Tauros @ Life Orb
Ability: Sheer Force
EVs: 244 Atk / 252 Spd / 12 SAtk
Naive Nature
- Rock Climb
- Ice Beam / Fire Blast
- Earthquake
- Zen Headbutt
What It Does: Tauros is a straight forward Pokemon. It's a fast hard hitting sweeper who can threaten a lot of the metagame. with a good attack stat and Life Orb + Sheer Force boosting it's power even more, it can threaten a large portion of the metagame. The reason it's better then other physical sweepers is because it has a way to get around some of the premier physical walls in the tier (Tangrowth, Gligar, Golbat, Steelix). The ev's maximise Attack and speed while giving it enough sp. attack ev's to 2hko the mentioned walls. Ice Beam beats Tangrowth and Gligar while Fire Blast helps it get past Steelix, Tangrowth, and Ferroseed all of whom shrug off his other attacks.
Good Teammates: Like most offensive pokemon Tauros appreciates hazard support. Qwilfish is one of the better partners for Tauros because it can not only set up spikes but also take the fighting attacks aimed at him. Taurus is also relatively frail so you won't be able to just switch him in easily. This is why ghost types like Mismagius, Rotom, and Spirtomb make good partners. Rotom is probably the best partner because it can take the fighting types aimed at Tauros, cripple them with burns and then Volt Switch to bring in Tauros safely.
What Counters It: Pokemon who are bulky on both sides of the spectrum are a good stop for Tauros. Slowking for example with it's great defense and sp. defense can take it's hits with ease and cripple it with Scald burns or T-Wave. Another problem is that it suffers from 4 move slot syndrome and depending on what coverage move it runs (Fire Blast or Ice Beam) it can be easily stopped. If running Fire Blast Gligar, and Golbat can stop him hard and if Ice Beam, Steelix and Ferroseed stop him stone cold.
Additional Info: You could opt to run Fire Blast and Ice Beam on the same set and forgo earthquake all together but Earthquakes hits a lot of more pokemon harder then Fire Blast or Ice Beam will. Choice Band is an option and turns Tauros into more of a Wall Breaker then Late Game Cleaner. But being locked into Ice Beam is less then favorable especially when the switch out. Choice Scarf can also be run to make Tauros a great revenge killer since it will outspeed most of the tier with a scarf. Finally you can forgo Ice Beam and Fire Blast all together in which case you should run Earthquake and Rock slide or Substitute but their are other pokemon better for this in the tier and getting past some of the most common physical walls is one of the major advantages of Tauros.
Combusken @ Eviolite
Ability: Speed Boost
EVs: 248 HP / 64 SpD / 196 Spe
Jolly Nature
-Protect
-Swords Dance / Bulk Up
-Flare Blitz
-Baton Pass
What it does: Combusken is an excellent quick passer for offensive / balanced teams, providing handy Speed and Attack boosts that make it possible to ravage through defensive cores and full-blown stall. Despite no investment in its Attack stat, after a Swords Dance boost, Combusken hits a very respectable 412 Attack stat, which is even more powerful than a max attack Adamant Druddigon! Combusken can then use this attack stat alongside its excellent STAB in Flare Blitz to sweep on its own if the situation is more favorable towards itself as opposed to its recipients or if it's simply too risky passing in front of a certain threat. Bulk Up is also a really good move to ease quick passing, as it can make sure that Combusken's teammate comes in more safely and isn't picked off as easily by priority.
Good teammates: In terms of teammates, it's not a matter of which Pokemon can support Combusken, but rather, which Pokemon Combusken can help support. It's good that Combusken's recipients have good synergy with it; for example, Druddigon resists Water-type moves aimed at Combusken, whereas Drapion is immune to Psychic attacks, and Rhyperior resists Flying moves. By having the receiver resist the attacks aimed at Combusken, it makes much easier to pull off a successful pass.
