Fletchinder

feen

is a Member of Senior Staffis a Top Community Contributoris a Metagame Resource Contributoris a Top Tiering Contributoris a Contributor to Smogonis a Dedicated Tournament Hostis a Team Rater Alumnusis a Smogon Media Contributor Alumnus
RU Leader
QC: Arikado, 49, atomicllamas
GP: P Squared, Snobalt

[OVERVIEW]

Fletchinder has an excellent ability in Gale Wings, giving +1 priority to Acrobatics and Roost and making it a great late-game cleaner. Though Fletchinder has a mediocre Attack stat, its access to Swords Dance mitigates this issue. It also has a reliable recovery move in Roost, which is also boosted to +1 priority by Gale Wings. Despite having a decent defensive typing, Fletchinder's frailty prevents it from taking too many hits, although it is able to set up on various Pokemon that can't OHKO it, such as Escavalier, Hitmontop, and Tangrowth. It also has a 4x weakness to Stealth Rock, which takes away 50% of its health, meaning that Fletchinder cannot switch into Stealth Rock much and is forced to Roost off the damage.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Acrobatics
move 3: Will-O-Wisp
move 4: Roost
ability: Gale Wings
nature: Adamant
EVs: 152 HP / 252 Atk / 76 Def / 28 SpD

[SET COMMENTS]
Moves
===============

Swords Dance boosts Fletchinder's Attack to dangerous levels, letting it sweep through anything that doesn't resist Acrobatics. Acrobatics without an item has 110 Base Power, making it Fletchinder's strongest STAB move. Backed by Gale Wings, Acrobatics makes Fletchinder an excellent late-game cleaner. Will-O-Wisp cripples physical attackers that try to switch into Fletchinder, such as Rhyperior and Mega Steelix, and Fletchinder can set up on physical attackers, such as Escavalier and Scrafty, after burning them. Roost gives Fletchinder reliable recovery; it also has +1 priority due to Gale Wings, so Fletchinder can recover first most of the time.

Set Details
===============

Gale Wings gives priority to Flying-type moves, making Fletchinder a terrifying attacker. Fletchinder is not carrying any item so that Acrobatics will have 110 Base Power, and Fletchinder also can switch into Knock Off from Escavalier and Scrafty. The HP EVs give Fletchinder an odd HP number, meaning that it can come into Stealth Rock three times. 76 Defense EVs ensure Fletchinder will never be 2HKOed by any move from Choice Band Escavalier, assuming it gets burned after Fletchinder switches into it, as well as avoiding the 2HKO from Knock Off from the likes of Swords Dance Drapion and Dragon Dance Scrafty. 28 Special Defense EVs let Fletchinder avoid the OHKO from a Choice Specs Tangrowth's Leaf Storm after Stealth Rock, so Fletchinder can Roost off the damage, as well as giving it a favorable chance of not being 2HKOed by Alomomola's Scald.

Usage Tips
===============

Use Swords Dance on a predicted switch or a Choice-locked Pokemon with a move that Fletchinder resists, and attempt to plow through the opposing team. Fletchinder forces Pokemon such as Hitmonlee, Emboar, Scrafty, and Virizion to switch, and it can set up while they are switching out. Fletchinder is also a great revenge killer for weakened foes or Pokemon that are weak to Acrobatics. During the early-game, Fletchinder should be used to spread Will-O-Wisp, weakening the opponent's team with burns. Remember that Fletchinder is really frail and should only be sent into resisted hits, such as Grass- and Bug-type attacks. A slow U-turn or Volt Switch should be used to give Fletchinder a safe switch, in as it doesn't have the bulk to take most attacks. Removal of Stealth Rock is recommended before switching Fletchinder in, as otherwise it will lose 50% of its health, making setup more difficult. Only set up after all of Fletchinder's counters are weakened or beaten, as Fletchinder will either beat the opposing Pokemon or be beaten due to its poor bulk.

Team Options
================

Hitmontop, Flygon, and Hitmonlee are great partners, as they can remove entry hazards as well as deal with bulky Rock- and Steel-types. Bulky Rock-, Electric-, and Steel-types wall Fletchinder, so Dugtrio is a great partner, as it can trap them with Arena Trap and beat them as well as provide support with Memento, giving Fletchinder an easier time setting up with Swords Dance. Fletchinder can also take Grass-type moves for Dugtrio as well as revenge kill Grass-type Pokemon. Eelektross can use Volt Switch to bring Fletchinder in safely, as well as deal with bulky Water-types and Ground-types with Thunderbolt, Flamethrower, or Giga Drain. Grass-types such as Shiftry, Virizion, and Rotom-C can deal with bulky Water-types as well. Physical wallbreakers such as Life Orb Hitmonlee, Life Orb Emboar, and Choice Band Tyrantrum are good teammates to dent the opposing team, allowing for an easier cleanup for Fletchinder; the latter has similar switch-ins to Fletchinder and could dent them for Fletchinder. Moreover, Fletchinder can burn those switch-ins and make them easier for Tyrantrum to beat.

