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Level 31To Forretress

ForretressLast stage shown

#0205 · GENERATION 2

Forretress Build Guide

BugSteel

Hazard support and removal pivot

Build a Forretress team ↓

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Custom Pokédex collection.

Starter moveset

Generation 9 · casual singles · base form

ITEMLeftovers
ABILITYSturdy
NATURERelaxed
1
Spikes
2
Rapid Spin
3
Volt Switch
4
Body Press

How to play

Set Spikes or use Rapid Spin to remove hazards from your side against a suitable target. Volt Switch provides switching utility while Body Press uses its Defense for damage.

Watch out for

Key risk. Fire attacks deal 4× damage. Ghost targets block Rapid Spin and Ground targets block Volt Switch. Sturdy requires full HP; repeated hits wear it down because this set has no direct recovery move.

About this example

This editorial starting point is not a ranked-format recommendation or a legality check. It does not specify EVs or Tera type. Moves, items and abilities here do not change the builder score.

BATTLE PLAN

When to attack, set up or switch

Set Spikes or use Rapid Spin to remove hazards from your side against a suitable target. Volt Switch provides switching utility while Body Press uses its Defense for damage.

A Fire type switches in

Fire deals 4× to Bug and Steel, which is the largest single multiplier on any page here and the reason one immunity does not make the wall. A Fire-resistant partner is the answer; Leftovers is not.

Rapid Spin is the turn you need

Ghost targets block Rapid Spin, and the Fighting move on this set cannot answer them either — so a Ghost spinner is a blocker, not a free turn. Volt Switch has its own wall in Ground immunity.

You want the priority of the pivot

Volt Switch is a special move on a set built around Defense, so the pivot is there for the switch rather than the damage, and Sturdy is spent by the time the second hit arrives — this set carries no recovery move beyond the item’s end-of-turn drip.

What does a safe pivot mean?

A teammate uses a switching move to bring Forretress in. A slower pivot may take the opponent’s hit first. Turn order and the opponent’s move still matter.

ITEM & ABILITY

How this build works

Bug and Steel leave Forretress with a single weakness that arrives at 4×, and Sturdy guarantees one survival only while it is at full HP. Spikes and Rapid Spin are both on the set, so the hazard turn is a choice about whose field gets cleared.

Watch the tradeoff. Fire attacks deal 4× damage. Ghost targets block Rapid Spin and Ground targets block Volt Switch. Sturdy requires full HP; repeated hits wear it down because this set has no direct recovery move.

These battle mechanics do not change the builder’s type-and-base-stat score. The tool does not simulate moves, abilities, held items or damage.

COMPARE YOUR OPTIONS

Forretress or Donphan?

Donphan offers Ground typing and Earthquake with hazard removal instead of Bug/Steel typing.

Base stats · standard forms in the local Generation 9 dataset
StatForretressDonphan
HP7590
Attack90120
Defense140120
Sp. Attack6060
Sp. Defense6060
Speed4050

Base stats are not final battle stats. Level, nature, IVs, EVs and battle effects affect the result. Check availability in your game before choosing an alternative.

Teammate ideas

A Fire-resistant teammate helps cover its largest weakness. Add special damage and a way to bring in an attacker after support turns.

These are typing-based starting pairs, not a complete competitive team. Check the remaining four slots and your game’s rules.

Compare computed teammate suggestions →
Alternative: Donphan

Donphan offers Ground typing and Earthquake with hazard removal instead of Bug/Steel typing.

Read Donphan guide →

Try Donphan →

Type matchups

Weak to

Fire4×
Resistances and immunities
Normal0.5×Grass0.25×Ice0.5×Poison0×Psychic0.5×Bug0.5×Dragon0.5×Steel0.5×Fairy0.5×

Typing only. Abilities, items and battle effects can change these matchups.

HP75
Attack90
Defense140
Sp. Attack60
Sp. Defense60
Speed40

Evolution chain

  1. Pineco#204
  2. Level 31

    Forretress#205

Standard main-series evolution conditions. Regional forms and games with special evolution systems can differ.

Build your Forretress team

Start with Forretress. Add teammates and compare your type-and-base-stat score.

TEAM WORKSPACE

Your team 1 / 6

Team score 53 of 100/ 100Fair
Generate a random team
Gen 9 · National Dex · Casual Settings & scope
Format scope · casual planning

Base species #001–1025, using Generation 9 data. A casual planning pool, not a VGC, ranked, or Showdown National Dex legality validator. Regional, Mega and alternate forms are not included yet.

SLOT 01#205

Forretress

BugSteel
SLOT 02
SLOT 03
SLOT 04
SLOT 05
SLOT 06

Understand your team

Offense76
Defense76
Coverage33
Synergy17

Types & base stats only · Not a win probability.

