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Forretress

Forretress
BugSteel

Height 1.2 m·Weight 125.8 kg

Base stats

HP
75
Atk
90
Def
140
SpA
60
SpD
60
Spe
40
Total465

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

* Hidden ability

  • Sturdy

    survives a KO hit from full HP with 1 HP · immune to one-hit KO moves

  • Overcoat

    immune to powder moves

Learnable moves

69 moves
  • 30% chance: paralysis

    Power85Acc.100PP16
    ContactStomp
  • recoil 1/3 of damage dealt

    Power120Acc.100PP16
    Contact
  • must recharge next turn

    Power150Acc.90PP8
  • user faints

    Power200Acc.100PP8
  • user faints

    Power250Acc.100PP8
  • HP −1/4 (of max HP) · fails if HP below 1/4 · creates a substitute

    PowerAcc.PP12
  • 30% chance: flinch

    Power50Acc.100PP16
    Sound
  • more power the less HP the user has (max 200)

    PowerAcc.100PP16
    Contact
  • [Priority +4] blocks moves this turn · 1/3 success if used in succession

    PowerAcc.PP8
  • [Priority +4] survives this turn with 1 HP · 1/3 success in succession

    PowerAcc.PP12
  • usable only while asleep · uses one of its other moves at random

    PowerAcc.PP12
  • averages HP with the target

    PowerAcc.Sure-hitPP20
  • user's Speed +1

    Power50Acc.100PP20
    Contact
  • poisoned/paralyzed/burned: power ×2

    Power70Acc.100PP20
    Contact
  • [Priority +5] ally's move this turn: power ×1.5

    PowerAcc.PP20
  • must recharge next turn

    Power150Acc.90PP8
    Contact
  • used right after another Round this turn: power ×2

    Power60Acc.100PP16
    Sound
  • sun for 5 turns

    PowerAcc.PP8
  • rain for 5 turns

    PowerAcc.PP8
  • charges one turn, fires the next · instant in sun

    Power120Acc.100PP12
  • restores 1/2 of damage dealt

    Power75Acc.100PP12
  • Power80Acc.100PP16
    Ball & bomb
  • paralysis

    PowerAcc.90PP20
  • paralysis

    Power120Acc.50PP8
    Ball & bomb
  • immune to Ground moves for 5 turns

    PowerAcc.PP12
    Airborne
  • user switches out after attacking

    Power70Acc.100PP20
  • removes terrain

    Power80Acc.100PP16
    Contact
  • [Priority -5] returns 2× physical damage taken · fails if not hit physically

    PowerAcc.100PP20
    Contact
  • more power the less HP the user has (max 200)

    PowerAcc.100PP16
    Contact
  • uses the user's Defense for damage

    Power80Acc.100PP12
    Contact
  • sets poison spikes on the foes' side · poisons Pokémon switching in

    PowerAcc.PP20
  • 30% chance: poison

    Power80Acc.100PP20
    Contact
  • power ×2 vs poisoned target

    Power65Acc.100PP12
  • also hits targets underground

    Power100Acc.100PP12
  • Dig

    turn 1: digs underground, evades · turn 2: attacks

    Power80Acc.100PP12
    Contact
  • sets spikes on the foes' side · damages Pokémon switching in

    PowerAcc.PP20
  • traps 4–5 turns · loses 1/8 of max HP each turn

    Power35Acc.85PP16
  • 10% chance: target's Sp. Def −1

    Power90Acc.100PP12
  • target's Speed −1

    Power60Acc.100PP20
  • crit stage +1 (12.5%)

    Power80Acc.95PP12
    Contact
  • 5 turns · special damage ×1/2 (Singles) ×2/3 (Doubles)

    PowerAcc.PP20
  • 5 turns · physical damage ×1/2 (Singles) ×2/3 (Doubles)

    PowerAcc.PP20
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • Gravity for 5 turns · grounds all Pokémon · accuracy boosted

    PowerAcc.PP8
  • swaps the user's Attack and Defense

    PowerAcc.PP12
  • hits 2–5 times

    Power25Acc.95PP20
  • 10% chance: target's Sp. Def −1

    Power90Acc.100PP12
    Sound
  • eats the target's Berry and gains its effect

    Power60Acc.100PP20
    Contact
  • target's Sp. Atk −1

    Power50Acc.100PP20
  • target's Attack −1

    Power80Acc.100PP16
    Contact
  • target's Speed −1

    Power50Acc.100PP20
    Contact
  • 30% chance: flinch

    Power75Acc.90PP12
  • sandstorm for 5 turns

    PowerAcc.PP8
    Wind
  • target's Speed −1

    Power60Acc.95PP16
  • hits 2–5 times

    Power25Acc.90PP12
    Ball & bomb
  • crit stage +1 (12.5%)

    Power100Acc.80PP8
  • sets floating rocks on the foes' side · damages Pokémon switching in

    PowerAcc.PP20
  • Ghost type: pays 1/2 max HP to make the target lose 1/4 max HP each turn · others: Speed −1, Attack/Defense +1

    PowerAcc.PP12
  • moving after the target: power ×2

    Power50Acc.100PP12
    Contact
  • target's Sp. Def −2

    PowerAcc.85PP20
    Sound
  • user's Defense +2

    PowerAcc.PP16
  • more power the slower the user is than the target (max 150)

    PowerAcc.100PP8
    ContactBall & bomb
  • 10% chance: target's Sp. Def −1

    Power80Acc.100PP12
  • !

    30%→20%↓ chance: flinch

    Power80Acc.100PP16
    Contact
  • more power the heavier the user is than the target (max 120)

    PowerAcc.100PP12
    ContactStomp
  • Power70Acc.Sure-hitPP12
    Contact
  • user loses 1/2 max HP

    Power140Acc.95PP8
  • removes terrain · fails without terrain

    Power130Acc.100PP8
    Contact
  • more power the more HP the target has (max 100)

    PowerAcc.100PP12
    Contact