Forretress

taken over from Soulblaster


[OVERVIEW]

With access to three forms of entry hazards, Rapid Spin, and Sturdy, Forretress has a decent niche in the Ubers metagame. Forretress makes for a good user of Custap Berry thanks to Sturdy, which allows it either to set up a second layer of entry hazards against foes that attempt to 2HKO it or to use Explosion to block Rapid Spin and Defog for a turn and allow a teammate to switch in and maintain offensive pressure. Despite having a useful Custap Berry set, this is Forretress's only viable set in the current metagame. Forretress finds itself quite vulnerable to sleep inducers, Taunt users, and Magic Bounce users, as they can all prevent Forretress from setting up entry hazards. Furthermore, Forretress faces serious competition from Deoxys-A, Deoxys-S, and Ferrothorn as an entry hazard setter. Despite this, Forretress carves itself a niche as a viable Custap Berry user thanks to its unique combination of traits.

[SET]
name: Custap Lead
move 1: Rapid Spin
move 2: Toxic Spikes / Gyro Ball
move 3: Spikes
move 4: Explosion
item: Custap Berry
ability: Sturdy
nature: Brave
evs: 252 Atk
ivs: 0 HP / 0 Def / 0 SpD / 0 Spe

[SET COMMENTS]
Moves
========

Rapid Spin removes entry hazards from your side of the field, which is helpful against opposing entry hazard leads. Toxic Spikes allows Forretress's offensive teammates to overwhelm and break down opposing walls much more easily thanks to the residual damage from poison. With Forretress's low Speed, Gyro Ball is a viable option to deal considerable damage to faster foes. It OHKOes Mega Diancie, which would otherwise be a huge problem for Forretress due to Magic Bounce. It also heavily pressures opposing Deoxys-S and can score either a 2HKO or a 3HKO on it depending which variant it is; 0 HP / 0 Def entry hazard lead Deoxys-S, for example, can be taken down with Gyro Ball + Rapid Spin. Spikes is another useful entry hazard which punishes the foe's switches and gives Forretress's teammates a better chance at breaking down their checks and sweeping. Explosion's main use is blocking Defog and Rapid Spin for a turn after Forretress has been brought into Custap Berry's activation range, which is incredibly important to ensure that its entry hazards stay set up. Explosion also does a good chunk of damage against many foes thanks to its high Base Power and Forretress's maximum Attack investment, allowing Forretress's teammates to easily switch in afterwards and threaten the foe.

Set Details
========

Sturdy is an incredibly useful ability, as it gives Forretress a reliable way of activating its Custap Berry. Once Forretress is below 25% HP, its next move will move first in its priority bracket, giving Forretress a chance to either set up another layer of entry hazards, remove entry hazards from your side of the field with Rapid Spin, or block opposing Defog or Rapid Spin users from removing entry hazards with Explosion. The only stat that Forretress needs to invest in is Attack; maximum investment and a Brave nature ensure that Forretress's attacking moves hit hard as possible. No IVs are used in HP, Defense, and Special Defense so that Forretress is more easily brought below 25% HP from a foe's attacks, allowing Custap Berry to activate. A Brave nature and no Speed IVs are used to make Forretress as slow as possible, powering up Gyro Ball.

Usage Tips
========

Forretress should primarily be used as a lead to get entry hazards set up as soon as possible, allowing its teammates to start applying offensive pressure to the opponent's team. If Forretress is running both Toxic Spikes and Spikes, quickly analyze the opponent's team to decide which one will be the most beneficial; Toxic Spikes will often help with pressuring bulkier teams as well as several Calm Mind Arceus variants, whereas Spikes can be the superior option versus more offensive teams, as well as teams with grounded Steel- or Poison-types. Keep in mind that it's preferable to set up only one layer of Toxic Spikes due to the hyper offensive nature of Forretress's teammates.

When Forretress is at low health and is faced with an opposing Defog or Rapid Spin user, it can move first with its Custap Berry and use Explosion to block entry hazard removal for a turn. It's also worth noting that, if Forretress is up against a Rapid Spin user, switching to a Ghost-type teammate such as Giratina-O or Ghost Arceus is usually preferred to using Explosion in order to block Rapid Spin. If Forretress is faced with an opposing Defog user, but its HP hasn't yet dropped down to Custap Berry's activation range, it's perfectly alright for Forretress to continue setting up entry hazards as the foe tries to clear them. This is because Spikes and Toxic Spikes both have higher PP than Defog, meaning the foe will eventually be forced to either switch out or attack Forretress. If the foe decides to attack Forretress and brings it down to Custap Berry's activation range, Explosion can be used the next turn to block Defog. From there, one of Forretress's teammates can come in and pressure the foe, punishing it severely if it decides to stay in and use Defog, or potentially preventing Defog entirely by forcing a switch or OHKOing the foe, providing your team with great offensive momentum.

Forretress can find itself being fodder for certain setup sweepers, especially Mega Salamence, which can make use of Intimidate, its high physical bulk, and Roost to comfortably set up Dragon Dances on Forretress. Other Pokemon such as Calm Mind Arceus and Double Dance Groudon can set up on Forretress in a similar fashion, but this can be worked around by weakening them with Explosion after setting up a layer of entry hazards, allowing a teammate with a strong priority move to come in and finish them off. Something important to note is that it's not always necessary to use Explosion with Forretress after it's done its job early-game; a Forretress at less than 25% health with Custap Berry still intact can be preserved for several uses later in the game. For example, it can be used to revenge kill a setup sweeper such as Geomancy Xerneas with Gyro Ball. Alternatively, it can be used for a quick Rapid Spin in the late-game, giving a teammate such as Ho-Oh a better shot at cleaning up.

Team Options
========

A spinblocker such as Ghost Arceus, Giratina-O, or Mega Gengar can make for a good teammate to keep Forretress's entry hazards up. Taunt users such as Mewtwo and Mega Aerodactyl pair well with Forretress, as they can prevent opposing Defog users from clearing entry hazards. Primal Groudon is a useful teammate, as it can defeat the Magic Bounce users that give Forretress trouble as well as set up Stealth Rock, complementing the entry hazards that Forretress can set up. Primal Groudon also makes for a great offensive teammate; Rock Polish variants, for example, have a much easier time sweeping with entry hazard support. Other strong offensive Pokemon such as Geomancy Xerneas, Extreme Killer Arceus, and Mega Salamence also pair well with Forretress, as they appreciate the entry hazard support provided by Forretress to help them sweep, and they can ensure that entry hazards stay set up thanks to their strong offensive presence.

