

**Rock-types** While they don't appreciate switching into a burn, Mega Aerodactyl and Rhyperior can easily take a hit and OHKO
back, even while burned.
gato

1/2

Great work here Ununhexium, though do look over the extra changes. This is a bit disappointing, Royalty. Ensure your next analysis doesn't repeat these same simple errors.
 
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Royalty I know you did this on a phone, but could you please go through Gato's check and implement it a lot more carefully (perhaps on a PC, if / when possible)? There are still a few careless errors here and there, and I would like to see these removed before I / someone else gives this its second GP check.
 
Add Remove Comment

Overview
########

Fletchinder is pretty limited in what it can do, but what it can do is very useful for the UU tier. the same can't be said about its usefulness. (sounds better this way) With priority Acrobatics and access to Swords Dance, Fletchinder makes for an excellent revenge killer and a decent late-game cleaner. That being said, Fletchinder is pretty extremely (used "pretty" earlier) frail and 4x weak to Stealth Rock, which makes it a bit tricky to use.

Utility
########
name: Utility
move 1: Acrobatics
move 2: Will O Wisp
move 3: Swords Dance
move 4: Roost
ability: Gale Wings
item: None
evs: 104 HP / 252 Atk / 152 Spe
nature: Adamant

Moves
========
Fletchinder has a very shallow movepool and really has to rely on Acrobatics for damage. Thankfully,(AC) it also gets has access Swords Dance to help improve its damage output, as well as having support moves like Roost and Will-O-Wisp which allow Fletchinder to stay around longer despite its poor defenses and 4x weakness to Stealth Rocks Rock. Will o wisp Will-O-Wisp also helps in terms of getting chip damage on some of Fletchinder's checks.

Set Details
========
This is pretty much the only good the only viable (sounds more formal this way) set for Fletchinder and it needs all the attacking power it can get, so running 252 EVs in Attack and an Adamant nature is the best choice. With priority Flying-type moves due to Gale Wings, Fletchinder doesn't need to run too much Speed,(AC) but 152 Speed allows it to outspeed and burn opponents like Adamant Honchkrow. Whatever EVs are left over should go into HP just to give Fletchinder a bit of bulk. With its only solid STAB move being Acrobatics, Fletchinder is better off running no item so Acrobatics gets 110 Base Power.

Usage Tips
========
Fletchinder isn't something that can sweep on its own. To use this Pokemon effectively,(AC) you should be eliminating its counters throughout the game and keeping it healthy for the late-game. Despite being frail, it will usually have an opportunity to set up a Swords Dance which will allow it to deal heavy damage to anything that isn't a check. Outside of being a late-game cleaner, Fletchinder can be useful throughout a match by revenge killing fast, weakened Pokemon with a priority Acrobatics.

Team Options
========
Only having Will-O-Wisp and Acrobatics to inflict damage, Fletchinder needs quite a bit of help to sweep. Anything that can take out bulky Water-types is greatly appreciated, such as:.(AP) Such Pokemon include Magneton, Virizion, Celebi, Shaymin, and Cacturne. With a 4x weakness to Stealth Rock, Fletchinder greatly appreciates likes entry hazard control from mons Pokemon like Forretress, Empoleon, Mew, and Mega Blastoise. As a revenge killer, mostly for fighting types Fighting-types, anything that needs Fighting-types out of the way, such as Hydreigon and Scrafty, are good teammates for Fletchinder. Any Pokemon that needs Fighting-types out of the way, such as Hydreigon and Scrafty, benefits from Fletchinder's revenge killing abilities. (That sentence didn't even make sense :o)

Other Options
########

The most effective moveset for Fletchinder will always be the one in the main set, but there are other options available if so desired. Fletchinder can run a Fire-type attack in either Overheat, to hit Mega Aggron and Forretress, or Flame Charge, just as a second physical attack. U-turn can also be used to keep some momentum from the switches Fletchinder will force against(space)Fighting-types. As a last-ditch effort, Fletchinder can use Tailwind to ensure the rest of its team will have a Speed boost for a few turns. Finally, an EV spread tweak can be made to make Fletchinder take resisted hits better by giving it 248 HP EVs and dropping the Speed EVs.

Checks & Counters
########

**Bulky Water-types** Slowbro, Vaporeon, Empoleon, and pretty much any bulky Water-type can take a boosted hit from Fletchinder and proceed to take Fletchinder out. (Vap is gone)

**Electric-types** Resisting Fletchinder's only move, viable electric types Electric-types, like Raikou and Jolteon, can easily take it out.

**Steel-types** Mega Aggron and Magneton can easily deal with Fletchinder if it isn't running Overheat.

**Rock-types** While they don't appreciate switching into a burn, Mega Aerodactyl and Rhyperior can easily take a hit and OHKO back, even while burned.
Royalty, There's still a couple of careless errors here and there that you missed. Gonna tag Calm Pokemaster because I think he should look at this one last time. I'm going to hold off on stamping right now, but I will once CP sees this / you implement the check!
 
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