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Level 17To Fletchinder

Level 35To Talonflame

TalonflameLast stage shown

#0663 · GENERATION 6

Talonflame Build Guide

FireFlying

Fast physical pivot with recovery

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Starter moveset

Generation 9 · casual singles · base form

ITEMHeavy-Duty Boots
ABILITYFlame Body
NATUREJolly
1
Brave Bird
2
Flare Blitz
3
Roost
4
U-turn

How to play

Use U-turn to bring in a teammate or attack a favorable target. Roost helps recover recoil damage. Flame Body can burn an attacker that makes contact, but activation is not guaranteed.

Watch out for

Key risk. Rock attacks deal 4× damage. Boots only protect against entry hazards; both main attacks cause recoil. This example uses Flame Body, so it does not gain Gale Wings priority.

About this example

This editorial starting point is not a ranked-format recommendation or a legality check. It does not specify EVs or Tera type. Moves, items and abilities here do not change the builder score.

BATTLE PLAN

When to attack, set up or switch

Use U-turn to bring in a teammate or attack a favorable target. Roost helps recover recoil damage. Flame Body can burn an attacker that makes contact, but activation is not guaranteed.

Recoil is stacking up

Roost is the only recovery on the set. Flame Body only has a chance to burn an attacker that makes contact, so it is not a plan for surviving the turn you take recoil on.

You are aiming Brave Bird at a switch-in

Flying moves are resisted by Rock and Steel, and Rock is the type that hits Talonflame back for 4×. U-turn is the move that keeps the tempo instead of the trade.

You want the priority Flying move

This example runs Flame Body, so it does not get Gale Wings priority — Brave Bird is a normal-speed attack here, and a faster Rock or Electric attacker moves first regardless.

What does a safe pivot mean?

A teammate uses a switching move to bring Talonflame in. A slower pivot may take the opponent’s hit first. Turn order and the opponent’s move still matter.

ITEM & ABILITY

How this build works

Rock attacks deal 4× to Talonflame, so one Rock hit rather than hazard chip is usually what ends its run — and Heavy-Duty Boots do nothing about that. Ground moves cannot touch it at all, while Brave Bird and Flare Blitz both cost recoil HP.

Watch the tradeoff. Rock attacks deal 4× damage. Boots only protect against entry hazards; both main attacks cause recoil. This example uses Flame Body, so it does not gain Gale Wings priority.

These battle mechanics do not change the builder’s type-and-base-stat score. The tool does not simulate moves, abilities, held items or damage.

COMPARE YOUR OPTIONS

Talonflame or Staraptor?

Staraptor offers Normal typing and Close Combat with a different pivoting role.

Base stats · standard forms in the local Generation 9 dataset
StatTalonflameStaraptor
HP7885
Attack81120
Defense7170
Sp. Attack7450
Sp. Defense6960
Speed126100

Base stats are not final battle stats. Level, nature, IVs, EVs and battle effects affect the result. Check availability in your game before choosing an alternative.

Teammate ideas

A Ground teammate covers Electric attacks. A Water partner resists Water and can help handle Rock attackers.

These are typing-based starting pairs, not a complete competitive team. Check the remaining four slots and your game’s rules.

Compare computed teammate suggestions →
Alternative: Staraptor

Staraptor offers Normal typing and Close Combat with a different pivoting role.

Read Staraptor guide →

Try Staraptor →

Type matchups

Weak to

Water2×Electric2×Rock4×
Resistances and immunities
Fire0.5×Grass0.25×Fighting0.5×Ground0×Bug0.25×Steel0.5×Fairy0.5×

Typing only. Abilities, items and battle effects can change these matchups.

HP78
Attack81
Defense71
Sp. Attack74
Sp. Defense69
Speed126

Evolution chain

  1. Fletchling#661
  2. Level 17

    Fletchinder#662
  3. Level 35

    Talonflame#663

Standard main-series evolution conditions. Regional forms and games with special evolution systems can differ.

Build your Talonflame team

Start with Talonflame. Add teammates and compare your type-and-base-stat score.

