Forretress (Analysis) [GP 1/2]

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Forretress


[Overview]

<p>Forretress has been known throughout each generation as one of the greatest entry hazard setters available in standard play. This is not without reason, as it has solid 75 / 140 / 60 defenses, and a movepool shared only by Smeargle, including every type of entry hazard and Rapid Spin. In addition, Forretress finds plenty of opportunities to set up in the current metagame, with a few hugely useful resistances thanks to its partial Steel typing, and only one weakness. This makes Forretress a solid Spiker for many styles of play.</p>

<p>However, Forretress faces stiff competition from a new face of generation five: Ferrothorn, who has significantly more bulk, a better set of resistances, and even the ability to recover somewhat reliably, which Forretress lacks. However, Forretress does find a niche to set it apart from Ferrothorn in the ability to use Rapid Spin and lay Toxic Spikes.</p>

[SET]
name: Physically Defensive
move 1: Toxic Spikes
move 2: Spikes
move 3: Rapid Spin
move 4: Earthquake / Volt Change / Gyro Ball
ability: Sturdy
item: Leftovers / Shed Shell
nature: Relaxed
evs: 252 HP / 176 Def / 80 SpD

[SET COMMENTS]

<p>Physically Defensive Forretress is capable of setting up and spinning away entry hazards against a myriad of neutral and resisted physical moves, including Outrage, and choiced Steel type attacks. Toxic Spikes and Spikes are the two entry hazards of choice due to the wide distribution of Stealth Rock, and are both highly effective due the high number of grouded threats in the metagame. Rapid Spin completes Forretress’s trio of supporting moves, spinning away all opposing entry hazards. The last slot can be filled with Earthquake, hitting some common Forretress switch-ins, such as Magnezone and Heatran, as well as other grounded Fire types, for heavy damage. Gyro Ball allows Forretress to hit switch-ins such as Hydreigon and Garchomp for reasonable damage, and finally, Volt Switch allows Forretress to pivot out of trappers and gain the momentum for his team.</p>

[ADDITIONAL COMMENTS]

<p>Forretress's EV spread allows it to get the most out of its naturally solid defenses, giving it a significant amount of physical bulk. This allows it to take on a wide variety of physical attacks, while the Special Defense helps in taking unexpected Hidden Power Fires and Surfs. An alternate spread of 252 HP / 112 Atk / 144 Def is also viable if Earthquake is used in fourth moveslot, netting an OHKO on opposing Heatran and Magnezone after Stealth Rock. Air Balloon Heatran, however, will still be able to switch in safely on Forretress, even if Earthquake is being used. In addition, if one of the of the listed entry hazards is unneeded, a second attacking move can replace it to complement Forretress's type coverage. However,ua Forretress’s main objective is usually to set up hazards rather than to attack directly. Finally, Shed Shell is the primary item of choice due to the prevalence of trappers such as Magnezone, whereas Leftovers grants Forretress significantly more staying power.</p>

<p>Additionally, the EVs used to allow Forretress to nab an OHKO on offensive Heatran and Magnezone can be moved to Defense if Forretress needs to take repeated boosted physical attacks. However, it is not recommended, as it turns Forretress into setup bait or a fair amount of Pokemon that would otherwise be unable to set up against it. In addition, the defense boost is negligible, and thus not recommended. </p>

<p>Because Forretress’s limited attacking options are rather weak, it provides setup opportunities for a wide myriad of Pokemon. Kingdra, Gyarados, and bulkier Salamence are all capable of coming in against Forretress, their natural bulk and, in the case of Salamence and Gyarados, Intimidate, allowing them to set up easily. In addition, other sweepers can also set up against it, depending on what attacking move Forretress is running. Without Gyro Ball, for instance, Garchomp, Terrakion, and Landorus, as well as other sweepers resistant to Steel, can set up against Forretress with ease. If Forretress lacks Earthquake, Nasty Plot and Swords Dance Lucario, as well as Magnezone and other grounded Steel- and assorted Fire-types are fully capable of setting up against Forretress. Finally, Heatran, Chandelure, and essentially anything with a Fire attack is capable of either KOing or placing a tremendous dent in Forretress. In general, anything with a strong STAB specially based attack is capable of tearing out a massive chunk of Forretress’s HP.</p>

