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[Final] Fearow

Discussion in 'Gen 5 NU Analyses' started by Spoovo The Pirate, Oct 9, 2012.

  1. Spoovo The Pirate

    Spoovo The Pirate Meep! Article Contributor Article Contributor

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    updated

    {{Header}}

    {{Tier|BW2 NU}}

    {{Overview|Fearow may have 'fear' in its name, but the pokemon itself isn't particularly scary, with bases of 90 Attack and 100 Speed being its only two decent stats. However, there are a couple of unique niches that give people a reason to be scared.

    The first is the amazing Drill Run, a move that only Fearow has access to out of its bird brethren. Brother Dodrio may have more power, and Cousin Pidgeot may be slightly bulkier, but neither of them threaten opposing Rock- or Steel-types in the slightest. Fearow's swift Drill Run can put heavy dents in what would otherwise counter it completely, making them think twice about switching in.

    Dodrio may have more power, but it can't use U-Turn, something Fearow is all too happy to take advantage of. And although Pidgeot can also U-Turn, Fearow is both more powerful and faster than its cousin, ensuring a different reason for usage. If you want a bulkier scout, pick Pidgeot, but if you'd prefer one with some power, Fearow's your bird. Its fun ability in Sniper may work wonders for your team as well, trebling the damage output of any move, should it score a critical hit.

    However, it isn't all good news for Fearow. The rest of Kanto's native birds have Brave Bird, allowing them to smash through walls with little hesitancy. Poor Fearow was shunned with Drill Peck. While it isn't a bad move, it's just simply not the same in comparison. And then there's Fearow's typing; Normal/Flying leaves it with three very common weaknesses, namely Rock, Ice and Electric, not to mention an obvious Stealth Rock weakness. Access to Drill Run and two common immunities in Ghost and Ground help alleviate these disadvantages, but that's no excuse to just throw Fearow around; its wings will be clipped very quickly.

    Fearow may not be a top tier threat, but if you play it well, this scrappy sparrow will see you to safety.}}

    {{Set|Offensive|
    Fearow @ Choice Band / Life Orb
    Trait: Sniper
    EVs: 252 Atk / 4 Def / 252 Spd
    Jolly nature (+Spd, -SAtk)
    - Return
    - Drill Peck
    - Drill Run
    - U-turn / Pursuit}}

    {{Comments|Essentially all of Fearow's usable physical movepool is listed in this set. Max Speed and Attack are used to outrun as much as possible and deal as much damage as possible. There's little point investing in bulk because Fearow is very frail. 4 Defence EVs will keep Fearow's HP odd, allowing for up to four switches into Stealth Rocks.

    Return is the primary STAB move on the list, being the most powerful move in Fearow's movepool. Drill Peck is the secondary STAB, hitting a lot of NU for heavy damage, with notable targets including Sawk, Emboar, and Exeggutor. However, it's worth noting that Exeggutor is still hit slightly harder by U-Turn, which will deal heavy damage without locking Fearow into one move.

    Drill Run is here because it's the reason to use Fearow in NU, hitting the Rock-, Steel- and Electric-types that it hates for Super Effective damage, as well as the Fire- and Poison-types that are loitering in NU, such as Torkoal, Skuntank, Garbodor and Camerupt. The high Critical Hit rate can also work wonders with Sniper.

    U-Turn and Pursuit are Fearow's last slot options. U-Turn is the most recommended choice, as it is a harmless scouting move that keeps momentum on your side, taking reasonable chunks out of common switch ins and even breaking Focus Sashes or popping Air Balloons. Pursuit gets a mention, however, in case Fearow can switch in on, say, a Choice Scarf Haunter's Shadow Ball. Fearow's immunity to the move will force Haunter to switch out, at which point Fearow can disembowel it with Pursuit.

    The Choice Band is the recommended item choice, as it gives Fearow the power boost it really needs, at the cost of being unable to switch moves. The Life Orb has the freedom of choice that is always appreciated on a sweeper, but Fearow is frail enough as it is, and the Life Orb will cut into its already limited lifespan. Quick Attack is also perfectly usable on the last slot, to pick off frail or weakened threats, but don't expect to sweep with it.}}

    {{Options|If you're using the Life Orb, Roost is an option worthy of a mention, as it keeps Fearow alive longer. But Fearow is horribly frail, with 65/65/61 defences. Odds are it'll never find the time to Roost and actually benefit from the HP gain.

    The Scope Lens can boost Sniper's chances of success, particularly with Drill Run, but relying on luck to win battles is never a good thing. Look at the outrage Dunsparce can cause when it flinches things to death. The Choice Scarf is available for use instead of the Choice Band to make Fearow extremely fast, outrunning the entire unboosted tier with no trouble. However, the lack of power is extremely noticeable, and Fearow likes to avoid switching if it can, as Stealth Rocks hurt.

