Last updated: 2026-07-20

Related Pokemon
Season: M-4 (2026-07-20)
Moves
Item
Ability
Nature
AP Spreads
Lead Pivot
Uses bulk for lead/pivot duties.
Forretress
| HP | 182 | 32 | |
|---|---|---|---|
| Atk↑ | 123 | 2 | |
| Def | 160 | - | |
| SpA↓ | 72 | - | |
| SpD | 112 | 32 | |
| Spe | 60 | - |
Invests EVs in HP and Sp. Def, with the Ability SturdyForretress setup build that arranges the field while tanking opposing attacks. With Brave Nature boosting Attack, Provides not just support but also chip damage and pressure via exit moves.
Sent out as the lead, etc., Stealth RockIts main role is to lay down hazards to set up a board where the backup ace can easily sweep.Gyro Ball chips opponents, and Uses Volt Switch or Explosion to combine self-exit with safe landing for backup Pokémon — its role.
Type
Category
Target
Properties
69 / 69
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Explosion | Normal | Phys | 250 | 100 | 8 | Explosion | All | The user faints upon using this move. |
| Self-Destruct | Normal | Phys | 200 | 100 | 8 | Explosion | All | The user faints upon using this move. |
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | The user gains the Recharging status on the turn after this move is used. |
| Double-Edge | Normal | Phys | 120 | 100 | 16 | Contact | 1 Foe | The user takes 1/3 of the damage dealt by this move. |
| Body Slam | Normal | Phys | 85 | 100 | 16 | Contact | 1 Foe | 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. |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | 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. |
| Rapid Spin | Normal | Phys | 50 | 100 | 20 | Contact | 1 Foe | 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. |
| Flail | Normal | Phys | - | 100 | 16 | Contact | 1 Foe | The less HP the user has left, the greater this move’s power (ranging between 20 and 200). |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Round | Normal | Spec | 60 | 100 | 16 | Sound | 1 Foe | 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. |
| Snore | Normal | Spec | 50 | 100 | 16 | Sound | 1 Foe | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. |
| Helping Hand | Normal | Stat | - | - | 20 | Ally | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| Pain Split | Normal | Stat | - | - | 20 | 1 Foe | The user adds its remaining HP to the target’s remaining HP, then splits the total in half for them to share. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Endure | Normal | Stat | - | - | 12 | Self | 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. | |
| Protect | Normal | Stat | - | - | 8 | Self | 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. | |
| Substitute | Normal | Stat | - | - | 12 | Self | 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. | |
| Seed Bomb | Grass | Phys | 80 | 100 | 16 | Ball | 1 Foe | An ordinary attacking move. |
| Solar Beam | Grass | Spec | 120 | 100 | 12 | 1 Foe | The user gains the Charging status 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. | |
| Giga Drain | Grass | Spec | 75 | 100 | 12 | 1 Foe | The user’s HP is restored by 1/2 of the damage dealt by this move. | |
| Sunny Day | Fire | Stat | - | - | 8 | Whole Field | Summons harsh sunlight for 5 turns. | |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Summons rain for 5 turns. | |
| Zap Cannon | Electric | Spec | 120 | 50 | 8 | Ball | 1 Foe | Paralyzes the target. |
| Volt Switch | Electric | Spec | 70 | 100 | 20 | 1 Foe | After attacking, the user switches out of battle to be replaced by another party Pokémon. | |
| Magnet Rise | Electric | Stat | - | - | 12 | Self | The user gains the Magnet Rise status. | |
| Thunder Wave | Electric | Stat | - | 90 | 20 | 1 Foe | Paralyzes the target. | |
| Lunge | Bug | Phys | 80 | 100 | 16 | Contact | 1 Foe | Lowers the target’s Attack stat by 1 stage. |
| Bug Bite | Bug | Phys | 60 | 100 | 20 | Contact | 1 Foe | If the target is holding a Berry, the user eats that Berry and gains its effect. |
| Pounce | Bug | Phys | 50 | 100 | 20 | Contact | 1 Foe | Lowers the target’s Speed stat by 1 stage. |
| Pin Missile | Bug | Phys | 25 | 95 | 20 | 1 Foe | The user attacks 2 to 5 times in a row. | |
| Bug Buzz | Bug | Spec | 90 | 100 | 12 | Sound | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Struggle Bug | Bug | Spec | 50 | 100 | 20 | All Foes | Lowers targets’ Sp. Atk stats by 1 stage. | |
| Stone Edge | Rock | Phys | 100 | 80 | 8 | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. | |
