[OVERVIEW]
Fearow is one of the deadliest Pokemon in the tier, with its solid Attack and scarcely-resisted STAB Double-Edge allowing it to deal massive damage to most foes. Its amazing Speed lets it revenge kill the likes of Xatu and Primeape while making it harder to revenge kill. Its Speed also lets it use Rest before it gets KOed, allowing it to stay healthy over the course of the game. Fearow is elevated to a whole new level of danger with Spikes, allowing it to break bulky Pokemon like Dewgong even more easily. Fearow's Ground immunity gives it an immunity to Spikes, which gives it immense longevity while also allowing it to check Dugtrio in a pinch and punish RestTalk Stantler for using Rest.
However, Rock-types hinder Fearow's effectiveness, as it struggles to hurt them much. Graveler in particular is a big problem for Fearow, as it receives relatively free entry and spins away the Spikes Fearow loves so much/ Fearow relies heavily on its teammates to be able to wear down or lure Rock-types. Its weaknesses to Ice and Electric also hinders its defensive utility, especially against Xatu, which uses either Hidden Power Electric or Ice, and Octillery, which uses either Hidden Power Electric or Ice Beam, and are guaranteed good Sleep Talk rolls versus it. This also makes it unable to switch into Dewgong, Weezing, Chinchou, and Magnemite, which other Normal-type RestTalk users such as Stantler and Wigglytuff are often tasked with doing. Double-Edge recoil also adds up quickly, meaning that Fearow often gets put into KO range of many attacks quite quickly. All of these factors mean that, despite its massive threat potential, Fearow is slightly harder to fit onto a team than other Normal-types.
[SET]
name: Wallbreaker
move 1: Double-Edge
move 2: Drill Peck
move 3: Rest
move 4: Sleep Talk
item: Leftovers
[SET COMMENTS]
Set Details
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Double-Edge is Fearow's primary STAB move, dealing massive damage to foes that don't resist it. Despite the recoil, its extra power over Return is very important. For example, Double-Edge has around a 50% chance to 2HKO Hidden Power Electric Octillery with Spikes up, while Return only has a 5.3% chance to do the same. Drill Peck lets Fearow revenge kill Primeape, hit Grass-types very hard, and attack when it's afraid of recoil. Drill Peck also 2HKOes Pineco, not giving it easy Spikes. This is a unique trait for a Normal-type, as every other Normal-type can only 3HKO Pineco at best. Fearow's Sleep Talk rolls are one of the most consistent in the tier, as both attacking moves threaten the same Pokemon. RestTalk keeps Fearow alive over the course of a game, mitigates Double-Edge recoil, and makes it less afraid of status. Fearow's Speed and Spikes immunity means RestTalk gives it significant longevity and lets it deal damage over the course of a battle.
Team Options
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Pineco is a very important teammate for Fearow, as it sets up the Spikes that wear down Fearow's checks. Toxic, Giga Drain, or Hidden Power Water on Pineco lets it lure in and cripple Graveler and Pupitar, making them unable to switch into Fearow over the course of a game. Pokemon that can lure in and wear down Rock-types can also make it easier for Fearow to break through them. Weezing poison the Rock-types with Sludge Bomb or even lure them in and deal massive damage with Hidden Power Water. Since Rock-types rarely run Rest, Weezing is good at weakening them for Fearow. Its Explosion can also make it easier for Fearow to break through Rock-types or bulky Pokemon like Wigglytuff. Wigglytuff can set up with Curse and whittle Graveler down with repeated attacks, potentially even paralyzing it if using Body Slam, quickly forcing Graveler to use Explosion. Wigglytuff can force Sudowoodo in and repeatedly use Curse, getting into a Curse war with Sudowoodo. Eventually, Wigglytuff forces Sudowoodo to use Self-Destruct, due to Sudowoodo being worn down by repeated attacks and not 3HKOing Wigglytuff back. It also switches into Dewgong nicely, a threat many Fearow teams struggle to switch into. Octillery is important to switch into Graveler and Sudowoodo and threaten them out with Surf, while it appreciates Fearow's ability to take advantage of Grass-types. If the opponent chooses to use Explosion on Octillery with their Rock-type, they will leave their team wide open to Fearow. Pokemon that take advantage of Spikes such as Xatu, Dugtrio, and Stantler can form a formidable offensive core with Fearow, either breaking holes for it to clean up or cleaning up after it blows a hole in the opposing team.
Other Options
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Return is an option over Drill Peck to give Fearow more favorable Sleep Talk pulls against neutral targets while also being a better attack to throw around if it can't afford recoil damage. However, Fearow becomes much worse at revenge killing Primeape and Hitmonlee, one of its most unique and valuable traits over other Normal-types. Return also makes it worse against Pineco and leaves it get walled by the admittedly rare Gastly. Hidden Power Ground lets Fearow more directly make progress against the Rock-types and especially Magnemite, but it lowers its HP and Attack DVs and generally makes it far more vulnerable when sleeping, due to Hidden Power Ground being a terrible Sleep Talk roll. A 3 attacks set with Substitute and Hidden Power Ground gives it maximum coverage while also scouting switch-ins; however, the lack of RestTalk severely lowers its defensive utility and makes it far too vulnerable to being worn down by Double-Edge recoil.
Checks and Counters
====
**Rock-types**: Graveler switches in and spins away Fearow's team's Spikes, making it difficult for Fearow to wear it down long-term. Sudowoodo is more physically bulky than Graveler and can break holes in Fearow's team with Curse and Self-Destruct, but it can't spin away Fearow's team's Spikes, so it's slightly easier to chip down. Pupitar is frailer than Graveler and can't spin away Spikes, but it's still only 5HKOed and is more threatening offensively, since it outruns Octillery. The rare Shuckle struggles to deal immediate damage to Fearow, but it completely walls Fearow while PP stalling it with Defense Curl.
**Magnemite**: Magnemite resists Double-Edge and can scare Fearow away with Thunder. However, its poor HP means it's vulnerable to being pushed into 2HKO range after taking just one Double-Edge after Spikes.
**Dewgong**: Dewgong only gets 3HKOed by Double-Edge, can severely damage Fearow with Ice Beam, and can stay alive with RestTalk. However, it's vulnerable to getting chipped down by Spikes and doesn't OHKO Fearow from high health, meaning it's often forced to use Rest after switching in.
**Weezing**: Although Weezing does not resist Double-Edge, its bulk lets it only get 4HKOed by Fearow without Spikes, and it can threaten Fearow out with Thunder or Explosion afterwards. RestTalk, although rare on Weezing, also makes it much studier against Fearow if used. However, Weezing is 3HKOed with Spikes on the field, still takes a lot without Spikes, and is slower than Fearow.
[CREDITS]
Written by:
https://www.smogon.com/forums/members/gabraltar.573149/
Quality checked by:
https://www.smogon.com/forums/members/mrsoup.375193/
https://www.smogon.com/forums/members/beeorsomething.583728/
Grammar checked by:
https://www.smogon.com/forums/members/tbolt.555379/
https://www.smogon.com/forums/members/solarbeam.470115/
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