What counters it: Countering Combusken is a matter of not walling it per-say, but stopping it from passing. In that regard, the Pokemon countering Combusken need to fulfill two criteria: the ability to tank a +2 Flare Blitz and phase / negate stat boosts. Roar / Dragon Tail Rhyperior and Dragon Tail Slowking are by far the best counters, resisting Combusken's primary STAB, doing a serious chunk back, and preventing it from passing boosts to its teammates. Aside from these two, Roar / Whirlwind / Haze / Clear Smog users in general that can at the very least, tank a +2 Flare Blitz, are solid checks as well. Whimiscott gets a special mention considering it can switch into a Swords Dance and Encore Combusken regardless of its Speed boosts, though watch out for Flare Blitz.
Additional info: The Speed EVs allows Combusken to outspeed Choice Scarf Braviary at +2, which is as fast as it need to go. The rest is mainly chucked into its defenses so it can pass easier. Eviolite also further cements Combusken's bulk, allowing it serve as a decent check to the likes of Escavalier and Durant if need be. Substitute may be used over Flare Blitz, but Combusken is utter Taunt bait otherwise.
Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Substitute
- Belly Drum
- Play Rough
- Return
What it Does: Slurpuff makes a great late game cleaner in RU thanks to Unburden and Belly Drum, which, once both boosts have been acquired, Slurpuff can do a lot of work against teams once its counters have been removed. While it's not broken like UU Hawlucha/LC Swirlix, Slurpuff is still great at this role and is a force to be reckoned with. Belly Drum allows Slurpuff to maximize its Attack and allow Play Rough and Return to literally sting. Substitute allows Slurpuff to get off a Belly Drum more easily and become more likely to activate Sitrus Berry, and also allows Slurpuff to avoid Toxic, Thunder Wave, and Will-O-Wisp, which are detrimental to Slurpuff. Play Rough is good STAB and is a nice "screw you Druddigon" button too. Return allows Slurpuff to hit Delphox and Moltres pretty hard, and in general hits anything that resists Play Rough that isn't a Steel-type pretty hard.
Good Teammates: Since Slurpuff can't touch Steel-types, Fire-types such as Delphox, Emboar, and Moltres make fine teammates. In addition, Dugtrio and Magneton can both trap some of Slurpuff's counters, making it easier for Slurpuff to pull off a sweep; the former also has Memento which is awesome to allow Slurpuff to get a Belly Drum off more easily. Since Slurpuff is a cleaner, entry hazards are definitely welcome, of which Froslass and Smeargle can provide perfectly. Zoroark is also nice to lure in some of Slurpuff's counters such as Cofagrigus and Doublade.
What counters it: Escavalier is definitely up there when it comes to countering Slurpuff. It resists both Play Rough and Return and can retaliate with Iron Head. Cofagrigus may not be able to take a +4 Play Rough, but Mummy allows it to disable Unburden and hence allow its teammates to dismantle Slurpuff more easily. Doublade and Bronzong are also nice counters and can retaliate with Steel-type STAB. Using initially faster Pokemon that are powerful can also overwhelm Slurpuff and prevent it from getting off a Belly Drum.
Additional Info: You could change up the EV spread to outspeed what you need while still having a Substitute HP value; I'm not that good at making EV spreads so there may be a better EV spread than this one lol. A SubCM set may also be a possibility though I have yet to test that.
Zoroark (M) @ Life Orb
Ability: Illusion
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature
- Knock Off
- Sucker Punch
- Flamethrower
- Grass Knot
What it does: Zoroark is a really good Pokemon in RU right now, being the ultimate teammate for set up sweepers by luring in their checks and counters, creating massive mind games, and literally breaking PS!'s team preview. This set is probably the best set Zoroark can run right now, thanks to having two really good physical STABs, and some nice coverage hitting some of RU's best physically defensive Pokemon hard. Knock Off is the used that will be spammed most often by Zoroark, as it is a powerful 97.5 BP STAB when the opponent holds an item, with the utility of removing that item. Knock Off also out damages Dark Pulse even though Zoroark has a lower attack stat due to the higher base power of a boosted Knock Off. Sucker Punch is useful for picking off weakened threats allowing Zoroark to clean up faster foes late game. The last two moveslots are used to cover some of the most common defensive Pokemon in the tier. Grass Knot is there primarily as a way of dealing with Rhyperior as even max SpD Careful Rhyperior has over a 50% chance to be OHKOed, while Flamethrower does ~80% to Assault Vest Escavalier.
