Fearow

Twix

jicama
is a Contributor Alumnus
QC: Raiza. / Magnemite / TONE114
GP: The Dutch Plumberjack / Queez
tumblr_mwn1nl5AGX1rjenv2o1_500.gif


[OVERVIEW]

Fearow has decent offensive stats and Speed in conjunction with a unique and varied movepool, which makes it semi-usable in the metagame as a wallbreaker. However, Fearow has mediocre defensive stats and is quickly worn down due to its Stealth Rock weakness and Double-Edge's recoil, which makes it unable to switch into most hits. Fearow also lacks a good Flying-type move, power, Knock Off, and Taunt, which makes it outclassed by Dodrio for the most part. However, Fearow has Sniper, U-turn, and Drill Run, all of which give it a small niche over Dodrio, although it is still held back by the aforementioned issues.

[SET]
name: INFEAROWOR TO DODRIO
move 1: Drill Peck
move 2: Double-Edge
move 3: Drill Run
move 4: U-turn
item: Choice Band
ability: Sniper
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Drill Peck gains a STAB bonus and is Fearow's best option for a Flying-type move, allowing it to take on Grass- and Fighting-types. Double-Edge gains a STAB bonus as well and deals great damage to a foe that doesn't resist it. Drill Run hits Rock- and Steel-types, such as Golem, Probopass, Barbaracle, and Pawniard for super effective damage and prevents Fearow from being setup fodder against them. U-turn gains momentum against an opposing team and allows Fearow to switch out of unfavorable matchups.

Set Details
========

Maximum Attack and Speed EVs in conjunction with a Jolly nature allow Fearow to be as fast and effective as it can, outspeeding the likes of Basculin, Gourgeist-S, and Swanna, as well as Speed tying with Ninetales and Dodrio. Choice Band allows Fearow to deal massive damage and allows Fearow to be an effective wallbreaker, but has the drawback of locking it into a singular move. Sniper can come in handy to allow Fearow to get a needed KO or extra damage on an opposing Pokemon, but is unreliable and doesn't matter more often than not.

Usage Tips
========

Fearow performs best early- to mid-game by breaking through walls and wearing down foes for its teammates. Fearow could use U-turn for momentum if you expect a foe to switch out. Either via VoltTurn chains or after a teammate has been KOed, Fearow can be brought in on a weak attacker. Most of the time, Fearow should lock itself into Double-Edge, unless the opponent has Steel-, Rock-, or Ghost-type Pokemon or if Fearow is weakened. If you predict a Rock- or Steel-type to switch in, such as Probopass or Golem, use Drill Run. Drill Peck should only be used in situations where you need a bit more damage to take out a Ghost-type, if you're faced with a bulky Grass- or Fighting-type such as Torterra or Poliwrath, or if Fearow has been weakened to the point that Double-Edge can bring it in a foe's KO range. Attempt not to switch in Fearow if Stealth Rock is up on its side of the field or into any attack in general due to its pitiful defenses.

Team Options
========

Entry hazard removal from Pokemon such as Togetic, Pelipper, Vibrava, Armaldo, and Torkoal can allow Fearow not to be pressured or put into priority moves' KO range by residual damage from Stealth Rock. Entry hazard setters such as Probopass, Piloswine, Carracosta, and Roselia can weaken the opposing team when they switch in, as well as breaking Focus Sash and Sturdy so Fearow can clean more easily. Poliwrath and Machoke can take on Ice-, Steel-, and Rock-types for Fearow and can allow it to sweep more easily, and Steel-types such as Klang, Probopass, and Pawniard can take on Ice- and Rock-types for Fearow. Golem, Piloswine, Torterra, and other Ground-types can weaken Steel- and Rock-types for Fearow and check Electric-types, but they have to be careful of coverage moves. Setup sweepers such as Leafeon, Sawsbuck, Barbaracle, and Fraxure can clean more easily thanks to Fearow's wallbreaking. Pokemon that can deal with Ghost-types, such as Pawniard and Stoutland, can allow Fearow to spam Double-Edge more freely, with the former using Dark-type moves or trapping them with Pursuit and the latter using a Scrappy Frustration or Facade. Volt Switch users, such as Probopass, Raichu, Zebstrika, and Rotom-F, can form a VoltTurn core with Fearow and generate more momentum for their team.

