• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

RU Fletchinder

You're missing spaces in some places like "It is alsopretty frail", so make sure to check over your analysis again. There are more instances such as after punctuation and whatnot.

Thanks for pointing that out, I removed all spaces and added them where I forget (as far as I could find them)
 
Add
Capitalise/capital -> lower case

Remove
Comments

Overview
########

Fletchinder has a unique ability in Gale Wings, which gives priority to Flying-type moves, supporting Fletchinder's making it a great late-game cleaninger abilities against Pokemon without a resistance to Flying-type attacks. It also has a decent defensive typing in Fire(add space)/(add space)Flying, which provides several good resistances, but also plenty of weaknesses. Furthermore, Fletchinder has access to some usable utility moves such as Roost, which lets it recover when needed, and Will-O-Wisp, which can burn physical attackers such as Rhyperior, Tyrantrum, and Swords Dance Cobalion,(add space)the latter being of which is soft checked by Fletchinder. Fletchinder can spread those burns well due to the fact that it forces many switches. It is also very good against offensively based teams because Fletchinder it can badly damage several offensive threats badly after a Swords Dance and it can burn physical attackers to use them as set(remove space)up bait. However, Fletchinder has no access to a secondary STAB attack, which would be great for hitting most Pokemon resistant to Acrobatics better. It is also pretty frail, which means that regardless of despite its good defensive typing, it won't have many opportunities to switch in. Lastly, Fletchinder has a 4x weakness to Stealth Rock, which takes away half of Fletchinder's health when it is switched in, often forcing it to Roost.


Swords Dance
########
name: Swords Dance
move 1: Swords Dance
move 2: Acrobatics
move 3: Will-O-Wisp
move 4: Roost
ability: Gale Wings
item: None
evs: 148 HP / 252 Atk / 4 Def / 104 Spe
nature: Adamant

Moves
========

Swords Dance boosts Fletchinder's underwhelming Attack stat to a pretty decent level from where it can plow through teams with Acrobatics. Acrobatics is Fletchinder's most powerful STAB attack, which has priority thanks to Gale Wings, doubling its 110 Base Power to 110 without an item and priority thanks to Gale Wings. Will-O-Wisp is a utility move that cripples several physical attackers that try to come in to beat Fletchinder, such as Rhyperior, by inflicting burn on them. Roost provides reliable recovery for Fletchinder,(add space)letting it recover first in most situations because of Gale Wings giving priority to the move.

Set Details
========

Gale Wings is Fletchinder's ability and one of the few reasons to use Fletchinder, as it gives priority to all of Fletchinder's its Flying-type moves. No item is used to double the power of Acrobatics, which turns Fletchinder into a dangerous late-(add hyphen)game cleaner once its checks have been eliminated. The EV spread gives Fletchinder's mediocre natural bulk a good boost and lets it avoid the 2HKO from Assault Vest Escavalier's Knock Off, while the Attack EVs greatly increase Fletchinder's Attack stat and an Adamant nature boosts that even further greatly increase its damage output. The Speed EVs let Fletchinder's Acrobatics go before(add space)maximum Speed Emboar's Sucker Punch, making it fail. They also let Fletchinder outspeed Adamant Pangoro(add space)and uninvested Skuntank and Golbat.

Usage Tips
========

Use Swords Dance on a predicted switch, as it greatly boosts Fletchinder's Attack, allowing it to plow through opposing teams. It can also be used against Pokemon it forces out, such as Pangoro, or it can be set up on resisted hits. If Fletchinder is used early-game, use Will-O-Wisp to spread burns and weaken opponents foes for other teammates. Fletchinder is very frail, and thus shouldn't be switched into any attack aside from those that it resists, such as Grass-type attacks. Fletchinder can only really sweep through teams once its checks and counters are gone, so try to remove them first before sweeping, and after even then, it needs to set up a Swords Dance before it can sweep teams. It is also very useful to remove Stealth Rock before you switch into Fletchinder, as otherwise it will have half of its HP cut upon switching in. Bringing Fletchinder in with a slow U-turn or Volt Switch is recommended, as it doesn't have enough bulk to reliably switch in by itself.