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

Taunt can be used to stop the foe from healing or using status moves, but Acrobatics and Swords Dance are mandatory and Will-O-Wisp and Roost are better utility moves. U-turn allows Fletchinder to gain momentum and switch out of its checks and counters, but Fletchinder has no room for it either. A bulkier set with Eviolite and Tailwind, Will-O-Wisp, and Aerial Ace can be used as a team supporter, but Fletchinder still has mediocre bulk with Eviolite. Liechi Berry with Natural Gift can be used with Overheat and Acrobatics to surprise Rhyperior and Quagsire, but it is really situational, it works only once, and Acrobatics will not be boosted until the item is used.

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

**Rock-types**: Rock-types such as Rhyperior, Omastar, Kabutops, Aurorus, Regirock, and Tyrantrum resist Acrobatics and can KO Fletchinder back with their super effective STAB attacks. However, physically offensive Rock-types do not enjoy a burn. Omastar, Tyrantrum, and Aurorus can also set up on Fletchinder.

**Electric-types**: Eelektross and Jolteon resist Acrobatics and can beat Fletchinder in return with their super effective STAB attacks. The latter is OHKOed by +2 Acrobatics after a bit of prior damage, however.

**Water-types**: Water-types such as Lanturn and Alomomola can wall and threaten Fletchinder with their STAB attacks. Clawitzer can take an unboosted Acrobatics and can KO Fletchinder back in return. Quagsire doesn't care about any boosts due to Unaware and can do massive damage to or inflict a status ailment on Fletchinder in return.

**Steel-types**: Steelix can outpower Fletchinder even when burned, and it can set Stealth Rock and phaze Fletchinder as well as use Earthquake while Fletchinder uses Roost. If it paralyzes Fletchinder with Thunder Wave, Registeel has a chance of winning 1v1. Bronzong has access to Toxic and can also use Earthquake as Fletchinder uses Roost.

**Stealth Rock**: Fletchinder hates Stealth Rock, as it loses half of its health when switching into it, either forcing it to Roost or leaving it at low health, making setup difficult.

**Status**: Fletchinder hates status ailments, as Toxic and Thunder Wave both hinder Fletchinder, as they limit its sweep.
 
Last edited:
Not QC but
I think in Usage Tips, you could mention how Fletchinder can be used to revenge kill weakened pokemon if needed. Also mention how though Fletchinder can set up on some Ground-types it should be careful when using Roost as players may predict that and go for Earthquake

In team options, add in Flygon as a partner for entry hazard removal and say it can also handle Electric- and Rock-types.

In oo, mention Liechi Berry + Natural Gift to lure in Quagsire and Rhyperior who commonly switches into Fletchinder.

In C&C, for Water-types, say Quagsire does not care about any boosts that Fletchinder has due to Unaware. For Rock-types, say how Tyrantrum, Omastar and, Aurorus can set up on Fletchinder which could be devastating for the team.
 
Not QC but
I think in Usage Tips, you could mention how Fletchinder can be used to revenge kill weakened pokemon if needed. Also mention how though Fletchinder can set up on some Ground-types it should be careful when using Roost as players may predict that and go for Earthquake

In team options, add in Flygon as a partner for entry hazard removal and say it can also handle Electric- and Rock-types.

In oo, mention Liechi Berry + Natural Gift to lure in Quagsire and Rhyperior who commonly switches into Fletchinder.

In C&C, for Water-types, say Quagsire does not care about any boosts that Fletchinder has due to Unaware. For Rock-types, say how Tyrantrum, Omastar and, Aurorus can set up on Fletchinder which could be devastating for the team.
All implemented. Thanks for the help!
 
136 Speed EVs lets it outspeed Jolly maximum speed Scrafty, Adamant maximum speed Emboar, Skuntank, Escavalier while having the bulk to have a slim chance of being 2HKO'd from Escavalier and Scrafty's Knock Off and it can cripple them with Will-O-Wisp due to its speed.

Outspeeding Scrafty is useless because it'll probably often have Shed Skin and you have priority against him anyway, so I'm not really sure it's worth it at all. Outspeeding Emboar and Skuntank sounds rather nice however because you can outprioritize their Sucker Punch and go for an Acrobatics.