[STRATEGY COMMENTS]
Other Options
=============

Fearow can use Pursuit to trap Psychic- and Ghost-types and weakened foes, but doing so makes Fearow lose an important coverage move, and the move doesn't have much power behind it. While weaker, Return could be used over Double-Edge for no recoil. Fearow could use Quick Attack to outpace faster Pokemon, but then it loses an important coverage move for a weak attack. Choice Scarf can be run over Choice Band to outspeed faster Pokemon, but Fearow loses power as a result. Life Orb can be used in place of Choice Band to allow Fearow to choose between its coverage moves while retaining a power boost, but this compounds its frailness and makes it easier to take out. Expert Belt can also be used to feign a Choice Band and surprise a foe, but then Fearow loses out on much-needed power.

Checks and Counters
===================

**Ice-types**: Rotom-F, Aurorus, Avalugg, and Piloswine threaten Fearow with their Ice-type moves. In addition, Piloswine can hit it with Ice Shard, Rotom-F can outpace it with a Choice Scarf, and Regice and Aurorus can outpace it after a Rock Polish.

**Electric-types**: Raichu, Zebstrika, and Rotom-F have access to super effective STAB moves against Fearow, but they are KOed by Double-Edge after Stealth Rock. Raichu and Zebstrika can outpace Fearow without boosts, but Rotom-F needs a Choice Scarf to be able to.


**Rock-types**: Golem, Probopass, Armaldo, Barbaracle, Carracosta, and Solrock can threaten Fearow with their Rock-type moves, but bar Solrock, they need to watch out for Drill Run. However, most Rock-types can still use Fearow to set up entry hazards or Rock Polish boosts if it's locked into a resisted move.

**Ghost-types**: Misdreavus and Dusknoir can deter Fearow from locking itself into Return, as they can switch in and burn it or its teammates. Misdreavus can also dodge Drill Run with Levitate, and Dusknoir can knock Fearow out with a Choice Band-boosted Thunder Punch or Ice Punch.

**Residual Damage**: Damage from Stealth Rock and status can chip away at Fearow's health and make it easy to revenge kill; burns also lower its Attack.
 
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[OVERVIEW]
mention it is mainly viable as a wallbreaker
in the second point also say that those drawbacks make fearow easy to wear down, also add that double-edge recoil isn't that nice either
hype more the fact that it is outclassed by dodrio, we should incourage people to not use this, after all this is like E rank lol, mention that fearow also lacks things like knock off which dodrio has.

[SET COMMENTS]
Moves
========
moves should go in order of importance, so put double-edge at like second
add that drill run prevents fearow from being setup fodder from the mentioned Pokemon(add barbaracle)

Set Details
========
mention what a jolly nature allows fearow to outspeed
mention cb allows fearow to become an effective wallbreaker

Usage Tips
========
mention this performs better from early- to mid-game to break through walls and wear down foes for teammates
mention fearow should not be switched in on strong attackers, because of its poor bulk
mention fearow can be brought in on the field on a weak attacker, with voltturn chains or after a teammate has died
mention that spamming double-edge can be detrimental bc of recoil, so drill peck can be a decent option too most of the times
mention that predicting an opponent and using drill run can be rather risky


Team Options
========
remove first point, no need to mention wallbreakers in a wallbreaker analysis, especially because fearow's job is not sweeping
mention ground-types can also check electric-types, though they have to b wary of coverage
mention setup sweepers and cleaners that appreciate wallbreaking support by fearow
mention normal-types as they can deal with each other checks most of the time and their weakness can be patched with ease
mention Pokemon that can deal with ghost-types such as pursuit trappers or others such as cb stout(facade is deadly)

Checks and Counters
===================
remove regice when talking about ice-types, double-edge hurts a lot and regice will probably be weakened enough to get KOd most of the time as it's easily worn down
mention that most rock-types can still use fearow as a setup fodder if it's locked into a resisted move
remove physical walls category, most pokemon listed there are already listed in other categories and fearow is a wallbreaker so they shouldn't be listed anyway as its job is taking care of them

Twix QC 1/3
 
make the overview more about how it's outclassed, right now it's a minor-ish mention

remove the mention about outspeeding costa as it can ohko you with jet

2/3
 
It was mentioned before, but Fearow shouldn't be switching in on any attack whether Stealth Rock is up or not as it has pitiful defenses. Just add this to the last sentence in Usage Tips and fix the paragraph while you're at it.

