Skip to content
PokéSurvivor Wiki
No. 0205 C
Forretress

Forretress

Region
Johto · 2ª generation
Rarity
Rare
Attack side
Physical
As an enemy
Fan shooter
  • Floats
Recommended build C
  1. Start with this move Meteor Mash → Magnet Bomb
  2. 1st bond: fuse with move 1 Swords Dance
  3. Bond 2: add to the group Metal Claw → Iron Head
  4. Bond 3: add to the group Body Slam → Giga Impact

Group damage 8,605/s (3,095 without the buff)

Estimate from the game’s formulas, not from matches. How we calculate

Recommended build

Bonds only come from winning a rift arena (1 per win). Fused moves fire together, each on its own cooldown, so the group’s damage is the sum.

  1. Start with this move Meteor Mash → Magnet Bomb Meteor · evolves with Power
  2. 1st bond: fuse with move 1 Swords Dance Buff · Deals no damage: builds (physical) ATTACK while active.
  3. Bond 2: add to the group Metal Claw → Iron Head Melee · evolves with Power
  4. Bond 3: add to the group Body Slam → Giga Impact Melee · evolves with Power

Group damage 8,605/s (3,095 without the buff)

Estimated damage per second against a horde, with every move evolved and the buff fully stacked. How we calculate

  • Buff in group
  • −25% damage taken (melee)

Level-up cards, in order

  1. Power up to 40
  2. Reflexes up to 10
  3. Sprint up to 2
  4. Armor up to 9
  5. Synthesis the rest

Item

Choice Band — ×1.4 damage but locks the active slot. Take it once the group is built (or always fuse into the active slot).

Focus Sash — the only protection against Arceus’ hits (1 extra life every 60 s).

Variant for after minute 30

In Arceus’ Judgment, legendaries double their HP and damage every 5 s. Slow, stun, pull and poison beat raw damage.

  1. Start with this move Meteor Mash → Magnet Bomb
  2. 1st bond: fuse with move 1 Swords Dance
  3. Bond 2: add to the group Metal Claw → Iron Head
  4. Bond 3: add to the group String Shot → Sticky Web
  • Buff in group
  • −25% damage taken (melee)
  • Slows

For team play

In a group, buffs and healing are yours only, but poison, slow and burn on enemies are shared and turn on anyone’s Hex.

  1. Start with this move Meteor Mash → Magnet Bomb
  2. 1st bond: fuse with move 1 Swords Dance
  3. Bond 2: add to the group Metal Claw → Iron Head
  4. Bond 3: add to the group String Shot → Sticky Web
  • Buff in group
  • −25% damage taken (melee)
  • Slows

Moves it can learn

Estimated damage per second against a horde, with this Pokémon’s multiplier applied.

MovesTypeCategoryShapePower Nv1Nv5Evolution
Meteor Mash Steel Physical Meteor 60 395 1,213Power
Signal Beam Bug Special Bounce 58 290 986Power
Metal Claw Steel Physical Melee 62 354 971Power
Mirror Shot Steel Special Bounce 55 272 924Power
Body Slam Normal Physical Melee 68 332 911Power
Gyro Ball Steel Physical Spin 66 291 845Armor
Tackle Normal Physical Melee 53 294 806Vigor
Quick Attack Normal Physical Dash 80 334 794Sprint
Flash Cannon Steel Special Beam 79 297 776Armor
Hyper Beam Normal Special Charge 139 413 744Power
U-turn Bug Physical Dash 73 305 723Synthesis
Rapid Spin Normal Physical Spin 54 240 697Sprint
Bug Bite Bug Physical Melee 44 252 690Power
Bug Buzz Bug Special Aura 50 325 614Synthesis
String Shot Bug Physical Mine 28 160 591Reflexes
Hyper Voice Normal Special Nova 46 203 530Reflexes
Substitute Normal Physical Turret 34 191 482Armor
Swords Dance Normal Status Buff Deals no damage: builds (physical) ATTACK while active.
Nasty Plot Normal Status Buff Deals no damage: builds SPECIAL ATTACK while active.
Agility Normal Status Buff Deals no damage: builds SPEED while active.
Harden Normal Status Buff Deals no damage: builds DEFENSE while active.

Damage taken by type

Weak

  • Fire×2.56

Resists

  • Poison×0.3
  • Grass×0.36
  • Normal×0.6
  • Ice×0.6
  • Psychic×0.6
  • Bug×0.6
  • Dragon×0.6
  • Steel×0.6
  • Fairy×0.6
  • Fighting×0.96
  • Ground×0.96
  • Flying×0.96
  • Rock×0.96

Sprites by

CHUNSOFT, G〜, Tacocoa. SpriteCollab, CC BY-NC 4.0.