You also mention 136 speed in set details but have 104 on the set itself.
Fletchinder can set up on some Ground-type Pokemons but beware of Earthquake, as Roost removed the Ground-type immunity.
Not true. Ground-types in RU are Camerupt, Dugtrio, Flygon, Gastrodon, Rhyperior, Seismitoad, and Steelix, and Fletchinder can setup on none of those except maybe Mega Camerupt, but he'd still be taking a shitton from his Fire STABs and I'm lazy to calc lol, so you can just remove that statement.

In team options emphasize on Tyrantrum as they both have the same switchins and Tyrantrum can hurt them bad, or Fletchinder can burn them for Tyrantrum to do work.

Add Steel-types to C&C, mainly Steelix, Registeel, and Bronzong. Steelix can outpower Fletchinder, Registeel can t-wave and then has a chance of winning 1v1, and Bronzong can Toxic and EQ on Roost.

Also alongside Stealth Rock, or maybe in its own category, add status. Toxic and t-wave absolutely hinder Fletchinder.

Finally, rename the set Swords Dance (remove the 'Cleaner')
 
Outspeeding Scrafty is useless because it'll probably often have Shed Skin and you have priority against him anyway, so I'm not really sure it's worth it at all. Outspeeding Emboar and Skuntank sounds rather nice however because you can outprioritize their Sucker Punch and go for an Acrobatics.

You also mention 136 speed in set details but have 104 on the set itself.

Not true. Ground-types in RU are Camerupt, Dugtrio, Flygon, Gastrodon, Rhyperior, Seismitoad, and Steelix, and Fletchinder can setup on none of those except maybe Mega Camerupt, but he'd still be taking a shitton from his Fire STABs and I'm lazy to calc lol, so you can just remove that statement.

In team options emphasize on Tyrantrum as they both have the same switchins and Tyrantrum can hurt them bad, or Fletchinder can burn them for Tyrantrum to do work.

Add Steel-types to C&C, mainly Steelix, Registeel, and Bronzong. Steelix can outpower Fletchinder, Registeel can t-wave and then has a chance of winning 1v1, and Bronzong can Toxic and EQ on Roost.

Also alongside Stealth Rock, or maybe in its own category, add status. Toxic and t-wave absolutely hinder Fletchinder.

Finally, rename the set Swords Dance (remove the 'Cleaner')

All implemented. Thanks Arikado!
 
ayte

this actually doesn't outpace jolly scrafty with its given spread, as it sits at 236 speed, so maybe omit that one haha. i'd like to see a really, really, substantial mention of a bulky, non-speedy spread, as the exclusive application on this is to even out 50-50's w/adamant boar a bit, and i'm of the opinion that jolly is better anyway, making it far nicer (imo, but i trust my other qc doods to make that call) to just maximize its bulk in a way that substantiates its ability to pop in on this and that. for reference, i run a spread of 152 hp / 252 atk / 76 def / 28 spd, which does a few things. it prevents cb escavalier from 2hkoing with any given attack assuming it gets burned the second time 'round, reinforcing that switch-in, as well ensuring standard sd drapion / dd scrafty don't 2hko w/knock (alternatively, do not ko after sr). the spdef investment both avoids the ohko from specs growth's leaf storm after sr, meaning you can 100% roost into that (a good illustration on why fletch really, really needs to run bulk if i've ever seen one, but i digress xd), as well as giving it a favourable chance of not being 2hkoed by momo's scald, allowing you to play into non-tox variants (which do exist, even if the ladder doesn't seem to realize it -_-) in a pinch, which is a p.cool saving grace at times. flygon / top should honestly be at the top of the list for partners, since fletch can be played in more conservative / defensive-inclined builds all the same (making stuff like eel and what have you odd options), but it will always need hazard control in any particular squad.

give liechi gift a bit more credit than that; do1's mix set (acro / ng / overheat / choice) can potentially facilitate a heap of solid sweepers under the appropriate circumstances, and while these are some precise builds to go for, they are feasible enough. main issue here is, of course, that your primary stab is hindered significant until you drop off your berry, which means it 100% has to be played on offense to be gainful enough, and it requires a bit more 'maneuvering' to be fulfilling what it otherwise its primary role anywhere else. just, ya know, flesh it out in write-up a bit

2/3
 
Uhh I feel like most of the information is there, I guess I would like you to talk about fletchinder's utility as a revenge killer in Usage Tips, as it doesn't need to set up a swords dance to be useful in a lot of games, but otherwise this seems fine.

