Forretress
The premier Rapid Spinner of the previous three generations returns for Round 4. No doubt it will remain a popular choice this time around, but how will it fare against the new threats, and older foes with new tricks?
This thread is dedicated to the discussion of the Pokemon competitively, not whether it will or will not be banned.
Code:
[B]#445 Forretress[/B]
Typing: [IMG]http://pkmn.net/dex/type/bug.png[/IMG] / [IMG]http://pkmn.net/dex/type/steel.png[/IMG]
[B]Ability 1: Sturdy[/B] - [COLOR=Black]The Pokémon is protected against 1-hit KO attacks. Horn
Drill, Fissure, Guillotine, Sheer Cold will fail, [COLOR=Red][B]while [/B][/COLOR][/COLOR][COLOR=Red][B]any attack meant to
OHKO will leave it with 1 HP[/B].[/COLOR]
[B]Ability 2: (Dream World) Dustproof[/B] - This Pokémon is immune to Hail or Sand
HP: 75
Atk: 90
Def: 140
SpA: 60
SpD: 60
Spe: 40
[B]Pre-Evo Moves:[/B]
None
[B]Level-Up Moves:[/B]
Lv1 - [COLOR=Navy][B]Toxic Spikes[/B][/COLOR]
Lv1 - Tackle
Lv1 - Protect
Lv6 - Selfdestruct
Lv9 - Bug Bite
Lv12 - Take Down
Lv17 - [COLOR=Navy][B]Rapid Spin[/B][/COLOR]
Lv20 - Bide
Lv23 - Natural Gift
Lv28 - [COLOR=Navy][B]Spikes[/B][/COLOR]
Lv31 - Mirror Shot
Lv32 - Body Purge
Lv36 - [COLOR=Navy][B]Payback[/B][/COLOR]
Lv42 - [COLOR=Navy][B]Explosion[/B][/COLOR]
Lv46 - Iron Defense
Lv50 - [COLOR=Navy][B]Gyro Ball[/B][/COLOR]
Lv56 - Double-edge
Lv60 - Magnet Rise
Lv64 - Zap Cannon
Lv70 - [COLOR=Navy][B]Heavy Bomber[/B][/COLOR]
Body Purge: Steel Other / PP: 15 / Power - / Accuracy: -
Sharply Raises Speed
Heave Bomber: Steel Physical / PP: 10 / Power: - / Accuracy: 100
The heavier the user is, the more damage it deals.
[B]TM Moves:[/B]
TM06 - [COLOR=Navy][B]Toxic[/B][/COLOR]
TM09 - Venom Shock
TM10 - Hidden Power
TM11 - Sunny Day
TM15 - Hyper Beam
TM16 - [COLOR=Navy][B]Light Screen[/B][/COLOR]
TM17 - Protect
TM21 - Frustration
TM22 - Solarbeam
TM26 - [COLOR=Navy][B]Earthquake[/B][/COLOR]
TM27 - Return
TM28 - Dig
TM32 - Double Team
TM33 - [COLOR=Navy][B]Reflect[/B][/COLOR]
TM37 - Sandstorm
TM39 - Rock Tomb
TM42 - Facade
TM44 - Rest
TM45 - Attract
TM48 - Sing A Round
TM64 - [COLOR=Navy][B]Explosion[/B][/COLOR]
TM66 - [COLOR=Navy][B]Payback[/B][/COLOR]
TM68 - Giga Impact
TM69 - Rock Polish
TM72 - [COLOR=Navy][B]Volt Change[/B][/COLOR]
TM74 - [COLOR=Navy][B]Gyro Ball[/B][/COLOR]
TM76 - Bug Opposition
TM78 - Level Ground
TM80 - [COLOR=Navy][B]Rock Slide[/B][/COLOR]
TM87 - Swagger
TM90 - Substitute
TM91 - Flash Cannon
TM94 - Rock Smash
HM04 - Strength
Venom Shock: Poison Special / PP: 10 / Power: 65 / Accuracy: 100
Power doubles if target is already Poisoned.