<p>Forretress best pairs well with Pokemon that can handle its crippling Fire weakness, as well as take hits from all of the special attackers that plague it. Tyranitar can deal with Heatran, Shandera, Magnezone, and easily switch in on special attacks due to Sandstorm increasing its Special Defense. It can also eliminate spinblockers, allowing Forretress to Rapid Spin more easily. Defensive Gyarados also pairs well with Forretress, eliminating some troubling sweepers that set up against Forretress, like Swords Dance Lucario. Finally, Blissey and Chansey pair with Forretress to create a pseudo-SkarmBliss combination, walling a huge number of threats, and taking hits from Pokemon like Heatran. </p>

[SET]
name: Specially Defensive
move 1: Spikes
move 2: Toxic Spikes
move 3: Rapid Spin
move 4: Earthquake / Volt Change / Gyro Ball
item: Leftovers / Shed Shell
ability: Sturdy
nature: Careful / Impish
evs: 252 HP / 252 SpD / 4 Def
ivs: 0 Spe

[SET COMMENTS]

<p>Similar to the Physically Defensive set, this Forretress is capable of switching in on a huge number of common attacks. It can then set up assorted entry hazards and spin opposing hazards away. The difference between the two sets is that this set sacrifices a bit of physical bulk for the ability to switch in against more powerful special attacks, like choice-locked Draco Meteors commonly thrown around. The entry hazards and Rapid Spin form the crux of the set, allowing Forretress to function as a solid utility Pokemon throughout the game. Again, Forretress has a couple of options for his final moveslot. Earthquake allows Forretress to put a solid dent in the common Steel and Fire types, and can let it beat common trappers like Magnezone by abusing Sturdy. Volt Change is another option, letting Forretress set the momentum of the battle in his user’s favor by pivoting out of switch ins and trappers. Finally, Gyro Ball can hit some common switch ins, such as the Latios and Latias, for reasonable amounts of damage.</p>

[ADDITIONAL COMMENTS]

<p>The given EV spread offers Forretress maximum special bulk, allowing him to switch in easily on a wide array of special attacks. This lets Forretress safely set up against a variety of common Pokemon, like defensive bulky waters, as well as Pokemon whose STAB moves it resists and are incapable of hitting it hard. Finally, Specially Defensive Forretress can afford to take an unSTABbed Fire attack if necessary, making him less vulnerable to a large portion of the metagame than with the Physically Defensive spread. </p>

<p>Leftovers is arguably the superior item of choice on this set, as it lets Forretress abuse Sturdy a bit, and more importantly, turns several 3HKOs-from the likes of bulky waters and other common Pokemon not investing in Special Attack-into 4HKOs. Overall, this significantly increases Forretress’s bulk. However, Shed Shell is still an option if you are overly concerned with being trapped by Magnezone, or are not willing to risk Forretress being taken out early on by a random trapper. Finally, Pain Split is useable, as its semi-reliable recovery gives Forretress a nice edge over Feroothorn and other Spikers.</p>

<p>Sadly, even with the tremendous investment in Special Defense, anything with a STAB Fire move, either physical or special, is capable of ripping massive chunks out of Forretress’s HP. This means that numerous common Fire types, such as Heatran are all capable of demolishing Forretress. Furthermore, due to the lack of Attack investment, numerous threatening sweepers can set up against Forretress without taking too much damage. Lastly, as always, trappers like Magnezone can easily remove Forretress due to their abilities.</p>

<p>This leads to various bulky waters pairing well with Forretress, most notably Jellicent, who is capable of blocking Rapid Spin, which removes the entry hazards that Forretress sets up. Bulky Gyarados also deserves a special mention, as it has the ability to phaze out dangerous sweepers that can be devastating to one’s team, like Conkeldurr and Lucario. However, Pokemon that have solid special bulk, like Chansey, Blissey, and Snorlax, all pair well with Forretress. Lastly, when using a Specially Defensive set, Forretress’s physical bulk doesn’t allow him to take that many strong resisted hits, so something with solid physical bulk, such as Hippowdon, can also pair well with Forretress.</p>

[Team Options]

