Forretress
Ultra Sun

When something approaches it, it fires off fragments of its steel shell in attack. This is not a conscious action but a conditioned reflex.

Ultra Moon

In the moment that it gulps down its prey, the inside of its shell is exposed, but to this day, no one has ever seen that sight.

Evolution Chain

pineco
Pineco
Level 31
forretress
Forretress

Pokédex Data

Classification Bagworm Pokémon
Height 1.2 m (3'11")
Weight 125.8 kg (277.3 lbs)
Abilities

Training

EV Yield +2 defense
Catch Rate 75
Base Friendship 70
Growth Rate medium
Gender Ratio
Egg Groups Bug

Learned Moves

Level Up Moves

Sun/Moon
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 Mirror Shot
65 85% 10 Has a 30% chance to lower the target's accuracy by one stage.
1 Bug Bite
60 100% 20 If target has a berry, inflicts double damage and uses the berry.
1 Autotomize
15 Raises the user's Speed by two stages and halves the user's weight.
1 Heavy Slam
100% 10 Power is higher when the user weighs more than the target, up to a maximum of 120.
6 Self Destruct
200 100% 5 User faints.
9 Bug Bite
60 100% 20 If target has a berry, inflicts double damage and uses the berry.
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.
32 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
36 Explosion
250 100% 5 User faints.
42 Iron Defense
15 Raises the user's Defense by two stages.
46 Gyro Ball
100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
50 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
56 Magnet Rise
10 User is immune to Ground moves and effects for five turns.
60 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
64 Heavy Slam
100% 10 Power is higher when the user weighs more than the target, up to a maximum of 120.
Ultra Sun/Ultra Moon
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 Mirror Shot
65 85% 10 Has a 30% chance to lower the target's accuracy by one stage.
1 Bug Bite
60 100% 20 If target has a berry, inflicts double damage and uses the berry.
1 Autotomize
15 Raises the user's Speed by two stages and halves the user's weight.
1 Heavy Slam
100% 10 Power is higher when the user weighs more than the target, up to a maximum of 120.
6 Self Destruct
200 100% 5 User faints.
9 Bug Bite
60 100% 20 If target has a berry, inflicts double damage and uses the berry.
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.
32 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
36 Explosion
250 100% 5 User faints.
42 Iron Defense
15 Raises the user's Defense by two stages.
46 Gyro Ball
100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
50 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
56 Magnet Rise
10 User is immune to Ground moves and effects for five turns.
60 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
64 Heavy Slam
100% 10 Power is higher when the user weighs more than the target, up to a maximum of 120.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP 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.
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.
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.
TM100 Confide
20 Lowers the target's Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Ally Switch
15 User switches places with the friendly Pokémon opposite it.
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.
Laser Focus
30 Guarantees a critical hit with the user's next move.
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.
Telekinesis
15 Moves have 100% accuracy against the target for three turns.

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