[STRATEGY COMMENTS]
Other Options
=============

Forretress has access to Stealth Rock and can run the move over Toxic Spikes or Spikes if desired. Volt Switch allows Forretress to pivot out after it has done its job, but Explosion is oftentimes the superior choice, especially considering it prevents entry hazard removal for one turn. Mental Herb is an option to allow Forretress to set up entry hazards after being Taunted, but Forretress loses a lot of its usefulness if it's not running Custap Berry. Counter can be used to get a surprise KO on physical attackers, but Forretress generally doesn't have room for the move.

Checks and Counters
===================

**Magic Bounce Users**: Pokemon with Magic Bounce such as Mega Sableye and Mega Diancie can bounce back Forretress's entry hazards, making it hard for Forretress to accomplish much. Mega Diancie is a shaky answer, however, as it risks being OHKOed by Gyro Ball. Mega Sableye is a much more reliable answer to Forretress, as it takes very little damage from Gyro Ball thanks to its low base Speed, and is immune to Rapid Spin and Explosion thanks to its Ghost typing.

**Taunt Users**: Taunt users such as Yveltal, Mewtwo, and Deoxys-S can all prevent Forretress from setting up entry hazards. Frailer Taunt users such as Deoxys-S need to be wary of Gyro Ball, however.

**Darkrai**: Darkrai can comfortably lead against Forretress and put it to sleep with Dark Void, preventing it from setting up entry hazards. From there, it can set up Nasty Plot, use Substitute, or simply attack. Keep in mind that Darkrai's low physical bulk means it won't take Gyro Ball or Explosion well, which could prove problematic if Dark Void misses.

**Pokemon that Bypass Sturdy**: Thanks to their abilities, Pokemon such as Reshiram and Kyurem-W can bypass Sturdy and easily OHKO Forretress with Fire-type attacks.

**Mega Salamence**: Bulky Mega Salamence with Dragon Dance can set up on Forretress without much trouble thanks to Intimidate, its high physical bulk, and Roost, which pose a large threat to Forretress and its team. In addition, Defog Mega Salamence can potentially paralyze Forretress with Body Slam and then repeatedly use Defog and aim for a turn of full paralysis before KOing Forretress.
 
Last edited:
Alright, this was taken over from Soublaster's analysis, and was heavily rewritten. I'll tag Sweep and shrang to make sure I implemented all of their stuff correctly. On a separate note, would it be reasonable to rename the set "Custap Lead" or "Custap" (something to that effect) instead of just Rapid Spin? Custap Berry is really the selling point of the moveset.
 
Yes, please rename the set to one of those :)

Introduction

Nitpicky, but Forry has access to three entry hazards, whereas the word "several" encompasses four or more. I'd also remove the Greninja mention from the Intro, Dice and I were talking about Greninja vs. Forry this SPL and determined Forry was almost always more reliable. Beating most opposing Deoxys-S is extremely useful.

Moves

Again nitpicky, but Forry is slow, not INCREDIBLY slow. The 0 Speed IV's are what make Gyro work, but I don't feel the fluffy word "incredibly" is necessary there. The main issue here is when you talk about Gyro Ball + Rapid Spin 2HKOing lead Deo-S. That simply isn't true a lot of the time, as you might be facing a screens Deo-S (sorry every other SPL player ever but I actually agree with the ladder, this set is still good). This Deoxys-S can take survive two Gyro Balls after setting up a Reflect and Taunting, although it might give up a hazard in the process. You do 2HKO Knock Off 0 HP Deoxys-S with Gyro Ball + Rapid Spin, though. Clarify this so you don't give readers misinformation.

Set Details

looks good

Usage Tips

Defog has 24 PP; you are correct that Forry easily out"stalls" Defog usrs by continuously setting up hazards though.

This section was very well done, but mention that Forretress should be weary of staying in vs. certain threats, like lead a Dragon Dance Mega Salamence, which uses Intimidate and Roost + high physical bulk to easily set up on you. Calm Mind Arceus and Double Dance Groudon can try to do similar things, but by repeatedly attacking after setting up one hazard, you should be able to put both in range to be picked off by powerful priority. I really have no problem with even more being added to this section, as it takes some skill and thought to use Custap Forretress correctly.

Team Options

Yveltal is really not great on Forry HO and cannot stop Arceus or Mega Salamence from using Defog. I'd remove it.

Others Options

looks good

Checks & Counters

AGHHHHH ANOTHER HEATRAN MENTION IN AN ORAS UBERS ANALYSIS! GAH! I'd rather use Dedenne than Heatran in this metagame. Please remove it and put Mewtwo in its place. I'm tempted to have you put Mega Salamence (Defog and bulky DD variants) on there as they annoy Forretress...Defog Mence can get a lucky para with Body Slam and spam Defog until it removes hazards and the HO teams Forry is used on can have a tough time dealing with DD Mega Salamence (it Roosts on Mega Aerodactyl's Stone Edges at +1) if Forry leads against it. Smart play can overcome it, Mence is just a dick in general. I'll let other QC decide if it's worth an explicit mention in this section, Intimidate and Roost makes it very different from the other set-up sweepers that Forry can deal with somewhat.

Good job overall (I already stamped this analysis though)
 
Alright, thanks for the reply Sweep, this is updated (I suppose some leftover stuff from the old one slipped through, hehe). Also, added a section in C&C for Mega Mence for now, QC can comment on it.
 

shrang

General Kenobi
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Very good. This is the kind of depth I like to see in analyses - not too much fluff but enough information.

QC 3/3
 
This is an amcheck. Hope this turns out to be helpful.
Overview
########

With access to three forms of entry hazards, Rapid Spin, and a useful ability,(AC) in Sturdy, Forretress has a decent niche in the Ubers metagame. Forretress makes for a good user of a Custap Berry thanks to Sturdy, which allows it to either set up a second layer of entry hazards against foes that attempt to 2HKO it, or use Explosion to block Rapid Spin and Defog for a turn, allowing its teammates to switch in and maintain offensive pressure. Despite having a useful Custap Berry set, this is really Forretress's only viable set in the current metagame. Forretress finds itself quite vulnerable to Ssleep inducers, Taunt users, and Magic Bounce users, as they can all prevent Forretress from setting up entry hazards. Furthermore, Forretress faces serious competition from the Deoxys formes and Ferrothorn as entry hazard setters. Despite this, Forretress carves itself a niche as a viable Custap Berry user thanks to its unique combination of traits.