83pn8vD.gif
3/3.
 
remove
add (Capitalize)

(comments); (AC=add comma; RC=remove comma; SC=semicolon)
[OVERVIEW]

Fearow has decent offensive stats and Speed in conjunction with a unique and varied movepool, which makes it semi-usable in the metagame. Fearow is mainly used as a wallbreaker and is what makes it viable. However, Fearow has mediocre defensive stats, as well as a and is quickly worn down due to its Stealth Rock weakness and Double-Edge's recoil, which wears it down and makes it unable to switch into most hits. Fearow also lacks a good Flying-type move, power, Knock Off, and Taunt, (AC) which makes it outclassed by Dodrio for the most part. However, Fearow has Sniper, U-turn, and Drill Run, (AC) which give it a small niche over Dodrio, although it is still held back by the aforementioned issues.

[SET]
name: INFEAROWOR TO DODRIO
move 1: Drill Peck
move 2: Double-Edge
move 3: Drill Run
move 4: U-turn
item: Choice Band
ability: Sniper
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Drill Peck gains a STAB bonus (RC) and is Fearow's best option of for a Flying-type move, allowing it to take on Grass- and Fighting-types. Double-Edge gains a STAB bonus from Fearow as well (RC) and deals great damage to a foe that doesn't resist it. Drill Run hits Rock- and Steel-types, such as Golem, Probopass, Barbaracle, and Pawniard for super effective (remove hyphen)damage and prevents Fearow from being setup fodder against them. U-turn gains momentum against an opposing team, as well as switching and allows Fearow to switch out of unfavorable match ups matchups.

Set Details
========

Maximum Attack and Speed EVs in conjunction with a Jolly nature allows allow Fearow to be as fast and effective as it can, outspeeding the likes of Basculin, Gourgeist-S, and Swanna, as well as Speed tying with Ninetales and Dodrio. Choice Band allows Fearow to deal massive damage against foes and allows Fearow to be an effective wallbreaker, but it has the drawback of locking it into a singular move. Sniper can come in key handy to allow Fearow to get a needed KO or extra damage on an opposing Pokemon, but it is unreliable and (feel this bit should be added, if you disagree feel free to remove it, be sure to keep the 'it' though because that's grammatically required) doesn't matter more often than not.

Usage Tips
========

Fearow preforms performs best early- to mid-game by breaking through walls and wearing down foes for its teammates. Fearow could use U-turn for momentum if you expect a foe to switch out. Paired with Either via VoltTurn chains or after a teammate has died been KOed, Fearow can be brought in on a weak attacker. Most of the time, Fearow should lock itself into Double-Edge, (AC) unless the opponent has Steel-, Rock-, or Ghost-type Pokemon or if Fearow is weakened. If you predict a Rock- or Steel-type to switch in, such as Probopass or Golem, use Drill Run; however, this could be risky if the foe stays in. Drill Peck should only be used in situations where you need a bit more damage to take out a Ghost-type, or if you're faced with a bulky Grass- or Fighting-type such as Torterra and or Poliwrath respectively or if Dodrio Fearow (lol) is has been weakened to the point that Double-Edge can make it in range of getting KOd bring it in a foe's KO range. Attempt not to switch in Fearow if Stealth Rock are is up on its side of the field or into any attack in general due to its pitiful defenses.

Team Options
========

Entry hazard removal from Pokemon such as Togetic, Pelipper, Vibrava, Armaldo, and Torkoal can remove Stealth Rock and allow Fearow to not to be pressured or put into priority moves' KO range by residual damage from them or fearing priority Stealth Rock. Entry hazard setters such as Probopass, Piloswine, Carracosta, and Roselia can weaken the opposing team when they switch in, as well as breaking Focus Sash and Sturdy so Fearow can clean easier more easily. Poliwrath and Machoke can take on Ice-, Steel-, and Rock-types for Fearow (RC) and can allow it to sweep easier more easily, (comma) and Steel-types such as Klang, Probopass, and Pawniard can take on Ice- and Rock-types for Fearow, and allow it to clean easier. (kinda redundant to keep on mentioning this) Golem, Piloswine, Torterra, and other Ground-types can weaken Steel- and Rock-types for Fearow, and allow it to clean easier, as well as checking and check Electric-types, but they have to be careful of coverage moves. Setup sweepers such as Leafeon, Sawsbuck, Barbaracle, and Fraxure appreciate Fearow's wallbreaking so they can clean easier more easily. Pokemon who that can deal with Ghost-types, such as Pawniard and Stoutland, can help allow Fearow to spam Double-Edge more freely, (AC) with the former using Dark-type moves or trapping them with Pursuit and the latter using a Scrappy Frustration or Facade. Volt Switch users, such as Probopass, Raichu, Zebstrika, and Rotom-F, (AC) can form a VoltTurn core with Fearow and add generate more momentum to for their team.