<p>Forretress hugely appreciates the aid of a spinblocker when using entry hazards, and many can fit the role. Eviolite Dusclops, Jellicent, and Golurk are all capable of taking hits from Pokemon that damage to Forretress while preventing hazards being spun away, and thus make good partners. In addition, Forretress also highly appreciates the aid of a Wishpasser, due to his lack of any reliable recovery. Bulky Waters can also prove very useful partners to Forretress, especially Vaporeon and Alomomola, for their ability to pass Wish to Forretress, increasing his longevity, while also taking very little damage from the many Fire attacks directed at him. In general, anything with reasonable special bulk that can take Fire attacks, such as Heatran, Blissey, and Chansey also pair well with Forretress. </p>

<p>In addition, Forretress can also make good use of the aid of Pokemon who remove Pokemon with Magic Mirror or those that know Magic Coat, as if the opponent has the ability to reflect entry hazards, then Forretress becomes much less effective. Tyranitar and Krookodile can fit this position relatively well, as both have the ability to eliminate Magic Mirror and Magic Coat Pokemon with Pursuit. Tyranitar also has the added benefit of being able to absorb the many Fire attacks directed towards Forretress, due to its Special Defense increasing with the sandstorm it brings. Lastly, Forretress fits nicely in stall-oriented teams and heavy stall, due to his unmatched ability to set entry hazards, and also fits in on more offense based teams that appreciate the help of entry hazards.</p>

[Optional Changes]

<p>Though Forretress’s movepool is by no means diverse, he certainly does have a couple of options that can be used if necessary. Gyro Ball combined with Macho Brace gives Gyro Ball 100 base power against anything with 198 Speed or less, a significant portion of this speed-based metagame. However, this is normally pulled off more effectively by Ferrothorn, who has a lower base speed and better dual STABs. In addition, if avoiding becoming setup fodder is more important than having it get as many layers as possible up, then Explosion is a reasonable alternative over any of the sets' attacking moves. However, due to it no longer halving the target’s defense, it is in general not really very useful. </p>

<p>In terms of supporting options, Forretress receives both Light Screen and Reflect. While these moves are undoubtably useful, it’s normally better to leave Dual Screening to slightly bulkier Pokemon with better resistances, or Pokemon that aren’t complete setup bait. In addition, Forretress once again suffers from the four moveslot syndrome, as he can’t use both screens and two entry hazards without forgoing an attacking move, allowing Taunt to completely shut him down. Forretress also has a couple of recovery options between Rest and Pain Split. While neither of them is reliable, they both are somewhat viable choices if Forretress is being used without Wish support. However, Rest should be used with either Aromatherapy or Heal Bell support. Alternatively, Sleep Talk on Forretress, which allows him to act as a status absorber.</p>

<p>Because Forretress doesn’t have a huge base HP, the first step when attempting to create an EV spread for him should always be to maximize HP. From there, the remaining EVs should be split between his Defenses, or Attack if KOs on certain Pokemon are necessary. The Physically Defensive set, for example, allows Forretress to OHKO standard 4 HP / 0 Defense Heatran and Magnezone after Stealth Rock, but if neither is an issue, the EVs can be shifted into another stat to gain a bit more bulk. The Specially Defensive set really needs maximum Special Defense, as otherwise Forretress won’t be able to get even a single layer against some of the more offensive oriented Bulky Waters, or take random Hidden Power Fires, so thus, it’s not really all that useful to put significant investment into Forretress’s Attack with that set.</p>

[Counters]

<p>Due to Forretress’s rather lackluster attacking options, a wide range of Pokemon are capable of countering him. Fire-type holding an Air Balloon, such as Heatran are capable of switching into any move that Forretress has thanks to the balloon, and are then able to obliterate him with their STAB Fire moves or freely set up. Air Balloon Magnezone can also come in against any move that Forretress can throw at it, trapping and KOing him. In addition, Ghost types prevent Forretress from spinning away hazards, and many of them, such as Chandelure (though he’s not primarily used as a spinblocker), Jellicent, and Gengar are all capable of putting a dent in Physically Defensive Forretress, or outright KOing him.</p>