Custap Lead
########
name: Custap Lead
move 1: Rapid Spin
move 2: Toxic Spikes / Gyro Ball
move 3: Spikes
move 4: Explosion
ability: Sturdy
item: Custap Berry
evs: 252 Atk
ivs: 0 HP / 0 Def / 0 SpD / 0 Spe
nature: Brave

Moves
========

Rapid Spin removes entry hazards from your side of the field, which is quite helpful against opposing entry hazard leads. Toxic Spikes allows Forretress's offensive teammates to overwhelm and break down opposing walls much more easily thanks due to the additional residual damage from Ppoison. With Forretress's low Speed, Gyro Ball is a viable option to deal considerable damage to faster foes. Gyro Ball OHKOes Mega Diancie, which would can otherwise be a huge problem for Forretress due to Magic Bounce. It also heavily pressureises opposing Deoxys-S, and can score either a 2HKO or a 3HKO on it depending on which variant it is; 0 HP / 0 Def Entry Hazard Lead Deoxys-S for example can be taken down with Gyro Ball + Rapid Spin. Spikes is another useful entry hazard which punishes the foe's switches and gives Forretress's teammates a better chance at breaking down their checks and sweeping. Explosion's main use is to block blocking Defog and Rapid Spin for a turn after Forretress has been brought into Custap Berry's activation range, which is incredibly important to ensure that its entry hazards stay set up. Explosion also does a good chunk of damage against many foes thanks to its high base power and maximum Attack investment, allowing Forretress's teammates to easily switch in afterwards and threaten the foe.

Set Details
========

Sturdy is an incredibly useful ability, as it gives Forretress a reliable way of activating its Custap Berry. Once Forretress is below 25% HP, its next move will move first in its priority bracket, giving it a chance to either set up another layer of entry hazards, remove entry hazards from your side of the field with Rapid Spin, or block opposing Defog or Rapid Spin users from removing entry hazards with Explosion. The only stat that Forretress needs to invest in is Attack; maximum investment and a Brave nature ensure that Forretress's attacking moves hit hard as possible. No IVs are used in HP, Defense, and Special Defense to better ensure Forretress is brought below 25% HP from a foe's attacks, allowing the Custap Berry to activate. A Brave nature and no Speed IVs are used to make Forretress as slow as possible, powering up its Gyro Ball.

Usage Tips
========

Forretress should primarily be used as a lead to get entry hazards set up as soon as possible, allowing its teammates to start applying offensive pressure to on the opponent's team. If Forretress is running both Toxic Spikes and Spikes, quickly analyze the opponent's team to decide which one will be the most beneficial; Toxic Spikes will often help with pressuring bulkier teams as well as several Calm Mind Arceus variants, whereas Spikes can be the superior option versus more offensive teams, as well as teams with grounded Steel- or Poison-types. Keep in mind that it's preferable to set up only one layer of Toxic Spikes due to the hyper offensive nature of Forretress's teammates.

When Forretress is at low health and is faced with an opposing Defog or Rapid Spin user, Forretress can move first with its Custap Berry and use Explosion to block entry hazard removal for a turn. It's also worth noting that,(AC) if Forretress is up against a Rapid Spin user, switching to a Ghost-type teammate such as Giratina-O or Arceus-Ghost is usually preferred to block Rapid Spin as opposed to having Forretress use Explosion. If Forretress is faced with an opposing Defog user, but its HP hasn't yet dropped down to Custap Berry's activation range, it's perfectly alright for Forretress to continue setting up entry hazards as the opponent tries clearing them. This is because Spikes and Toxic Spikes both have higher PP than Defog, which only has 24 PP, meaning the foe will eventually be forced to either switch out or attack Forretress. If the foe decides to attack Forretress and brings it down to Custap Berry's activation range, Explosion can be used the next turn to block Defog. From there, one of Forretress's teammates can come in and pressure the foe, punishing the foe severely if they decide stay in and use Defog, or potentially preventing Defog entirely by forcing a switch or OHKOing the foe, providing your team with great offensive momentum.

Forretress can find itself being fodder for certain setup sweepers, namely,(AC) Mega Salamence, which can make use of Intimidate, its high physical bulk, and Roost to comfortably set up Dragon Dances on Forretress. Other Pokemon such as Calm Mind Arceus and Double Dance Groudon can set up on Forretress in a similar fashion, but this can be worked around by weakening them with an Explosion after getting up a layer of entry hazards up, allowing a teammate with a strong priority move to come in and finish KO them off. Something important to note is that it's not always necessary to use Explosion with Forretress after it's done its job early-game; a Forretress at less than 25% health with Custap Berry still intact can be preserved for several uses later in the game. For example, it can be used to revenge kill a setup sweeper such as Geomancy Xerneas with Gyro Ball. Or, it can be used for a quick Rapid Spin late game, giving a teammate,(AC) such as Ho-Oh a better shot at cleaning up. There are many possibilities; a quick use of Explosion, Gyro Ball, Rapid Spin, or even an entry hazard can be invaluable in various situations late-game, so if you have a reasonable opportunity, try preserving Forretress in Custap Berry's activation range for later in the game to take advantage of these uses.


Team Options
========

A spinblocker,(AC) such as Arceus-Ghost, Giratina-O, or Mega Gengar can make for a good teammate to better ensure that Forretress's entry hazards stay set up. Taunt users,(AC) such as Mewtwo and Mega Aerodactyl,(AC) can pair well with Forretress, as they can prevent opposing Defog users from clearing entry hazards. Primal Groudon is a useful teammate, as it can defeat the Magic Bounce users,(AC) that give Forretress trouble, as well as set up Stealth Rock, complementing the entry hazards that can be set up by Forretress. Primal Groudon also makes for a great offensive teammate; Rock Polish variants for example have a much easier time sweeping with entry hazard support. Other strong offensive Pokemon such as Geomancy Xerneas, Extreme Killer Arceus, and Mega Salamence also pair well with Forretress, as they appreciate the entry hazard support provided by Forretress to help them sweep, and they in turn,(AC) can ensure entry hazards stay set up thanks to their strong offensive presence.

Other Options
########

Forretress also has access to Stealth Rock, and can run the move over Toxic Spikes or Spikes if desired. Volt Switch allows Forretress to pivot out after it has done its job, but Explosion is oftentimes the superior choice, especially since it prevents entry hazard removal for one turn. Mental Herb is an option which allows Forretress to set up entry hazards after being Taunted, but Forretress loses a lot of its usefulness if it's not running Custap Berry. Counter can be used to get a surprise KO on physical attackers, but Forretress doesn't really have room for the move.

Checks & Counters
########

**Magic Bounce**: Pokemon with Magic Bounce such as Mega Sableye and Mega Diancie can bounce back Forretress's entry hazards, making it hard for Forretress to accomplish much. Mega Diancie is a shaky answer, as it risks being OHKOed by Gyro Ball. Mega Sableye is a much more reliable answer to Forretress, as it takes very little damage from Gyro Ball thanks to its low base Speed, and is immune to Rapid Spin and Explosion thanks due to its Ghost typing.