Good Teammates: Pokemon that appreciate a weakened Escavalier and Rhyperior enjoy the presence of Zoroark (thats like half the tier!). Specifically, special set up sweepers, such as Venomoth, Mismagius, Cresselia, Reuniclus, and Calm Mind Meloetta. These all have excellent synergy with Zoroark as well, drawing in Psychic and Ghost-type attacks that Zoroark's poor defenses can handle, while all deter the use of random fighting-type moves being thrown around. Zoroark's coverage does have some gaps, such as Emboar and opposing Dark-types, so having teammates that are capable of cleaning up weakened Emboar and Dark-types with these help Zoroark function.
What Counters it: As mentioned before, Emboar, Skuntank, and Drapion are all good responses to Zoroark, due to their typing and decent defenses, and with Zoroark's low defenses, it can't really take a hit, even if it is resisted. Aromatisse, doesn't care about its attacks and can easily dispose of it with its super effective STAB.
Additional Info: You could probably move some EVs to SpA to always beat AV Esca after rocks, but most of the time you are just spamming Knock Off and Escavalier will usually be damaged by previous switch-ins or switching into Zoroark itself. Physically based mixed Zoroark is only Zoroark, k thx.
Omastar @ White Herb / Life Orb
Ability: Swift Swim / Weak Armor
EVs: 252 SpA / 4 SDef / 252 Spe
Nature: Modest
- Shell Smash
- Hydro Pump / Surf
- Ice Beam
- Hidden Power Grass
What it Does: Shell Smash Omastar is extremely dangerous in any metagame it's in, and RU is no different; if not prepared for, this set will take lives. A +2 boost on both Special Attack and Speed will make Omastar a force to be reckoned with. This set is designed to do one thing: set up and proceed to hammer the opposition with powerful attacks. However, there are a lot of things that can stop Omastar, so those should be taken out before attempting to set up and sweep, because its main item, White Herb, is one-use only, and if you're not using it, the defense drops will most likely cause it to take a lot of damage setting up. Fire-types are usually the easiest Pokemon to set up on, as Omastar only takes 1/4 damage from Fire-type attacks. The moves that Omastar runs are pretty self explanatory, since they attain nearly perfect coverage. The only thing is for Omastar's Water-type STAB, Hydro Pump is preferred, though Surf is an option if you don't want to risk missing.
Good Teammates: Because Grass-types happen to absolutely destroy Omastar, packing something to take care of them, such as a Fire-type, is highly recommended. A powerful physical attacker that can take down the special walls that trouble Omastar is also recommended. A good Pokemon that can do both those jobs, such as Choice Band Emboar, is also great. If using Swift Swim, be sure to pack a Rain setter such as Ludicolo to take advantage of that massive speed boost.
What Counters It: Because Omastar is x4 weak to Grass, Grass-types have a much easier time checking Omastar. Special walls are also good answers towards Omastar, because it relies so much on its special attacks. Pokemon that possess both these qualities, such as Assault Vest Tangrowth and Amoonguss, are the best answers to Omastar in RU. Additionally, because Omastar has no priority attacks, many Choice Scarf users can still outspeed it after a +2 boost and KO it. If Omastar is weak enough, a priority attack like a Mach Punch from Hitmonlee could be extremely threatening towards a potential sweep.
Any Additional Info: Modest is the preferred nature, though Timid can be used go a little faster, and outspeed base 100 Choice Scarf users after +2. Lum Berry can be used as an item to prevent a Thunder Wave user from stopping Omastar's sweep cold. Finally, Omastar has a reliable secondary STAB in Earth Power, but the above set has such great coverage that Omastar will usually end up giving some of it up.