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    FIND A BETTER FIT

    Recommended Pokémon

    Fill your empty slots first. Each candidate is scored using the same rules as your current team. Only positive score changes are shown.

    +28 pts

    Garchomp

    DragonGround

    Team score 53 → 81

    Why this Pokémon?
    • Adds Fire resistance or immunity
    • Adds super-effective coverage against Fire, Electric, Poison and more
    • Defense 76 → 85
    +27 pts

    Flygon

    GroundDragon

    Team score 53 → 80

    Why this Pokémon?
    • Adds Fire resistance or immunity
    • Adds super-effective coverage against Fire, Electric, Poison and more
    • Defense 76 → 85
    +27 pts

    Palkia

    WaterDragon

    Team score 53 → 80

    Why this Pokémon?
    • Adds Fire resistance or immunity
    • Adds super-effective coverage against Fire, Ground, Dragon
    • Defense 76 → 84
    +26 pts

    Gastrodon

    WaterGround

    Team score 53 → 79

    Why this Pokémon?
    • Adds Fire resistance or immunity
    • Adds super-effective coverage against Fire, Electric, Poison and more
    • Defense 76 → 85
    +26 pts

    Walking Wake

    WaterDragon

    Team score 53 → 79

    Why this Pokémon?
    • Adds Fire resistance or immunity
    • Adds super-effective coverage against Fire, Ground, Dragon
    • Defense 76 → 84
    +25 pts

    Swampert

    WaterGround

    Team score 53 → 78

    Why this Pokémon?
    • Adds Fire resistance or immunity
    • Adds super-effective coverage against Fire, Electric, Poison and more
    • Defense 76 → 85

    Suggestions optimize this initial planning heuristic. Your preferences and actual battle strategy may favor another Pokémon.

    Key insights
    • Fire attacks threaten 1 of 1 teammates, with no teammate resisting them by type.
    • Forretress takes 4× damage from Fire attacks by type.
    • Your own types can hit 6 of 18 single-type targets super effectively. Actual move coverage can differ.
    • No teammate has a base Speed of 100 or higher. Consider adding a faster option.
    Detailed type analysis · all 18 types

    Incoming damage assumes typing only. 0× = immune, ½× / ¼× = resistant, 2× / 4× = weak. Resistance counts include immunities.

    Incoming damage by attacking type
    AttackForretressWeakResist
    Normal½×01
    Fire4×10
    Water1×00
    Electric1×00
    Grass¼×01
    Ice½×01
    Fighting1×00
    Poison0×01
    Ground1×00
    Flying1×00
    Psychic½×01
    Bug½×01
    Rock1×00
    Ghost1×00
    Dragon½×01
    Dark1×00
    Steel½×01
    Fairy½×01

    Offensive type coverage

    Against single-type targets, using only same-type attacks. This is not coverage against every dual-type species.

    NormalNeutral
    FireResisted
    WaterNeutral
    ElectricNeutral
    Grass✓ Super effective
    Ice✓ Super effective
    FightingNeutral
    PoisonNeutral
    GroundNeutral
    FlyingNeutral
    Psychic✓ Super effective
    BugNeutral
    Rock✓ Super effective
    GhostNeutral
    DragonNeutral
    Dark✓ Super effective
    SteelResisted
    Fairy✓ Super effective
    How is the score calculated?

    Offense (25%): neutral-or-better type coverage and strongest attacking base stats. Defense (30%): team resistances, unprotected and repeated weaknesses, and 4× vulnerabilities. Coverage (25%): fraction of 18 single-type targets hit super effectively by your own types. Synergy (20%): teammates resisting each other’s weaknesses, physical/special/bulk stat signals and base Speed ≥100. Scores are rounded to 0–100; the total uses the displayed subscores.

    Rating bands: Excellent ≥80, Good ≥65, Fair ≥45, Poor below 45. An empty team has no rating.

    Small teams are provisional and are not given a separate completion bonus. Adding a Pokémon can lower the score if it creates new weaknesses or lowers averages. These initial heuristics have not been calibrated against battle outcomes.

    Choose Pokémon · Slot 1

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    Data: Pokémon Showdown / @pkmn/dex · Sprites: PokéAPI contributors · Base species only

    Sources & guide notes

    Starter advice written for this guide; mechanics checked against Pokémon Showdown’s Generation 9 data.

    Starter moveset reviewed October 6, 2026; battle notes added October 21, 2026. Suggest a correction.

    Disclaimer: This is an unofficial fan-made tool, not affiliated with or endorsed by The Pokémon Company, Nintendo, Creatures or GAME FREAK. Pokémon names, artwork and type symbols belong to their respective owners.

    Scores and recommendations are casual planning estimates based on typing and base stats, not win probabilities or guarantees. Moves, abilities, items and competitive rules can change actual results. Read the methodology and limitations.