Monotype Forretress (Bug)

Omega-Xis

Mauville's Own
is a Community Contributor Alumnusis a Battle Simulator Staff Alumnus
[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.
 
Last edited:
Overview:
- First line needs to explain that it's the best defensive spinner.
- Talk about its access to entry hazards.
- Definitely talk about the competition it faces from both Armaldo. Armaldo is a more offensive spinner, while Forretress is more defensive.
- Do note its pretty terrible offensive presence, which is why Armaldo is better in most cases.

Moves:
- When discussing Gyro Ball, don't need to mention "influx of Fairy-typesin this gen", just say it helps check Fairy-types.
- Don't mention Scizor specifically here for Spikes. Just say if your team can handle Fairy-types easily

Set Details:
- Line about Sturdy
- And one for EVs. Why physical bulk over mixed bulk? Talk about that

Usage Tips:
- Gotta have a couple tips about Rapid Spin
- Talk about how to play with Sturdy

Team Options:
- Yanmega (Weak to rocks)
- Scizor / Mega Scizor (Beats Fairy-types)
- Galvantula (Focus Sash)

Other Options:
- Toxic Spikes is worth mentioning here.
- As is Toxic

Checks and Counters:
- Add examples here please.
- Regarding Taunt, the point is that they prevent Forretress from setting Stealth Rock and Spikes. Less about the damage, since Forretress really isn't doing damage anyway.

Overall nice job. Only missing some details, so implement and it's QC 1/3
 

Omega-Xis

Mauville's Own
is a Community Contributor Alumnusis a Battle Simulator Staff Alumnus
Eien

Implemented changes. I also restructured the Overview a bit; just let me know what you think. For Checks and Counters I added examples to Fire-types, Setup sweepers and Taunt.
 
Eien

Implemented changes. I also restructured the Overview a bit; just let me know what you think. For Checks and Counters I added examples to Fire-types, Setup sweepers and Taunt.
* In addition to being the type's best Spinner, it is also a great hazard setter with access to Stealth Rock, Spikes and Toxic Spikes.
It's not the best spinner because Armaldo's offensive presence makes it more valuable in most cases. "Defensive spinner" is the necessary clarification.
 
[OVERVIEW]

* Forretress is Bug's best defensive Spinner as it has a plethora of resistances and immunities such as? and can easily switch in on Stone Edge or Stealth Rock.
* In addition to being the type's best defensive Spinner, it is also a great hazard setter with access to Stealth Rock, Spikes and Toxic Spikes.
- Toxic Spikes is OO, idk if it should be here.
* It is an incredible physical check to a plethora of mons that threaten Bug Monotype teams, including Rock-types like Terrakion. such as Terrakion.
* Capable of bringing in teammates safely via a slow Volt Switch.
* Takes neutral damage from switching in on Rocks which allows it to spin more easily.
- Bullets must be full sentences.
- Mention its good Defense.

Moves

* 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-Black.

Team Options

* Mega Pinsir can KO many special or mixed attackers, such as Keldeo or Infernape, with Aerilate Frustration or Quick Attack.
- Heavily appreciates the hazard removal.
* Volcarona is able to offensively handle Fire-types that threaten Forretress with Quiver Dance and Hidden Power Ground.
- Same as above.

QC 2/3
 
[Overview]
* Armaldo provides Forretress with stiff competition, as Armaldo provides a much greater offensive presence and can Spin away hazards and KO threats in terrible matchups, such as against Fire.
- Move this line down, it's more of a flaw than what Forretress can do for Bug.
- Should also discuss how it can end up being setup bait, Forretress doesn't have much of an offensive presence anyway.

[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

^ did that for you.

Well done
QC 3/3
 
add
remove
(comments)
AC = add comma
AH = add hyphen

RC = remove comma
RH = remove hyphen

Use the reply method to do this because I fixed some of your apostrophes.
[OVERVIEW]

* Forretress is Bug's best defensive spinner, (AC) as it has a plethora of resistances and immunities and can easily switch in on Stone Edge or 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 plethora of mons many Pokemon (Avoiding repetition, since "plethora" was used just two lines ago) that threaten Bug Monotype 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 against 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 as 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 Mega safely.
* Gyro Ball is a good option that allows it to check Fairy-types, Rock-types, (AC) and Ice-types such as Tapu Bulu, Terrakion, (AC) and Kyurem-Black.
* Spikes can be used instead of Gyro Ball if you feel that your team is well-equipped (RH) 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 is are difficult for Bug-types to handle. This spread is preferable to investing some bulk in Special Defense since because Forretress should not be staying in on special attacks.
* Leftovers allows it to more than likely easily survive an additional multiple hit against threats to Bug such as Choice Scarf Terrakion and . This gives it Forretress a bit of added longevity, perhaps allowing Forretress it to Rapid Spin again multiple times if need be or set up another 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. It also maximizes maximizing Gyro Ball damage.

Usage Tips
========

* Forretress is a switch-in (AH) 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 foddering 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 In the meantime, Forretress can Rapid Spin away entry hazards or set your 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 failing to do this trying to spin on special attackers will likely cause you lose Forretress and the ability to Rapid spin away hazards, (RC) or you will simply take unnecessary amounts of damage.
* Gyro Ball should be used against threats like Terrakion that you Forretress can switch in on in order to deal hefty damage.
* Use Volt Switch when able against sweepers for whom Forretress is setup fodder. (Can you add a reason?)
* Whenever your side of the field is clear of hazards and Forretress is against something that does not threaten it, use Stealth Rock or Spikes, if you run them, to establish the hazard advantage. (This seems like it repeats the 2nd bullet point. Can you differentiate the two a bit?)

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 or and mixed attackers, such as Keldeo or and Infernape, with Aerilate Frustration or 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 gain momentum on your opponent with (This is kind of weird with the Shuckle half and the fact that both Forretress and Shuckle tend to kill momentum. Maybe replace with "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, (AC) since it allows it Forretress to status Ground-types that it otherwise cannot damage.
* Likewise, Toxic Spikes can be a good option to rack up damage on a type team as a whole, (RC) such as Ground, where Forretress fails to do anything collectively to the type 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 dead weight deadweight against a plethora of threats, such as Mega Charizard Y on Flying,. (Change comma to period)

**Ghost-types**: Normal-type moves do not affect Ghost-types, and as a result, Forretress cannot fulfill its spinner role against a Ghost Monotype 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 you does not switch out, this makes it 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 Scarfer, Mega Gyarados will get to +2/+2 can set up a second Dragon Dance and sweep.

**Special attackers**: Powerful special attackers such as Keldeo or 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**: Taunters users prevent Forretress from setting Stealth Rock or Spikes. Gliscor can shut down Forretress, which is a nuisance in the Flying matchup.
 

Omega-Xis

Mauville's Own
is a Community Contributor Alumnusis a Battle Simulator Staff Alumnus
add
remove
(comments)
AC = add comma
AH = add hyphen

RC = remove comma
RH = remove hyphen

Use the reply method to do this because I fixed some of your apostrophes.
[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.
 

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