[OVERVIEW]
Fletchinder looks seemingly mediocre with low stats across the board and a 4x weakness to Stealth Rock, but it has access to Gale Wings, which grants priority to all of its Flying-type moves and gives it the strongest priority move in the tier. With Acrobatics, Fletchinder is able to revenge kill a multitude of Pokemon in the tier, such as Lilligant, Ludicolo, Scyther, and Sawk. It has access to Swords Dance, which allows it to be a good late-game cleaner and, combined with Will-O-Wisp, gives Fletchinder more opportunities to sweep. Fletchinder is also able to stay healthy throughout the match with Roost, which somewhat helps make up for its Stealth Rock weakness. However, its Stealth Rock weakness and low defenses make it very easy to take down, and it also has trouble sweeping if any Pokemon that resists Flying is on the opponent's team, such as Magneton, Kabutops, and Rhydon. It also has trouble breaking through several bulky Water-types such as Prinplup and Pelipper, which can retaliate with Scald.
[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Acrobatics
move 3: Will-O-Wisp
move 4: Roost
item:
ability: Gale Wings
nature: Adamant
evs: 112 HP / 252 Atk / 144 Spe
[SET COMMENTS]
Moves
========
Swords Dance boosts Fletchinder's Attack to a respectable number, allowing it to clean late-game. Acrobatics is Fletchinder's most powerful Flying STAB move, as it has priority thanks to Gale Wings, and it is able to revenge kill a lot of Pokemon. Will-O-Wisp cripples Steel-, Rock-, and Electric-type switch-ins, such as Magneton and Rhydon, as well as physical attackers in general, allowing Fletchinder to set up Swords Dance much more easily and wear down its checks. Roost is a reliable recovery move that eases setup against burned Pokemon and keeps Fletchinder healthy in case it has been damaged by Stealth Rock.
Set Details
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Maximum Attack EVs and an Adamant nature allow Fletchinder to hit as hard as possible. The given Speed EVs enable Fletchinder to outspeed neutral base 70 Speed Pokemon, most notably being able to hit Swords Dance Samurott before it uses Aqua Jet. The rest of the EVs go into HP to give Fletchinder a little more bulk and to reach an odd HP number so that it is able to switch into Stealth Rock twice, provided that it hasn't taken any damage previously. Gale Wings is absolutely mandatory, as it gives Fletchinder priority on Acrobatics and Roost. No item is used in order to make Acrobatics fully powered.
Usage Tips
========
Use Will-O-Wisp early-game to wear down any checks or counters on the switch. Once the opponent's team has been sufficiently weakened, use Swords Dance on a Pokemon that cannot deal much damage in return and sweep with priority Acrobatics. Keep Fletchinder healthy throughout the match with Roost, especially after switching in when Stealth Rock is up. Make sure to keep Fletchinder alive when facing weather teams, as it is able to revenge kill many Pokemon on sun and rain teams, such as Exeggutor, Sawsbuck, Victreebel, Ludicolo, and Poliwrath. Fletchinder should also be kept healthy if there are any setup sweepers or offensive threats that it is able to revenge kill.
Team Options
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Because Fletchinder is 4x weak to Stealth Rock, entry hazard control is crucial. Kabutops, in particular, is able to get past Rock-types that give Fletchinder a hard time while having access to Rapid Spin, though it is worth noting that both of them share an Electric weakness. Another good entry hazard remover is Prinplup, which is able to Defog away entry hazards and set up Stealth Rock, as well as take on Pokemon that trouble Fletchinder, such as Kabutops and Rhydon. While Xatu does not have the greatest synergy with Fletchinder, it is able to easily discourage the use of Stealth Rock while also possibly bouncing them back at the opponent's team. If Fletchinder is paired with Xatu, it is strongly recommended to pair them with a Pokemon that is able to switch in on Rock- and Electric-type moves, such as Rhydon, Torterra, and Magneton. Ground-types such as Stunfisk, Torterra, and Rhydon can switch in on Electric- and Rock-type moves aimed at Fletchinder and threaten with their STAB attacks. The former two are also able to setup Stealth Rock to support Fletchinder, while Magneton is able to bring Fletchinder in safely via Volt Switch.