QC approved 3/3
 
GP 1/2

when you're listing examples and you only have two examples, do not use a comma in between.
ex: colors such as green, and yellow (wrong)
ex: colors such as green and yellow (right)
[OVERVIEW]
=================
Fletchinder has an excellent ability in Gale Wings, giving +1 priority +1 to Acrobatics and Roost, and making it a great late-game cleaner. Despite Though Fletchinder's has a mediocre Attack stat, it has access to Swords Dance, mitigating mitigates this issue. It also has a reliable recovery move in Roost, which is also boosted to +1 priority by Gale Wings. Despite having a decent defensive typing, Fletchinder's frailty prevents it from taking too many hits, although it is able to set up on various Pokemon that don't can't OHKO it, such as Escavalier, Hitmontop, and Tangrowth. It also has a 4x weakness to Stealth Rock, which takes 50% of its health, meaning that and therefore Fletchinder cannot switch into Stealth Rock much and is forced to Roost off the damage.

[SET]
(remove space)
name: Swords Dance
move 1: Swords Dance
move 2: Acrobatics
move 3: Will-O-Wisp
move 4: Roost
ability: Gale Wings
nature: Adamant
EVs: 152 HP / 252 Atk / 76 Def / 28 SpD

[SET COMMENTS]
Moves
===============

Swords Dance boosts lets Fletchinder's Attack boost to dangerous levels, where it can letting it sweep through anything that doesn't resist Acrobatics. Acrobatics without an item is 110 Base Power, making it Fletchinder's strongest STAB move. Backed by Gale Wings, Acrobatics makes Fletchinder an excellent late-game cleaner. Will-O-Wisp cripples physical attackers that try to switch into Fletchinder, such as Rhyperior, (remove comma) and Mega Steelix, and it Fletchinder can set up on physical attackers, such as Escavalier, (remove comma) and Scrafty, after burning them. Roost gives Fletchinder reliable recovery; (semicolon) plus, (comma) it has +1 priority due to Gale Wings, (comma) so it Fletchinder can recover first most of the time.

Set Details
===============

Gale Wings is the main reason to use Fletchinder, as it gives priority to Flying-type moves, making Fletchinder a terrifying attacker. Fletchinder is not carrying any item and so, so that Acrobatics will be 110 Base Power, and Fletchinder can also switch into Knock Off from Escavalier, (remove comma) and Scrafty. The HP EVs give Fletchinder an odd HP number, meaning it can come into Stealth Rock 3 three times. 76 Defense EVs ensure Fletchinder will never be 2HKOed by anything from a Choice Band Escavalier, assuming it gets burned the second time (this is unclear; by "second time" do you mean during the second turn? aka Fletchinder can switch in (turn one) and burn (turn two)? rephrase w/ more details please), as well as avoiding the 2HKO from Knock Off by the likes of Swords Dance Drapion, (remove comma) and Dragon Dance Scrafty. 28 SpD Special Defense EVs let Fletchinder avoids the OHKO from a Choice Specs Tangrowth's Leaf Storm after Stealth Rock, so Fletchinder can Roost into it (?), as well as giving it a favorable chance of not being 2HKOed by Alomomola's Scald.

Usage Tips
===============

Use Swords Dance on a predicted switch, a Choice-locked Pokemon with a move that Fletchinder resists Fletchinder, and attempt to plow through the opposing team. (what is this sentence? is "a predicted switch, a Choice-locked..." a list of two separate things? or is "a Choice-locked..." an example of a predicted switch?) Fletchinder forces switches Pokemon such as Hitmonlee, Emboar, Scrafty, and Virizion to switch, and it can set up while they are switching out. Fletchinder is also a great revenge killer for to weakened foes or Pokemon that are weak to Acrobatics. During the early-game, Fletchinder should be used to spread Will-O-Wisp, (comma) and weakening the opponent's team with burns. Do remember that Fletchinder is really frail, (remove comma) and should only be sent into resisted hits anything that it resists, such as Grass- and Bug-type attacks. Removal of Stealth Rock is really recommended before switching in Fletchinder in, as otherwise it will lose is losing 50% of its health, making setup more difficult. Only set up after all the of Fletchinder's counters are weakened or beaten, as Fletchinder has one shot of will either beating the opposing Pokemon or being beaten due to its poor bulk. Slow U-turn or Volt Switch should be used to gives Fletchinder a safe switch in, as it doesn't have the bulk to take most attacks. (this sentence makes more sense after the "should only be sent into resisted hits, such as Grass- and Bug-types attacks" sentence)

