Forrtress Moveset

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    • Seen Jan 20, 2008
    I have a quick question. I'm in the process of creating a fortress. It has a good nature and 28 IV's of defense, but its attack and HP IV's are somewhat low (18-25 ish. Can't remember.)
    So, what should the move set be? I've gotten this so far...

    Fortress@Leftovers
    Relaxed/Impish
    252 defense 252 HP
    Stealth Rock
    Toxic Spikes
    Explosion
    Gyro Ball

    A SR and TS setter-upper and then Gyro Ball and Explosion for offensive purposes. Rapid spin is an option, but I'm not sure if Forrtress can really pull it off. Just tell me what you think.
     
    Spikes over toxic spikes...toxic spikes pretty much fails IMO, and eliminates your ability to inflict other status conditions on the foe.
     
    I had Toxic Spikes on........well somebody and man That sucked!I was soooo mad for wasting a slot on Toxic Spikes!but I'm no good for Forretress so I don't know much bout him!
     
    I wouldn't give it both Spikes and Stealth Rock, as there are many other users that can learn SR. Try Explosion over it as a last resort. As long as it has max HP, you can give it attack EVs instead of max defence, but that's just how I'd set my EV spread.
     
    If your gonna go with Gyro Ball then

    Fortress@Leftovers
    Relaxed
    252 defense 252 HP
    Stealth Rock/Spikes
    Rapid Spin <--you know a lot of people uses spikes nowadays
    Explosion
    Gyro Ball
     
    Yes, forry makes a nice explpoder, but only as a last resort. So yeah, toxic spikes must go...
     
    Rapid Spin is good since nowadays almost every team packs a spiker/SRer so yeah probably wand Rapid Spin on it somewhere
     
    If your gonna go with Gyro Ball then

    Fortress@Leftovers
    Relaxed
    252 defense 252 HP
    Stealth Rock/Spikes
    Rapid Spin <--you know a lot of people uses spikes nowadays
    Explosion
    Gyro Ball

    I like that one. Speed sucks, so I got that right.
     
    I like that one. Speed sucks, so I got that right.

    I like this one

    Forretress@Leftovers/Chesto Berry
    Impish/Relaxed Nature
    EVS:252 HP 252 DEF 6 ATT
    - Earthquake
    - Rapid Spin/Gyro Ball/Explosion
    - Stealth Rock/Spikes
    - Rest


    Also im not telling you to use it, but may i HIGHLY suggest Earthquake, as Magnezong has a field day on Forretress without it due to its ability Magnet Pull, so you cant switch and then your screwed.

    Also this is just me, but i feel every wall needs a means of recovery, in this case rest.
     
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