Omega-Xis
Mauville's Own
[OVERVIEW]
* Forretress is Bug's best defensive spinner, as it has a plethora of resistances and immunities and can easily switch in on Stone Edge and Stealth Rock.
* In addition to being the type's best defensive spinner, it is also a great entry hazard setter with access to Stealth Rock and Spikes.
* It is an incredible physical check to a many Pokemon that threaten Bug teams, including Rock-types like Terrakion.
* Forretress can safely bring in its teammates via a slow Volt Switch.
* The combination of high Defense and taking neutral Stealth Rock damage allows Forretress to Rapid Spin more easily.
* It's setup bait for countless special attackers due to its lack of offensive presence.
* Armaldo provides Forretress with stiff competition, as Armaldo provides a much greater offensive presence and can Rapid Spin away hazards and KO threats in terrible matchups, such as Fire.
* Special attacks are a huge threat due to Forretress's poor 75 / 60 special bulk.
[SET]
name: Defensive Spinner
move 1: Rapid Spin
move 2: Stealth Rock
move 3: Volt Switch
move 4: Gyro Ball / Spikes
item: Leftovers
ability: Sturdy
nature: Relaxed
evs: 252 HP / 252 Def / 4 SpD
[SET COMMENTS]
Moves
========
* Rapid Spin should always be run on Forretress, as entry hazards, especially Stealth Rock, are a crippling weakness to Bug teams.
* Stealth Rock is used on Forretress because it has very low offensive stats and is best used to support attackers with hazard damage.
* Volt Switch is a great utility move that Forretress can use in tandem with its low Speed to bring in an attacker such as Volcarona or Mega Pinsir safely.
* Gyro Ball is a good option that allows it to check Fairy-types, Rock-types, and Ice-types such as Tapu Bulu, Terrakion, and Kyurem-B.
* Spikes can be used instead of Gyro Ball if you feel that your team is well equipped to deal with Fairy-types.
Set Details
========
* Sturdy allows Forretress to survive a hit that would normally OHKO it from full health.
* Maximum physical bulk minimizes the damage taken from powerful Rock-type STAB attacks that are difficult for Bug-types to handle. This spread is preferable to investing some bulk in Special Defense because Forretress should not be staying in on special attacks.
* Leftovers allows it to more easily survive multiple hit against threats to Bug such as Choice Scarf Terrakion and gives Forretress a bit of added longevity, allowing it to Rapid Spin multiple times if need be or set up more layer of Spikes.
* 0 Speed IVs and a Relaxed nature cause Forretress to be slower than other Pokemon in Forretress's Speed tier, ensuring that Forretress moves last and can bring in a teammate safely with Volt Switch while also maximizing Gyro Ball damage.
Usage Tips
========
* Forretress is a switch-in to physical attacks, such as Terrakion's Stone Edge, that the rest of the team cannot sponge.
* Sturdy can be used as a means of scouting or sacrificing Forretress if you feel you lack a safe switch-in and do not want to risk a wincon. With the extra turn of survivability that Sturdy guarantees Forretress can Rapid Spin away entry hazards or set its own if your side of the field is clear.
* Use Rapid Spin when hazards are down and facing a physical attacker that cannot hit Forretress for super effective damage, as trying to spin on special attackers will likely cause you lose Forretress and the ability to spin away hazards or take unnecessary amounts of damage.
* Gyro Ball should be used against threats like Terrakion that Forretress can switch in on in order to deal hefty damage.
* Use Volt Switch against sweepers for whom Forretress is setup fodder so that you can pivot into a threat that will prevent your team from being swept.
Team Options
========
* Assault Vest Araquanid is able to handle special Fire-type attacks.
* Focus Sash Galvantula appreciates Forretress's ability to keep the field clear so that it can make use of its Focus Sash later in the game to lay Sticky Web again if need be.
* Mega Pinsir can KO many special and mixed attackers, such as Keldeo and Infernape, with Aerilate Frustration and Quick Attack and greatly appreciates Forretress's ability to remove Stealth Rock.
* Choice Scarf Heracross is able to KO Flying- and Fire-types that threaten Forretress with Stone Edge.
* Scizor and Mega Scizor are good partners as they can beat Fairy-types, possibly allowing Forretress to run Spikes for additional entry hazards in place of Gyro Ball.
* Scolipede has Speed Boost and EdgeQuake coverage in Rock Slide and Earthquake, so it can threaten Fire-types that Forretress cannot handle.