[STRATEGY COMMENTS]
Other Options
=============

Pursuit can be used by Fearow can use Pursuit to trap in Psychic- and Ghost-types, as well and as weakened foes, but doing so makes Fearow lose an important coverage move, as well as not having and the move doesn't have much power behind it. While weaker, Return could be used over Double-Edge at the loss of power for no recoil. Fearow could use Quick Attack to outpace faster Pokemon, but then it loses an important coverage move for a weak attack. Choice Scarf can be run over Choice Band on Fearow to outspeed faster Pokemon, but Fearow loses power in the process. Life Orb can be used in place of a Choice Band to allow for Fearow to choose between its coverage moves, as well as gaining some extra damage, while retaining a power boost, but expands on this compounds its frailness and makes it easier to take out. Expert Belt can also be used in place of to feign a Choice Band to feign one and surprise a foe, but then Fearow loses out on much-needed (add hyphen) power.

Checks and Counters
===================

**Electric-types**: Raichu, Zebstrika, and Rotom-F have access to super-effective STAB moves against Fearow, but they are KO'd KOed by Return (the set has Double-Edge, idk if this matters) after Stealth Rock. Raichu and Zebstrika can outpace Fearow without boosts, but Rotom-F needs a Choice Scarf to be able to.

**Ice-types**: Rotom-F, Aurorus, Avalugg, and Piloswine threaten Fearow with their Ice-type moves. In addition, Piloswine can hit it with Ice Shard, Rotom-F can outpace it with a Choice Scarf, and Regice and Aurorus can outpace it with Rock Polish.

**Rock-types**: Golem, Probopass, Armaldo, Barbaracle, Carracosta, and Solrock can threaten Fearow with their Rock moves, but bar Solrock, they need to watch out for Drill Run, bar Solrock. However, most Rock-types can still use Fearow to set up entry hazards or Rock Polish boosts if it's locked into a resisted move.

**Ghost-types**: Misdreavus and Dusknoir can prevent deter Fearow from locking itself into Return, as they can switch in and burn it or its teammates. Misdreavus can also dodge Drill Run with Levitate, (AC) and Dusknoir can knock it Fearow out with a Choice Band-boosed Thunder or Ice Punch in conjunction with a Choice Band.

**Residual Damage**: Damage from Stealth Rock and status can chip away at Fearow's health and make it easy to revenge kill while burn also cripples lowers its Attack.
contrib_gp.png


GP 1/2
 
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Additions
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[OVERVIEW]

Fearow has decent offensive stats and Speed in conjunction with a unique and varied movepool, which makes it semi-usable in the metagame as a wallbreaker. However, Fearow has mediocre defensive stats and is quickly worn down due to its Stealth Rock weakness and Double-Edge's recoil, which makes it unable to switch into most hits. Fearow also lacks a good Flying-type move, power, Knock Off, and Taunt, which makes it outclassed by Dodrio for the most part. However, Fearow has Sniper, U-turn, and Drill Run, all of which give it a small niche over Dodrio, although it is still held back by the aforementioned issues.

[SET]
name: INFEAROWOR TO DODRIO
move 1: Drill Peck
move 2: Double-Edge
move 3: Drill Run
move 4: U-turn
item: Choice Band
ability: Sniper
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Drill Peck gains a STAB bonus and is Fearow's best option for a Flying-type move, allowing it to take on Grass- and Fighting-types. Double-Edge gains a STAB bonus as well and deals great damage to a foe that doesn't resist it. Drill Run hits Rock- and Steel-types, such as Golem, Probopass, Barbaracle, and Pawniard for super effective damage and prevents Fearow from being setup fodder against them. U-turn gains momentum against an opposing team and allows Fearow to switch out of unfavorable matchups.

Set Details
========

Maximum Attack and Speed EVs in conjunction with a Jolly nature allow Fearow to be as fast and effective as it can, outspeeding the likes of Basculin, Gourgeist-S, and Swanna, as well as Speed tying with Ninetales and Dodrio. Choice Band allows Fearow to deal massive damage and allows Fearow to be an effective wallbreaker, but it has the drawback of locking it into a singular move. Sniper can come in handy to allow Fearow to get a needed KO or extra damage on an opposing Pokemon, but it is unreliable and doesn't matter more often than not.

