#0205
Forretress

Forretress

Bug Steel

Abilities

  • Sturdy If the Pokémon has full HP and takes damage from a move that would knock it out in one hit, it will endure the hit with 1 HP. The Pokémon is also immune to one-hit KO moves.
  • Overcoat Hidden The Pokémon takes no damage from sandstorms and is immune to moves and Abilities involving powder.

Stat Points

HP
75
ATK
90
DEF
140
Sp. Atk
60
Sp. Def
60
SPE
40

Weakness and Resistance

4x ★ Extremely Effective
Fire
1x – Normal
Water Electric Fighting Ground Flying Rock Ghost Dark
0.5x △ Resists
Normal Ice Psychic Bug Dragon Steel Fairy
0.25x ▼ Mostly Ineffective
Grass
0x × Immune
Poison

Learnable Moves (69)

Name Type Category Power PP Description
Body Press physical 80 12 The damage dealt by this move is calculated using the user's Defense stat instead of its Attack stat.
Body Slam physical 85 16 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.
Bug Bite physical 60 20 If the target is holding a Berry, the user eats that Berry and gains its effect.
Bug Buzz special 90 12 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Bulldoze physical 60 20 Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Counter physical - 20 The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used.
Curse status - 12 Lowers the user's Speed stat by 1 stage and boosts its Attack and Defense stats by 1 stage.
Dig physical 80 12 The user gains the Underground status on the turn this move is used, then attacks on the following turn.
Double-Edge physical 120 16 The user takes 1/3 of the damage dealt by this move.
Drill Run physical 80 12 This move has a 1-stage Critical-Hit Ratio Boost.
Earth Power special 90 12 Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Earthquake physical 100 12 This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
Endure status - 12 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.
Explosion physical 250 8 The user faints upon using this move.
Facade physical 70 20 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.
Flail physical - 16 The less HP the user has left, the greater this move's power (ranging between 20 and 200).
Flash Cannon special 80 12 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Giga Drain special 75 12 The user's HP is restored by 1/2 of the damage dealt by this move.
Giga Impact physical 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Gravity status - 8 Gives the entire field the Gravity status for 5 turns. Gravity boosts the accuracy of moves by 67%, Pokémon such as Flying types or ones with the Levitate ability become grounded, and moves that involve flying or leaping cannot be used.
Gyro Ball physical - 8 The lower the user's Speed stat compared to the target's, the greater this move's power (ranging between 1 and 150).
Hard Press physical - 12 The more HP the target has left, the greater this move's power (ranging between 1 and 100).
Heavy Slam physical - 12 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.
Helping Hand status - 20 Boosts the power of an ally’s move by 50% during the turn this move is used.
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Ice Spinner physical 80 16 Removes any terrain.
Iron Defense status - 16 Boosts the user's Defense stat by 2 stages.
Iron Head physical 80 16 Has a 20% chance of making the target flinch.
Light Screen status - 20 Gives the user’s side the Light Screen status for 5 turns, where damage taken from special moves are reduced by 1/2 in Singles and 1/3 in Doubles.
Lunge physical 80 16 Lowers the target's Attack stat by 1 stage.
Magnet Rise status - 12 The user gains the Magnet Rise status, where it makes the user float off the ground. The Pokemon becomes immuned to Ground-type moves, as well as Spikes and other hazards.
Metal Sound status - 20 Lowers the target's Sp. Def stat by 2 stages.
Pain Split status - 20 The user adds its remaining HP to the target's remaining HP, then splits the total in half for them to share.
Payback physical 50 12 This move's power is double if the user attacks after the target.
Pin Missile physical 25 20 The user attacks 2 to 5 times in a row.
Poison Jab physical 80 20 Has a 30% chance of poisoning the target.
Pounce physical 50 20 Lowers the target's Speed stat by 1 stage.
Power Trick status - 12 The user gains the Atk/Def Swapped status, which swaps the Pokémon's Attack and Defense stats.
Protect status - 8 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.
Rain Dance status - 8 Summons rain for 5 turns.
Rapid Spin physical 20 20 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.
Reflect status - 20 Gives the user's side the Reflect status for 5 turns, where damage taken from physical moves are reduced by 1/2 in Singles and 1/3 in Doubles.
Rest status - 8 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.
Reversal physical - 16 The less HP the user has left, the greater this move's power (ranging between 20 and 200).
Rock Blast physical 25 12 The user attacks 2 to 5 times in a row.
Rock Slide physical 75 12 Has a 30% chance of making targets flinch.
Rock Tomb physical 60 16 Lowers the target's Speed stat by 1 stage.
Round special 60 16 If multiple Pokémon 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.
Sand Tomb physical 35 16 Gives the target the Bound status, where the Pokémon takes 1/8 damage of its max HP at the end of every turn and it cannot switch out.
Sandstorm status - 8 Summons a sandstorm for 5 turns.
Seed Bomb physical 80 16 —
Self-Destruct physical 200 8 The user faints upon using this move.
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Smart Strike physical 70 12 This move never misses.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Solar Beam special 120 12 The user gains the Charging status, where the Pokémon spends 1 turn charging before using a move, 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.
Spikes status - 20 Gives the opponent's side the Spikes status, where Pokémon that are not Flying-types or have the Levitate ability that switch into battle will take damage equal to 1/8 of their max HP and will increase with each instance up to three times.
Stealth Rock status - 20 Gives the opponent's side the Stealth Rock status, where Pokémon that switch into battle will take damage equal to 1/8 of their max HP. This damage differs depending on the Pokémon's type matchup with the Rock type.
Steel Beam special 140 8 After attacking, the user takes damage equal to 1/2 of its max HP.
Steel Roller physical 130 8 Removes any terrain. This move fails if there is no terrain on the field.
Stone Edge physical 100 8 This move has a 1-stage Critical-Hit Ratio Boost.
Struggle Bug special 50 12 Lowers targets' Sp. Atk stats by 1 stage.
Substitute status - 12 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.
Sunny Day status - 8 Summons harsh sunlight for 5 turns.
Thunder Wave status - 20 Paralyzes the target.
Toxic Spikes status - 20 Gives the opponent's side the Toxic Spikes status, where Pokémon that are not Flying-types or have the Levitate ability that switch into battle will be poisoned or badly poisoned if there are two instances.
Venoshock special 65 12 This move's power is doubled if the target is poisoned or badly poisoned.
Volt Switch special 70 20 After attacking, the user switches out of battle to be replaced by another party Pokémon.
Zap Cannon special 120 8 Paralyzes the target.