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Spearow

In-battle formes

HP:40
Attack:60
Defense:30
Sp. Atk:31
Sp. Def:31
Speed:70
Min (-ve nature, 0 IVs)10
Default13
Max Neutral16
Max Positive17
Max Neutral (+1)24
Max Positive (+1)25
Max Neutral (+2)32
Max Positive (+2)34
Little Cup
Choice Scarf (Adamant)16
Choice Scarf (Jolly)17

Evolutions

Strategies

  • en
Formats:
  • LC
Written by NatGeo

Overview

While Spearow has good Attack and Speed, it is really set back by the fact that it has an extremely shallow movepool to work with. Its Normal / Flying typing doesn't help it either, as it is both weak to Stealth Rock and has a neutrality to the common Fighting-type attacks. Taillow mostly outclasses Spearow with its high Speed and access to Guts. However, Spearow has the makings of a good scout thanks to base 70 Speed and access to U-turn, while base 60 Attack means hits from Spearow are going to hurt. It also has access to Pursuit, meaning it can be a great trapper. Overall, given the right conditions, Spearow can work great on your team.

Choice Scarf

Move 1
Move 2
  • Return
    Max 102 power at maximum Happiness.
    TypeNormal
    CategoryPhysical
    Accuracy100%
  • Quick Attack
    Usually goes first.
    TypeNormal
    CategoryPhysical
    Power40 BP
    Accuracy100%
    Priority1
Move 3
  • U-turn
    User switches out after damaging the target.
    TypeBug
    CategoryPhysical
    Power70 BP
    Accuracy100%
Move 4
  • Pursuit
    If a foe is switching out, hits it at 2x power.
    TypeDark
    CategoryPhysical
    Power40 BP
    Accuracy100%

Despite how limited Spearow's movepool is, it has just enough going for it to be a great user of Choice Scarf. Drill Peck is in the first moveslot, gaining STAB and hitting Fighting- and Grass-types extremely hard thanks to Spearow's good base 60 Attack. Return is Spearow's second STAB move, with excellent neutral coverage. Quick Attack is another option in the second slot, having priority but also being significantly weaker than Return. U-turn is a great move for scouting and keeping momentum. Pursuit is used in the final moveslot as a great tool for putting Ghost- and Psychic-types into a checkmate position.

The given EVs maximize Spearow's Attack and Speed, with the rest being put in Spearow's defenses to increase its overall bulk. An Adamant nature is used over Jolly as Spearow already reaches 24 Speed with a Choice Scarf, and Spearow needs all the power it can get. Sniper is the preferred ability for Spearow, as not only can it be convenient at times, but it's the only ability Spearow can profit from competitively.

Aside from the options given above, Spearow doesn't have much else to use on this set. It's possible to put some of Spearow's Special Defense EVs into its Special Attack and switch its nature to Naughty; you can then switch out one of the moves above with one from its special movepool. Options include Hidden Power, Heat Wave, and Ominous Wind. However, don't expect too much from Spearow and its Base 31 Special Attack. Spearow can also carry a Choice Band over a Choice Scarf and use a Jolly nature; Spearow will hit a lot harder but it will be much slower, which can be crucial in some cases.

Rapid Spinners make excellent teammates for Spearow, as it will be switching in and out often, with the potential to rack up Stealth Rock damage very quickly. Fighting-types are also good teammates to get rid of Rock- and Steel-types, who wall Spearow with ease. Dark-types are also helpful, as they get rid of Ghost-types who may try and come in on Spearow.

Other Options

It must be emphasized again that Spearow is really strapped for competitive options. You can run 3 attacks and Agility or Substitute, but Spearow lacks coverage as well as actual attacking power. Spearow has access to Whirlwind and Feather Dance, but it's very frail, meaning that Spearow will have a tough time pulling it off without dying. Lastly, Toxic can be used as a filler on the Choice Scarf set to catch some walls on the switch in.

Checks and Counters

Stealth Rock is a great way to check Spearow, as it automatically puts a timer on how many times it can switch in and do damage. Chinchou and other fast Electric-types can easily knock out Spearow with a super effective STAB attack. Priority is another great way to deal with Spearow; it is hit neutrally or super effectively by all forms of priority, meaning it will be severely damaged or KOed. Anything that can take a hit from Spearow and hit back can also be called a check given Spearow's frailty. Lastly, Pursuit users often put Spearow in a checkmate position if they come in after a kill.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
55
Accuracy
95%
PP
25
High critical hit ratio. Hits adjacent foes.
 
Power
50
Accuracy
100%
PP
10
Power doubles if target was damaged this turn.
 
Power
30
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
PP
40
User switches, passing stat changes and more.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
Accuracy
PP
15
-1 evasion; clears target side's hazards/screens.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
80
Accuracy
100%
PP
20
No additional effect.
 
Power
80
Accuracy
95%
PP
10
High critical hit ratio.
 
Power
40
Accuracy
100%
PP
15
Power increases when used on consecutive turns.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
40
Accuracy
100%
PP
40
Always leaves the target with at least 1 HP.
 
Power
Accuracy
100%
PP
15
Lowers the target's Attack by 2.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
90
Accuracy
95%
PP
15
Flies up on first turn, then strikes the next turn.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
15
Accuracy
85%
PP
20
Hits 2-5 times in one turn.
 
Power
Accuracy
100%
PP
40
Lowers the foe(s) Attack by 1.
 
Power
100
Accuracy
90%
PP
10
10% chance to burn the foe(s).
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
Accuracy
PP
20
User uses the target's last used move against it.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
35
Accuracy
100%
PP
35
No additional effect.
 
Power
60
Accuracy
100%
PP
20
User steals and eats the target's Berry.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
40
Accuracy
100%
PP
20
If a foe is switching out, hits it at 2x power.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
80
Accuracy
100%
PP
10
Charges, then hits foe(s) turn 2. High crit ratio.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
PP
10
Heals 50% HP. Flying-type removed 'til turn ends.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% chance acc -1)
 
Power
140
Accuracy
90%
PP
5
Charges, then hits turn 2. 30% flinch. High crit.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
70
Accuracy
90%
PP
25
10% chance to raise the user's Defense by 1.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
PP
30
For 4 turns, allies' Speed is doubled.
 
Power
40
Accuracy
100%
PP
10
If the user has no item, it steals the target's.
 
Power
Accuracy
90%
PP
10
Badly poisons the target.
 
Power
80
Accuracy
100%
PP
10
20% chance to paralyze or burn or freeze target.
 
Power
40
Accuracy
100%
PP
20
20% chance to make the foe(s) flinch.
 
Power
90
Accuracy
100%
PP
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
Accuracy
100%
PP
20
Forces the target to switch to a random ally.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
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