Flying Type

Ground immunity and hazard evasion define Flying. It brings speed, pivoting, and strong coverage—keep Electric/Ice/Rock in check.

How Flying plays

Flying-types enable offensive cores: U-turn/Brave Bird/Hurricane pressure, Ground immunity (free switches), and synergy with Ground/Electric in VoltTurn shells. Heavy-Duty Boots mitigate Rock weakness and enable consistent role execution.

Strengths
  • Super-effective vs Bug, Fighting, Grass
  • Ground immunity; ignores Spikes/Toxic Spikes
  • Great speed + pivot moves for tempo control
Weaknesses
  • Weak to Electric, Ice, Rock
  • Stealth Rock without Boots can be limiting

Team-building notes

  • Cover blind spots: pair Flying with partners that answer the weaknesses above.
  • Create a pivot path: use U-turn/Volt Switch/Parting Shot or status to bring your breaker in safely.
  • Speed control: priority or fast teammates let your core close once checks are chipped.
  • Win-con clarity: decide if Flying is your breaker, cleaner, or glue—and support that role with hazards/screens/heal.

Make the most of Regions