Forretress

Forretress

Rank #215BugSteel

HP
150
Atk
110
Def
160
SpA
80
SpD
80
Spe
60
Total640

Usage Format

Forretress Abilities

Forretress Type Effectiveness

Weak to

Fire

Resistant to

Normal½×Bug½×Steel½×Psychic½×Ice½×Dragon½×Fairy½×Grass¼×

Immune to

Poison

Damaged normally by

FightingFlyingGroundRockGhostWaterElectricDark

Forretress Moves

Usage Move Type Category Power Acc PP Prio Description
53.2%Body PressFightingPhysical80100120The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat.
41.4%ProtectNormalStatus8+4The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
37.6%Iron HeadSteelPhysical80100160Has a 20% chance of making the target flinch.
33.3%Gyro BallSteelPhysical10080The lower the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 1 and 150).
26.8%Iron DefenseSteelStatus160Boosts the user’s Defense stat by 2 stages.
24.8%LungeBugPhysical80100160Lowers the target’s Attack stat by 1 stage.
24.7%ExplosionNormalPhysical25010080The user faints upon using this move.
20%Toxic SpikesPoisonStatus200Gives the opponent’s side the Toxic Spikes status.
12.2%Stealth RockRockStatus200Gives the opponent’s side the Stealth Rock status.
12.1%Heavy SlamSteelPhysical100120The more the user outweighs the target, the greater this move’s power (ranging between 40 and 120). If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Body SlamNormalPhysical85100160Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Double-EdgeNormalPhysical120100160The user takes 1/3 of the damage dealt by this move.
Pin MissileBugPhysical2595200The user attacks 2 to 5 times in a row.
Hyper BeamNormalSpecial1509080The user gains the Recharging status on the turn after this move is used.
CounterFightingPhysical10020-5The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used.
Solar BeamGrassSpecial120100120The user gains the Charging status on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition.
Thunder WaveElectricStatus90200Paralyzes the target.
EarthquakeGroundPhysical100100120This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
DigGroundPhysical80100120The user gains the Underground status on the turn this move is used, then attacks on the following turn.
Light ScreenPsychicStatus200Gives the user’s side the Light Screen status for 5 turns.
ReflectPsychicStatus200Gives the user’s side the Reflect status for 5 turns.
Self-DestructNormalPhysical20010080The user faints upon using this move.
RestPsychicStatus80Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full.
Rock SlideRockPhysical7590120Has a 30% chance of making targets flinch.
SubstituteNormalStatus120The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP.
SnoreNormalSpecial50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
CurseGhostStatus120The user loses 1/2 of its max HP to give the target the Cursed status.
FlailNormalPhysical100160The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
ReversalFightingPhysical100160The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
SpikesGroundStatus200Gives the opponent’s side the Spikes status.
Zap CannonElectricSpecial1205080Paralyzes the target.
SandstormRockStatus80Summons a sandstorm for 5 turns.
Giga DrainGrassSpecial75100120The user’s HP is restored by 1/2 of the damage dealt by this move.
EndureNormalStatus12+4During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Sleep TalkNormalStatus120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Pain SplitNormalStatus200The user adds its remaining HP to the target’s remaining HP, then splits the total in half for them to share.
Rapid SpinNormalPhysical50100200Removes the Bound and Leech Seeded statuses from the user and removes the Sticky Web, Stealth Rock, Spikes, and Toxic Spikes statuses from the user’s side. Boosts the user’s Speed stat by 1 stage.
Rain DanceWaterStatus80Summons rain for 5 turns.
Sunny DayFireStatus80Summons harsh sunlight for 5 turns.
FacadeNormalPhysical70100200This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
Helping HandNormalStatus20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
Rock TombRockPhysical6095160Lowers the target’s Speed stat by 1 stage.
Metal SoundSteelStatus85200Lowers the target’s Sp. Def stat by 2 stages.
Sand TombGroundPhysical3585160Gives the target the Bound status.
Rock BlastRockPhysical2590120The user attacks 2 to 5 times in a row.
GravityPsychicStatus80Gives the entire field the Gravity status for 5 turns.
PaybackDarkPhysical50100120This move’s power is doubled if the user attacks after the target.
Power TrickPsychicStatus120The user gains the Atk/Def Swapped status.
Magnet RiseElectricStatus120The user gains the Magnet Rise status.
Poison JabPoisonPhysical80100200Has a 30% chance of poisoning the target.
Seed BombGrassPhysical80100160
Bug BuzzBugSpecial90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Earth PowerGroundSpecial90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Giga ImpactNormalPhysical1509080The user gains the Recharging status on the turn after this move is used.
Flash CannonSteelSpecial80100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Stone EdgeRockPhysical1008080This move has a 1-stage Critical-Hit Ratio Boost.
Bug BiteBugPhysical60100200If the target is holding a Berry, the user eats that Berry and gains its effect.
VenoshockPoisonSpecial65100120This move’s power is doubled if the target is poisoned or badly poisoned.
RoundNormalSpecial60100160If multiple Pokemon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
Volt SwitchElectricSpecial70100200After attacking, the user switches out of battle to be replaced by another party Pokemon.
Struggle BugBugSpecial50100200Lowers targets’ Sp. Atk stats by 1 stage.
BulldozeGroundPhysical60100200Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Drill RunGroundPhysical8095120This move has a 1-stage Critical-Hit Ratio Boost.
Smart StrikeSteelPhysical70120This move never misses.
Steel BeamSteelSpecial1409580After attacking, the user takes damage equal to 1/2 of its max HP.
Steel RollerSteelPhysical13010080Removes any terrain. This move fails if there is no terrain on the field.
Ice SpinnerIcePhysical80100160Removes any terrain.
PounceBugPhysical50100200Lowers the target’s Speed stat by 1 stage.
Hard PressSteelPhysical100120The more HP the target has left, the greater this move’s power (ranging between 1 and 100).