Forretress
Rank #215![]()
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HP
150
Atk
110
Def
160
SpA
80
SpD
80
Spe
60
Total640
Usage Format
Forretress Abilities
Forretress Type Effectiveness
Weak to
Resistant to
Immune to
Damaged normally by
Forretress Moves
| Usage | Move | Type | Category | Power | Acc | PP | Prio | Description |
|---|
| 53.2% | Body Press | 80 | 100 | 12 | 0 | The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat. | ||
| 41.4% | Protect | — | ∞ | 8 | +4 | The 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 Head | 80 | 100 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| 33.3% | Gyro Ball | — | 100 | 8 | 0 | The 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 Defense | — | ∞ | 16 | 0 | Boosts the user’s Defense stat by 2 stages. | ||
| 24.8% | Lunge | 80 | 100 | 16 | 0 | Lowers the target’s Attack stat by 1 stage. | ||
| 24.7% | Explosion | 250 | 100 | 8 | 0 | The user faints upon using this move. | ||
| 20% | Toxic Spikes | — | ∞ | 20 | 0 | Gives the opponent’s side the Toxic Spikes status. | ||
| 12.2% | Stealth Rock | — | ∞ | 20 | 0 | Gives the opponent’s side the Stealth Rock status. | ||
| 12.1% | Heavy Slam | — | 100 | 12 | 0 | The 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 Slam | 85 | 100 | 16 | 0 | Has 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-Edge | 120 | 100 | 16 | 0 | The user takes 1/3 of the damage dealt by this move. | ||
| — | Pin Missile | 25 | 95 | 20 | 0 | The user attacks 2 to 5 times in a row. | ||
| — | Hyper Beam | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Counter | — | 100 | 20 | -5 | The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used. | ||
| — | Solar Beam | 120 | 100 | 12 | 0 | The 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 Wave | — | 90 | 20 | 0 | Paralyzes the target. | ||
| — | Earthquake | 100 | 100 | 12 | 0 | This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved. | ||
| — | Dig | 80 | 100 | 12 | 0 | The user gains the Underground status on the turn this move is used, then attacks on the following turn. | ||
| — | Light Screen | — | ∞ | 20 | 0 | Gives the user’s side the Light Screen status for 5 turns. | ||
| — | Reflect | — | ∞ | 20 | 0 | Gives the user’s side the Reflect status for 5 turns. | ||
| — | Self-Destruct | 200 | 100 | 8 | 0 | The user faints upon using this move. | ||
| — | Rest | — | ∞ | 8 | 0 | Fully 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 Slide | 75 | 90 | 12 | 0 | Has a 30% chance of making targets flinch. | ||
| — | Substitute | — | ∞ | 12 | 0 | The 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. | ||
| — | Snore | 50 | 100 | 16 | 0 | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. | ||
| — | Curse | — | ∞ | 12 | 0 | The user loses 1/2 of its max HP to give the target the Cursed status. | ||
| — | Flail | — | 100 | 16 | 0 | The less HP the user has left, the greater this move’s power (ranging between 20 and 200). | ||
| — | Reversal | — | 100 | 16 | 0 | The less HP the user has left, the greater this move’s power (ranging between 20 and 200). | ||
| — | Spikes | — | ∞ | 20 | 0 | Gives the opponent’s side the Spikes status. | ||
| — | Zap Cannon | 120 | 50 | 8 | 0 | Paralyzes the target. | ||
| — | Sandstorm | — | ∞ | 8 | 0 | Summons a sandstorm for 5 turns. | ||
| — | Giga Drain | 75 | 100 | 12 | 0 | The user’s HP is restored by 1/2 of the damage dealt by this move. | ||
| — | Endure | — | ∞ | 12 | +4 | During 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 Talk | — | ∞ | 12 | 0 | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | ||
| — | Pain Split | — | ∞ | 20 | 0 | The user adds its remaining HP to the target’s remaining HP, then splits the total in half for them to share. | ||
| — | Rapid Spin | 50 | 100 | 20 | 0 | Removes 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 Dance | — | ∞ | 8 | 0 | Summons rain for 5 turns. | ||
| — | Sunny Day | — | ∞ | 8 | 0 | Summons harsh sunlight for 5 turns. | ||
| — | Facade | 70 | 100 | 20 | 0 | This 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 Hand | — | ∞ | 20 | +5 | Boosts the power of an ally’s move by 50% during the turn this move is used. | ||
| — | Rock Tomb | 60 | 95 | 16 | 0 | Lowers the target’s Speed stat by 1 stage. | ||
| — | Metal Sound | — | 85 | 20 | 0 | Lowers the target’s Sp. Def stat by 2 stages. | ||
| — | Sand Tomb | 35 | 85 | 16 | 0 | Gives the target the Bound status. | ||
| — | Rock Blast | 25 | 90 | 12 | 0 | The user attacks 2 to 5 times in a row. | ||
| — | Gravity | — | ∞ | 8 | 0 | Gives the entire field the Gravity status for 5 turns. | ||
| — | Payback | 50 | 100 | 12 | 0 | This move’s power is doubled if the user attacks after the target. | ||
| — | Power Trick | — | ∞ | 12 | 0 | The user gains the Atk/Def Swapped status. | ||
| — | Magnet Rise | — | ∞ | 12 | 0 | The user gains the Magnet Rise status. | ||
| — | Poison Jab | 80 | 100 | 20 | 0 | Has a 30% chance of poisoning the target. | ||
| — | Seed Bomb | 80 | 100 | 16 | 0 | — | ||
| — | Bug Buzz | 90 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Earth Power | 90 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Giga Impact | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Flash Cannon | 80 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Stone Edge | 100 | 80 | 8 | 0 | This move has a 1-stage Critical-Hit Ratio Boost. | ||
| — | Bug Bite | 60 | 100 | 20 | 0 | If the target is holding a Berry, the user eats that Berry and gains its effect. | ||
| — | Venoshock | 65 | 100 | 12 | 0 | This move’s power is doubled if the target is poisoned or badly poisoned. | ||
| — | Round | 60 | 100 | 16 | 0 | If 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 Switch | 70 | 100 | 20 | 0 | After attacking, the user switches out of battle to be replaced by another party Pokemon. | ||
| — | Struggle Bug | 50 | 100 | 20 | 0 | Lowers targets’ Sp. Atk stats by 1 stage. | ||
| — | Bulldoze | 60 | 100 | 20 | 0 | Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved. | ||
| — | Drill Run | 80 | 95 | 12 | 0 | This move has a 1-stage Critical-Hit Ratio Boost. | ||
| — | Smart Strike | 70 | ∞ | 12 | 0 | This move never misses. | ||
| — | Steel Beam | 140 | 95 | 8 | 0 | After attacking, the user takes damage equal to 1/2 of its max HP. | ||
| — | Steel Roller | 130 | 100 | 8 | 0 | Removes any terrain. This move fails if there is no terrain on the field. | ||
| — | Ice Spinner | 80 | 100 | 16 | 0 | Removes any terrain. | ||
| — | Pounce | 50 | 100 | 20 | 0 | Lowers the target’s Speed stat by 1 stage. | ||
| — | Hard Press | — | 100 | 12 | 0 | The more HP the target has left, the greater this move’s power (ranging between 1 and 100). |