Team Options
========

Dugtrio is a good teammate for its ability to trap and beat opposing Rock- and Electric-types for Fletchinder, as well as provide Memento support, which gives Fletchinder an easier time setting up a Swords Dance. In return, Fletchinder can take Grass-type attacks aimed at Dugtrio. Whimsicott can use U-turn to bring Fletchinder in and provide Memento support, as well as beating a handful of Water- and Rock-types, thus making a good partner as well. Hazard removal from Pokemon such as Skuntank and Hitmonlee is mandatory, as Stealth Rock will cut half of Fletchinder's HP upon switching in. Grass-types such as Virizion and Rotom-MowC (Rotom-C for Rotom-Cut) can take on the bulky Water-types that threaten Fletchinder. Physical wallbreakers such as Choice Band Pangoro and Choice Band Tyrantrum make for good partners as they can break through or at least weaken physical walls such as Alomomola, or at least weaken them. Slow Volt Switch users such as Eelektross are good teammates too for their ability to bring in Fletchinder safely.

Other Options
########

Taunt can prevent foes using status moves, but Fletchinder has no room for it because Will-O-Wisp and Roost provide more utility. U-turn allows Fletchinder to do some damage, switch out of its checks and counters, and gain momentum, but Fletchinder has no space for it in its moveset either. Tailwind can be used for support as it doubles the Speed stat of Fletchinder and its teammates, but again, Fletchinder lacks the room to make good use of the move. (it doesn't just lack the room to make good use of the move; it lacks the room to make use of it altogether) Natural Gift along with a Liechi Berry is a Grass-type coverage option to use versus against Rhyperior and Quagsire, but only works once, which makes it situational. Eviolite with A bulkier set with Eviolite is a final option, but this way, Acrobatics does far less damage, and Fletchinder isn't bulky at all, even with the boost of from Eviolite.


Checks & Counters
########

**Rock-types**: Rock-types such as Aurorus, Omastar, Tyrantrum, Rhyperior, Regirock, and Kabutops do not only resist Acrobatics, but can also OHKO Fletchinder with their super effective STAB attacks. However, physically offensive Rock-types certainly don't like getting burned.

**Physical Bulky Pokemon**: Pokemon such as Mega Camerupt, Druddigon, Granbull, and Cresselia are very bulky and can take Fletchinder's hits with ease and beat it with a coverage attack.

**Electric-types**: Electric-types such as Jolteon and Eelektross can beat Fletchinder with one of their STAB attacks. However, Jolteon is OHKOed by a +2 Acrobatics from Fletchinder after Stealth Rock and a small amount of prior damage.

**Water-types**: Water-types such as Lanturn, Slowking, and Clawitzer can KO Fletchinder with their STAB attacks. Lanturn stands out as a counter, as it barely takes anything from Fletchinder's Acrobatics.

**Stealth Rock**: Stealth Rock halves Fletchinder's health when it is switched in, either leaving it at low health or forcing it to Roost.
contrib_gp.png

GP 1/2 :]
 
Last edited:
Overview
########

Fletchinder has a unique ability in Gale Wings, which gives priority to Flying-type moves, making it a great late-game cleaner against Pokemon without a resistance to Flying-type attacks. It also has a decent defensive typing in Fire / Flying, which provides several good resistances, but also plenty of weaknesses. Furthermore, Fletchinder has access to utility moves such as Roost, which lets it recover when needed, and Will-O-Wisp, which can burn physical attackers such as Rhyperior, Tyrantrum, and Swords Dance Cobalion, the latter of which is soft checked by Fletchinder. Fletchinder can spread burns well due to the fact that it forces many switches. It is also very good against offensively based teams because it can badly damage several offensive threats after a Swords Dance and burn physical attackers to use them as setup bait. However, Fletchinder has no access to a secondary STAB attacks, which would be great for hitting most Pokemon resistant to Acrobatics. It is also pretty frail, which means that despite its good defensive typing, it won't have many opportunities to switch in. Lastly, Fletchinder has a 4x weakness to Stealth Rock, which takes away half of Fletchinder's health when it is switched in, often forcing it to Roost.

Swords Dance
########
name: Swords Dance
move 1: Swords Dance
move 2: Acrobatics
move 3: Will-O-Wisp
move 4: Roost
ability: Gale Wings
item: None
evs: 148 HP / 252 Atk / 4 Def / 104 Spe
nature: Adamant

Moves
========

Swords Dance boosts Fletchinder's underwhelming Attack stat to a level where it can plow through teams with Acrobatics. Acrobatics is Fletchinder's most powerful STAB attack, which has as it has 110 Base Power without an item and priority thanks to Gale Wings. Will-O-Wisp is a utility move that cripples several physical attackers that try to come in to beat Fletchinder, such as Rhyperior, by inflicting burn on burning them. Roost provides reliable recovery for Fletchinder, letting it recover first in most situations because by virtue of Gale Wings giving priority to the move.

