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Flareon

In-battle formes

HP:65
Attack:130
Defense:60
Sp. Atk:95
Sp. Def:110
Speed:65
Min (-ve nature, 0 IVs)121
Default166
Max Neutral229
Max Positive251
Max Neutral (+1)343
Max Positive (+1)376
Max Neutral (+2)458
Max Positive (+2)502

Strategies

  • en
Formats:
  • Draft
Written by drizzle

Overview

Draft Order: Round 8

Price Range: 1-2 points

Overview: Flareon is a terribly misguided physical wallbreaker due to its weakness to entry hazards, low Speed, reliance on chipping itself down with Toxic and recoil damage, and lack of any real coverage moves, often relegating it to its would-be secondary role of a specially bulky Fire-type. As a special wall, it can mend its vulnerability to hazards and chip damage with Heavy-Duty Boots and Wish, respectively, but it still suffers from a lack of physical coverage moves and a weak Defense stat.

Common Roles

Special Wall: With serviceable utility moves of the likes of Will-O-Wisp and Wish as well as a respectable Special Defense stat that is unfortunately hindered by its typing and HP stat, Flareon can act as a special wall to certain Pokemon such as Gholdengo, non-Tera Iron Moth, and Tornadus-T.

Wallbreaker: Boasting a high base Attack with access to Guts means that even Pokemon that resist Fire have a tough time switching into Flareon. However, having to hold a Toxic Orb in order to reliably activate Guts means it struggles to get much value out of it due to its lack of physical coverage and being incredibly easily to revenge kill.

Common Moves

Primary STAB Moves: Flare Blitz, Lava Plume, Fire Blast, Flamethrower, Overheat, Temper Flare

Setup Moves: Calm Mind, Curse, Trailblaze

Utility Moves: Roar, Wish, Will-O-Wisp, Yawn, Protect

Coverage: Facade, Alluring Voice, Scorching Sands, Shadow Ball, Double Kick, Bite

Niche Moves

Fire Spin: Although it traps Flareon with the foe, Fire Spin can be used to get chip damage on bulkier targets.

Dig: Flareon's desperation for coverage moves truly runs deep, and Dig + Power Herb may be useful in catching a Rock-type off guard.

Quick Attack: Quick Attack on Guts sets can prove useful in either revenge killing or picking off weakened foes.

Common Items

Heavy-Duty Boots: Due to Flareon's debilitating weakness to entry hazards, Heavy-Duty Boots is an absolute must on bulkier sets, allowing it to repeatedly attempt to get Wish to its teammates, even with its low base HP.

Toxic Orb: The only way Flareon has to activate its own Guts is with Toxic Orb. The residual damage from the Toxic poison status will rarely matter, as Guts sets severely lack longevity.

Niche Items

Power Herb: Flareon's feeble flings in farming damage draws it to dark depths; Dig is its only way of touching Rock-types on the physical side outside of Trailblaze, but it is often better off running a special set with Scorching Sands if the goal is to hit a Rock-type.

Silk Scarf: If Flareon is expected to get poisoned by its foes, Silk Scarf is ideal on Guts sets to boost Facade and Quick Attack, alleviating some of the pressure it has to click Flare Blitz and taking recoil damage.

Leftovers: If entry hazards are not as much of a concern in a match, Leftovers provides additional healing on Wish + Protect sets.

Flame Orb: On sets designed specifically to Terastallize, Flame Orb is an option to deal less damage than Toxic Orb would, but not every Flareon should be designed to Terastallize.

Eject Pack: With an Eject Pack, Flareon can use Overheat to get a big hit off and get a teammate in safely. It has the ability to pass a Wish this way as well.

Tera

Flareon is a usable secondary Tera Captain when paired with a higher-tier Tera Captain if none of the other low-point Pokemon on a draft benefit from Terastallization. On offensive sets, Tera Norma boosts the moves it usually wants to use on Guts sets, and it can also use Tera types that give it additional coverage options with Tera Blast, such as Tera Electric to hit bulky Water-types and Tera Ground to hit Rock- and Steel-types while having Facade to hit everything else. On defensive sets, Tera types that can take advantage of Flash Fire, such as Tera Steel and Grass, are standout choices.

Draft Strategy

Flareon should not come to every matchup, and it should be drafted on a team that functions fine without it. When it comes, it needs a lot of support, as it either lacks a way to put out substantial amounts of damage or longevity depending on its set. It can use Wish to heal up Pokemon that lack reliable means of recovery, but with no way to safely pivot to its teammates, this can be risky. Drafting Flareon on a team that appreciates an immunity to Fire would be best, taking advantage of Flash Fire.

Checks and Counters

Pokemon That Resist Fire: Since it lacks a way to hit Pokemon with strong moves outside of its Fire-type moves, practically any Pokemon that resists Fire moves has an easy time checking Flareon.

Physical Walls: Physical walls that are not weak to Fire-type moves such as Great Tusk, Landorus-T, and Garchomp can all switch into the Guts Flareon set easily and force it out, although they all don't appreciate getting burned from Will-O-Wisp.

Residual Damage: On Guts sets, residual damage can be Flareon's biggest killer, especially considering that its best physical Fire-type move damages itself.

Physical Attackers: Flareon's low physical bulk leaves it extremely vulnerable to physical attackers, even ones that can only hit it for neutral damage.

Credits

Moves

 
Power
80
Accuracy
100%
PP
10
100% confuse target that had a stat rise this turn.
 
Power
Accuracy
100%
PP
30
Lowers the target's Attack by 1.
 
Power
Accuracy
PP
40
User switches, passing stat changes and more.
 
Power
60
Accuracy
100%
PP
25
30% chance to make the target flinch.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
70
Accuracy
100%
PP
5
100% burns a target that had a stat rise this turn.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack by 2.
 
Power
Accuracy
PP
20
Uses the last move used in the battle.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
Accuracy
PP
5
Prevents moves from affecting the user this turn.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
30
Accuracy
100%
PP
30
Hits 2 times in one turn.
 
Power
40
Accuracy
100%
PP
25
10% chance to burn the target.
 
Power
Accuracy
100%
PP
5
Lowers the target's HP to the user's HP.
 
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
Accuracy
100%
PP
20
Lowers the target's Sp. Def by 2.
 
Power
110
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
65
Accuracy
95%
PP
15
10% chance to burn. 10% chance to flinch.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
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
100%
PP
15
10% chance to burn the target.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil. 10% chance to burn. Thaws user.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
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
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
140
Accuracy
100%
PP
5
Fails unless each known move has been used.
 
Power
80
Accuracy
100%
PP
15
30% chance to burn adjacent Pokemon.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
130
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
5
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
Accuracy
100%
PP
15
Lowers the target's accuracy by 1.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
70
Accuracy
100%
PP
10
30% chance to burn the target. Thaws target.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
30
Accuracy
70%
PP
20
40% chance to poison the target.
 
Power
20
Accuracy
100%
PP
10
+ 20 power for each of the user's stat boosts.
 
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
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
75
Accuracy
100%
PP
10
Power doubles if the user's last move failed.
 
Power
80
Accuracy
100%
PP
10
If Terastallized: Phys. if Atk > SpA, type = Tera.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack and Defense by 1.
 
Power
50
Accuracy
100%
PP
20
100% chance to raise the user's Speed by 1.
 
Power
50
Accuracy
100%
PP
10
Power doubles and type varies in each weather.
 
Power
Accuracy
85%
PP
15
Burns the target.
 
Power
Accuracy
PP
10
Next turn, 50% of the user's max HP is restored.
 
Power
Accuracy
PP
10
Puts the target to sleep after 1 turn.
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