QC: Raiza. / Magnemite / TONE114
GP: The Dutch Plumberjack / Queez
[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.
GP: The Dutch Plumberjack / Queez

[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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