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If you have a good competitive moveset for Forretress, post an answer below and upvote the best ones. Movesets for any of its pre-evolutions can also be shared on this thread.

Be sure to include full set details in your post, e.g. items, abilities, natures and EVs. Some explanation, including the intended game mode for your set, is also appreciated. Access the full list of guidelines here.

Forretress Pokédex and learnset for reference.

Sprite

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22 Answers

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False Wall (Forretress) @ Lagging Tail
Ability: Sturdy
EVs: 252 HP / 128 Def / 128 SpD
Bold / Impish / Calm / Careful Nature
- Stealth Rock
- Toxic Spikes
- Spikes
- Gyro Ball

Self-explanatory set. Setup with Stealth Rock, Toxic Spikes, and Spikes. If you are still alive at that point, use Gyro Ball, which is STAB and has high damage output due to Lagging Tail.

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Usage as: Hazard setter

Forretress @ Red Card
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Stealth Rock
- Spikes
- Toxic Spikes
- Payback / Gyro Ball

Forretress is an amazing entry hazard setter when used correctly. Red Card comes in handy especially when there is a hazard control Pokémon, say cloyster, which can repeatedly Shell Smash and get very strong. An OHKO attack will be prevented by Sturdy and Red Card will switch to another Pokémon and reset the stat changes.

For the moves I recommend using Stealth Rock first, then Toxic Spikes (x2) and then at last Spikes (x3). Toxic Spikes twice will break stalls especially when they don't have hazard control. Stealth Rock is always good. Spikes three times will be enough with your other hazards to bring the opponent to approximately half the maximum health. And then at last Payback and Gyro Ball are the 2 moves which depend on the power of inverse speed (the opposing Pokemon's speed - user's speed = more the power [meaning have low speed :D ]). Payback will have a base power of 100 most of the time (actually it is 50, but seeing Forretress' Speed compared to other opponent speed, it is likely to be low, so 100). Gyro Ball will also do well, especially as a STAB move. Both of these are good after you have set up the hazards. Below are the details of the move, pick which one you like. Also it may depend on the team. If you don't have a Steel type move in your team then Gyro Ball might be the option for you.

Move Details [Gyro Ball/Payback]
Gyro Ball: "Power is equal to (25 target's current Speed / user's current Speed), rounded down, + 1, but not more than 150."
Payback: "Power doubles if the target moves before the user; power is not doubled if the target switches out."*

*Details from Bulbapedia.
This should have helped you in making your team :D

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