Usage Tips
========

Fearow performs best early- to mid-game by breaking through walls and wearing down foes for its teammates. Fearow could use U-turn for momentum if you expect a foe to switch out. Either via VoltTurn chains or after a teammate has been KOed, Fearow can be brought in on a weak attacker. Most of the time, Fearow should lock itself into Double-Edge, unless the opponent has Steel-, Rock-, or Ghost-type Pokemon or if Fearow is weakened. If you predict a Rock- or Steel-type to switch in, such as Probopass or Golem, use Drill Run. Drill Peck should only be used in situations where you need a bit more damage to take out a Ghost-type, or if you're faced with a bulky Grass- or Fighting-type such as Torterra or Poliwrath,(add comma) or if Fearow has been weakened to the point that Double-Edge can bring it in a foe's KO range. Attempt not to switch in Fearow if Stealth Rock is up on its side of the field or into any attack in general due to its pitiful defenses.

Team Options
========

Entry hazard removal from Pokemon such as Togetic, Pelipper, Vibrava, Armaldo, and Torkoal can lalow allow Fearow not to be pressured or put into priority moves' KO range by residual damage from Stealth Rock. Entry hazard setters such as Probopass, Piloswine, Carracosta, and Roselia can weaken the opposing team when they switch in, as well as breaking Focus Sash and Sturdy so Fearow can clean more easily. Poliwrath and Machoke can take on Ice-, Steel-, and Rock-types for Fearow and can allow it to sweep more easily, and Steel-types such as Klang, Probopass, and Pawniard can take on Ice- and Rock-types for Fearow. Golem, Piloswine, Torterra, and other Ground-types can weaken Steel- and Rock-types for Fearow and check Electric-types, but they have to be careful of coverage moves. Setup sweepers such as Leafeon, Sawsbuck, Barbaracle, and Fraxure appreciate Fearow's wallbreaking so they can clean more easily thanks to Fearow's wallbreaking. Pokemon that can deal with Ghost-types, such as Pawniard and Stoutland, can help allow Fearow to spam Double-Edge more freely, with the former using Dark-type moves or trapping them with Pursuit and the latter using a Scrappy Frustration or Facade. Volt Switch users, such as Probopass, Raichu, Zebstrika, and Rotom-F, can form a VoltTurn core with Fearow and generate more momentum for their team.

[STRATEGY COMMENTS]
Other Options
=============

Fearow can use Pursuit to trap Psychic- and Ghost-types and as weakened foes, but doing so makes Fearow lose an important coverage move, and the move doesn't have much power behind it. While weaker, Return could be used over Double-Edge for no recoil. Fearow could use Quick Attack to outpace faster Pokemon, but then it loses an important coverage move for a weak attack. Choice Scarf can be run over Choice Band to outspeed faster Pokemon, but Fearow loses power in the process as a result. Life Orb can be used in place of a Choice Band to allow Fearow to choose between its coverage moves while retaining a power boost, but this compounds its frailness and makes it easier to take out. Expert Belt can also be used to feign a Choice Band and surprise a foe, but then Fearow loses out on much-needed power.

Checks and Counters
===================

**Electric-types**: Raichu, Zebstrika, and Rotom-F have access to super-(remove hyphen)effective STAB moves against Fearow, but they are KOed by Double-Edge after Stealth Rock. Raichu and Zebstrika can outpace Fearow without boosts, but Rotom-F needs a Choice Scarf to be able to.

**Ice-types**: Rotom-F, Aurorus, Avalugg, and Piloswine threaten Fearow with their Ice-type moves. In addition, Piloswine can hit it with Ice Shard, Rotom-F can outpace it with a Choice Scarf, and Regice and Aurorus can outpace it with Rock Polish.

**Rock-types**: Golem, Probopass, Armaldo, Barbaracle, Carracosta, and Solrock can threaten Fearow with their Rock-type moves, but bar Solrock, they need to watch out for Drill Run. However, most Rock-types can still use Fearow to set up entry hazards or Rock Polish boosts if it's locked into a resisted move.

**Ghost-types**: Misdreavus and Dusknoir can deter Fearow from locking itself into Return, as they can switch in and burn it or its teammates. Misdreavus can also dodge Drill Run with Levitate, and Dusknoir can knock Fearow out with a Choice Band-boostedboosed Thunder Punch or Ice Punch.

**Residual Damage**: Damage from Stealth Rock and status can chip away at Fearow's health and make it easy to revenge kill;(add semicolon) while burn burns also lower lowers its Attack.
GP 2/2 :)
 
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