Team Options
================

Hitmontop, Flygon, and Hitmonlee, (remove comma) are great partners, (comma) as they can remove entry hazards as well as they can deal with bulky Rock-, (remove comma) and Steel-types. Bulky Rock-, Electric-, and Steel-types wall Fletchinder, so Dugtrio is a great partner, (comma) as it can trap them with Arena Trap and beat them as well as providing provide support with Memento, giving Fletchinder an easier time setting up with Swords Dance. Fletchinder can also take Grass-type moves for Dugtrio as well as revenge kill their users revenge-killing them. Eelektross can use Volt Switch to bring Fletchinder in safely, as well as deal with bulky Water-types, (remove comma) and Ground-types with Thunderbolt, Flamethrower, and or Giga Drain. Grass-types such as Shiftry, Virizion, and Rotom-C can deal with bulky Water-types as well. Physical wallbreakers such as Life Orb Hitmonlee, Life Orb Emboar, and Choice Band Tyrantrum are good teammates to dent the opposing team, (comma) allowing for an easier clean for Fletchinder, the latter having; the latter has similar switch-ins as to Fletchinder and could dent them for Fletchinder, m. Moreover, Fletchinder can burn those switch-ins and make it them easier for Tyrantrum to beat.

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

Taunt can be used to stop the foe from healing or using status moves, but Acrobatics and Swords Dance are mandatory and Will-O-Wisp and Roost are better utility moves. U-turn allows Fletchinder to gain momentum and switch out of switch out of its checks and counters, but Fletchinder has no room for that as well. A bulkier set with Eviolite can be used with and Tailwind, Will-O-Wisp, and Aerial Ace can be used as a team supporter, but Fletchinder still has mediocre bulk even from with Eviolite. Liechi Berry with Natural Gift can be used with Overheat and Acrobatics to lure surprise Rhyperior and Quagsire, (comma) but it is really situational, it works only once, and Acrobatics will not be boosted until the item is used.

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

**Rock-types**: Rock-types such as Rhyperior, Omastar, Kabutops, Aurorus, Regirock, and Tyrantrum resist Acrobatics and can KO it Fletchinder back with their STAB super effective attacks. However, physically offensive Rock-types do not enjoy a burn. Omastar, Tyrantrum, and Aurorus can also set up on Fletchinder giving trouble for the team.

**Electric-types**: Eelektross, (remove comma) and Jolteon resist Acrobatics and can beat Fletchinder in return with their STAB super effective STAB attacks. The latter is OHKOed by +2 Acrobatics after a bit of prior damage, however.

**Water-types**: Water-types such as Lanturn, (remove comma) and Alomomola can wall and threaten Fletchinder with STAB attacks. Clawitzer can take an unboosted Acrobatics and can KO Fletchinder back in return. Quagsire doesn't care about any boosts due to Unaware and can do massive damage to or inflict status on Fletchinder in return.

**Steel-types**: Steelix can outpower Fletchinder even when burned, and it can set Stealth Rock and phaze Roar Fletchinder out as well as can use Earthquake on while Fletchinder uses Roost. If it paralyzes Fletchinder with Thunder Wave, Registeel can Thunder Wave and then has a chance of winning one-on-one. Bronzong has access to Toxic and can also use Earthquake as Fletchinder uses on Roost.

**Stealth Rock**: Fletchinder hates Stealth Rock, as it loses half of its health when switching into it, either forcing it to Roost or leaving it at low health and making setup difficult meaning it could set up less efficiently.

**Status**: Fletchinder also hates to get statused, (comma) as Toxic and Thunder Wave both hinder Fletchinder.
 
GP 1/2

when you're listing examples and you only have two examples, do not use a comma in between.
ex: colors such as green, and yellow (wrong)
ex: colors such as green and yellow (right)
[OVERVIEW]
=================
Fletchinder has an excellent ability in Gale Wings, giving +1 priority +1 to Acrobatics and Roost, and making it a great late-game cleaner. Despite Though Fletchinder's has a mediocre Attack stat, it has access to Swords Dance, mitigating mitigates this issue. It also has a reliable recovery move in Roost, which is also boosted to +1 priority by Gale Wings. Despite having a decent defensive typing, Fletchinder's frailty prevents it from taking too many hits, although it is able to set up on various Pokemon that don't can't OHKO it, such as Escavalier, Hitmontop, and Tangrowth. It also has a 4x weakness to Stealth Rock, which takes 50% of its health, meaning that and therefore Fletchinder cannot switch into Stealth Rock much and is forced to Roost off the damage.