Sing A Round: Normal Special / PP: 15 / Power: 60 / Accuracy: 100
Raises Base Power the more Pokémon you have with the attack.
[COLOR=Navy][B]Volt Change[/B][/COLOR]: Electric Special / PP: 20 / Power: 70 / Accuracy: 100
After this attack is used, if this attack is successful, if user has at least
1 HP, and if user's party has at least one non-active Pokémon and the opposing
Pokemon's party has at least one unfainted Pokémon that isn't an egg, this
attack causes the user to switch even if it cannot switch. (The new Pokémon
becomes active immediately. Effect of Destiny Bond and Grudge takes precedence
over this attack's effect.)
Bug Opposition: Bug Special / PP: 20 / Power: 30 / Accuracy: 100
May decrease opponent's Special Attack by 1 stage.
Level Ground: Ground Physical / PP: 20 / Power: 60 / Accuracy: 100
May decrease opponent's Speed by 1 stage.
[B]Egg Moves:
[/B]Pin Missile, Flail, Swift, [COLOR=Navy][B]Counter[/B][/COLOR], Sand Tomb, Revenge, Double-edge, [COLOR=Navy][B]
Toxic Spikes[/B][/COLOR], Power Trick, Endure, [COLOR=Navy][B]Stealth Rock[/B][/COLOR]
Heavy Bomber may be worth a mention, but i'm not sure on the mechanics and whether it would outdamage Gyro Ball in most situations:
Confusing. Gyro Ball vs. Heavy Bomber gogogo.A) 120 base power, if target´s weight is lower or equal to 1/5 (20%) of user´s weight
B) 100 base power, if target´s weight is greater than 1/5 (20%) of user´s weight and lower or equal to 1/4 (25%) of user´s weight
C) 80 base power, if target´s weight is greater than 1/4 (25%) of user´s weight and lower or equal to 1/2 (50%) of user´s weight
D) 60 base power, if target´s weight is greater than 1/3 (33.3%) of user´s weight and lower or equal to 1/2 of user´s weight (50%)
E) 40 base power, if target´s weight is greater than 1/2 (50%) of user´s weight
Moving onto movesets..
[SET]
Name: Checkma-
Move 1: Stealth Rock / Spikes / Toxic Spikes
Move 2: Gyro Ball
Move 3: Rapid Spin
Move 4: Volt Change / Earthquake
Ability: Sturdy
Item: Leftovers / Shed Shell
Nature: Relaxed, 0 Spe IV
EVs: 252 HP | 112 Atk | 144 Def
Looks like your run-of-the-mill Physically Defensive set, and it pretty much is, except for Volt Change in the final slot. You can escape Magnezone's Magnet Pull as well as Shanderaa and Wobbuffet's Shadow Tag and go to your own Choice Scarfer (Garchomp springs to mind...). In Gen 4, Gyarados used to love coming in on Forry and grab a DD, now you can smack it for 4x effective damage and go to something more suitable.
Earthquake is a solid option in the fourth slot as it does 61.83% - 73.28% to 4/0 Shanderaa and OHKOs 4/0 Magnezone, but you cannot escape The Wobb. It also leaves you at mercy to Dusclops/noir and other slow Ghosties. Payback leaves you completely screwed against Magnezone, but you can hit Ghost types...Wobb still wins (32.2% - 37.9% with Payback).
[SET]
Name: Specially Defensive
Move 1: Stealth Rock / Spikes / Toxic Spikes
Move 2: Gyro Ball
Move 3: Rapid Spin
Move 4: Volt Change / Payback
Ability: Sturdy
Item: Leftovers / Shed Shell
Nature: Sassy, 0 Spe IV
EVs: 252 HP | 4 Def | 252 SDef
Same again really for the Specially Defensive set, except it needs those SDef EVs, meaning you miss the KO on Magnezone with EQ, however you still 2hko Shandera.
If you mispredict, trappers will still get you.. so Shed Shell is still the safest option. However, we all know how good Leftovers are...what will you use?