Braviary @ Life Orb
Ability: Defiant
EVs: 252 Atk / 252 Spe / 4 SpD
Jolly Nature
- Brave Bird
- Superpower
- Return
- Roost
What it does: Braviary is surprisingly bulky for a bird pokemon. Because of this he lacks speed though, but that doesn't mean he's bad. Braviary has a very solid 120 attack stat. He also gets strong STABs and various coverage moves on top of that. Boost his power a bit with Life Orb and you will deal heavy damage to most pokemon. 3 attacks are enough to hit most things so last moveslot goes to Roost. This is basically to heal all the recoil damage. Another great niche he has is that he can punish defog users. Although he is not as effective as other defiant users, he can still pull it off. He lacks the speed and priority to make full use of it but hit bulk compensates for that.
Good Teammates: Fast threats and priority are a problem for Braviary. A fast pokemon like Sharpedo or a good priority user like Zoroark are very good. Defensive steel types can also tank the super effective hits Braviary himself can't. A good rapid spinner is also very desirable. Being able to switch in without much harm is essential for him to survive. Defog support is not really needed since that breaks the purpose of Defiant. If you don't have your own hazards that the opponent wants gone, there is no point in using this thing as a fast bulky attacker.
What Counters it: I've already mentioned it before. Fast pokemon that can also deal a lot of damage. A good example is Heliolisk. He is faster, deals super effective damage and has lots of coverage options. Switching in a ground type to stop the Volt Switch/TBolt isn't always the best idea because he can carry Grass Knot or Surf. Priority moves can also wreck Braviary if his health is low from recoil. He can't heal up, he has to switch but switching in later will also be difficult because of rocks. This is why I also mentioned that rapid spin support is essential.
Any Additional Info: After Tornadus' ban, Braviary is most likely the best Defiant user/Defog punisher in RU. A hazard focused team should always consider using a pokemon like this since it will support the team immensely.
Gallade @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SDef / 252 Spe
Nature: Jolly
- Substitute
- Drain Punch
- Psycho Cut
- Knock Off
What it Does: Sub + 3 Attacks Gallade is quite the pain for many teams to face. Usually, Gallade's biggest problem is its inability to net more than 2 KOs against most offensive teams. However, this set fixes that by using Substitute to shield Gallade from revenge killers and status users alike. Drain Punch gives this set great flexibility and solid power. Psycho Cut hammers Fighting- and Poison-types while also dealing solid damage to Aromatisse. Knock Off finishes off the set by smashing bulky Ghost- and Psychic-type Pokemon that could otherwise handle Gallade's STAB moves with ease. While most Gallade sets use Adamant and some don't even run max Speed, this one uses Jolly and max Speed to outpace as many threats as possible. Life Orb seems odd on a Substitute user, but Drain Punch's healing side effect makes this possible, and helps to make up for the power lost from using Jolly.
Good Teammates: As Gallade lacks the ability to boost its Attack stat with Swords Dance, entry hazard users are great teammates. Froslass, Rhyperior, Registeel, and Bronzong can reliably setup entry hazards to chip away at Gallade's checks and counters. Paralysis support from stuff like Registeel and Uxie is nice so Gallade can have an easier time sweeping late-game. Emboar and Moltres nice to check Spiritomb, Durant, and Escavalier. Use Grass-types like Rotom-C and Virizion to deal with Alomomola and physically defensive Gastrodon as Gallade can't overwhelm them like Swords Dance sets can.
What Counters It: Toxic Spikes suck a ton since you can't use Substitute freely. Alomomola, physically defensive Gastrodon, and Tangrowth are too damn bulky to break. Eviolite Golbat that invest in enough Speed to outpace Gallade are annoying since Infiltrator will allow it to bludgeon Gallade with Brave Bird, even if a Substitute is up. Spiritomb can tank any hit and has Infiltrator to bypass Substitute, so needless to say, it sucks. Multi-hit moves, such as Cinccino's Tail Slap can break through Gallade's Substitutes and still cause serious, if not lethal, damage.