[SET]
(remove space)
name: Swords Dance
move 1: Swords Dance
move 2: Acrobatics
move 3: Will-O-Wisp
move 4: Roost
ability: Gale Wings
nature: Adamant
EVs: 152 HP / 252 Atk / 76 Def / 28 SpD

[SET COMMENTS]
Moves
===============

Swords Dance boosts lets Fletchinder's Attack boost to dangerous levels, where it can letting it sweep through anything that doesn't resist Acrobatics. Acrobatics without an item is 110 Base Power, making it Fletchinder's strongest STAB move. Backed by Gale Wings, Acrobatics makes Fletchinder an excellent late-game cleaner. Will-O-Wisp cripples physical attackers that try to switch into Fletchinder, such as Rhyperior, (remove comma) and Mega Steelix, and it Fletchinder can set up on physical attackers, such as Escavalier, (remove comma) and Scrafty, after burning them. Roost gives Fletchinder reliable recovery; (semicolon) plus, (comma) it has +1 priority due to Gale Wings, (comma) so it Fletchinder can recover first most of the time.

Set Details
===============

Gale Wings is the main reason to use Fletchinder, as it gives priority to Flying-type moves, making Fletchinder a terrifying attacker. Fletchinder is not carrying any item and so, so that Acrobatics will be 110 Base Power, and Fletchinder can also switch into Knock Off from Escavalier, (remove comma) and Scrafty. The HP EVs give Fletchinder an odd HP number, meaning it can come into Stealth Rock 3 three times. 76 Defense EVs ensure Fletchinder will never be 2HKOed by anything from a Choice Band Escavalier, assuming it gets burned the second time (this is unclear; by "second time" do you mean during the second turn? aka Fletchinder can switch in (turn one) and burn (turn two)? rephrase w/ more details please), as well as avoiding the 2HKO from Knock Off by the likes of Swords Dance Drapion, (remove comma) and Dragon Dance Scrafty. 28 SpD Special Defense EVs let Fletchinder avoids the OHKO from a Choice Specs Tangrowth's Leaf Storm after Stealth Rock, so Fletchinder can Roost into it (?), as well as giving it a favorable chance of not being 2HKOed by Alomomola's Scald.

Usage Tips
===============

Use Swords Dance on a predicted switch, a Choice-locked Pokemon with a move that Fletchinder resists Fletchinder, and attempt to plow through the opposing team. (what is this sentence? is "a predicted switch, a Choice-locked..." a list of two separate things? or is "a Choice-locked..." an example of a predicted switch?) Fletchinder forces switches Pokemon such as Hitmonlee, Emboar, Scrafty, and Virizion to switch, and it can set up while they are switching out. Fletchinder is also a great revenge killer for to weakened foes or Pokemon that are weak to Acrobatics. During the early-game, Fletchinder should be used to spread Will-O-Wisp, (comma) and weakening the opponent's team with burns. Do remember that Fletchinder is really frail, (remove comma) and should only be sent into resisted hits anything that it resists, such as Grass- and Bug-type attacks. Removal of Stealth Rock is really recommended before switching in Fletchinder in, as otherwise it will lose is losing 50% of its health, making setup more difficult. Only set up after all the of Fletchinder's counters are weakened or beaten, as Fletchinder has one shot of will either beating the opposing Pokemon or being beaten due to its poor bulk. Slow U-turn or Volt Switch should be used to gives Fletchinder a safe switch in, as it doesn't have the bulk to take most attacks. (this sentence makes more sense after the "should only be sent into resisted hits, such as Grass- and Bug-types attacks" sentence)

Team Options
================

Hitmontop, Flygon, and Hitmonlee, (remove comma) are great partners, (comma) as they can remove entry hazards as well as they can deal with bulky Rock-, (remove comma) and Steel-types. Bulky Rock-, Electric-, and Steel-types wall Fletchinder, so Dugtrio is a great partner, (comma) as it can trap them with Arena Trap and beat them as well as providing provide support with Memento, giving Fletchinder an easier time setting up with Swords Dance. Fletchinder can also take Grass-type moves for Dugtrio as well as revenge kill their users revenge-killing them. Eelektross can use Volt Switch to bring Fletchinder in safely, as well as deal with bulky Water-types, (remove comma) and Ground-types with Thunderbolt, Flamethrower, and or Giga Drain. Grass-types such as Shiftry, Virizion, and Rotom-C can deal with bulky Water-types as well. Physical wallbreakers such as Life Orb Hitmonlee, Life Orb Emboar, and Choice Band Tyrantrum are good teammates to dent the opposing team, (comma) allowing for an easier clean for Fletchinder, the latter having; the latter has similar switch-ins as to Fletchinder and could dent them for Fletchinder, m. Moreover, Fletchinder can burn those switch-ins and make it them easier for Tyrantrum to beat.