**Taunt users**: Taunt users such as Yveltal, Mewtwo, and Deoxys-S can all prevent Forretress from setting up entry hazards. Frailer Taunt users such as Deoxy-S need to be wary of Gyro Ball, however.

**Darkrai**: Darkrai can comfortably lead against Forretress and put it to sleep with Dark Void, preventing it from setting up entry hazards. From there, it can set up a Nasty Plot, a Substitute, or simply starting firing off attacks. Keep in mind that Darkrai's low Defense means it won't take a Gyro Ball or an Explosion well, which could prove problematic if Dark Void misses.

**Pokemon that bypass Sturdy**: Thanks to their ability, Pokemon such as Reshiram and Kyurem-W can bypass Sturdy and easily OHKO Forretress with Fire-type attacks.

**Mega Salamence**: Bulky Mega Salamence with Dragon Dance can set up on Forretress without much trouble thanks to Intimidate, its high physical bulk, and Roost, which can pose a large threat to Forretress and its team. In addition, Defog Mega Salamence can potentially paralyze Forretress with Body Slam, then repeatedly use Defog and fish (it's too colloquial) for a turn of full paralysis before KOing Forretress.
 

Empress

Don't waffle or you'll get pancaked
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Sorry darkstar56182, but this AM check makes too many mistakes, so I will not stamp it. If you want to talk it over with me to find out how you can do better next time, shoot me a PM and I'll help you out.

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Overview
########

With access to three forms of entry hazards, Rapid Spin, and a useful ability in Sturdy, Forretress has a decent niche in the Ubers metagame. Forretress makes for a good user of Custap Berry thanks to Sturdy, which allows it to either set up a second layer of entry hazards against foes that attempt to 2HKO it, or use Explosion to block Rapid Spin and Defog for a turn, allowing its teammates to switch in and maintain offensive pressure. Despite having a useful Custap Berry set, this is really Forretress's only viable set in the current metagame. Forretress finds itself quite vulnerable to Sleep sleep inducers, Taunt users, and Magic Bounce users, as they can all prevent Forretress from setting up entry hazards. Furthermore, Forretress faces serious competition from the Deoxys formes Deoxys-A, Deoxys-S, and Ferrothorn as entry hazard setters. Despite this, Forretress carves itself a niche as a viable Custap Berry user thanks to its unique combination of traits.

Custap Lead
########
name: Custap Lead
move 1: Rapid Spin
move 2: Toxic Spikes / Gyro Ball
move 3: Spikes
move 4: Explosion
ability: Sturdy
item: Custap Berry
evs: 252 Atk
ivs: 0 HP / 0 Def / 0 SpD / 0 Spe
nature: Brave

Moves
========

Rapid Spin removes entry hazards from your side of the field, which is quite helpful against opposing entry hazard leads. Toxic Spikes allows Forretress's offensive teammates to overwhelm and break down opposing walls much more easily thanks to the additional residual damage from Poison poison. With Forretress's low Speed, Gyro Ball is a viable option to deal considerable damage to faster foes. Gyro Ball OHKOes Mega Diancie, which would otherwise be a huge problem for Forretress due to Magic Bounce. It also heavily pressures opposing Deoxys-S, (RC) and can score either a 2HKO or a 3HKO on it depending which variant it is; 0 HP / 0 Def Entry Hazard Lead Deoxys-S, (AC) for example, (AC) can be taken down with Gyro Ball + Rapid Spin. Spikes is another useful entry hazard which punishes the foe's switches and gives Forretress's teammates a better chance at breaking down their checks and sweeping. Explosion's main use is blocking Defog and Rapid Spin for a turn after Forretress has been brought into Custap Berry's activation range, which is incredibly important to ensure that its entry hazards stay set up. Explosion also does a good chunk of damage against many foes thanks to its high base power and maximum Attack investment, allowing Forretress's teammates to easily switch in afterwards and threaten the foe.

Set Details
========

Sturdy is an incredibly useful ability, as it gives Forretress a reliable way of activating its Custap Berry. Once Forretress is below 25% HP, its next move will move first in its priority bracket, giving it a chance to either set up another layer of entry hazards, remove entry hazards from your side of the field with Rapid Spin, or block opposing Defog or Rapid Spin users from removing entry hazards with Explosion. The only stat that Forretress needs to invest in is Attack; maximum investment and a Brave nature ensure that Forretress's attacking moves hit hard as possible. No IVs are used in HP, Defense, and Special Defense to better ensure Forretress is brought below 25% HP from a foe's attacks, allowing the Custap Berry to activate. A Brave nature and no Speed IVs are used to make Forretress as slow as possible, powering up its Gyro Ball.

Usage Tips
========

Forretress should primarily be used as a lead to get entry hazards set up as soon as possible, allowing its teammates to start applying offensive pressure to the opponent's team. If Forretress is running both Toxic Spikes and Spikes, quickly analyze the opponent's team to decide which one will be the most beneficial; Toxic Spikes will often help with pressuring bulkier teams as well as several Calm Mind Arceus variants, whereas Spikes can be the superior option versus more offensive teams, as well as teams with grounded Steel- or Poison-types. Keep in mind that it's preferable to set up only one layer of Toxic Spikes due to the hyper offensive nature of Forretress's teammates.

When Forretress is at low health and is faced with an opposing Defog or Rapid Spin user, Forretress can move first with its Custap Berry and use Explosion to block entry hazard removal for a turn. It's also worth noting that if Forretress is up against a Rapid Spin user, switching to a Ghost-type teammate such as Giratina-O or Arceus-Ghost is usually preferred to block Rapid Spin as opposed to having Forretress use Explosion. If Forretress is faced with an opposing Defog user, but its HP hasn't yet dropped down to Custap Berry's activation range, it's perfectly alright for Forretress to continue setting up entry hazards as the opponent foe tries clearing them. This is because Spikes and Toxic Spikes both have higher PP than Defog, which only has 24 PP, meaning the foe will eventually be forced to either switch out or attack Forretress. If the foe decides to attack Forretress and brings it down to Custap Berry's activation range, Explosion can be used the next turn to block Defog. From there, one of Forretress's teammates can come in and pressure the foe, punishing the foe severely if they decide stay in and use Defog, or potentially preventing Defog entirely by forcing a switch or OHKOing the foe, providing your team with great offensive momentum.