<p>Continuing, Forretress is very easy to set up on depending on what its moveset contains. Lucario has free setup against Forretress if Forretress is lacking Earthquake or Lucario is carrying an Air Balloon. Conkeldurr can come in on a wide variety of Forretress’s moves and proceed to set up with Bulk Up, and Excadrill can set up against Forretress without Earthquake, and even ones with Earthquake if it carries Air Balloon. In addition, if Forretress doesn’t carry Gyro Ball, then Landorus, Terrakion, Haxorus, and Garchomp can all set up against it, and many other Pokemon can switch in freely. Finally, Pokemon with reasonable natural bulk or Intimidate, such as Gyarados and Salamence, can switch in on most of Forretress’s moves and proceed to start setting up.</p>

<p>Forretress is also easily lured in, as its only real way to set entry hazards is against Pokemon that are incapable of hurting it much. It has to take those opportunities to set up, so lures such as Expert Belt Tyranitar and Metagross, with Flamethrower and Hidden Power Fire, respectively, can easily remove Forretress. In addition, since Forretress commonly serves as a defensive pivot, as well as Spiker on full stall, it’s relatively easy to predict around. Finally, Pokemon with Magic Mirror or that use Magic Coat can force Forretress to reflect back his own entry hazards, making him unable to set them safely. </p>

[Dream World]

<p>Forretress doesn’t really receive much from Dream World. His new ability OVercoat, which only voids damage from weather, which is rather useless when Hail, the only weather that damages Forretress, is so uncommon. However Cutsap Berry can be used to make Forretress a viable lead. Sturdy gives Forretressthe ability set up at least two layers of hazards against anything lacking Taunt or a priority move.</p>
 
this is a pretty solid looking skeleton. my only qualm is that i think that payback should be the main option over gyro ball on the first set. gyro ball deals decent damage, but i feel like payback is more important if only because it lets forretress hit common spinblockers who'll try to come in on it. gyro ball hits some of them hard (like gengar), but fails to do so on others (such as burungeru).
 
this is a pretty solid looking skeleton. my only qualm is that i think that payback should be the main option over gyro ball on the first set. gyro ball deals decent damage, but i feel like payback is more important if only because it lets forretress hit common spinblockers who'll try to come in on it. gyro ball hits some of them hard (like gengar), but fails to do so on others (such as burungeru).
I disagree; Payback doesn't double damage on the switch anymore, meaning Forretress now loses to every common Ghost-type anyway (Payback dents Shanderaa, but it still OHKOs you the next turn anyway, and he isn't typically used for the sake of spinblocking). Gyro Ball on then other hand allows Forretress to hit stuff like Tyranitar and Terakion for respectable damage (you can also dent Doryuuzu). If you're worried about taking care of spinblockers, use Volt Change and pair Forretress up with Pursuit Tyranitar.

(For this reason I advocate Gyro Ball over Payback on the SpDef set, if any other users want to weigh in on this that'd be great)
 
I think Tentacruel should be listed as a partner. It resists Forretress's quadruple Fire weakness and has decent special defense. In addition, Tentacruel can also use either Toxic Spikes or Rapid Spin, freeing up a moveslot for Forretress.
 
i wasn't aware of the new payback mechanics; in that case, yes, i think that gyro ball is the better option.
 
The Physically Defensive should have both entry hazards as the main option. Those attacks aren't really doing a whole lot. Payback got nerfed so it doesn't give you double power on the switch, which is really the only place it would be able to touch Burungeru. If Gyro Ball is your Garchomp answer you are in trouble. Forretress should not be staying in on Garchomp and Sazando. I recommend you put Earthquake as the attack of choice on the sets. It not only helps against Magnezone for the Specially Defensive set (and Physically Defensive set if you are at max HP and Magnezone comes in; thus, activating Sturdy and allowing you to retaliate), but it also helps the Physically Defensive set against Doryuuzu and company.
 
Ok, some changes made, most notably removing Payback and adding a second entry hazard to the physically defensive set, mentioning Payback's new mechanics in the Specially Defensive set (and thus why it's an inferior option to other moves) and slashing in Earthquake on the Specially Defensive set.
 
In the first set, you need to mention why the EV spread is how it is i.e. why are there 112 Atk EVs when you would think such a set would normally run 252 HP / 252 Def? I copied the sentence explaining it from the 4th gen analysis, though you don't have to explain it word for word: In addition to providing a large amount of physical bulk for switching into physical threats, the given EV spread allows Forretress to OHKO 4 HP / 0 Defense Magnezone and Heatran with Earthquake and Stealth Rock damage as they switch in.