    Double-Edge is available for more power over Return, but the recoil is unattractive, and the move itself is incompatible with Sniper, as Fearow is forced to trek all the way back to Emerald to learn the move. Fearow also has a couple more Dark moves in its movepool, like Faint Attack and Assurance, but neither of these have any real utility.

    Heat Wave can 2HKO specially frail Steel-types such as the rare Mawile with a neutral nature after Stealth Rock damage, but otherwise, there is absolutely no point in special moves on Fearow, as the entire movepool consists of Tri Attack, Hidden Power and said Heat Wave, and a base 61 Special Attack really isn't worth investing in.

    Toxic is an interesting option on Fearow, softening up walls for the sweep. Steel- and Poison-types don't like switching into Fearow because of it possessing Drill Run, which hits all of them except for the rare Wormadam-S for Super Effective damage. Finally, Fearow also has Work Up to attempt a sweep with, but the Choice Band does in one turn what Work Up does in two, rendering it pretty much redundant.}}

    {{Checks|Fearow's a fair bit more difficult to deal with than its other bird cousins due to Drill Run, which means the usual Rock- and Steel-type failsafes suddenly aren't so safe, whereas Electric-types can't even risk switching in, due to half of Fearow's movepool instantly threatening. However, Fearow is far from unbeatable, otherwise it wouldn't be at the bottom of NU.

    Physical walls like Alomomola are among the first answers to Fearow, being able to tank any hit with ease due to its ridiculous physical bulk, recover any lost HP with the combination of Wish, Regenerator and the Leftovers, and then pummel Fearow with either of its Water STABs, perhaps poisoning it first with Toxic. Regirock is a slight exception among Rock-types, as it doesn't fear anything Fearow has, not even shying from a Choice Band Drill Run (although a Sniper boosted Critical Hit will hurt), and smack Fearow to the ground with a simple Rock STAB. Eviolite Rhydon's massive bulk also lets it take Drill Run well enough to not fear it, then simply wreck Fearow with a Stone Edge, however its and Regirock's lack of reliable recovery stops them from coming in repeatedly.

    Bulky Electric-types that don't touch the ground are decent answers, namely Eelektross and Rotom-S. While neither can take too much punishment, both can switch in on 3/4 of Fearow's moveset with ease and hit it hard with a Thunderbolt or Volt Switch. Rotom-S can even outrun if it is a Choice Scarf variant.

    Fearow may be decently fast, but anything faster with a Super Effective move can easily revenge kill it thanks to its frailty and tendency to run a Choice Band, not a Choice Scarf. Electabuzz, Simipour and even Floatzel will instantly threaten Fearow if they can switch in safely. Put simple, if Fearow doesn't instantly threaten whatever it's facing, it will likely feel threatened by said pokemon. Use it carefully.}}

    {{footer}}
     
    Last edited: May 24, 2015
  2. Luck>Skill

    Luck>Skill Well-Known Member

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    Luck>Skill
    Mention that U-Turn and Drill Run are the only things that don't make it outclassed by Dodrio and Pidgeot

    Cinccino and Miltank aren't NU here (they are on Smogon I believe) so remove those mentions

    Rest seems good to me, approved
     
  3. Spoovo The Pirate

    Spoovo The Pirate Meep! Article Contributor Article Contributor

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    Ohh, cause Cinccino's just ascended, huh?

    I'll add those points in. Thanks. :)
     
  4. Lavaman

    Lavaman Demon Shadow 7

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    Return Is not so good on fearow try that
    Fearow @ Life Orb
    Ability: Sniper
    EVs: 241 Atk / 259 Spd / 5 Def
    Jolly nature (+Spd, -SAtk)
    -U-Turn
    -Drill Peck
    -Drill Run
    -Pursuit
     
  5. The Real Elmo

    The Real Elmo Caterpie hungers...

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    second approval get!
     
  6. emac

    emac Emad

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    APPROVED Fearow is a BAMF
     
  7. Xinc

    Xinc Time for Oras?

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    Just a change in wording, I would advise.

    "However, it isn't all good news for Fearow. The rest of his bird family have Brave Bird"

    I would say "The rest of the birds have Brave bird." Fearow does not. The way how you worded it was that Spearow has Brave bird, but Fearow doesn't.
     
  8. Spoovo The Pirate

    Spoovo The Pirate Meep! Article Contributor Article Contributor

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    Ahh, yeah, that makes sense. Will do. :3

    2 approvals is enough, right? I'll get this wikified. :D
     
    Last edited: Oct 20, 2012