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

Taunt can be used to stop the foe from healing or using status moves, but Acrobatics and Swords Dance are mandatory and Will-O-Wisp and Roost are better utility moves. U-turn allows Fletchinder to gain momentum and switch out of switch out of its checks and counters, but Fletchinder has no room for that as well. A bulkier set with Eviolite can be used with and Tailwind, Will-O-Wisp, and Aerial Ace can be used as a team supporter, but Fletchinder still has mediocre bulk even from with Eviolite. Liechi Berry with Natural Gift can be used with Overheat and Acrobatics to lure surprise Rhyperior and Quagsire, (comma) but it is really situational, it works only once, and Acrobatics will not be boosted until the item is used.

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

**Rock-types**: Rock-types such as Rhyperior, Omastar, Kabutops, Aurorus, Regirock, and Tyrantrum resist Acrobatics and can KO it Fletchinder back with their STAB super effective attacks. However, physically offensive Rock-types do not enjoy a burn. Omastar, Tyrantrum, and Aurorus can also set up on Fletchinder giving trouble for the team.

**Electric-types**: Eelektross, (remove comma) and Jolteon resist Acrobatics and can beat Fletchinder in return with their STAB super effective STAB attacks. The latter is OHKOed by +2 Acrobatics after a bit of prior damage, however.

**Water-types**: Water-types such as Lanturn, (remove comma) and Alomomola can wall and threaten Fletchinder with STAB attacks. Clawitzer can take an unboosted Acrobatics and can KO Fletchinder back in return. Quagsire doesn't care about any boosts due to Unaware and can do massive damage to or inflict status on Fletchinder in return.

**Steel-types**: Steelix can outpower Fletchinder even when burned, and it can set Stealth Rock and phaze Roar Fletchinder out as well as can use Earthquake on while Fletchinder uses Roost. If it paralyzes Fletchinder with Thunder Wave, Registeel can Thunder Wave and then has a chance of winning one-on-one. Bronzong has access to Toxic and can also use Earthquake as Fletchinder uses on Roost.

**Stealth Rock**: Fletchinder hates Stealth Rock, as it loses half of its health when switching into it, either forcing it to Roost or leaving it at low health and making setup difficult meaning it could set up less efficiently.

**Status**: Fletchinder also hates to get statused, (comma) as Toxic and Thunder Wave both hinder Fletchinder.
Thanks man! All implemented.
 
Add
Remove

Comment

[OVERVIEW]

Fletchinder has an excellent ability in Gale Wings, giving +1 priority to Acrobatics and Roost and making it a great late-game cleaner. Though Fletchinder has a mediocre Attack stat, its access to Swords Dance mitigates this issue. It also has a reliable recovery move in Roost, which is also boosted to +1 priority by Gale Wings. Despite having a decent defensive typing, Fletchinder's frailty prevents it from taking too many hits, although it is able to set up on various Pokemon that can't OHKO it, such as Escavalier, Hitmontop, and Tangrowth. It also has a 4x weakness to Stealth Rock, which takes away 50% of its health, meaning that Fletchinder cannot switch into Stealth Rock much and is forced to Roost off the damage.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Acrobatics
move 3: Will-O-Wisp
move 4: Roost
ability: Gale Wings
nature: Adamant
EVs: 152 HP / 252 Atk / 76 Def / 28 SpD

[SET COMMENTS]
Moves
===============

Swords Dance boosts Fletchinder's Attack to dangerous levels, letting it sweep through anything that doesn't resist Acrobatics. Acrobatics without an item is has 110 Base Power, making it Fletchinder's strongest STAB move. Backed by Gale Wings, Acrobatics makes Fletchinder an excellent late-game cleaner. Will-O-Wisp cripples physical attackers that try to switch into Fletchinder, such as Rhyperior and Mega Steelix, and Fletchinder can set up on physical attackers, such as Escavalier and Scrafty, (AC) after burning them. Roost gives Fletchinder reliable recovery; plus, it also has +1 priority due to Gale Wings, so Fletchinder can recover first most of the time.

Set Details
===============

Gale Wings is the main reason to use Fletchinder, as it gives priority to Flying-type moves, making Fletchinder a terrifying attacker. Fletchinder is not carrying any item so that Acrobatics will be have 110 Base Power, and Fletchinder also can switch into Knock Off from Escavalier and Scrafty. The HP EVs give Fletchinder an odd HP number, meaning that it can come into Stealth Rock three times. 76 Defense EVs ensure Fletchinder will never be 2HKOed by anything move from a Choice Band Escavalier, assuming it gets burned after Fletchinder switches into them it, as well as avoiding the 2HKO from Knock Off by from the likes of Swords Dance Drapion and Dragon Dance Scrafty. 28 Special Defense EVs let Fletchinder avoid the OHKO from a Choice Specs Tangrowth's Leaf Storm after Stealth Rock, so Fletchinder can Roost off the damage, as well as giving it a favorable chance of not being 2HKOed by Alomomola's Scald.