Grass-types are also good partners, as most of them have good synergy with Fletchinder while also having the ability to threaten Pokemon that give it trouble. Lilligant is a great partner, as it is able to put Fletchinder's checks, such as Lanturn and Carracosta, to sleep with Sleep Powder, set up on them with Quiver Dance, or force them out with its Grass-type attacks. Lilligant is also capable of using Healing Wish, giving Fletchinder a second chance to sweep. Cacturne is also a decent partner because it has a helpful immunity to Water-type moves, resists Electric, and is able to threaten Water-types with its Grass-type STAB moves as well as support Fletchinder with Spikes. Fighting-types pair naturally well with Fletchinder, as they have decent synergy and most of them are able to threaten Rock- and Steel-types. Such examples include Sawk, Hariyama, and Gurdurr. Assault Vest Hariyama is also able to take on some special attackers, such as Rotom, Lanturn, and Samurott, while Gurdurr is able to set up Bulk Up on Rock- and Steel-types with relative ease. Steel-types in general make for good partners with Fletchinder, as they have good synergy with it, resisting Rock-type moves, so Pokemon such as Magneton and Klinklang make great partners; Magneton in particular has fantastic synergy with Fletchinder, as it has the ability to trap opposing Steel-types that Fletchinder has major issues against, such as Klingklang and opposing Magneton. Magneton is also able to force out Water- and Rock-types, such as Kabutops, Carracosta, Rhydon, and Regirock, with its powerful dual STAB combination, though Magneton cannot safely switch into all of these Pokemon.
[STRATEGY COMMENTS]
Other Options
=============
Fletchinder can make use of Overheat, which hits Steel-types such as Ferroseed, Magneton, and Klinklang. Tailwind is a decent support move, it has priority, and it aids any slow teammates. Natural Gift plus a Liechi Berry hits Rhydon, Quagsire, and Kabutops with a powerful Grass-type move on the switch, but it comes at the cost of halving Acrobatics' Base Power until it's used. U-turn is another option for Fletchinder to retain offensive momentum and switch out of any potential counters for a teammate to take advantage of, but it cannot switch in and out too much because of Fletchinder's horrid Stealth Rock weakness. Taunt is another useful support move to prevent Pokemon from healing or setting up entry hazards as Fletchinder sets up Swords Dance.
Checks and Counters
===================
**Electric-types**: Electric-types, such as Magneton, Rotom, Stunfisk, and Lanturn, resist Acrobatics and, unlike Rock-types, do not mind being burned as much while all of them threaten Fletchinder with their STAB moves. Magneton is 4x resistant to Acrobatics, does not fear Will-O-Wisp that much and threatens Fletchinder with its powerful Electric-type STAB attacks. Stunfisk is able to hit back with Discharge and set up Stealth Rock for free against Fletchinder. Lanturn hits back with Scald and also can heal burns with Heal Bell.
**Rock-types**: Rock-types, such as Rhydon, Kabutops, Aurorus, and Carracosta, take very little damage from Acrobatics, in return, they all OHKO Fletchinder with their Rock-type STAB moves, though most of these Pokemon are crippled by Will-O-Wisp except for Aurorus and defensive Carracosta. Kabutops is also able to outpace Fletchinder's Acrobatics with Aqua Jet. Carracosta does not mind getting burned as much, as it still threatens Fletchinder with Scald, but its Shell Smash set is heavily crippled if it is not holding Lum Berry. Probopass is 4x resistant to Acrobatics and OHKOes Fletchinder with Power Gem, but it dislikes being worn down by burns. Archeops resists Acrobatics and is naturally faster, so it does not have to worry about Will-O-Wisp if it has already switched in safely, and it OHKOes Fletchinder with Stone Edge.
**Stealth Rock**: Stealth Rock shaves off half of Fletchinder's HP on the switch, forcing it to recover off the damage with Roost and making it much easier to take down due to Fletchinder's fragility.
**Water-types**: Many bulky Water-types, such as Quagsire, Prinplup, and Pelipper, are able to take Acrobatics relatively well and retaliate with Scald. Quagsire in particular is a problem for Fletchinder, as it ignores any Swords Dance boosts that Fletchinder has acquired thanks to Unaware, takes very little damage from Acrobatics, and is able to recover off the damage while threatening Fletchinder with Scald and Toxic.
**Naturally Bulky Pokemon**: Garbodor is a decent answer to Fletchinder, as it wears Fletchinder down with Rocky Helmet, as well as Aftermath damage should Fletchinder knock it out and is also able to eliminate any Swords Dance boosts acquired with either Clear Smog or Haze, but Garbodor does not appreciate being burned with Will-O-Wisp. Weezing takes Acrobatics very well and 2HKOes Fletchinder with Sludge Bomb, but it dislikes being worn down from burns. Offensive Mega Audino easily tanks even a +2 Acrobatics and retaliates back with Surf. Klinklang resists Acrobatics and is able to avoid Will-O-Wisp with Substitute and proceed to boost with Shift Gear on Fletchinder.
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