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.
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.
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