#661 - Fletchling
Type: Normal / Flying
Base Stats: 45 HP | 50 Atk | 43 Def | 40 SAtk | 38 SDef | 62 Spe
LC Base Stats (at Level 5): 21 HP | 11 Atk | 10 Def | 10 SAtk | 10 SDef | 12 Spe
Abilities:
Big Pecks: It's Defense cannot be lowered.
Gale Wings: All Flying-type moves have their speed priority increased by 1.
Level-Up Movepool:
Lv.1 - Tackle
Lv.1 - Growl
Lv.6 - Quick Attack
Lv.10 - Peck
Lv.13 - Agility
Lv.16 - Flail
Lv.21 - Roost
Lv.25 - Razor Wind
Lv.29 - Natural Gift
Lv.34 - Flame Charge
Lv.39 - Acrobatics
Lv.41 - Me First
Lv.45 - TailWind
Lv.48 - Steel Wing
TM & HM Compatibility:
TM06 - Toxic
TM10 - Hidden Power
TM11 - Sunny Day
TM12 - Taunt
TM17 - Protect
TM19 - Roost
TM21 - Frustration
TM27 - Return
TM32 - Double Team
TM40 - Aerial Ace
TM42 - Facade
TM43 - Flame Charge
TM44 - Rest
TM45 - Attract
TM46 - Thief
TM48 - Round
TM50 - OverHeat
TM51 - Steel Wing
TM62 - Acrobatics
TM75 - Swords Dance
TM87 - Swagger
TM88 - Sleep Talk
TM89 - U-Turn
TM90 - Substitute
TM100 - Confide
HM02 - Fly
Known Egg Moves
Quick Guard
Snatch
TailWind
When looking at Fletchling's typing, stats and movepool, nothing really stands out for the little bird. However, it's true potential lies in it's ability, Gale Wings, which boosts the priority of all Flying-type moves by 1, basically giving Fletchling a 110 Base Power priority move to play with. However, not only do damaging attacks get their priority boosted, status moves do too! Meaning that Fletchling also has access to priority Roosts to recover health before the opponent can attack. Add decent movepool options to the ecuation, and you have a nasty little bird able to revenge kill most of the tier!
Fletchling doesn't come without it's flaws, though. Firstly, it has a crippling Stealth Rock weakness, meaning it won't be able to switch in and out of the battlefield unharmed, at least not without the required support. Also, it has paper-thin defenses, which make it an easy target for faster priority users. It's Attack stat isn't amazing, either, so Fletchling won't be sweeping any team without previous set up, as many Pokémon can wall it. Finally, as the bird's only (competitively-wise, at least) niche is attacking with priority Flying-type moves, it is quite predictable and easy to play around.
All in all, Fletchling is a great Pokémon with a unique niche. So, if you are willing to play him with the right amount of support he deserves, you won't be disappointed!
Potential Movesets:
Dancing Robin
Fletchling Flying Gem
Ability: Gale Wings
- OverHeat / Steel Wing / Return
- Acrobatics
- Swords Dance
- Roost
Naughty/Adamant Nature
EVs: 196 Atk | 180 Spe | 116 SAtk or Def/SDef
This is the set I've been using in PS, and has proven to be quite effective. Wait for a chance to switch in and set up, and I can assure the tiny robin will make some huge holes on the opposing team. A +2 Acrobatics is nothing to laugh at, even if resisted, and can pack quite a punch when factoring Flying Gem into the ecuation. You'll mostly be using Swords Dance + Acrobatics, however, Roost is there for keeping Fletchling as healthy as possible while the other move is a filler. Do note that Fletchling can be OHKOed by many Pokémon, so only use Roost when that isn't the case. OverHeat is for Steel-types while Steel Wing is for Rock-types and Return has STAB. The first is a one-use high-powered special move while the others are more reliable physical moves which takes advantage of Swords Dance boosts. The Nature & EV Spread options mostly relate to the decition between those. Take into account that if you chose OverHeat, you will be walled by Rock-types; if you choose Steel Wing, you will be walled by Electric & Steel-types; and if you choose Return, you will be walled by Rock & Steel-types.
Personally, I prefer running this set with OverHeat.
Here are some calculations:
What do you think? Feel free to propose/comment/discuss!
