One of the less discussed changes coming with Gen 6 is the slight buff to Overcoat -- it now grants immunity to powder type moves, including Spore, Sleep Powder, Stun Spore etc in addition to its former immunities from sandstorm and hail damage in previous generations. Although this change, along with Grass type Pokemon receiving similar immunities, serve as indirect nerfs to moves like Spore and Sleep Powder, their presence in OU is still widespread and threatening in the forms of Spore Sash Smeargle, Breloom, and some variations of Mega Venusaur.
The Pokemon I’ve found that has some usage in the newly buffed Overcoat ability is Forretress. In the past, Forretress could be used as a suicide lead with Custap Berry + Sturdy as a means to get Stealth Rock and some other hazard or spin up before it fainted. This build was probably most suitable for Hyper Offense playstyles in Gen 5 OU. Admittedly I am a newcomer to competitive battling, with my last days of battling being on GSBot on IRC for Gen 2 mechanics. Back then, I used Forretress and wanted to keep him relevant in the current Gen 6 OU. I have seen common Forretress builds run Sturdy 99% of the time, with items usually being Leftovers or the occasional Red Card, which I used to run in the past.
Given the shift towards a bulkier offensive OU, the indirect nerfs to hazards in moves like Defog, and the increasing amount of physical sweeper threats, I’ve found that Forretress’s best role, at least in the case of my team, comes as a defensive pivot. Using him as a suicide lead just to get hazards up that can easily be removed often left me at a huge disadvantage, losing one wall, my only spinner, and only hazard setter.
The proposed build I use now is
Forretress @ Leftovers
Ability: Overcoat
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Gyro Ball
- Rapid Spin
- Volt Switch
To give an overview of this build, it's a defensive pivot. Its typing lets it switch into a lot of physical moves like Play Rough, Bullet Punch, Dragon Claw etc. Additionally, it can tank Toxic, Spore, and Thunder Wave as it helps increase its Gyro Ball damage. Stealth Rock can be slashed with Spikes, but I prefer SR as it requires only one turn of setup and threatens Talonflame, Volcarona, Mega Charizard Y, etc. Spikes require too much setup IMO and can be dangerous to overreach for them. Toxic Spikes seem less important given the number of steel, poison and levitating threats in OU. Rapid Spin has its obvious utility. Volt Switch, while being especially slow gives switch initiative. Gyro Ball makes sure it doesn't get set up on without dishing out some damage (Espeon and Gengar switch ins are common on prediction of rocks/rapid spin), but I want to take a closer look at the specific and most significant situations this build works.
Anti Lead vs Spore Sash Smeargle: Typically if I see a Smeargle in the team preview, I will send Forretress first. The usual Turn 1 move is Smeargle outspeeding me with either a Magic Coat or Spore, during which I opt for the Gyro Ball. Immunity to Spore ruins Smeargle's gameplan and opting to not set hazards wastes the Magic Coat. Taunt also fails to protect from Gyro Ball, Volt Switch and Rapid Spin that you would use in the next few turns:
- 4 Atk Forretress Gyro Ball (89) vs. 252 HP / 4 Def Smeargle: 195-229 (62.1 - 72.9%)
- 0 SpA Forretress Volt Switch vs. 252 HP / 0 SpD Smeargle: 62-74 (19.7 - 23.5%)
- 4 Atk Forretress Rapid Spin vs. 252 HP / 4 Def Smeargle: 30-36 (9.5 - 11.4%)
Gyro Ball puts a huge dent in the common Smeargle build and ruins its sash. Turn 2 is a harder read, but if you've got them books then you can try to guess the following options:
- Smeargle uses Sticky Web/Stealth Rock, you go for the Rapid Spin on that turn.
- Smeargle switches out, you can go for the Volt Switch and retain momentum.
Scout his team preview first -- do the rest of his Pokemon absolutely need Sticky Web to remain threatening? Are they slow, bulky offensive Pokemon? Or is his team defensive and stall based, would he benefit from passive damage from SR, or does he feel threatened by SR weak threats on your team? You can use these questions to guide whether you would try to Rapid Spin, or if you'd rather Volt Switch into a Pokemon that doesn't mind these hazards -- ie Volt Switching into my Bisharp on his Sticky Web procs Defiant, giving me a free Swords Dance, but if SR, I take minimal damage.
This build also checks Spore/Sub whatever Brelooms. Forretress walls Bullet Punch and Bullet Seed all day. Once I tank Spore that turn I can generally set up Rocks or do a bit of damage with Gyro Ball. The next turn I tend to Volt Switch on their Sub or Leech Seed into my scarfed Chandelure with Infiltrator to put Breloom in serious check.
Overall, this build has given me much more utility to my team. It has tried and true recovery, good defense, and checks specific threats to my team. He can serve as a defensive pivot against the right attacks (resisted physical, status moves) with an extra slow volt switch. Its shift from suicide lead can help secure clutch hazard control mid/late game that can turn tides in your favor. After running Sturdy and Sturdy + Red Card, I find it's just fairly useless as your Forretress becomes pigeonholed into a single-use Pokemon. If you are threatened by an OHKOing special Fire move, switch to your spec/fire wall. I'd argue that it's not worth it to set up rocks and try to keep him around at 1% especially now that Custap is not legal in OU to do anything more than set rocks and die. If you're up against say, a T-Tar boasting Fire Blast and manage to survive thanks to Sturdy, you're never going to be able to switch in onto the rocks that T-tar likely sets next turn to spin them away if you're at 1%.