| Rock Slide | Rock | Phys | 75 | 90 | 12 | All Foes | Has a 30% chance of making targets flinch. | |
| Rock Tomb | Rock | Phys | 60 | 95 | 16 | 1 Foe | Lowers the target’s Speed stat by 1 stage. | |
| Rock Blast | Rock | Phys | 25 | 90 | 12 | Ball | 1 Foe | The user attacks 2 to 5 times in a row. |
| Stealth Rock | Rock | Stat | - | - | 20 | Foe's Side | Gives the opponent’s side the Stealth Rock status. | |
| Sandstorm | Rock | Stat | - | - | 8 | Wind | Whole Field | Summons a sandstorm for 5 turns. |
| Poison Jab | Poison | Phys | 80 | 100 | 20 | Contact | 1 Foe | Has a 30% chance of poisoning the target. |
| Venoshock | Poison | Spec | 65 | 100 | 12 | 1 Foe | This move's power is doubled if the target is poisoned or badly poisoned. | |
| Toxic Spikes | Poison | Stat | - | - | 20 | Foe's Side | Gives the opponent’s side the Toxic Spikes status. | |
| Earthquake | Ground | Phys | 100 | 100 | 12 | All | This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved. | |
| Drill Run | Ground | Phys | 80 | 95 | 12 | Contact | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. |
| Dig | Ground | Phys | 80 | 100 | 12 | Contact | 1 Foe | The user gains the Underground status on the turn this move is used, then attacks on the following turn. |
| Bulldoze | Ground | Phys | 60 | 100 | 20 | All | Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved. | |
| Sand Tomb | Ground | Phys | 35 | 85 | 16 | 1 Foe | Gives the target the Bound status. | |
| Earth Power | Ground | Spec | 90 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Spikes | Ground | Stat | - | - | 20 | Foe's Side | Gives the opponent’s side the Spikes status. | |
| Ice Spinner | Ice | Phys | 80 | 100 | 16 | Contact | 1 Foe | Removes any terrain. |
| Body Press | Fighting | Phys | 80 | 100 | 12 | Contact | 1 Foe | The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat. |
| Reversal | Fighting | Phys | - | 100 | 16 | Contact | 1 Foe | The less HP the user has left, the greater this move’s power (ranging between 20 and 200). |
| Counter | Fighting | Phys | - | 100 | 20 | Contact | Special | The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used. |
| Power Trick | Psychic | Stat | - | - | 12 | Self | The user gains the Atk/Def Swapped status. | |
| Gravity | Psychic | Stat | - | - | 8 | Whole Field | Gives the entire field the Gravity status for 5 turns. | |
| Rest | Psychic | Stat | - | - | 8 | Self | 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. | |
| Reflect | Psychic | Stat | - | - | 20 | Ally Side | Gives the user’s side the Reflect status for 5 turns. | |
| Light Screen | Psychic | Stat | - | - | 20 | All Allies | Gives the user’s side the Light Screen status for 5 turns. | |
| Curse | Ghost | Stat | - | - | 12 | Special | The user loses 1/2 of its max HP to give the target the Cursed status. If the user is not a Ghost-type Pokémon, it lowers the user’s Speed stat by 1 stage and raises its Attack and Defense stats by 1 stage. | |
| Payback | Dark | Phys | 50 | 100 | 12 | Contact | 1 Foe | This move’s power is doubled if the user attacks after the target. |
| Steel Roller | Steel | Phys | 130 | 100 | 8 | Contact | 1 Foe | Removes any terrain. This move fails if there is no terrain on the field. |
| Iron Head | Steel | Phys | 80 | 100 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |
| Smart Strike | Steel | Phys | 70 | - | 12 | Contact | 1 Foe | This move never misses. |
| Hard Press | Steel | Phys | - | 100 | 12 | Contact | 1 Foe | The more HP the target has left, the greater this move’s power (ranging between 1 and 100). |
| Heavy Slam | Steel | Phys | - | 100 | 12 | Contact | 1 Foe | The more the user outweighs the target, the greater this move’s power (ranging between 40 and 120): 120 if the target’s weight is 1/5 or less of the user’s, 100 if 1/4 or less, 80 if 1/3 or less, 60 if 1/2 or less, and 40 if more than 1/2. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| Gyro Ball | Steel | Phys | - | 100 | 8 | ContactBall | 1 Foe | The lower the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 1 and 150). |
| Steel Beam | Steel | Spec | 140 | 95 | 8 | 1 Foe | After attacking, the user takes damage equal to 1/2 of its max HP. | |
| Flash Cannon | Steel | Spec | 80 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Iron Defense | Steel | Stat | - | - | 16 | Self | Boosts the user’s Defense stat by 2 stages. | |
| Metal Sound | Steel | Stat | - | 85 | 20 | Sound | 1 Foe | Lowers the target’s Sp. Def stat by 2 stages. |