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Kuja20
09-24-2008, 01:00 AM
Forretress Analysis

http://arkeis.com/images/pokemonfactory/forretress.pngCredits To Snypar For Teh Pic

Standard Forretress

Forretress @ Leftovers
Nature: Impish/Relaxed
Evs: 244 HP/252 Def/12 Atk
Ivs: 0 Spe

Stealth Rocks/Spikes/Toxic Spikes
Rapid Spin
Earthquake/Gyro Ball
Explosion

This is really the only set you see out there. Its practically the best that ye ole steel Pine cone can do. The first move should be dedicated to laying Stealth Rocks down, seeing as Stealth Rocks are a vital part of the game, if you already have a 'rocker' you can always replace it with Spikes or Toxic Spikes, although this takes longer than Stealth Rocks to get set up, and your opponent will most likely have brought in a spinner or counter by then. Move 2 you should have Rapid Spin to get rid of any Spikes/SRs on the field, its also nice that Forre is immune to Toxic Spikes and is neutral to stealth rocks.

The 3rd move depends what you care about hurting more; Gengar or switch in fire pokes. Earthquake is for any fire pokemon that want to switch in on Forretress, or give a nasty shock to Magnezone that trys the ole steel trapping thing, although it will probably Magnet Rise before you get the chance to EQ. Gyro Ball really hurts pokemon like Yanmega, scarfers, Deoxys-S and most of all doesnt get walled by Gengar. Having 0 Ivs in speed with Relaxed Nature helps out this cause.

Explosion simply fills the last slot very easily will hurt anything not Steel, Ghost or Rock. Although you can choose to replace it with spikes, toxic spikes or the move you rejected on move 3.

The Evs are very changeable meaning you can make them to your own personal preference and Forre will still be in use. Although I recommend having 244 evs in HP for maximum Lefties gain on nearly every Forre set possible.

BandTress

Forretress @ Choice Band
Nature: Brave
Evs: 252 Atk/244 HP/ 12 Def

Earthquake
Payback
Revenge
Gyro Ball/Return/Explosion

This seems like a crazy set, but with 90 base attack it seems plausable. Earthquake is for Infernape and Magnezone on the switch and will always OHKO them. Payback will always OHKO Gengar and it will 2hko Dusknoir (assuming it doesnt burn you with Will-o-Wisp. Revenge is for Tyranitar mostly, but it can also be used on Magnezone if you fear Magnet Rise. The last move is mainly Filler, but also seeing as the rest of the moves is walled by Heracross. Gyro Ball will seriously damage Heracross. Return also does nice damage 2hkos Heracross, Double Edge is a nice alternative if the recoil doesnt phaze you. Explosion is nice for the big finish and will hurt anything that doesnt resist it.

Toxic Stall

Forretress @ Leftovers/Lum Berry
Nature: Relaxed/Impish
Evs: 244 HP/252 Def/ 12 Atk

Toxic
Protect
Earthquake
Rest/Gyro Ball/Explosion

Does what it says on the tin: Toxic stalls the opponent's pokemon out. There are other pokemon that can do this better, but the opponent will not be expecting this. 244 evs in hp allows maximum Leftovers gain. Feel free to mess around with the evs and switch the ratio of attack and defence to your own preferences. Relaxed Nature if you end up choosing Gyro Ball, otherwise go with Impish.

First move is Toxic (duh) that will slowly wear down the opponent's pokes, providing they arent Steel or Poison.. Also try to avoid poisoning any guts pokemon like Heracross.

Protect to scout Choice Users, also it helps with the stalling process, Protecting every other turn will ensure that Forretress receives the least amount of damage.

Move 3 is earthquake this will hurt fellows such as Heatran, Magnezone and Infernape on the switch, otherwise Forretress is completely walled by Steels.

Move 4 is the choice of the user. Rest to ensure Forretress' longevity in the battle. This being said you can give it Lum Berry so it can wake up and continue stalling easier. Gyro Ball for STAB, explosion to finish off the opponent or if it gets trapped by a magnezone and there is no other alternative.

Other Options

In all honesty there isn't many options that forretress has, all its really good for is setting up spikes, stealth rocks and spinning them away. Smogon lists a Light Screen set and that is certainly a plausable option, you can put some evs into sp def as well. Counter is certainly a possibility, but being a def wall, physical attackers wont be attacking Forretress very often, so its more of a novelty. Body Slam offers some nice Paralysis if luck is on your side, 30% isn't too shabby to be honest. Rock Polish is more situational because in most cases Forretress doesnt really need the speed.

The only other option I can think of is Zap Cannon which paralyses on contact, but thanks to low accuracy that isn't likely to happen.

EVs

These are the main set of Evs I believe Forretress can use: 244 HP/252 Def/ 12 Atk. 244 HP gives maximum lefties recovery (restores 22 HP per turn). Maximising Defences is not really necessary, so you can change the Defence and the Attack evs around to suit your needs. For the Choice Band set, you should maximise Attack first.

Put some Evs into special defence as well if there are certain things you would like to survive.

Counters

Ok first and foremost I would say Gyarados is an excellent counter, it can taunt and set up DD, although watch out for explosion. Unfortunately for Forretress it doesnt KO Gyarados after one explosion with the Evs given. It does 96% to a non bulky gyarados with no HP Evs, but gyarados usually is bulky and usually has HP and some Defence Evs.

Suicune can switch in nicely on Forretress, as well as Vaporeon. In fact most bulky waters can. Dusknoir is a fine counter also, seeing as it blocks rapid spin and Gyro ball and EQ won't do a lot AND the cherry on top is immune to Explosion.

Tangrowth's Defences are awesome and can hit back with HP Fire, same with Shaymin.

Anything that's particularly bulky can switch in on Forretress, with the main worry of explosion, you should be able to get in with good prediction skills.