KM
slayification
- Access to Rapid Spin
- Access to all three forms of damaging hazards
- Very high Defense
- Access to Volt Switch
- Low Speed + Gyro Ball
- Great typing
- Best defensive spinner in UU
- Can't do much to most spinblockers, but can Volt Switch for momentum or set up more hazards
- Immunity to Toxic/Toxic Spikes from typing allows it better longevity on and against stall
- Beats common hazard leads like Smeargle due to Overcoat
Utility
########
name: Utility
move 1: Stealth Rock / Spikes / Toxic Spikes
move 2: Rapid Spin
move 3: Volt Switch / Gyro Ball
move 4: Spikes / Toxic Spikes
ability: Overcoat / Sturdy
item: Leftovers
evs: 252 HP / 4 Def / 252 SpD or 252 HP / 252 Def / 4 SpD
ivs: 23 spe
nature: Relaxed
Moves
========
- Rapid Spin removes hazards from your side of the field
- Stealth Rocks, Spikes, and Toxic Spikes rack up damage and status moves
- Volt Switch maintains momentum and forces more switches
- Gyro Ball complements Forretress' low Speed to deal decent damage
========
- Overcoat blocks Sleep Powder and Spore
- Sturdy allows you to take any hit and get key hazards/spin
- EVs for maximum stat efficiency
- +Def Nature because multiplicative, efficient
- Leftovers because only form of reliable recovery
Usage Tips
========
- Keep healthy enough to spin later in the game
- Only switch in to things that you wall
- Don't be scared to Volt Switch / Double Switch
- Scout for HP Fire on things like Roserade
- If they have a spinblocker, feel free to set up more hazards or maintain momentum with Volt Switch instead of wasting a turn
Team Options
========
- Wish Passers
- Offensive Pokemon weak to hazards
- Spinblockers
- Taunters
- Offensive Pokemon who benefit from hazard damage
- Works great with stall teams
########
- Red Card > Lefties for pseudo-phazing early game
- Toxic to cripple bulky waters, grounds, and fires
- Counter for surprise kills and eliminating physical threats
- Pain Split for somewhat-reliable recovery
########
- Offensive Fire-types
- Mega-Blastoise, Crobat, and Mew can easily remove hazards
- Trapping pokemon like Gothorita or Magneton
- HP Fire / Heat Wave on Roserade, Tornadus, Honchkrow, etc.
- Taunt users
Overview
########
Forretress is the picture of reliability; its typing grants it only one weakness as well as immunity to Toxic and Toxic Spikes, and its solid defensive stats combined with its great defensive abilities in Overcoat and Sturdy allow it to reliably spin and set entry hazards up against even the most offensive of teams. Moreover, due to a fairly strong STAB attack in Gyro Ball as well as access to a slow Volt Switch, it isn't quite the momentum sink that it appears to be upon first glance. Forretress also boasts rare access to three types of damaging entry hazards, namely Stealth Rock, Spikes, and Toxic Spikes, as well as the elusive Rapid Spin, a movepool that single-handedly makes it one of the best defensive Pokemon—and objectively the best defensive spinner—in the tier.
Utility
########
name: Utility
move 1: Stealth Rock / Spikes / Toxic Spikes
move 2: Rapid Spin
move 3: Gyro Ball / Volt Switch
move 4: Volt Switch / Spikes / Toxic Spikes
ability: Overcoat / Sturdy
item: Leftovers
evs: 252 HP / 4 Def / 252 SpD
nature: Relaxed
Moves
========
As it has access to all three damage-dealing hazards, Forretress works well on teams with an existing entry hazard setter or by itself. Rapid Spin allows it to reliably remove the enemy's entry hazards. Gyro Ball is a solid STAB move that benefits from Forretress's naturally low Speed; the high damage output prevents Forretress from being complete setup bait against offensive threats. Alternatively—or additionally—Volt Switch offers a way for Forretress to keep the momentum on your side. Once again, Forretress's low Speed makes this all the more handy, as it allows Volt Switch to scout for incoming switches and respond appropriately.
