Forretress
X

It is encased in a steel shell. Its peering eyes are all that can be seen of its mysterious innards.

Y

It remains immovably rooted to its tree. It scatters pieces of its hard shell to drive its enemies away.

Omega Ruby/Alpha Sapphire

Forretress conceals itself inside its hardened steel shell. The shell is opened when the Pokémon is catching prey, but it does so at such a quick pace that the shell’s inside cannot be seen.

Evolution Chain

pineco
Pineco
Level 31
forretress
Forretress

Pokédex & Training Data

Classification Bagworm Pokémon
Height 1.2 m (3'11")
Weight 125.8 kg (277.3 lbs)
Abilities
EV Yield +2 defense
Catch Rate 75
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Bug

Pokédex Numbers

Johto (G/S/C) #094
Johto (HG/SS) #094
Alola (US/UM) #269
Paldea (S/V) #259
National #205

Learned Moves

Level Up Moves

X/Y
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Self Destruct
200 100% 5 User faints.
1 Protect
— — 10 Prevents any moves from hitting the user this turn.
1 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
1 Toxic Spikes
— — 20 Scatters poisoned spikes, poisoning opposing Pokémon that switch in.
1 Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
1 Bug Bite
60 100% 20 If target has a berry, inflicts double damage and uses the berry.
1 Heavy Slam
— 100% 10 Power is higher when the user weighs more than the target, up to a maximum of 120.
12 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
17 Rapid Spin
50 100% 40 Frees the user from binding moves, removes Leech Seed, and blows away Spikes.
20 Bide
— — 10 User waits for two turns, then hits back for twice the damage it took.
23 Natural Gift
— 100% 15 Power and type depend on the held berry.
28 Spikes
— — 20 Scatters Spikes, hurting opposing Pokémon that switch in.
31 Mirror Shot
65 85% 10 Has a 30% chance to lower the target’s accuracy by one stage.
32 Autotomize
— — 15 Raises the user’s Speed by two stages and halves the user’s weight.
36 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
42 Explosion
250 100% 5 User faints.
46 Iron Defense
— — 15 Raises the user’s Defense by two stages.
50 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
56 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
60 Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
64 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
70 Heavy Slam
— 100% 10 Power is higher when the user weighs more than the target, up to a maximum of 120.
OR/AS
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Self Destruct
200 100% 5 User faints.
1 Protect
— — 10 Prevents any moves from hitting the user this turn.
1 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
1 Toxic Spikes
— — 20 Scatters poisoned spikes, poisoning opposing Pokémon that switch in.
1 Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
1 Bug Bite
60 100% 20 If target has a berry, inflicts double damage and uses the berry.
1 Heavy Slam
— 100% 10 Power is higher when the user weighs more than the target, up to a maximum of 120.
12 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
17 Rapid Spin
50 100% 40 Frees the user from binding moves, removes Leech Seed, and blows away Spikes.
20 Bide
— — 10 User waits for two turns, then hits back for twice the damage it took.
23 Natural Gift
— 100% 15 Power and type depend on the held berry.
28 Spikes
— — 20 Scatters Spikes, hurting opposing Pokémon that switch in.
31 Mirror Shot
65 85% 10 Has a 30% chance to lower the target’s accuracy by one stage.
32 Autotomize
— — 15 Raises the user’s Speed by two stages and halves the user’s weight.
36 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
42 Explosion
250 100% 5 User faints.
46 Iron Defense
— — 15 Raises the user’s Defense by two stages.
50 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
56 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
60 Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
64 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
70 Heavy Slam
— 100% 10 Power is higher when the user weighs more than the target, up to a maximum of 120.

TM/HM Moves

X/Y
Name Class Power Acc. PP Effect
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM09 Venoshock
65 100% 10 Inflicts double damage if the target is Poisoned.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM16 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM26 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM28 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM33 Reflect
— — 20 Reduces damage from physical attacks by half.
TM37 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM64 Explosion
250 100% 5 User faints.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM69 Rock Polish
— — 20 Raises the user’s Speed by two stages.
TM72 Volt Switch
70 100% 20 User must switch out after attacking.
TM74 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
TM76 Struggle Bug
50 100% 20 Has a 100% chance to lower the target’s Special Attack by one stage.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target’s Speed by one stage.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM90 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM91 Flash Cannon
80 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM94 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.
OR/AS
Name Class Power Acc. PP Effect
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
HM06 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM09 Venoshock
65 100% 10 Inflicts double damage if the target is Poisoned.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM16 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM26 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM28 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM33 Reflect
— — 20 Reduces damage from physical attacks by half.
TM37 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM64 Explosion
250 100% 5 User faints.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM69 Rock Polish
— — 20 Raises the user’s Speed by two stages.
TM72 Volt Switch
70 100% 20 User must switch out after attacking.
TM74 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
TM76 Struggle Bug
50 100% 20 Has a 100% chance to lower the target’s Special Attack by one stage.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target’s Speed by one stage.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM90 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM91 Flash Cannon
80 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM94 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

OR/AS
Name Class Power Acc. PP Effect
Block
— — 5 Prevents the target from leaving battle.
Bug Bite
60 100% 20 If target has a berry, inflicts double damage and uses the berry.
Drill Run
80 95% 10 Has an increased chance for a critical hit.
Giga Drain
75 100% 10 Drains half the damage inflicted to heal the user.
Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
Iron Defense
— — 15 Raises the user’s Defense by two stages.
Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
Pain Split
— — 20 Sets the user’s and targets’s HP to the average of their current HP.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Stealth Rock
— — 20 Causes damage when opposing Pokémon switch in.

Base Stats

Hp 75
Attack 90
Defense 140
Sp. Atk 60
Sp. Def 60
Speed 40
Total 465

Type Defenses

(vs. Gen 6+ rules)

0.5x
4x
0.25x
0.5x
0x
0.5x
0.5x
0.5x
0.5x
0.5x