TEAM WORKSPACE

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Gen 9 · National Dex · Casual Settings & scope
Format scope · casual planning

Base species #001–1025, using Generation 9 data. A casual planning pool, not a VGC, ranked, or Showdown National Dex legality validator. Regional, Mega and alternate forms are not included yet.

SLOT 01#663

Talonflame

FireFlying
SLOT 02
SLOT 03
SLOT 04
SLOT 05
SLOT 06

Understand your team

Offense76
Defense67
Coverage28
Synergy18

Types & base stats only · Not a win probability.

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    FIND A BETTER FIT

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    Fill your empty slots first. Each candidate is scored using the same rules as your current team. Only positive score changes are shown.

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    • Adds Water resistance or immunity
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    Why this Pokémon?
    • Adds Water resistance or immunity
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    Suggestions optimize this initial planning heuristic. Your preferences and actual battle strategy may favor another Pokémon.

    Key insights
    • Rock attacks threaten 1 of 1 teammates, with no teammate resisting them by type.
    • Electric attacks threaten 1 of 1 teammates, with no teammate resisting them by type.
    • Talonflame takes 4× damage from Rock attacks by type.
    • Your own types can hit 5 of 18 single-type targets super effectively. Actual move coverage can differ.
    Detailed type analysis · all 18 types

    Incoming damage assumes typing only. 0× = immune, ½× / ¼× = resistant, 2× / 4× = weak. Resistance counts include immunities.

    Incoming damage by attacking type
    AttackTalonflameWeakResist
    Normal1×00
    Fire½×01
    Water2×10
    Electric2×10
    Grass¼×01
    Ice1×00
    Fighting½×01
    Poison1×00
    Ground0×01
    Flying1×00
    Psychic1×00
    Bug¼×01
    Rock4×10
    Ghost1×00
    Dragon1×00
    Dark1×00
    Steel½×01
    Fairy½×01

    Offensive type coverage

    Against single-type targets, using only same-type attacks. This is not coverage against every dual-type species.

    NormalNeutral
    FireNeutral
    WaterNeutral
    ElectricNeutral
    Grass✓ Super effective
    Ice✓ Super effective
    Fighting✓ Super effective
    PoisonNeutral
    GroundNeutral
    FlyingNeutral
    PsychicNeutral
    Bug✓ Super effective
    RockResisted
    GhostNeutral
    DragonNeutral
    DarkNeutral
    Steel✓ Super effective
    FairyNeutral
    How is the score calculated?

    Offense (25%): neutral-or-better type coverage and strongest attacking base stats. Defense (30%): team resistances, unprotected and repeated weaknesses, and 4× vulnerabilities. Coverage (25%): fraction of 18 single-type targets hit super effectively by your own types. Synergy (20%): teammates resisting each other’s weaknesses, physical/special/bulk stat signals and base Speed ≥100. Scores are rounded to 0–100; the total uses the displayed subscores.

    Rating bands: Excellent ≥80, Good ≥65, Fair ≥45, Poor below 45. An empty team has no rating.

    Small teams are provisional and are not given a separate completion bonus. Adding a Pokémon can lower the score if it creates new weaknesses or lowers averages. These initial heuristics have not been calibrated against battle outcomes.

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    Data: Pokémon Showdown / @pkmn/dex · Sprites: PokéAPI contributors · Base species only

    Sources & guide notes

    Starter advice written for this guide; mechanics checked against Pokémon Showdown’s Generation 9 data.

    Starter moveset reviewed October 6, 2026; battle notes added October 21, 2026. Suggest a correction.

    Disclaimer: This is an unofficial fan-made tool, not affiliated with or endorsed by The Pokémon Company, Nintendo, Creatures or GAME FREAK. Pokémon names, artwork and type symbols belong to their respective owners.

    Scores and recommendations are casual planning estimates based on typing and base stats, not win probabilities or guarantees. Moves, abilities, items and competitive rules can change actual results. Read the methodology and limitations.