Set Details
========

Gale Wings is Fletchinder's ability and one of the few reasons to use Fletchinder, as it gives priority to all of its Flying-type moves. Not using an item is used to doubles the power of Acrobatics, which turns Fletchinder into a dangerous late-game cleaner once its checks have been eliminated. The EV spread gives Fletchinder's mediocre bulk a good boost and lets it avoid the 2HKO from Assault Vest Escavalier's Knock Off, while the Attack EVs and an Adamant nature greatly increase its damage output. The Speed EVs let Fletchinder's Acrobatics go before maximum Speed Emboar's Sucker Punch, making it fail. They also let Fletchinder outspeed Adamant Pangoro and uninvested Skuntank and Golbat.

Usage Tips
========

Use Swords Dance on a predicted switch, as it greatly boosts Fletchinder's Attack, allowing it to plow through opposing teams. It can also be used against Pokemon it forces out, such as Pangoro, or it can be set up on resisted hits. If Fletchinder is used early-game, use Will-O-Wisp to spread burns and weaken foes for other teammates. Fletchinder is very frail, and thus shouldn't be switched into any attack aside from those that it resists, such as Grass-type attacks. Fletchinder can only really sweep through teams once its checks and counters are gone, so try to remove them first before sweeping, and even then, it needs to set up a Swords Dance before it can sweep teams and it has set up with Swords Dance. It is also very useful to remove Stealth Rock before you switch into Fletchinder, as otherwise it will have half of its HP cut upon switching in. Bringing Fletchinder in with a slow U-turn or Volt Switch is recommended, as it doesn't have enough bulk to reliably switch in by itself.

Team Options
========

Dugtrio is a good teammate for its ability to trap and beat opposing Rock- and Electric-types for Fletchinder, as well as provide Memento support, which gives Fletchinder an easier time setting up a Swords Dance. In return, Fletchinder can take Grass-type attacks aimed at Dugtrio. Whimsicott can use U-turn to bring Fletchinder in and provide Memento support, as well as beat a handful of Water- and Rock-types, thus making a good partner as well. Entry hazard removal support from Pokemon such as Skuntank and Hitmonlee is mandatory, as Stealth Rock will cut half of Fletchinder's HP upon switching in. Grass-types such as Virizion and Rotom-C can take on the bulky Water-types that threaten Fletchinder. Physical wallbreakers such as Choice Band Pangoro and Choice Band Tyrantrum make for good partners as they can break through or at least weaken physical walls such as Alomomola. Slow Volt Switch users such as Eelektross are good teammates too for their ability to can bring in Fletchinder safely.

Other Options
########

Taunt can prevent foes from using status moves, but Fletchinder has no room for it because Will-O-Wisp and Roost provide more useful utility. U-turn allows Fletchinder to do some damage, switch out of its checks and counters, and gain momentum, but Fletchinder has no space for it either. Tailwind can be used for support as it doubles the Speed stat of Fletchinder and its teammates, but again, Fletchinder lacks the room to use the move. (This is evident since you said it a couple times already) Natural Gift along with a Liechi Berry is a Grass-type coverage option to use against Rhyperior and Quagsire, but only works once, which makes it situational. A bulkier set with Eviolite is a final option, but this way, Acrobatics does far less damage, and Fletchinder isn't bulky at all, even with the boost from Eviolite lacks enough initial bulk to benefit from the Eviolite boost.


Checks & Counters
########

**Rock-types**: Rock-types such as Aurorus, Omastar, Tyrantrum, Rhyperior, Regirock, and Kabutops do not only resist Acrobatics, but can also OHKO Fletchinder with their super effective STAB attacks. However, physically offensive Rock-types certainly don't like getting burned.

**Physical Bulky Pokemon**: Bulky Pokemon such as Mega Camerupt, Druddigon, Granbull, and Cresselia are very bulky and can take Fletchinder's hits with ease and beat it with a coverage attack.

**Electric-types**: Electric-types such as Jolteon and Eelektross can beat Fletchinder with one of their STAB attacks. However, Jolteon is OHKOed by a +2 Acrobatics after Stealth Rock and a small amount of prior damage.

**Water-types**: Water-types such as Lanturn, Slowking, and Clawitzer can KO Fletchinder with their STAB attacks. Lanturn stands out as a counter, as it barely takes anything from Fletchinder's Acrobatics.

**Stealth Rock**: Stealth Rock halves Fletchinder's health when it is switched in, either leaving it at low health or forcing it to Roost.
GP 2/2
 
Back
Top