Any Additional Info: Ice Punch can be used to take a dump on Gligar and hit Tangrowth harder than anything else can. Stone Edge if you don't want to rely on Rocks to donk Moltres without dying. X-Scissor if you want to hit Tangrowth and retain coverage on most Psychics. Uh, that's about it!
Swellow @ Toxic Orb
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Jolly
- Facade
- Brave Bird
- U-turn
- Quick Attack
What it Does: Swellow's combination of power and speed is a marvel to behold. Capable of outspeeding almost all of the unboosted tier and overpowering the majority of them, Swellow can very easily close up games simply because the opponent lacks the means to outspeed it and weather its assaults. Swellow is fast enough to outspeed Choice Scarf Emboar, and has enough strength to OHKO the same Emboar with nothing but a boosted Facade (not even Brave Bird, mind you!). Most other speedy Pokemon, such as Cinccino, Heliolisk, Virizion, and Delphox, have even lower bulk than Emboar, making them very easy pickings for Swellow.
Good Teammates: Dugtrio can easily trap the Rock- and Steel-types that otherwise wall Swellow cold, as Swellow easily lures them in and U-turns to Dugtrio to dispose of them. Wallbreaker teammates, such as Clawitzer and Emboar, can lay the hurt on most Swellow counters, and appreciate Swellow's ability to force out Pokemon and bring themselves in safely with U-turn. Most of Swellow's checks are grounded, so having Spikes or even Toxic Spikes can go a long way in wearing them down, with hazard setters such as Crustle and Drapion being suited for the job. VoltTurn-using teammates, especially slower users, can help Swellow activate its status orb without risking damage or needing to run Protect; Eelektross, Rotom-C, and Clawitzer can do this nicely. Rapid Spin and Defog support is very crucial if not mandatory, as status takes its toll on Swellow enough as it is, and Stealth Rock would cut into its lifespan even more. Kabutops can lure out Grass-types, Hitmonlee beats up Rock- and Steel-types, and Shiftry's STABs wreck a lot of Swellow responses, all of them knowing Knock Off for good measure.
What Counters It: Basically any Rock- or Steel-type stops Swellow from doing much bar U-turning, although extremely bulky Pokemon such as Gligar, Alomomola, and Cresselia also make good responses. Priority and Choice Scarf Pokemon (unless they are as slow as Emboar) helps in keeping Swellow in check, should they remain healthy enough to survive Quick Attack. Stealth Rock can ward off Swellow until its anti-hazard teammates get rid of the hazard, which can buy one a chance to retaliate.
Additional Information: Flame Orb can be used if one expects Swellow to stay in battle for more than 3 turns at a time. Protect can still be used if VoltTurn is difficult to fit on your team. Pursuit dooms weakened Pokemon, or Dark-weak Pokemon such as Delphox and Mismagius.
Sharpedo (F) @ Life Orb
Trait: Speed Boost
EVs: 188 Atk / 184 SAtk / 136 Spd
Naughty Nature (+Atk, -SDef)
- Hydro Pump / Waterfall
- Ice Beam
- Crunch
- Protect
What it does: Probably the best late game sweeper in rarelyused. Mostly due to its gargantuan base attack stat and respectable base special attack stat. Of course a large portion of the credit goes to its ability Speed Boost, which increases its speed after every turn eventually pushing him to sonic levels. Sharpedo is very frail and weak to priority which limits him to mid-late game when his checks and counters have been eliminated and/or worn down. Sharpedo gains a speed boost after every turn meanining that there's no longer a need for a priority move. Sharpedo also has difficulty getting passed bulky grass types. Here's where swapping Ice Beam for Aqua Jet comes in handy. Now the only things that may get in the way at this point are bulky defensive pokemon, like Tangrowth, like Amoonguss, like Gourgeist, and Rotom-C. There's enough speed evs to ensure Sharpedo outspeeds everything after two turns. Also with that amount of evs invested in special attack, Hydro Pump is more powerful than Waterfall. Which is why I replaced Waterfall, but you could use either one it's your decision. Protect to scout potential scarfed pokemon and priority moves. It's also an effective way to ensure you get at least one speed boost. Crunch is Sharpedo's obligatory stab and frankly it won't be a great white shark without it.