* Shuckle can run Sticky Web and Stealth Rock, freeing up Forretress's Stealth Rock slot for Gyro Ball or Spikes. This gives you a hazard stacking core that also has the ability to remove hazards on your side of the field and utility in Volt Switch from Forretress and Encore and Knock Off from Shuckle.
* Volcarona is able to offensively handle Fire-types that threaten Forretress with Quiver Dance and Hidden Power Ground; Forretress allows it to do this throughout the game by keeping the field clear of hazards.
* Yanmega is a potent special attacking option that appreciates Forretress's ability to keep the field clear of hazards.
[STRATEGY COMMENTS]
Other Options
=============
Bug
--------
* Toxic is a good alternative, since it allows Forretress to status Ground-types that it otherwise cannot damage.
* Likewise, Toxic Spikes can be a good option to rack up damage on a team as a whole such as Ground, where Forretress fails to do anything to any Pokemon otherwise.
Checks and Counters
===================
**Fire-types**: Forretress cannot switch into or take any sort of Fire-type attack and will be OHKOed or taken down to Sturdy without doing anything in return. It is deadweight against a plethora of threats, such as Mega Charizard Y on Flying.
**Ghost-types**: Normal-type moves do not affect Ghost-types, and as a result, Forretress cannot fulfill its spinner role against a Ghost team.
**Setup sweepers**: Forretress has hardly any offensive presence and is very easy for setup sweepers to take advantage of. If Forretress cannot Volt Switch or does not switch out, they become difficult or impossible for its teammates to overcome. For example, Mega Gyarados can Dragon Dance without hesitation; if the Forretress player does not Volt Switch immediately to a Choice Scarf user, Mega Gyarados can set up a second Dragon Dance and sweep.
**Special attackers**: Powerful special attackers such as Keldeo and Landorus obliterate Forretress and need to be handled by other teammates.
**Ground-types**: Ground-types are immune to Volt Switch and have a resistance to Stealth Rock, so Forretress loses the ability to use its utility and does less hazard damage to the opposing Ground team or Pokemon.
**Taunt**: Taunt users prevent Forretress from setting Stealth Rock or Spikes. Gliscor can shut down Forretress, which is a nuisance in the Flying matchup.
* Forretress is Bug's best defensive spinner, as it has a plethora of resistances and immunities and can easily switch in on Stone Edge and Stealth Rock.
* In addition to being the type's best defensive spinner, it is also a great entry hazard setter with access to Stealth Rock and Spikes.
* It is an incredible physical check to a many Pokemon that threaten Bug teams, including Rock-types like Terrakion.
* Forretress can safely bring in its teammates via a slow Volt Switch.
* The combination of high Defense and taking neutral Stealth Rock damage allows Forretress to Rapid Spin more easily.
* It's setup bait for countless special attackers due to its lack of offensive presence.
* Armaldo provides Forretress with stiff competition, as Armaldo provides a much greater offensive presence and can Rapid Spin away hazards and KO threats in terrible matchups, such as Fire.
* Special attacks are a huge threat due to Forretress's poor 75 / 60 special bulk.
[SET]
name: Defensive Spinner
move 1: Rapid Spin
move 2: Stealth Rock
move 3: Volt Switch
move 4: Gyro Ball / Spikes
item: Leftovers
ability: Sturdy
nature: Relaxed
evs: 252 HP / 252 Def / 4 SpD
[SET COMMENTS]
Moves
========
* Rapid Spin should always be run on Forretress, as entry hazards, especially Stealth Rock, are a crippling weakness to Bug teams.
* Stealth Rock is used on Forretress because it has very low offensive stats and is best used to support attackers with hazard damage.
* Volt Switch is a great utility move that Forretress can use in tandem with its low Speed to bring in an attacker such as Volcarona or Mega Pinsir safely.
* Gyro Ball is a good option that allows it to check Fairy-types, Rock-types, and Ice-types such as Tapu Bulu, Terrakion, and Kyurem-B.
* Spikes can be used instead of Gyro Ball if you feel that your team is well equipped to deal with Fairy-types.
Set Details
========
* Sturdy allows Forretress to survive a hit that would normally OHKO it from full health.
* Maximum physical bulk minimizes the damage taken from powerful Rock-type STAB attacks that are difficult for Bug-types to handle. This spread is preferable to investing some bulk in Special Defense because Forretress should not be staying in on special attacks.
