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Fletchling

In-battle formes

HP:45
Attack:50
Defense:43
Sp. Atk:40
Sp. Def:38
Speed:62
Min (-ve nature, 0 IVs)9
Default12
Max Neutral15
Max Positive16
Max Neutral (+1)22
Max Positive (+1)24
Max Neutral (+2)30
Max Positive (+2)32
Little Cup
Bulky Sweeper15

Evolutions

Strategies

  • en
Formats:
  • LC
Written by Drew

Overview

With a good ability and a relatively good movepool, Fletchling theoretically should be one of the best revenge killers in Little Cup as well as a good setup sweeper. Its relatively good offensive stats help it even more with this. However, it's held back by a weakness to Stealth Rock and is mostly outclassed by the many other good Flying-types in the tier. Although it is a shadow of its former self, it still has a niche as a sweeper and revenge killer with its good priority.

Bulky Sweeper

Move 1
  • Acrobatics
    Power doubles if the user has no held item.
    TypeFlying
    CategoryPhysical
    Power55 BP
    Accuracy100%
Move 2
Move 3
  • U-turn
    User switches out after damaging the target.
    TypeBug
    CategoryPhysical
    Power70 BP
    Accuracy100%
  • Flame Charge
    100% chance to raise the user's Speed by 1.
    TypeFire
    CategoryPhysical
    Power50 BP
    Accuracy100%
Move 4

Moves

Acrobatics is Fletchling's best STAB move and takes advantage of Gale Wings to make Fletchling a better sweeper. Swords Dance helps Fletchling sweep by boosting its Attack. U-turn helps Fletchling pivot on some of its common switch-ins such as Chinchou and Mudbray. Flame Charge lets Fletchling boost its Speed to continue a sweep after its Gale Wings is deactivated and allows it to hit Ferroseed. Substitute allows Fletchling to activate its Berry Juice on demand. Overheat is used to hit Steel-types such as Ferroseed and Magnemite and is a powerful move in general. Hidden Power Grass hits Rock-types such as Tirtouga and Onix as well as certain other problematic Pokemon like Mudbray and Chinchou.

Set Details

Berry Juice enables Fletchling to restore its HP to full when it is damaged to less than half HP, but an item can be completely left out so that Fletchling can automatically have a maximum-power Acrobatics. The Speed EV investment maximizes the Speed gained from Flame Charge and allows Fletchling to outspeed Croagunk and certain Timburr variants. It also has near-maximum Attack and an Adamant nature so it can eliminate more threats such as Croagunk that have taken Stealth Rock damage and faster Mienfoo while also having a much better chance to OHKO Snivy. The rest is put into Defense so Fletchling can survive longer. If using Overheat or Hidden Power Grass, be sure to use an EV spread of 76 HP / 200 Atk / 12 Def / 40 SpA / 180 Spe with an Adamant nature. The Gale Wings ability is Fletchling's main niche, giving it priority on Acrobatics, and should always be used.

Usage Tips

Setting up a Swords Dance on a Pokemon you know cannot OHKO Fletchling is usually a good option, as if Berry Juice is consumed, Fletchling may find an opening to sweep. If Stealth Rock is not up, Fletchling makes for quite a good revenge killer. Conserving Fletchling for the late-game is usually a good idea, as it benefits greatly from opposing Pokemon being weakened. Use U-turn on predicted switches to help gain momentum. Be wary of using Flame Charge on Pokemon that can KO Fletchling, as it isn't a very powerful move. Flame Charge is more suited to getting a hit for a guaranteed KO or being used on a target that's weak to it and isn't weak to Acrobatics such as Ferroseed (be aware that Iron Barbs damage will nullify Gale Wings, however). Don't use Substitute if Berry Juice has been consumed, as you can't get Fletchling back up to full health easily, and when using it, it is a good idea to set up a Swords Dance after doing so. It is almost never a good idea to carelessly switch Fletchling into attacks due to its poor bulk and ruining Gale Wings. However, if Fletchling has already taken damage, switching it back in to activate Berry Juice can have the reverse effect.

Team Options

Although they are niche, Pokemon using Z-Memento or Z-Parting Shot can bring Fletchling back up to full health and restore its Gale Wings ability. Rapid Spin and Defog users are almost essential to keep Fletchling healthy; Drilbur in particular can check Electric- and Rock-types for it, but Staryu is more consistent. Fletching pairs well with other offensive Flying-types such as Rowlet and Doduo, as they can wear down each other's checks. Slow U-turn and Volt Switch users such as Mienfoo and Chinchou are extremely helpful, as they can get Fletchling in without taking any damage. Knock Off support from Pawniard and the aforementioned Mienfoo can help cripple opposing walls for Fletchling to more easily deal with them. Slowpoke and Chinchou can use Thunder Wave on opposing Pokemon so Fletchling can outspeed many more threats as well as potentially obtain a free turn. Diglett can eliminate Steel-, Electric-, and Rock-types that can be a very big problem for Fletchling.

Other Options

Fletchling can set up a Tailwind easily, but it doesn't last long enough to really be worth wasting a moveslot. Using Natural Gift with Salac or Apicot Berry to lure in and remove Rock-types has a very small niche, but it isn't recommended because it takes up a move and item slot. Taunt can be used to stop other Pokemon from setting up on Fletchling, but it can't do much afterwards. Steel Wing could be used to hit an incoming Archen, but it doesn't hit many other threats. Snatch can take the setup moves of common Shell Smash users that like to set up on Fletchling, but it doesn't do much more than Taunt does.

Checks and Counters

Electric-types: Common attackers such as Magnemite and Chinchou can switch into Fletchling easily unless it is running Overheat or Hidden Power Grass (although this still doesn't do much damage to it), respectively, and easily OHKO it in return. Electric-types also provide great momentum to the opponent with Volt Switch.

Rock-types: Most Rock-types are bulky and can switch into everything Fletchling can use bar Hidden Power Grass and defeat it in return, but even frailer Rock-types like Cranidos can revenge kill it easily. Many Rock-types also set up Stealth Rock, which is a very big problem for Fletchling because it nullifies Gale Wings.

Steel-types: Similarly to Rock-types, Steel-types are usually bulky, can take most moves Fletchling uses other than Overheat, and are generally troublesome. Pawniard and Honedge in particular are troublesome with Stealth Rock and Swords Dance, respectively.

Physically Bulky Pokemon: Mudbray, Mareanie, and even Ferroseed when Fletchling isn't carrying Flame Charge can be troublesome to break through without being assisted by wallbreakers.

Passive Damage: All passive damage can break Gale Wings. Sand, hail, and Ferroseed's Iron Barbs are good examples. Stealth Rock especially is extremely hard for Fletchling to deal with and is extremely potent in Little Cup.

Credits

Moves

 
Power
55
Accuracy
100%
PP
15
Power doubles if the user has no held item.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
PP
15
-1 evasion; clears user and target side's hazards.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
50
Accuracy
100%
PP
20
100% chance to raise the user's Speed by 1.
 
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
Accuracy
100%
PP
40
Lowers the foe(s) Attack by 1.
 
Power
95
Accuracy
90%
PP
10
10% chance to burn the foe(s).
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
Accuracy
PP
20
Copies a foe at 1.5x power. User must be faster.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
130
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
Power
35
Accuracy
100%
PP
35
No additional effect.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
Accuracy
PP
15
Protects allies from priority attacks this turn.
 
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
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
Accuracy
PP
10
User steals certain support moves to use itself.
 
Power
50
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
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
PP
20
Raises the user's Attack by 2.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
Accuracy
PP
15
For 4 turns, allies' Speed is doubled.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
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