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Official artwork of Fletchinder

#0662

Fletchinder

Gen VI

Ember Pokémon

FireFlying

Pokédex entry · X

From its beak, it expels embers that set the tall grass on fire. Then it pounces on the bewildered prey that pop out of the grass.

Height
0.7 m
Weight
16 kg
Base EXP
134
Growth
Medium slow
Catch rate

120/255Easy

Friendship

70/255

Base stats

HP62Attack73Defense55Speed84Sp. Def52Sp. Atk56
HP
62
Attack
73
Defense
55
Speed★
84
Sp. Def
52
Sp. Atk
56

Total 382

Medium

EV yield +2 Speed

Real ranges (IV 0–31 · EV 0–252 · nature included)

MinMax
HP122169
Attack70137
Defense54117
Speed80149
Sp. Def51114
Sp. Atk54118
Total431804

About Fletchinder

Orange and black feathers cover a bird-like body with a beak, legs and dark wings, while a flame marks its chest. Fletchinder also stores a sack of fire in its belly. As it heats up, its flight speed increases; the flame takes time to catch, but once it reaches full intensity, it lets Fletchinder shoot forward at high speed.

Its hunting method is direct and far from gentle: it sets tall grass alight with sparks from its beak, then pounces on Bug-type Pokémon trying to escape. It devours its prey once they have been burned to a crisp. It is also territorial and will not tolerate another Fletchinder entering its territory, which can stretch across several kilometres.

It occupies the middle stage of its evolutionary line. It evolves from Fletchling, a Normal- and Flying-type Pokémon, and keeps the small bird silhouette while adding the Fire type and a much more aggressive attitude. At level 35, it evolves into Talonflame, whose design takes the idea of a bird of prey wrapped in flames even further.

Combat analysis

×4

Double weakness

Rock
×2

Weakness

WaterElectric
×½

Resistance

FireFightingSteelFairy
×¼

Double resistance

GrassBug
×0

Immunity

Ground

Fletchinder in depth

A bird with arrows in its tail

The design is based on a small bird, especially the Japanese robin, with features that also call a waxwing to mind. Its tail keeps two long feathers tipped by additional lateral ones, a shape that evokes the fletching of an arrow. The change from Fletchling to Fletchinder adds fire without abandoning that reference: its chest looks lit, its wings end in yellow and its body goes from a docile appearance to one built for hunting.

The English name combines “fletching”, the set of feathers that stabilises an arrow, with “tinder” or “cinder”, terms associated with kindling and embers. The Japanese ヒノヤコマ is romanised as Hinoyakoma and combines the ideas of sparks, arrows and the Japanese robin. The line therefore keeps a common thread: small bird, arrow and fire, with its final evolution aimed towards an aerial predator.

The flame that prepares the hunt

Pokédex entries describe a very specific behaviour. It does not wait for prey to come closer: it sets tall grass alight, causes a chaotic escape and attacks the Bug-type Pokémon that come running out. Fire is not just a design detail, but a hunting tool. It also explains its territorial nature. It will not tolerate other individuals within an area that can stretch for several kilometres, and fighting over feeding grounds is part of its behaviour.

The flame in its belly has another function. The more heat it stores, the faster it flies, although it needs time to reach full intensity. That detail fits its stats: 84 Speed is its highest figure, while 73 Attack gives it a useful but hardly overwhelming offensive base. It evolves from Fletchling at level 17 and remains the middle stage until level 35, when it becomes Talonflame.

From RU threat to niche species

In Generation VI, Gale Wings gave priority to all of its Flying-type moves without the later full-HP restriction. That mechanic made Acrobatics dangerous even with a base Attack of 73, especially after Swords Dance. Roost kept it healthy, Will-O-Wisp weakened physical attackers and its resistances gave it turns against Grass-, Bug- and Fighting-type Pokémon. In RU, it became a recognised threat and was used both to remove weakened opponents and to attempt a late-game sweep.

The following generation changed Gale Wings so that its priority depended on keeping full HP. The change hit Fletchinder hard: Stealth Rock takes too much health when it switches in, its defenses are low and it can no longer keep attacking with priority after taking damage. The arrival of stronger species and competition from Talonflame further reduced its presence. In the current games, it remains a story-mode choice or an option in formats where it can make use of its ability without as much hazard pressure.

How to get value from it without giving away turns

In a normal playthrough, it is best used against opponents that do not threaten it with Rock-, Water- or Electric-type attacks. Switching into resisted Grass-, Bug- or Fighting-type moves is its best way to find a turn for Swords Dance. If the opponent switches to a physical attacker, Will-O-Wisp can leave it crippled; if the opposing team has already been worn down, Acrobatics or Aerial Ace can use its Speed to finish things off.

It should not switch in repeatedly while Stealth Rock is active. Roost helps, but it does not make up for losing a huge portion of its HP every time it comes in. Rock- and Steel-type Pokémon check its Flying-type attacks well, while Water-type Pokémon can take its Fire-type moves and hit back. It also needs to keep full HP if you want to take advantage of Gale Wings in the generations that apply that restriction.

The spread of 2 Speed EVs reflects its role in taking down fast or weakened opponents. Its final evolution improves its stats and broadens its options, but Fletchinder retains some utility of its own: it is easier to obtain during the adventure and learns Flame Charge early, combining Fire-type damage with a Speed boost.

TCG cards

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