* Leftovers allows it to more easily survive multiple hit against threats to Bug such as Choice Scarf Terrakion and gives Forretress a bit of added longevity, allowing it to Rapid Spin multiple times if need be or set up more layer of Spikes.
* 0 Speed IVs and a Relaxed nature cause Forretress to be slower than other Pokemon in Forretress's Speed tier, ensuring that Forretress moves last and can bring in a teammate safely with Volt Switch while also maximizing Gyro Ball damage.
Usage Tips
========
* Forretress is a switch-in to physical attacks, such as Terrakion's Stone Edge, that the rest of the team cannot sponge.
* Sturdy can be used as a means of scouting or sacrificing Forretress if you feel you lack a safe switch-in and do not want to risk a wincon. With the extra turn of survivability that Sturdy guarantees Forretress can Rapid Spin away entry hazards or set its own if your side of the field is clear.
* Use Rapid Spin when hazards are down and facing a physical attacker that cannot hit Forretress for super effective damage, as trying to spin on special attackers will likely cause you lose Forretress and the ability to spin away hazards or take unnecessary amounts of damage.
* Gyro Ball should be used against threats like Terrakion that Forretress can switch in on in order to deal hefty damage.
* Use Volt Switch against sweepers for whom Forretress is setup fodder so that you can pivot into a threat that will prevent your team from being swept.
Team Options
========
* Assault Vest Araquanid is able to handle special Fire-type attacks.
* Focus Sash Galvantula appreciates Forretress's ability to keep the field clear so that it can make use of its Focus Sash later in the game to lay Sticky Web again if need be.
* Mega Pinsir can KO many special and mixed attackers, such as Keldeo and Infernape, with Aerilate Frustration and Quick Attack and greatly appreciates Forretress's ability to remove Stealth Rock.
* Choice Scarf Heracross is able to KO Flying- and Fire-types that threaten Forretress with Stone Edge.
* Scizor and Mega Scizor are good partners as they can beat Fairy-types, possibly allowing Forretress to run Spikes for additional entry hazards in place of Gyro Ball.
* Scolipede has Speed Boost and EdgeQuake coverage in Rock Slide and Earthquake, so it can threaten Fire-types that Forretress cannot handle.
* Shuckle can run Sticky Web and Stealth Rock, freeing up Forretress's Stealth Rock slot for Gyro Ball or Spikes. This gives you a hazard stacking core that also has the ability to remove hazards on your side of the field and utility in Volt Switch from Forretress and Encore and Knock Off from Shuckle.
* Volcarona is able to offensively handle Fire-types that threaten Forretress with Quiver Dance and Hidden Power Ground; Forretress allows it to do this throughout the game by keeping the field clear of hazards.
* Yanmega is a potent special attacking option that appreciates Forretress's ability to keep the field clear of hazards.
[STRATEGY COMMENTS]
Other Options
=============
Bug
--------
* Toxic is a good alternative, since it allows Forretress to status Ground-types that it otherwise cannot damage.
* Likewise, Toxic Spikes can be a good option to rack up damage on a team as a whole such as Ground, where Forretress fails to do anything to any Pokemon otherwise.
Checks and Counters
===================
**Fire-types**: Forretress cannot switch into or take any sort of Fire-type attack and will be OHKOed or taken down to Sturdy without doing anything in return. It is deadweight against a plethora of threats, such as Mega Charizard Y on Flying.
**Ghost-types**: Normal-type moves do not affect Ghost-types, and as a result, Forretress cannot fulfill its spinner role against a Ghost team.
**Setup sweepers**: Forretress has hardly any offensive presence and is very easy for setup sweepers to take advantage of. If Forretress cannot Volt Switch or does not switch out, they become difficult or impossible for its teammates to overcome. For example, Mega Gyarados can Dragon Dance without hesitation; if the Forretress player does not Volt Switch immediately to a Choice Scarf user, Mega Gyarados can set up a second Dragon Dance and sweep.
**Special attackers**: Powerful special attackers such as Keldeo and Landorus obliterate Forretress and need to be handled by other teammates.
**Ground-types**: Ground-types are immune to Volt Switch and have a resistance to Stealth Rock, so Forretress loses the ability to use its utility and does less hazard damage to the opposing Ground team or Pokemon.
**Taunt**: Taunt users prevent Forretress from setting Stealth Rock or Spikes. Gliscor can shut down Forretress, which is a nuisance in the Flying matchup.
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