Set Details
========
Both Overcoat and Sturdy are great options for Forretress. Overcoat allows it to wall Roserade and Amoonguss without Hidden Power Fire as well as Smeargle and other Pokemon that like to use sleep-inducing moves. Alternatively, Sturdy makes Forretress even more reliable. The extra insurance of surviving any hit at full HP means that Forretress can get key entry hazards or a final Rapid Spin off even against the most threatening of Pokemon. Due to the linear nature of EVs and Forretress's already sky-high physical bulk, it's usually more efficient to invest fully in Special Defense and HP in order to maximize its longevity. That said, one can also choose to invest in Defense to further augment Forretress's physical walling capabilities. Either way, Forretress still benefits from a Defense-boosting nature more than a Special Defense-boosting one, so Relaxed is the best option. Leftovers gives Forretress some reliable recovery and keeps it around for longer.
Usage Tips
========
Keeping Forretress healthy is a priority, especially if the opposing team still has their hazard removers and hazard setters alive. Don't take any unnecessary risks or predictions and only switch Forretress in on Pokemon that it can wall such as Florges. Remember that even with full Special Defense investment, Forretress still can't easily take many neutral or super effective hits on the special side. Don't hesitate to use Volt Switch or double switch if they have something that can set up on Forretress or spinblock.
Team Options
========
As it lacks reliable recovery of its own, Forretress benefits greatly from Wish passers such as Alomomola, Florges, and Umbreon. Due to its ability to reliably spin away entry hazards from the field, Forretress can be used with strong offensive Pokemon that are weak to Stealth Rock, such as Victini, Darmanitan, and Crobat. Forretress also benefits from the presence of a spinblocker like Trevenant, Jellicent, or Cofagrigus to keep its entry hazards on the field, as well as fast Taunt users such as Crobat, Froslass, and Krookodile, which can prevent the opponent from using Defog. Offensively, Forretress works great with Pokemon that benefit greatly from the chip damage that entry hazards provide—most notably Sharpedo and Mienshao. Overall, Forretress is most comfortable on stall-oriented teams that can offer it healing and desperately need its entry hazards and hazard removal.
Other Options
########
Forretress can run Red Card over Leftovers in order to phaze Pokemon out, but this is rather niche. It can also forgo Rapid Spin if used with another spinner or Defogger and instead run multiple entry hazards as well as Gyro Ball and Volt Switch, but diversifying roles like this may prove to be inefficient. Counter and Toxic are the only other two moves that should be considered on Forretress. Toxic offers a way to slowly wear down threats that otherwise have nothing to fear from Forretress, like Slowbro or Swampert, whereas Counter offers a surprising way of dealing massive damage to physical Pokemon like Mienshao that may try and 2HKO it.
Checks & Counters
########
**Fire-types**: Forretress's main counters come in the form of Fire-types, as it is 4x weak to Fire and does little damage to them in return with Gyro Ball. Offensive Fire-types such as Mega Houndoom, Chandelure, Victini, Darmanitan, and Entei can all freely switch into Forretress and force it out.
**Hazard Removers**: Crobat, Mew, and Mega Blastoise can easily remove Forretress's entry hazards from the field while taking little damage from its attacks.
**Trappers**: Forretress without Volt Switch is susceptible to trapping Pokemon like Gothorita and Magneton.
**Fire-type Coverage**: Non-Fire types such as Roserade and Tornadus that carry Hidden Power Fire or Heat Wave like can catch Forretress off-guard and potentially OHKO it.
**Taunt**: Taunt users such as Crobat, Froslass, and Krookodile can remove most of Forretress's utility.
**Spinblockers**: Spinblockers such as Froslass, Jellicent, and Trevenant can potentially thwart Forretress's attempts to remove entry hazards and shift the momentum in favor of the opponent.
Last edited: