DPP Forretress (Minor Changes)

http://www.smogon.com/dp/pokemon/forretress
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Not really a Platinum Update, but I felt that the analysis was a bit out-dated and a little under-written, so I did these:

• Removed Garchomp reference
• I am voting to remove the Light Screen set, no-one uses it (Doug’s Stats show this) and in all honesty you’re better off just running away with Shed Shell and coming back later to continue set up. It is a huge gimmick that only seems to be there to fill out the analysis a bit more, I will drop it to Other Options for now.
• Made Shed Shell the primary option on the set
• Put Stealth Rock in Set Comments rather than in Other Options as apparently 44% of Forretress use it
• Evs have been changed to 252 HP / 112 Atk / 144 Def – You still OHKO Weavile with Gyro Ball, and you still OHKO 4 HP / 0 Spe (Scarf) Magnezone with Earthquake after Stealth Rock. I don’t think OHKOing Adamant 252 variants of Tyranitar after a Dragon Dance is really a priority, unless you can convince me ;)
• Re-wrote first set's comments, they seemed a little "thin"
• Forretress is less commonly seen outside of stall teams so I wrote the analysis more focused on that aspect, as is most noticeable in “Opinion”
• I left EVs alone, Darkie has already dealt with that, same goes for Counters.

[SET]
name: Standard
move 1: Toxic Spikes / Spikes
move 2: Gyro Ball / Earthquake
move 3: Rapid Spin
move 4: Explosion / Reflect / Rest
item: Shed Shell / Leftovers
nature: Relaxed
evs: 252 HP / 112 Atk / 144 Def
ivs: 0 Spe

[SET COMMENTS]
<p>This is by far Forretress’ most useful set. Forretress is one of the metagame’s premier Spikers, due to its large Defense stat and huge number of resistances. It is a major player in a lot of successful stall teams. The idea is simply to come in where Forretress isn’t threatened and set up. These situations are surprisingly common. For example: it can come in on any Weavile set, Choice Band Tyranitar stuck on Crunch, and even a Salamence locked into Outrage!</p>

<p>The hazards that you use depend on what you want your team to accomplish; Spikes punish those teams that like to switch around a lot, and Toxic Spikes will ruin Pokemon that like to stay in for a long time such as Hippowdon or Swampert. Toxic Spikes comes with the disadvantage of being absorbed by other Poison-types, and both lose to Rapid Spinners, so Spin blocking support is necessary to use this set to its greatest effect. Stealth Rock may also be used on this set, but there are fewer viable Spikers than there are Stealth Rock users, so it is more practical to find somewhere else on your team for it. Gyro Ball allows you to deal hard damage to Weavile and Tyranitar, especially Dragon Dance variants, but Earthquake will allow you to hit Magnezone and Poison-types who might want to absorb Toxic Spikes. Rapid Spin will remove opposing team’s entry hazards, but can be removed to accommodate two hazards or two attacks should you have the support elsewhere. Explosion will allow you to deal a lot of damage to something on your opponents’ team, but Rest may be used to allow Forretress to stick around a little longer, especially if you have the support of a cleric. Reflect can give your team a little extra support on the physical side, and helps Forretress survive repeated Stone Edges from Choice Band Tyranitar and Rhyperior.</p>

<p>Shed Shell is the preferred item, as it will allow you to escape from Magnezone, Forretress’ greatest nemesis. Leftovers should only be used if you have reason not to fear Magnezone. Relaxed nature and a 0 Speed IV maximize the power output from Gyro Ball, which proves very useful against faster set-up sweepers. Along with the given EVs, it can OHKO Weavile or, should you use Earthquake, OHKO 4 HP / 0 Def Magnezone on the switch with Stealth Rock support. The rest of the EVs are placed in HP and Defense to allow Forretress to have an easier time setting up and taking hits.</p>

[Other Options]
<p>Giving Forretress Macho Brace allows it to hit anything 198 Speed and above with at least a 100 BP attack, and 150 BP to anything above 297 Speed. Without the Macho Brace, it’s only 66 and 100 BP, respectively, without factoring in STAB. This more powerful Gyro Ball may give Forretress the extra power you might feel it needs to hit foes such as Intimidating Salamence harder. Note also that the Macho Brace can make the difference between OHKOing and not OHKOing Gengar.</p>

<p>Since Forretress is slow; it’s also a good user of Revenge and Payback—although this begs the question of what you would be using them against. Some things that come to mind include Gengar, to whom Payback might OHKO so long as Forretress moves last, and Tyranitar, who you can hit with Revenge. Revenge also covers Magnet Rise Magnezone somewhat.</p>

<p>Zap Cannon allows Forretress to cripple Gengar on the switch, and do some damage to Skarmory—it was not uncommon to see Zap Cannon on a Forretress in Advance. Zap Cannon also allows Forretress to counter Gyarados, although somewhat unreliably. Hidden Power Electric is a better option on Forretress if you want to counter Gyarados. With a neutral nature, a Hidden Power Electric from Forretress can 2HKO Gyarados, taking Stealth Rock into account.</p>

<p>With Light Screen and an EV spread of 252 HP / 96 Def / 162 SpD, an unboosted Magnezone Thunderbolt can only 3HKO you, allowing you to set up 2 layers of Spikes as it tries to trap you, or to 2HKO it with Earthquake. Rest and Sleep Talk can be used in tandem to allow Forretress to set up and heal repeatedly.</p>

[Opinion]
<p>Forretress’ true home is in a stall team, and it does its job very well. It can set up hazards, and then later in the game it can be used to force switches, racking up residual damage and continuing the aim of the team. Forretress is also occasionally seen on more balanced teams based around entry hazards, as it also has the ability to counter a number of dangerous threats. Using it only to counter threats is unwise; the majority of the time it is preferable to use a bulky Scizor set up, as Forretress’ poor attacking type coverage and low Attack stat mean that it can be set up on quite easily.</p>

<p>Forretress is a top tier OU Pokemon because it is good at the job that it does, providing great team support. Do not attempt to do anything fancy with it, odds are it is not cut out for it!</p>
 
<p>With Light Screen and an EV spread of 252 HP / 96 Def / 162 SpD, an unboosted Magnezone Thunderbolt can only 3HKO you, allowing you to set up 32layers of Spikes as it tries to trap you, or to 2HKO it with Earthquake.</p>

Seems like a typo but 32 layers are abit too much.

By the way, I do have a question. Is it OK to post Gyro Ball as the primary option on the second slot when it is said that it isnt that effective on the OTHER OPTIONS part ? Just wondered.
 
Not that this can be changed now, but don't forget to put the generation (DPP) in the title next time. Also, include a link to the analysis in question. On the "name" part, I don't think it means the pokemon's name, but rather the name of the set.

Looks good. A few gramatical things though.

Forretress is one of the metagame’s premier Spikers, due to its large Defense stat and large number of resistances, it is a major player in a lot of successful stall teams

Run-on sentence. Putting a semicolon at the first comma or seperating it into two sentences will fix it.

The hazards that you use depend on what you want your team to accomplish, Spikes punish those teams that like to switch around a lot, and Toxic Spikes will ruin Pokemon that like to stay in for a long time, Suicune for example.

Another run-on. Multiple ways to fix this, best probably being a semicolon after accomplish. I don't like how the Suicune bit just sticks out with that wording, so maybe "such as Suicune" would work better.

but Earthquake will allow you to hit Magnezone and Poison types, who might want to absorb Toxic Spikes

Removing the comma would cut back on comma splicing. It's not really necessary and actually helps it sound smoother.

should you use Earthquake, OHKO 4 HP / 0 Def Magnezone on the switch, with Stealth Rock support.

Same as above. Removing the second comma helps it to flow better.

allowing you to set up 32layers of Spikes as it tries to trap you

Last part of "Other Options." 32 layers of spikes? Ouch!

Using it only to counter threats is unwise, the majority of the time it is preferable to use a bulky Scizor set up, as Forretress’ poor attacking type coverage and low Attack stat mean that it can be set up on quite easily

Looks like another run-on. Semicolon at the first comma or split into two sentences.


Um, I do mention semicolon's quite a bit, but it's probably unwise to do it with every one I mention to avoid repetition. Splitting things into two parts is fine.


Otherwise, looks pretty solid. I don't see any technical errors (besides the name), just the gramatical ones mentioned.
 
Thanks Veed, I was still stuck in the mindset of Platinum Updates, I have fixed everything else, but if someone could fix the title for me that would be great! Thanks also for the catch UsainBolt.

I am unsure what to do with Gyro Ball, it is the sets best attack (IMO) so I will probably tone down Other Options to say "Macho Brace will help" rather than "Gyro Ball is not powerful enough."

I named the set Forretress, because it's what Forretress does. It was intentional ^_^

Fixed the grammatical errors, some with semi-colons and some with splitting into two sentences, thanks.
 
Nice job dude.

Goldfan said:
Spikes punish those teams that like to switch around a lot, and Toxic Spikes will ruin Pokemon that like to stay in for a long time such as Suicune.
I personally wouldn't use Suicune as the example here, most defensive Suicune carry Rest. Perhaps use an example like Hippowdon.
 
I was just reading his current analysis when I found this.

With a neutral nature, a Hidden Power Electric from Forretress can 2HKO Gyarados, taking into account Stealth Rock

It would probably sound better with "taking Stealth Rock into account." The way it is now just sounds awkwards to me.

Anyways, I'm done with the nitpicks. Other people can have their way with it.


EDIT: Lol about the name. Nice :P
 
I don't know about Occa Berry, I kinda of imagined it would be more useful on Pokemon that need one turn to set up and sweep, such as Garchomp or Agiligross or something like that. On the other hand, ShucaTran runs it, mainly so that it can get Stealth Rock up, but then again that's a one turn set up move, it doesn't seem appropriate for a 3 layer move like Spikes or a two layer move like Toxic Spikes. As i have already indicated, I'm not a great fan of running Stealth Rock on Forretress anyway. I shall leave it out for now.
 
[SET]
name: Forretress
move 1: Toxic Spikes / Spikes
move 2: Gyro Ball / Earthquake
move 3: Rapid Spin
move 4: Explosion / Rest
item: Shed Shell / Leftovers
nature: Relaxed
evs: 252 HP / 112 Atk / 144 Def
ivs: 0 Spe

[SET COMMENTS]
<p>This is by far Forretress’ most useful set. Forretress is one of the metagame’s premier Spikers, due to its large Defense stat and huge (repeated 'large') number of resistances. It is a major player in a lot of successful stall teams. The idea is simply to come in where Forretress isn’t threatened and set up. These situations are surprisingly common. For example: it can come in on any Weavile set, Choice Band Tyranitar stuck on Crunch, and even a Salamence locked into Outrage!</p>

<p>The hazards that you use depend on what you want your team to accomplish; Spikes punish those teams that like to switch around a lot, and Toxic Spikes will ruin Pokemon that like to stay in for a long time such as Hippowdon or Swampert. Toxic Spikes comes with the disadvantage of being absorbed by other Poison(-)types, and both lose to Rapid Spinners, so Rapid Spin blocking support is necessary to use this set to its greatest effect. Stealth Rock may also be used on this set, but there are fewer viable Spikers than there are Stealth Rock users, so it is more practical to find somewhere else on your team for it. Gyro Ball allows you to deal hard (British?) damage to Weavile and Tyranitar, especially Dragon Dance variants, but Earthquake will allow you to hit Magnezone and Poison(-)types who might want to absorb Toxic Spikes. Rapid Spin will remove opposing team’s entry hazards, but can be removed to accommodate two hazards or two attacks should you have the support elsewhere. Explosion will allow you to deal a lot of damage to something on your opponents’ team, but Rest may be used to allow Forretress to stick around a little longer, especially if you have the support of a cleric.</p>

<p>Shed Shell is the preferred item, as it will allow you to escape from Magnezone, Forretress’ greatest nemesis. Leftovers should only be used if you have reason not to fear Magnezone. Relaxed nature and a 0 Speed IV maximize the power output from Gyro Ball, which proves very useful against faster set(-)up sweepers. Along with the given EVs, it can OHKO Weavile or, should you use Earthquake, OHKO 4 HP / 0 Def Magnezone on the switch with Stealth Rock support. The rest of the EVs are placed in HP and Defense to allow Forretress to have an easier time setting up and taking hits.</p>

[OTHER OPTIONS]
<p>Giving Forretress Macho Brace allows it to hit anything 198 Speed and above with at least a 100 BP attack, and 150 BP to anything above 297 Speed. Without the Macho Brace, it’s only 66 and 100 BP, respectively, without STAB factored in. This more powerful Gyro Ball may give Forretress the extra power you might feel it needs to hit foes such as Intimidating Salamence harder. Note also that the Macho Brace can make the difference between OHKOing and not OHKOing Gengar.</p>

<p>Since Forretress is slow; it’s also a good user of Revenge and Payback, although this begs the question of what you would be using them against. Some things that come to mind include Gengar, to whom Payback might OHKO so long as Forretress moves last, and Tyranitar, who you can hit with Revenge. Revenge also covers Magnet Rise Magnezone somewhat.</p>

<p>Zap Cannon allows Forretress to cripple Gengar on the switch, and do some damage to Skarmory—it was not uncommon to see Zap Cannon on a Forretress in Advance. Zap Cannon also allows Forretress to counter Gyarados, although somewhat unreliably. Hidden Power Electric is a better option on Forretress, if you want to counter Gyarados. With a neutral nature, a Hidden Power Electric from Forretress can 2HKO Gyarados, taking Stealth Rock into account.</p>

<p>With Light Screen and an EV spread of 252 HP / 96 Def / 162 SpD, an unboosted Magnezone Thunderbolt can only 3HKO you, allowing you to set up 2 layers of Spikes as it tries to trap you, or to 2HKO it with Earthquake.</p>

[OPINION]
<p>Forretress’ true home is in a stall team, and it does its job very well. It can set up hazards, and then later in the game it can be used to force switches, racking up residual damage and continuing the aim of the team. Forretress is also occasionally seen on more balanced teams based around entry hazards, as it also has the ability to counter a number of dangerous threats. Using it only to counter threats is unwise; the majority of the time it is preferable to use a bulky Scizor set up, as Forretress’ poor attacking type coverage and low Attack stat mean that it can be set up on quite easily.</p>

<p>Forretress is a top tier OU Pokemon because it is good at the job that it does, providing great team support. Do not attempt to do anything fancy with it, odds are it is not cut out for it!</p>

Poison types < Poison-types

There were also some things I found odd, but that's probably because I'm not from England, heh.

Good job.
 
Made the majority of the changes, thanks Addie.

If there's anything else you thought sounded weird let me know, and we can sort it out.
 
I thought you would name it "Fortress".

Should Zap Cannon / HP Electric even be in OO? I know Zap Cannon was useful in ADV; however, DPP forces fewer mistakes. It also makes Gyro Ball kind of useless... Just an IMO really.
 
Sections other than SET and SET COMMENTS should not be capitalized. Just write them as you would normally see them. I fixed this already; I'm just letting you know for future reference.

I also really think that you should change the name of the set. Keeping it as just "Forretress" makes it seem unfinished and "Fortress" looks like a typo in context.

The special electric attacks do actually work pretty well, Hidden Power moreso than Zap Cannon. I was iffy when I put it into the analysis a little while back, but when I asked Caelum about it, he admitted that he had used Hidden Power Electric on Forretress as well.

I edited your post to fix a few minor mistakes that I saw.
 
Toxic Spikes on Forry kind of sucks as Tentacruel kind of does it better and if you're using Tspikes, then you're using Spikes on the team as well, and if you're doing that you're using Skarmory.

You can juggle any combination of the last 3 moves; I'd go Spikes / Gyro Ball or Earthquake / Earthquake or Rapid Spin / Rapid Spin or Explosion for the moveset.
 
Tentacruel doesn't nessecarily do it better, off the top of my head Forretress is the only Pokemon that can safely set up hazards on Mamoswine, I am sure there are more too. Forretress also is able to set them both up on the same set, should he wish to, and I highlight that in this sentence:

Rapid Spin will remove opposing team’s entry hazards, but can be removed to accommodate two hazards or two attacks should you have the support elsewhere.
To say that every stall team is Obi stall is an exaggeration, this is an example of a team where Forretress was used to good effect.

Your last sentence is very unclear, I don't really know what you are trying to say, but I really see no issue with the moveset at the moment.
 
Toxic Spikes on Forry kind of sucks as Tentacruel kind of does it better and if you're using Tspikes, then you're using Spikes on the team as well, and if you're doing that you're using Skarmory.

You can juggle any combination of the last 3 moves; I'd go Spikes / Gyro Ball or Earthquake / Earthquake or Rapid Spin / Rapid Spin or Explosion for the moveset.

Forretress and Tentacruel set up on completely different pokemon. It's impossible to say one does it better than the other. Forretress also has the better Defense than Tentacruel has Special Defense.

I would like to see Reflect as an option in the fourth moveset. I find it incredible useful against physical attackers, enabling Forretress to set up Spikes more easily and support the team. For example, CB Tyranitar 2HKOes with Stone Edge. But if you Reflect after the first Stone Edge, it will only 4HKO thanks to Leftovers Recovery. The same goes for many other physical attackers like Mamoswine and Rhyperior (though Rhyperior may 3HKO).
As well, Forretress is generally on stall teams. Reflect is very helpful for Blissey; very few pokemon can get past a +2 Def. Blissey.
 
<p>Since Forretress is slow; it’s also a good user of Revenge and Payback—although this begs the question of what you would be using them against. Some things that come to mind include Gengar, to whom Payback might OHKO so long as Forretress moves last, and Tyranitar, who you can hit with Revenge. Revenge also covers Magnet Rise Magnezone somewhat.</p>

Hey, this sounds familiar! I think I might've written this in one of the earlier revisions of the analysis.

I'd rewrite this whole paragraph to reflect Platinum changes, something along the lines of:

<p>Ghost-types often switch in on Forretress in hopes of blocking Rapid Spin. Luckily, Forretress learns Payback, with which its slow speed will almost always be a 100 BP attack against them. Payback will OHKO most Gengars after they've taken Stealth Rock damage, and will 2HKO all but the bulkiest of Rotom-A. Note that Rotom-A will still outspeed and likely OHKO Forretress with Overheat, or cripple it with Will-o-Wisp.</p>

I didn't run any damage calcs, though. I just played with a Payback Forretress against a bulky Rotom-A a few weeks ago and it did enough for a 2HKO, even without Leftovers. Just saying it should be revised along these lines.
 
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