Good Teammates: Strong electric typed Pokemon like Heliolisk, and strong grass typed Pokemon prove to be great teammates to Sharpedo. They can eliminate the bulky water typed Pokemon that would laugh off Hydro Pump and Ice Beam attacks while taking little damage from Crunch. A bulky ghost type like Confag wouldn't be a bad teammate either. It can effectively switch in on priority moves that would wreck Sharpedo (mach punch and fake out) since it's immune, then proceed to cripple physical attackers with Will-o-Wisp.
What Counters it: Alomomola shrugs off the damage taken from Hydro Pump and Ice beam and there's a 0.5% chance to 3HKO with Crunch after Stealth Rock and Leftovers recovery. Pokemon with strong priority moves (Ambipom and Hitmontop) can be problematic for Sharpedo since it's really frail and also because this set lacks its own priority move. Aromatisse is also a problem because it's really bulky, it can come in eat a Hydro Pump and OHKO with an uninvested MoonBlast. Poliwrath resist every attacking move on this moveset and it can set up on Sharpedo unhindered. Seismitoad and Barbaracle are also notable checks (and bulky waters in general).
Yanmega @ Life Orb
Ability: Speed Boost
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Protect
- Bug Buzz
- Air Slash
- Giga Drain / Hidden Power Fire
What It Does: Thanks to Speed Boost and a good Special Attack stat further strengthened with Life Orb, Yanmega makes a great late-game sweeper that has copious amounts of both speed and power. Unlike other late-game cleaners, Yanmega is rarely hindered by the opponent's Scarfed Pokemon due to its accumulation of Speed boosts, easily brushing past Pokemon like Emboar and Rotom-C. Protect is instrumental, allowing Yanmega to grab an initial boost against faster opponents, as well as easily letting it run a Modest nature without fear of being outsped. Bug Buzz and Air Slash are Yanmega's best STABs, and together have decent enough coverage that Yanmega is not hindered by weaker, unSTABbed coverage options. In the final slot, Giga Drain is the attack of choice, hitting Pokemon like Rhyperior, Gastrodon, and Alomomola that could be difficult to get past, as well as giving a helpful HP boost to offset the effect of Life Orb.
Good Teammates: A Pokemon to remove Stealth Rock is necessary, greatly improving Yanmega's chances of safely switching in and pulling off a sweep, as well as letting it take more Life Orb recoil. Hitmonlee and Kabutops are generally the best options, as they are both very threatening to the special walls that Yanmega needs weakened, and are also good at wearing down the opponent's team with powerful attacks. A reliable hazard setter such as Cobalion or Rhyperior is also a good teammate to have, as well as Spikes-stackers such as Froslass or Qwilfish, as both hazards severely wear down the opponent's Pokemon, particularly bulkier ones like Druddigon, Escavalier, and Moltres that can take one of Yanmega's attacks and retaliate. Dugtrio can eliminate or weaken several key counters to Yanmega, such as Registeel, and Moltres does a good job taking on both the aforementioned Registeel and Doublade, two Steel-types that Yanmega has no hope of getting past.
What Counters It: Bulky Steel-types like Registeel, Escavalier, and Doublade are Yanmega's worst nightmare, as all of them will almost always win a 1-on-1 matchup against Yanmega provided they're reasonably healthy. Most walls or tanks, most notably defensive or bulky variants of Moltres, will be a roadblock to a successful sweep, and must be weakened or eliminated before Yanmega can sweep safely. Other than those specific Pokemon, anything with a moderately powerful attack and the ability to safely take on at least one of Yanmega's attacks (particularly special attackers like Assault Vest Meloetta) can severely damage and sometimes outright KO Yanmega, seeing as it's not very bulky, and these Pokemon must also be weakened before a sweep. Finally, paralysis absolutely ruins Yanmega, so it needs to tread carefully around Pokemon like Druddigon that may carry a paralysis-inducing move.
Any Additional Info: If you didn't get it already from this being literally 2/3 of the above entry, do not expect Yanmega to sweep with stuff like Registeel around.
Ability: Gale Wings
EVs: 216 HP / 252 Atk / 40 Spd
Adamant Nature
- Swords Dance
- Acrobatics
- Will-O-Wisp
- Roost
What It Does: Just like its evolution Talonflame in OU, Fletchinder's saving grace is its access to priority Flying-type moves, and while it doesn't have access to Brave Bird like its evolution, Acrobatics is still more than enough to make Fletchinder a solid revenge killer and physical sweeper in the RU metagame. Although Fletchinder might look too frail and Stealth Rock weak to set up at first, it actually gets plenty of changes to do so in the hands of a good player thanks to its typing, Will-O-Wisp and priority recovery, which lets it switch in on things such as Escavalier, Cobalion lacking Stone Edge, Aromatisse, and Sceptile, as well as priority Acrobatic's ability to force switches, meaning it can actually get a boost and sweep more often than not. Lastly Fletchinder's unique access to Will-O-Wisp among Flying-types allows it to cripple common resistances to Flying-type moves such as Rhyperior, not just lowering their attack, but doing chip damage over the course of the match until they end up in KO range and Fletchinder can sweep.
Good Teammates: As a Fire/Flying type that's 4x weak to Stealth Rock, a Pokemon that can clear entry hazards is heavily suggested when using Fletchinder. Luckily, both of the good offensive spinners (Hitmonlee and Kabutops) and the best offensive Defog User (Shiftry) synergize pretty well with Fletchinder. For example, outside of simply spinning Hitmonlee's extremely powerful High Jump Kick lets it OHKO the Rock/Steel-types that get in Fletch's way, and generally break through bulky things that Fletchinder couldn't hope to great through. Kabutops really appreciates Fletchinder's ability to threaten various Fighting- and Grass-types that give it trouble. While Shiftry is capable of OHKOing Rhyperior, taking Volt Switches from things such as Heliolisk and Jolteon from Fletchinder, and also appreciates Fletchinder's ability to check things like Hitmonlee and Virizion just like Kabutops. Outside of simply clearing hazards, Fletchinder really appreciates Pokemon that can take advantage of the Rock- and Steel-types that can take its Acrobatics, such as Rhyperior. Virizion works really well here, using its great dual STAB combination and good resistances to force out/take advantage of both kinds of Pokemon, especially if they get crippled by Will-O-Wisp, not to mention Kabutops/Fletchinder/Virizion has the potential to form a pretty neat FWG. Lastly, like really any other sweeper but especially in Fletchinder's case, spikes support is really great, they really help wear the aforementioned Rock- and Steel-types, which are almost always grounded, and generally helps +2 Fletchinder get KOs against bulkier opponents that might usually just barely survive otherwise, making it that much easier to just cleave through a team.
What Counters It: As mentioned multiple times before, Rock- and Steel-types are your best bet at stopping Fletchinder most of the time, they can take repeated Acrobatics, usually threaten Fletchinder in return, and in a lot of cases even set up Stealth Rock to pressure bird even further, although you have to be pretty wary of Will-O-Wisp chip damage racking up over the course of the game. Good examples of Pokemon that fall into this category include Rhyperior, Registeel, Magneton, Kabutops, and Doublade to an extent. Outside of these, Electric-types such as Heliolisk, Jolteon, and Lanturn are also solid at checking Fletchinder on offense, but are significantly easier to wear down into KO range thanks to their poor defenses, which means anyone relying on them to beat fletch has to be pretty careful. Alomomola doesn't resist flying-type moves, but its more than bulky enough to take some +2 Acrobatics and attempt to Toxic Stall fletchinder. If all else fails, if you see Fletch on the opposing team, just try and set up Stealth Rock as quickly as possible and try as hard as you can to keep it up, they might not be the end all be all but they really help limit just how much damage Fletchinder can take/stop it from setting up as easily.
Any Additional Info: Don told, you didnt listen, NOW YOU LOSE