Specially Defensive nature choices should be Careful / Impish. Sassy shouldn't be mentioned as it doesn't have Gyro Ball.

Also, you mention Magnezone with Shandera when discussing Shed Shell and Volt Change, but Shandera doesn't have its DW ability yet.
 
Ok, thanks for the input, Darkmalice! I made the changes you suggested, adding mentions of why the 112 Attack EVs are used and removing mentions of Shandera outside of Dream World.

Thanks!
 
Rapid Spin / Spikes should be the first two options in both sets. I disagree with the dismissal of Gyro Ball. It should be a main option: not only does it hit Sazandora and Garchomp, but it also hits Lati@s, Gengar/Darkrai, Landlos, Terakion, and Shaymin-S (not to mention the occasional Espeon). Having Earthquake as your only attack is just asking to be set up on, not to mention that Balloon can just be used to circumvent it (and Balloon is already one of the more common items on Heatran).

That being said, this is what I think both sets should look like.

Rapid Spin
Spikes
Gyro Ball
Toxic Spikes / Earthquake / Volt Change

This also begs the question of whether or not the sets should just be merged, with one spread being mentioned as the primary one (probably the physically defensive one) and the other in set comments, considering they are practically identical in terms of moves and the fact that one of the main reasons to use the special defensive set in Gen 4, Ghost-typed Rotom-A, no longer exists.
 
I think your comment about Nattorei's bulk should instead say it has better special bulk, as their respective physical stats are quite comparable. Another setback for Forretress this generation is the nerfing of Payback, which renders it incapable of doing any good damage to ghosts on the switch. Regarding reasons for using Forretress over Nattorei, you can mention the slightly different resistances and weaknesses that Forretress has over Nattorei, such as Fighting neutrality and Bug resist, that can make your life easier in some circumstances.
 
Nattorei has better special bulk, better resistances, better attacks, and Leech Seed. Forretress has Toxic Spikes and Rapid Spin.
 
...Finally, Blissey and Chansey pair with Forretress to create a pseudo SkarmBliss combination, walling a huge number of threats, and taking hits from Pokemon like Heatran. </p>

[SET]
name: Specially Defensive

Another mistake here, with the correction in bold. I think you forgot to remove the
[/list] tag from an earlier deletion, probably.

[Overview]
.....sporting solid 75 / 140 / 60 defenses as well as having the ability to set every single type of entry hazard in addition to having Rapid Spin, a combination of moves......

Fixed an error there, it does not sound good to repeat the phrase ''as well as'' twice in a row.

There a few other grammatical errors in the analysis.

..Forretress’s EV spread allows it to get the OHKO on opposing 4 / 0 Heatran and Magnezone after Stealth Rock

Balloon Heatran is prevalent in this metagame, so you might want to mention that, along with the fact that you need a lot of prediction to catch them on the switch-in with Earthquake.

Minor nitpick, even though PO allows the use of Custap Berry, it has not yet been released yet in the Dream World.
 
Ok, made a couple of changes with the errors people mentioned and suggestions.

Eo, I'm kinda reluctant to remove Specially Defensive Forretress altogether from the analysis, as it still has the merit of being able to set up on and switch into a couple of extra Pokemon (say, bulky waters and scarfed Draco Meteors). So could I just get a couple more opinions on whether or not to remove the specially defensive set?

Anyways, thanks for the help, guys!
 
I agree with Eo (shudders) regarding Gyro Ball and the order of moves, as Gyro Ball pretty crucial to hit a lot of prominent threats. In terms of merging the sets, all I can say is that it doesn't really matter a whole lot, but I think since they have unique teammates and counters that they deserve to be separate. Plus, it makes things a lot simpler.

QC Approved 1/2
 
On the subject of the specially defensive set, I think they should be one set because the moves are same. Impish/Relaxed Nature with 252 HP, 16 def, 240 spD hits a jump point in defense, gives best overall defense, and satisfies against bulky waters while doing well against Outrages. I personally think that should be the main spread with a mention of beefing it up on either side based on what your team needs to wall/set up on.
 
Volt Change is slashed in (and I agree with it as an option) on the Physically defensive set, but surely you don't recommend 112 Atk EVs when your only attack (not counting rapid spin) is special. I don't know what spread to recommend, but you'd almost certainly be better off putting them into anything but Atk if you're using Volt Change.
 