Forretress can find itself being fodder for certain setup sweepers, namely Mega Salamence, which can make use of Intimidate, its high physical bulk, and Roost to comfortably set up Dragon Dances on Forretress. Other Pokemon such as Calm Mind Arceus and Double Dance Groudon can set up on Forretress in a similar fashion, but this can be worked around by weakening them with an Explosion after getting up a layer of entry hazards, allowing a teammate with a strong priority move to come in and finish them off. Something important to note is that it's not always necessary to use Explosion with Forretress after it's done its job early-game; a Forretress at less than 25% health with Custap Berry still intact can be preserved for several uses later in the game. For example, it can be used to revenge kill a setup sweeper such as Geomancy Xerneas with Gyro Ball. Or Alternatively, it can be used for a quick Rapid Spin in the late-(AH)game, giving a teammate such as Ho-Oh a better shot at cleaning up. There are many possibilities; a quick use of Explosion, Gyro Ball, Rapid Spin, or even an entry hazard can be invaluable in various situations late-game, so if you have a reasonable opportunity, try preserving Forretress in Custap Berry's activation range for later in the game to take advantage of these uses. (fluff)

Team Options
========

A spinblocker such as Arceus-Ghost, Giratina-O, or Mega Gengar can make for a good teammate to better ensure that Forretress's entry hazards stay set up. Taunt users such as Mewtwo and Mega Aerodactyl can pair well with Forretress, as they can prevent opposing Defog users from clearing entry hazards. Primal Groudon is a useful teammate, as it can defeat the Magic Bounce users that give Forretress trouble, as well as set up Stealth Rock, complementing the entry hazards that can be set up by Forretress. Primal Groudon also makes for a great offensive teammate; Rock Polish variants, (AC) for example, (AC) have a much easier time sweeping with entry hazard support. Other strong offensive Pokemon such as Geomancy Xerneas, Extreme Killer Arceus, and Mega Salamence also pair well with Forretress, as they appreciate the entry hazard support provided by Forretress to help them sweep, and they in turn can ensure that entry hazards stay set up thanks to their strong offensive presence.

Other Options
########

Forretress also has access to Stealth Rock, (RC) and can run the move over Toxic Spikes or Spikes if desired. Volt Switch allows Forretress to pivot out after it has done its job, but Explosion is oftentimes the superior choice, especially since considering it prevents entry hazard removal for one turn. Mental Herb is an option which allows Forretress to set up entry hazards after being Taunted, but Forretress loses a lot of its usefulness if it's not running Custap Berry. Counter can be used to get a surprise KO on physical attackers, but Forretress doesn't really have room for the move.

Checks & Counters
########

**Magic Bounce Users**: Pokemon with Magic Bounce such as Mega Sableye and Mega Diancie can bounce back Forretress's entry hazards, making it hard for Forretress to accomplish much. Mega Diancie is a shaky answer, however, as it risks being OHKOed by Gyro Ball. Mega Sableye is a much more reliable answer to Forretress, as it takes very little damage from Gyro Ball thanks to its low base Speed, and is immune to Rapid Spin and Explosion thanks to its Ghost typing.

**Taunt users Users**: Taunt users such as Yveltal, Mewtwo, and Deoxys-S can all prevent Forretress from setting up entry hazards. Frailer Taunt users such as Deoxy-S Deoxys-S need to be wary of Gyro Ball, however.

**Darkrai**: Darkrai can comfortably lead against Forretress and put it to sleep with Dark Void, preventing it from setting up entry hazards. From there, it can set up a Nasty Plot, a Substitute, or simply starting firing off attacks attack (never say "fire off"). Keep in mind that Darkrai's low Defense means it won't take a Gyro Ball or an Explosion well, which could prove problematic if Dark Void misses.

**Pokemon that bypass Bypass Sturdy**: Thanks to their ability, Pokemon such as Reshiram and Kyurem-W can bypass Sturdy and easily OHKO Forretress with Fire-type attacks.

**Mega Salamence**: Bulky Mega Salamence with Dragon Dance can set up on Forretress without much trouble thanks to Intimidate, its high physical bulk, and Roost, which can pose a large threat to Forretress and its team. In addition, Defog Mega Salamence can potentially paralyze Forretress with Body Slam, then repeatedly use Defog and fish aim (never say "fish for") for a turn of full paralysis before KOing Forretress.

GP 1/2
 

Malley

Dominachu
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[OVERVIEW]

With access to three forms of entry hazards, Rapid Spin, and Sturdy, Forretress has a decent niche in the Ubers metagame. Forretress makes for a good user of Custap Berry thanks to Sturdy, which allows it to either to set up a second layer of entry hazards against foes that attempt to 2HKO it, (comma splicing - the insertion of a comma when the syntax does not require it) or to ('to' is important to show that it depends on 'allows' rather than 'attempt' - the earlier 'to' then has to be moved inside the 'either' construction) use Explosion to block Rapid Spin and Defog for a turn, allowing and allow (again this is just for clarity, to make clear that this clause depends on the explosion and not the second layer) its teammates a teammate to switch in and maintain offensive pressure. Despite having a useful Custap Berry set (not sure what this means - 'despite' suggests that this is Forretress's only viable check even though Forretress has a useful Custap set, but the fact that this is the Custap set makes the 'despite' construction nonsensical. I would cut the sentence unless there's something here I've missed), this is Forretress's only viable set in the current metagame (I believe statements that are set in time are discouraged - this current metagame may not be the same metagame that someone reading it in x amount of time will be playing). Forretress finds itself quite vulnerable to sleep inducers, Taunt users, and Magic Bounce users, as they can all prevent Forretress from setting up entry hazards. Furthermore, Forretress faces serious competition from Deoxys-A, Deoxys-S, and Ferrothorn as entry hazard setters. Despite this, Forretress carves itself a niche as a viable Custap Berry user thanks to its unique combination of traits.

[SET]
name: Custap Lead
move 1: Rapid Spin
move 2: Toxic Spikes / Gyro Ball
move 3: Spikes
move 4: Explosion
item: Custap Berry
ability: Sturdy
nature: Brave
evs: 252 Atk
ivs: 0 HP / 0 Def / 0 SpD / 0 Spe

[SET COMMENTS]
Moves
========

Rapid Spin removes entry hazards from your side of the field, which is quite helpful against opposing entry hazard leads. Toxic Spikes allows Forretress's offensive teammates to overwhelm and break down opposing walls much more easily thanks to the residual damage from poison. With Forretress's low Speed, Gyro Ball is a viable option to deal considerable damage to faster foes. Gyro Ball It OHKOes Mega Diancie, which would otherwise be a huge problem for Forretress due to Magic Bounce. It also heavily pressures opposing Deoxys-S and can score either a 2HKO or a 3HKO on it depending which variant it is; 0 HP / 0 Def Entry Hazard Lead Deoxys-S, for example, can be taken down with Gyro Ball + Rapid Spin. Spikes is another useful entry hazard which punishes the foe's switches and gives Forretress's teammates a better chance at breaking down their checks and sweeping. Explosion's main use is blocking Defog and Rapid Spin for a turn after Forretress has been brought into Custap Berry's activation range, which is incredibly important to ensure that its entry hazards stay set up. Explosion also does a good chunk of damage against many foes thanks to its high base power and Forretress's maximum Attack investment (syntactically confused - 'maximum Attack investment' depends on 'its', which means that it is Explosion and not Forretress that has the investment), allowing Forretress's teammates to easily switch in afterwards and threaten the foe.

Set Details
========

Sturdy is an incredibly useful ability, as it gives Forretress a reliable way of activating its Custap Berry. Once Forretress is below 25% HP, (comma splicing) its next move will move first in its priority bracket, giving it a chance to either set up another layer of entry hazards, remove entry hazards from your side of the field with Rapid Spin, or block opposing Defog or Rapid Spin users from removing entry hazards with Explosion. The only stat that Forretress needs to invest in is Attack; maximum investment and a Brave nature ensure that Forretress's attacking moves hit hard as possible. No IVs are used in HP, Defense, and or Special Defense to better ensure (it is impossible to 'better ensure' something. If something is ensured then it is definite - there are no degrees) so that Forretress is more easily brought below 25% HP from a foe's attacks, allowing Custap Berry to activate. A Brave nature and no Speed IVs are used to make Forretress as slow as possible, powering up Gyro Ball.

Usage Tips
========

Forretress should primarily be used as a lead to get entry hazards set up as soon as possible, allowing its teammates to start applying offensive pressure to the opponent's team. If Forretress is running both Toxic Spikes and Spikes, quickly analyze the opponent's team to decide which one will be the most beneficial; Toxic Spikes will often help with pressuring bulkier teams as well as several Calm Mind Arceus variants, whereas Spikes can be the superior option versus more offensive teams, as well as teams with grounded Steel- or Poison-types. Keep in mind that it's preferable to set up only one layer of Toxic Spikes due to the hyper offensive nature of Forretress's teammates (maybe explain exactly why this is? i.e. that 12% vs. 6% damage on the first turn is better than increased damage in later turns, since it is likely that those later turns will never come to pass).

When Forretress is at low health and is faced with an opposing Defog or Rapid Spin user, Forretress it can move first with its Custap Berry and use Explosion to block entry hazard removal for a turn. It's also worth noting that, (this comma is useful to subordinate the 'if' clause - it is not necessary, but if you do not include it then you have to remove the comma after 'user') if Forretress is up against a Rapid Spin user, switching to a Ghost-type teammate such as Giratina-O or Arceus-Ghost is usually preferred to using Explosion in order to block Rapid Spin block Rapid Spin as opposed to having Forretress use Explosion (when you see 'preferred to' it is almost always used for comparison - to say what x is preferred to. Using it for purpose is confusing here). If Forretress is faced with an opposing Defog user, but its HP hasn't yet dropped down to Custap Berry's activation range, it's perfectly alright for Forretress to continue setting up entry hazards as the foe tries to clear clearing them. This is because Spikes and Toxic Spikes both have higher PP than Defog, which only has 24 PP, (this seems odd to mention when you do not give the PPs of Spikes and Toxic Spikes) meaning the foe will eventually be forced to either switch out or attack Forretress. If the foe decides to attack Forretress and brings it down to Custap Berry's activation range, Explosion can be used the next turn to block Defog. From there, one of Forretress's teammates can come in and pressure the foe, punishing the foe it severely if they decide stay in and use Defog, or potentially preventing Defog entirely by forcing a switch or OHKOing the foe, providing your team with great offensive momentum.

Forretress can find itself being fodder for certain setup sweepers, namely especially ('namely' means that you will go on to name the referents; i.e. the 'certain setup sweepers' - Mega Salamence is just one) Mega Salamence, which can make use of Intimidate, its high physical bulk, and Roost to comfortably set up Dragon Dances on Forretress. Other Pokemon such as Calm Mind Arceus and Double Dance Groudon can set up on Forretress in a similar fashion, but this can be worked around by weakening them with Explosion after getting up a layer of entry hazards, allowing a teammate with a strong priority move to come in and finish them off. Something important to note is that it's not always necessary to use Explosion with Forretress after it's done its job early-game; a Forretress at less than 25% health with Custap Berry still intact can be preserved for several uses later in the game. For example, it can be used to revenge kill a setup sweeper such as Geomancy Xerneas with Gyro Ball. Alternatively, it can be used for a quick Rapid Spin in the late-game, giving a teammate such as Ho-Oh a better shot at cleaning up.

Team Options
========

A spinblocker such as Arceus-Ghost, Giratina-O, or Mega Gengar can make for a good teammate to better ensure keep that Forretress's entry hazards stay set up. Taunt users such as Mewtwo and Mega Aerodactyl pair well with Forretress, as they can prevent opposing Defog users from clearing entry hazards. Primal Groudon is a useful teammate, as it can defeat the Magic Bounce users that give Forretress trouble, as well as set up Stealth Rock, complementing the entry hazards that Forretress can set up can be set up by Forretress (active voice preferred). Primal Groudon also makes for a great offensive teammate; Rock Polish variants, for example, have a much easier time sweeping with entry hazard support. Other strong offensive Pokemon such as Geomancy Xerneas, Extreme Killer Arceus, and Mega Salamence also pair well with Forretress, as they appreciate the entry hazard support provided by Forretress to help them sweep, and they can ensure that entry hazards stay set up thanks to their strong offensive presence.

[STRATEGY COMMENTS]
Other Options
=============

Forretress has access to Stealth Rock and can run the move over Toxic Spikes or Spikes if desired. Volt Switch allows Forretress to pivot out after it has done its job, but Explosion is oftentimes (this word is okay, but weirdly archaic. 'often' seems more natural) the superior choice, especially considering it prevents entry hazard removal for one turn. Mental Herb is an option which allows to allow Forretress to set up entry hazards after being Taunted, but Forretress loses a lot of its usefulness if it's not running Custap Berry. Counter can be used to get a surprise KO on physical attackers, but Forretress doesn't have room for the move (perhaps say 'generally doesn't have room'? This kind of absolute statement seems out of tone).

Checks and Counters
===================

**Magic Bounce Users**: Pokemon with Magic Bounce such as Mega Sableye and Mega Diancie can bounce back Forretress's entry hazards, making it hard for Forretress to accomplish much. Mega Diancie is a shaky answer, however, as it risks being OHKOed by Gyro Ball. Mega Sableye is a much more reliable answer to Forretress, as it takes very little damage from Gyro Ball thanks to its low base Speed, and is immune to Rapid Spin and Explosion thanks to its Ghost typing.