Type: Normal / Flying
Base Stats: 45 HP | 50 Atk | 43 Def | 40 SAtk | 38 SDef | 62 Spe
LC Base Stats (at Level 5): 21 HP | 11 Atk | 10 Def | 10 SAtk | 10 SDef | 12 Spe
Abilities:
Big Pecks: It's Defense cannot be lowered.
Gale Wings: All Flying-type moves have their speed priority increased by 1.
Level-Up Movepool:
Lv.1 - Tackle
Lv.1 - Growl
Lv.6 - Quick Attack
Lv.10 - Peck
Lv.13 - Agility
Lv.16 - Flail
Lv.21 - Roost
Lv.25 - Razor Wind
Lv.29 - Natural Gift
Lv.34 - Flame Charge
Lv.39 - Acrobatics
Lv.41 - Me First
Lv.45 - TailWind
Lv.48 - Steel Wing
TM & HM Compatibility:
TM06 - Toxic
TM10 - Hidden Power
TM11 - Sunny Day
TM12 - Taunt
TM17 - Protect
TM19 - Roost
TM21 - Frustration
TM27 - Return
TM32 - Double Team
TM40 - Aerial Ace
TM42 - Facade
TM43 - Flame Charge
TM44 - Rest
TM45 - Attract
TM46 - Thief
TM48 - Round
TM50 - OverHeat
TM51 - Steel Wing
TM62 - Acrobatics
TM75 - Swords Dance
TM87 - Swagger
TM88 - Sleep Talk
TM89 - U-Turn
TM90 - Substitute
TM100 - Confide
HM02 - Fly
Known Egg Moves
Quick Guard
Snatch
TailWind
When looking at Fletchling's typing, stats and movepool, nothing really stands out for the little bird. However, it's true potential lies in it's ability, Gale Wings, which boosts the priority of all Flying-type moves by 1, basically giving Fletchling a 110 Base Power priority move to play with. However, not only do damaging attacks get their priority boosted, status moves do too! Meaning that Fletchling also has access to priority Roosts to recover health before the opponent can attack. Add decent movepool options to the ecuation, and you have a nasty little bird able to revenge kill most of the tier!
Fletchling doesn't come without it's flaws, though. Firstly, it has a crippling Stealth Rock weakness, meaning it won't be able to switch in and out of the battlefield unharmed, at least not without the required support. Also, it has paper-thin defenses, which make it an easy target for faster priority users. It's Attack stat isn't amazing, either, so Fletchling won't be sweeping any team without previous set up, as many Pokémon can wall it. Finally, as the bird's only (competitively-wise, at least) niche is attacking with priority Flying-type moves, it is quite predictable and easy to play around.
All in all, Fletchling is a great Pokémon with a unique niche. So, if you are willing to play him with the right amount of support he deserves, you won't be disappointed!
Potential Movesets:
Dancing Robin
Fletchling Flying Gem
Ability: Gale Wings
- OverHeat / Steel Wing / Return
- Acrobatics
- Swords Dance
- Roost
Naughty/Adamant Nature
EVs: 196 Atk | 180 Spe | 116 SAtk or Def/SDef
This is the set I've been using in PS, and has proven to be quite effective. Wait for a chance to switch in and set up, and I can assure the tiny robin will make some huge holes on the opposing team. A +2 Acrobatics is nothing to laugh at, even if resisted, and can pack quite a punch when factoring Flying Gem into the ecuation. You'll mostly be using Swords Dance + Acrobatics, however, Roost is there for keeping Fletchling as healthy as possible while the other move is a filler. Do note that Fletchling can be OHKOed by many Pokémon, so only use Roost when that isn't the case. OverHeat is for Steel-types while Steel Wing is for Rock-types and Return has STAB. The first is a one-use high-powered special move while the others are more reliable physical moves which takes advantage of Swords Dance boosts. The Nature & EV Spread options mostly relate to the decition between those. Take into account that if you chose OverHeat, you will be walled by Rock-types; if you choose Steel Wing, you will be walled by Electric & Steel-types; and if you choose Return, you will be walled by Rock & Steel-types.
Personally, I prefer running this set with OverHeat.
Here are some calculations:
- 116 SAtk Fletchling's OverHeat Vs. 164 HP / 148 SDef Eviolite Ferroseed: 20-24 (86.95 - 104.34%) - 6.25% chance to OHKO
- 116 SpA Fletchling's OverHeat vs. 156 HP / 76 SpD Eviolite Magnemite: 12-16 (57.14 - 76.19%) - guaranteed 2HKO
What do you think? Feel free to propose/comment/discuss!