Please use prefixes in the future. Also, you should not write up your analysis before it is QC approved, as they may demand changes to the sets that waste your effort.
 
I dislike the EV spread listed on the 'Physically Defensive' set. Do you really need to compromise Forry's bulk by adding 112 Attack just to OHKO Magnezone and Heatran? With 0 attack investment, Forretress deals 78% - 92.9% to Heatran, and 84% - 99.6% to Magnezone, which is more than enough damage if you ask me. If you want to beat Heatran, Earthquake it on the switch (this plan is foiled by Balloon, another reason investing in 112 becomes unnecessary) and switch out to another Pokemon that can handle it. Magnezone is another story because of Magnet Pull, but that's why Shed Shell is an item option. I would much prefer if the EV spread was made 252 HP / 252 Def / SpD to make the most out of Forry's bulk. Mention the EV spread you currently have listed in Additional Comments. Speaking of Additional Comments:

Volt Change is slashed in (and I agree with it as an option) on the Physically defensive set, but surely you don't recommend 112 Atk EVs when your only attack (not counting rapid spin) is special. I don't know what spread to recommend, but you'd almost certainly be better off putting them into anything but Atk if you're using Volt Change.

Agreeing with Mikewando. There's no reason to run 112 Attack EVs if you're running Volt Change, since it's a special move. As such, you should be sure to take note of this in Additional Comments.

Also:

Forretress’s EV spread allows it to get the OHKO on opposing 4 / 0 non Balloon Heatran and Magnezone after Stealth Rock, which is hugely helpful due to them being two of the most common Forretress switch ins, though the newly prominent Balloon Tran still manages to beat Forretress with Earthquake.
This sentence is worded weirdly. When you said "the newly prominent Balloon Tran still manages to beat Forretress with Earthquake," I thought you meant that Heatran beats Forretress by using Earthquake. I recommend re-wording that sentence. Lastly, I agree with the move ordering Eo listed in his post. Other than that, everything looks fine.

QC APPROVED (2/3)
 
I also agree that the 112 EVs in Attack are larely unneccessary, and that they'd be better off in one of Forretress's defensive stats. I think the set should look like

Relaxed, 252 HP / 176 Def / 80 SpDef (for physically defensive set)
-Spikes
-Toxic Spikes
-Rapid Spin
-Gyro Ball / Earthquake / Volt Change

With AC mentioning using 112 Attack EVs if hitting Magnezone and Heatran (and some other Pokemon like Jirachi) a little bit harder is that important to you. Also talk about how you would use a Relaxed nature and 0 Speed IVs with Gyro Ball, an Impish nature with Earthquake, and a Bold nature with Volt Change. I don't think Payback should even be mentioned due to its mechanics this generation. Also mention the option of using a second attack over one of Forretress's other utility moves.

The SpDef set should have the same moveset as the physically defensive set tbh, it just plays differently due to being able to take on different threats. I'd actually consider slashing in Pain Split on the SpDef set - definitely an AC mention at the very least. Other than that, great job!

(first QC approval yay (assuming you make those changes))

QC Approved (3/3)

EDIT: Also mention how Custap berry pairs well with Sturdy in the [Dream World] section.
 
I'd actually consider slashing in Pain Split on the SpDef set - definitely an AC mention at the very least. Other than that, great job!

I would definitely agree Pain Split is extremely helpful, and I think it should get a slash. It may be a bit unreliable at times, but it helps it hold its own against Nattorei, and some bulky waters.
 
OK, been kinda busy and haven't been keeping up with this lately, but I'll add in all the stuff mentioned later today.

Also, Delta, I was under the impression that since cutsap hadn't been released in the game, it shouldn't be mentioned, which is why I don't have it in the DW section. I'll add it in when I update this.

edit: ok, made all of the changes.
 
A few comments:

Pain Split is a surprisingly solid method of recovery. It works well with stall teams and Toxic Spikes, since it damages the opponent in addition to recovering Foretress.

The fact that Stealth Rock isn't mentioned in at least the Other Options is a little bit weird....

With Foretress' only weakness being Fire, I believe that Drizzle Politoed is a solid teammate, since it halves the damage from Fire attacks that Foretress so desperately hates.
 
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