**Taunt Users**: Taunt users such as Yveltal, Mewtwo, and Deoxys-S can all prevent Forretress from setting up entry hazards. Frailer Taunt users such as Deoxys-S need to be wary of Gyro Ball, however.

**Darkrai**: Darkrai can comfortably lead against Forretress and put it to sleep with Dark Void, preventing it from setting up entry hazards. From there, it can set up Nasty Plot, Substitute, or simply attack. Keep in mind that Darkrai's low physical bulk means it won't take Gyro Ball or Explosion well, which could prove problematic if Dark Void misses.

**Pokemon that Bypass Sturdy**: Thanks to their ability abilities, Pokemon such as Reshiram and Kyurem-W can bypass Sturdy and easily OHKO Forretress with Fire-type attacks. (minor, but this wording suggests that there is only one ability - shared by Reshiram, Kyurem-W, and other such Pokémon - that bypasses Sturdy. Since there are more than one, the singular 'ability' is incorrect. The problem then it that this could mean that these Pokémon have more than one ability; a clearer wording might be "Pokemon such as Reshiram and Kyurem-W, which bypass Sturdy thanks to their respective abilities, can easily OHKO Forretress [optional: before it can set up any hazards]. I also would not specify Fire-type attacks, since this means that they could never OHKO it with any other attack)

**Mega Salamence**: Bulky Mega Salamence with Dragon Dance can set up on Forretress without much trouble thanks to Intimidate, its high physical bulk, and Roost, which can pose a large threat to Forretress and its team. In addition, Defog Mega Salamence can potentially paralyze Forretress with Body Slam, then repeatedly use Defog and aim for a turn of full paralysis before KOing Forretress.


P Squared
 
Last edited:

P Squared

a great unrecorded history
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stamp for 2/2! it looks like a lot but it's not; like 90% of it is our reasoning haha.

malley / p^2
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[OVERVIEW]

With access to three forms of entry hazards, Rapid Spin, and Sturdy, Forretress has a decent niche in the Ubers metagame. Forretress makes for a good user of Custap Berry thanks to Sturdy, which allows it to either to set up a second layer of entry hazards against foes that attempt to 2HKO it, (comma splicing - the insertion of a comma when the syntax does not require it) or to ('to' is important to show that it depends on 'allows' rather than 'attempt' - the earlier 'to' then has to be moved inside the 'either' construction) use Explosion to block Rapid Spin and Defog for a turn, allowing and allow (again this is just for clarity, to make clear that this clause depends on the explosion and not the second layer) its teammates a teammate to switch in and maintain offensive pressure. Despite having a useful Custap Berry set (not sure what this means - 'despite' suggests that this is Forretress's only viable check even though Forretress has a useful Custap set, but the fact that this is the Custap set makes the 'despite' construction nonsensical. I would cut the sentence unless there's something here I've missed), this is Forretress's only viable set in the current metagame (I believe statements that are set in time are discouraged - this current metagame may not be the same metagame that someone reading it in x amount of time will be playing). Forretress finds itself quite vulnerable to sleep inducers, Taunt users, and Magic Bounce users, as they can all prevent Forretress from setting up entry hazards. Furthermore, Forretress faces serious competition from Deoxys-A, Deoxys-S, and Ferrothorn as an entry hazard setter. Despite this, Forretress carves itself a niche as a viable Custap Berry user thanks to its unique combination of traits.

[SET]
name: Custap Lead
move 1: Rapid Spin
move 2: Toxic Spikes / Gyro Ball
move 3: Spikes
move 4: Explosion
item: Custap Berry
ability: Sturdy
nature: Brave
evs: 252 Atk
ivs: 0 HP / 0 Def / 0 SpD / 0 Spe

[SET COMMENTS]
Moves
========

Rapid Spin removes entry hazards from your side of the field, which is quite helpful against opposing entry hazard leads. Toxic Spikes allows Forretress's offensive teammates to overwhelm and break down opposing walls much more easily thanks to the residual damage from poison. With Forretress's low Speed, Gyro Ball is a viable option to deal considerable damage to faster foes. Gyro Ball It OHKOes Mega Diancie, which would otherwise be a huge problem for Forretress due to Magic Bounce. It also heavily pressures opposing Deoxys-S and can score either a 2HKO or a 3HKO on it depending which variant it is; 0 HP / 0 Def entry hazard lead Deoxys-S (keep the set name lowercase unless it's very well known, like Extreme Killer and Crocune), for example, can be taken down with Gyro Ball + Rapid Spin. Spikes is another useful entry hazard which punishes the foe's switches and gives Forretress's teammates a better chance at breaking down their checks and sweeping. Explosion's main use is blocking Defog and Rapid Spin for a turn after Forretress has been brought into Custap Berry's activation range, which is incredibly important to ensure that its entry hazards stay set up. Explosion also does a good chunk of damage against many foes thanks to its high Base Power and Forretress's maximum Attack investment (syntactically confused - 'maximum Attack investment' depends on 'its', which means that it is Explosion and not Forretress that has the investment), allowing Forretress's teammates to easily switch in afterwards and threaten the foe.

Set Details
========

Sturdy is an incredibly useful ability, as it gives Forretress a reliable way of activating its Custap Berry. Once Forretress is below 25% HP, (comma splicing) (discussed this; up to you, OP!) its next move will move first in its priority bracket, giving it Forretress a chance to either set up another layer of entry hazards, remove entry hazards from your side of the field with Rapid Spin, or block opposing Defog or Rapid Spin users from removing entry hazards with Explosion. The only stat that Forretress needs to invest in is Attack; maximum investment and a Brave nature ensure that Forretress's attacking moves hit hard as possible. No IVs are used in HP, Defense, and or (also up to you, OP) Special Defense to better ensure (it is impossible to 'better ensure' something. If something is ensured then it is definite - there are no degrees) so that Forretress is more easily brought below 25% HP from a foe's attacks, allowing Custap Berry to activate. A Brave nature and no Speed IVs are used to make Forretress as slow as possible, powering up Gyro Ball.

Usage Tips
========

Forretress should primarily be used as a lead to get entry hazards set up as soon as possible, allowing its teammates to start applying offensive pressure to the opponent's team. If Forretress is running both Toxic Spikes and Spikes, quickly analyze the opponent's team to decide which one will be the most beneficial; Toxic Spikes will often help with pressuring bulkier teams as well as several Calm Mind Arceus variants, whereas Spikes can be the superior option versus more offensive teams, as well as teams with grounded Steel- or Poison-types. Keep in mind that it's preferable to set up only one layer of Toxic Spikes due to the hyper offensive nature of Forretress's teammates (maybe explain exactly why this is? i.e. that 12% vs. 6% damage on the first turn is better than increased damage in later turns, since it is likely that those later turns will never come to pass).