Usage Tips
===============

Use Swords Dance on a predicted switch or a Choice-locked Pokemon with a move that Fletchinder resists, and attempt to plow through the opposing team. Fletchinder forces Pokemon such as Hitmonlee, Emboar, Scrafty, and Virizion to switch, and it can set up while they are switching out. Fletchinder is also a great revenge killer for weakened foes or Pokemon that are weak to Acrobatics. During the early-game, Fletchinder should be used to spread Will-O-Wisp, weakening the opponent's team with burns. Do remember Remember that Fletchinder is really frail and should only be sent into resisted hits, such as Grass- and Bug-type attacks. Slow A slow U-turn or Volt Switch should be used to give Fletchinder a safe switch in, (AC) as it doesn't have the bulk to take most attacks. Removal of Stealth Rock is really recommended before switching Fletchinder in, as otherwise it will lose 50% of its health, making setup more difficult. Only set up after all of Fletchinder's counters are weakened or beaten, as Fletchinder will either beat the opposing Pokemon or be beaten due to its poor bulk.

Team Options
================

Hitmontop, Flygon, and Hitmonlee are great partners, (AC) as they can remove entry hazards as well as deal with bulky Rock- and Steel-types. Bulky Rock-, Electric-, and Steel-types wall Fletchinder, so Dugtrio is a great partner, as it can trap them with Arena Trap and beat them as well as provide support with Memento, giving Fletchinder an easier time setting up with Swords Dance. Fletchinder can also take Grass-type moves for Dugtrio as well as revenge kill their users of Grass-type moves. Eelektross can use Volt Switch to bring Fletchinder in safely, as well as deal with bulky Water-types and Ground-types with Thunderbolt, Flamethrower, or Giga Drain. Grass-types such as Shiftry, Virizion, and Rotom-C can deal with bulky Water-types as well. Physical wallbreakers such as Life Orb Hitmonlee, Life Orb Emboar, and Choice Band Tyrantrum are good teammates to dent the opposing team, allowing for an easier cleanup for Fletchinder; the latter has similar switch-ins to Fletchinder and could dent them for Fletchinder. Moreover, Fletchinder can burn those switch-ins and make them easier for Tyrantrum to beat.

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

Taunt can be used to stop the foe from healing or using status moves, but Acrobatics and Swords Dance are mandatory and Will-O-Wisp and Roost are better utility moves. U-turn allows Fletchinder to gain momentum and switch out of its checks and counters, but Fletchinder has no room for that as well it either. A bulkier set with Eviolite and Tailwind, Will-O-Wisp, (AC) and Aerial Ace can be used as a team supporter, but Fletchinder still has mediocre bulk with Eviolite. Liechi Berry with Natural Gift can be used with Overheat and Acrobatics to surprise Rhyperior and Quagsire, but it is really situational, it works only once, and Acrobatics will not be boosted until the item is used.

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

**Rock-types**: Rock-types such as Rhyperior, Omastar, Kabutops, Aurorus, Regirock, and Tyrantrum resist Acrobatics and can KO Fletchinder back with their STAB super effective STAB attacks. However, physically offensive Rock-types do not enjoy a burn. Omastar, Tyrantrum, and Aurorus can also set up on Fletchinder.

**Electric-types**: Eelektross and Jolteon resist Acrobatics and can beat Fletchinder in return with their super effective STAB attacks. The latter is OHKOed by +2 Acrobatics after a bit of prior damage, however.

**Water-types**: Water-types such as Lanturn and Alomomola can wall and threaten Fletchinder with their STAB attacks. Clawitzer can take an unboosted Acrobatics and can KO Fletchinder back in return. Quagsire doesn't care about any boosts due to Unaware and can do massive damage to or inflict a status ailment on Fletchinder in return.

**Steel-types**: Steelix can outpower Fletchinder even when burned, and it can set Stealth Rock and phaze Fletchinder as well as use Earthquake while Fletchinder uses Roost. If it paralyzes Fletchinder with Thunder Wave, Registeel has a chance of winning one-on-one 1v1. Bronzong has access to Toxic and can also use Earthquake as Fletchinder uses Roost.

**Stealth Rock**: Fletchinder hates Stealth Rock, as it loses half of its health when switching into it, either forcing it to Roost or leaving it at low health, (AC) making setup difficult.

**Status**: Fletchinder hates status ailments, as Toxic and Thunder Wave both hinder Fletchinder (how so?).
GP 2/2
XMjBx4g.gif
 
Last edited:
Back
Top