When Forretress is at low health and is faced with an opposing Defog or Rapid Spin user, Forretress it can move first with its Custap Berry and use Explosion to block entry hazard removal for a turn. It's also worth noting that, (this comma is useful to subordinate the 'if' clause - it is not necessary, but if you do not include it then you have to remove the comma after 'user') if Forretress is up against a Rapid Spin user, switching to a Ghost-type teammate such as Giratina-O or Ghost Arceus-Ghost is usually preferred to using Explosion in order to block Rapid Spin block Rapid Spin as opposed to having Forretress use Explosion (when you see 'preferred to' it is almost always used for comparison - to say what x is preferred to. Using it for purpose is confusing here). If Forretress is faced with an opposing Defog user, but its HP hasn't yet dropped down to Custap Berry's activation range, it's perfectly alright for Forretress to continue setting up entry hazards as the foe tries to clear clearing them. This is because Spikes and Toxic Spikes both have higher PP than Defog, which only has 24 PP, (this seems odd to mention when you do not give the PPs of Spikes and Toxic Spikes) meaning the foe will eventually be forced to either switch out or attack Forretress. If the foe decides to attack Forretress and brings it down to Custap Berry's activation range, Explosion can be used the next turn to block Defog. From there, one of Forretress's teammates can come in and pressure the foe, punishing the foe it severely if they it decides to stay in and use Defog, or potentially preventing Defog entirely by forcing a switch or OHKOing the foe, providing your team with great offensive momentum.

Forretress can find itself being fodder for certain setup sweepers, namely especially ('namely' means that you will go on to name the referents; i.e. the 'certain setup sweepers' - Mega Salamence is just one) Mega Salamence, which can make use of Intimidate, its high physical bulk, and Roost to comfortably set up Dragon Dances on Forretress. Other Pokemon such as Calm Mind Arceus and Double Dance Groudon can set up on Forretress in a similar fashion, but this can be worked around by weakening them with Explosion after setting up a layer of entry hazards, allowing a teammate with a strong priority move to come in and finish them off. Something important to note is that it's not always necessary to use Explosion with Forretress after it's done its job early-game; a Forretress at less than 25% health with Custap Berry still intact can be preserved for several uses later in the game. For example, it can be used to revenge kill a setup sweeper such as Geomancy Xerneas with Gyro Ball. Alternatively, it can be used for a quick Rapid Spin in the late-game, giving a teammate such as Ho-Oh a better shot at cleaning up.

Team Options
========

A spinblocker such as Ghost Arceus-Ghost, Giratina-O, or Mega Gengar can make for a good teammate to better ensure keep that Forretress's entry hazards stay set up. Taunt users such as Mewtwo and Mega Aerodactyl pair well with Forretress, as they can prevent opposing Defog users from clearing entry hazards. Primal Groudon is a useful teammate, as it can defeat the Magic Bounce users that give Forretress trouble, as well as set up Stealth Rock, complementing the entry hazards that Forretress can set up can be set up by Forretress (active voice preferred). Primal Groudon also makes for a great offensive teammate; Rock Polish variants, for example, have a much easier time sweeping with entry hazard support. Other strong offensive Pokemon such as Geomancy Xerneas, Extreme Killer Arceus, and Mega Salamence also pair well with Forretress, as they appreciate the entry hazard support provided by Forretress to help them sweep, and they can ensure that entry hazards stay set up thanks to their strong offensive presence.

[STRATEGY COMMENTS]
Other Options
=============

Forretress has access to Stealth Rock and can run the move over Toxic Spikes or Spikes if desired. Volt Switch allows Forretress to pivot out after it has done its job, but Explosion is oftentimes (this word is okay, but weirdly archaic. 'often' seems more natural) the superior choice, especially considering it prevents entry hazard removal for one turn. Mental Herb is an option which allows to allow Forretress to set up entry hazards after being Taunted, but Forretress loses a lot of its usefulness if it's not running Custap Berry. Counter can be used to get a surprise KO on physical attackers, but Forretress doesn't have room for the move (perhaps say 'generally doesn't have room'? This kind of absolute statement seems out of tone).

Checks and Counters
===================

**Magic Bounce Users**: Pokemon with Magic Bounce such as Mega Sableye and Mega Diancie can bounce back Forretress's entry hazards, making it hard for Forretress to accomplish much. Mega Diancie is a shaky answer, however, as it risks being OHKOed by Gyro Ball. Mega Sableye is a much more reliable answer to Forretress, as it takes very little damage from Gyro Ball thanks to its low base Speed, and is immune to Rapid Spin and Explosion thanks to its Ghost typing.

**Taunt Users**: Taunt users such as Yveltal, Mewtwo, and Deoxys-S can all prevent Forretress from setting up entry hazards. Frailer Taunt users such as Deoxys-S need to be wary of Gyro Ball, however.

**Darkrai**: Darkrai can comfortably lead against Forretress and put it to sleep with Dark Void, preventing it from setting up entry hazards. From there, it can set up Nasty Plot, use Substitute, or simply attack. (parallelism) Keep in mind that Darkrai's low physical bulk means it won't take Gyro Ball or Explosion well, which could prove problematic if Dark Void misses.

**Pokemon that Bypass Sturdy**: Thanks to their ability abilities, Pokemon such as Reshiram and Kyurem-W can bypass Sturdy and easily OHKO Forretress with Fire-type attacks. (minor, but this wording suggests that there is only one ability - shared by Reshiram, Kyurem-W, and other such Pokémon - that bypasses Sturdy. Since there are more than one, the singular 'ability' is incorrect. The problem then it that this could mean that these Pokémon have more than one ability; a clearer wording might be "Pokemon such as Reshiram and Kyurem-W, which bypass Sturdy thanks to their respective abilities, can easily OHKO Forretress [optional: before it can set up any hazards]. I also would not specify Fire-type attacks, since this means that they could never OHKO it with any other attack) (I think changing ability to abilities is sufficient haha. but if you want to be extremely safe you can rephrase)

**Mega Salamence**: Bulky Mega Salamence with Dragon Dance can set up on Forretress without much trouble thanks to Intimidate, its high physical bulk, and Roost, which can pose a large threat to Forretress and its team. In addition, Defog Mega Salamence can potentially paralyze Forretress with Body Slam, and then repeatedly use Defog and aim for a turn of full paralysis before KOing Forretress.
 
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