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Ferrothorn

In-battle formes

HP:74
Attack:94
Defense:131
Sp. Atk:54
Sp. Def:116
Speed:20
Min (-ve nature, 0 IVs)40
Default76
Max Neutral139
Max Positive152
Max Neutral (+1)208
Max Positive (+1)228
Max Neutral (+2)278
Max Positive (+2)304
Monotype
Utility (Grass)68
Utility (Steel)76

Evolutions

Strategies

Written by Rio Vidal and Misaka Mikoto

Overview

Grass

Ferrothorn is a staple pick on Grass teams due to its great natural bulk and fantastic defensive typing, giving it an immunity to Poison-type attacks. Iron Barbs alongside its great natural physical bulk allows it to act as a blanket check to a variety of physical attackers such as Excadrill and punish contact move users such as Alolan Muk and Metagross. Ferrothorn is also blessed with fantastic utility moves in Leech Seed and Spikes; the former allows it to have a form of passive recovery, while the latter allows it to support its offensive teammates by chipping their checks. However, while its Steel typing does offer plenty of defensive utility, it also exacerbates its natural Fire weakness, and with all these amazing qualities, Ferrothorn also has a decent number of drawbacks such as its low Speed stat, which allows it to be easily broken by Taunt users such as Mew, Gliscor, and Hydreigon. Ferrothorn also is held back by the fact that it is dependent on passive forms of recovery such as Leech Seed and Leftovers to stay healthy throughout the match.

Steel

Ferrothorn is one of the best defensive Pokemon on Steel teams thanks to its excellent typing and mixed bulk making it an excellent defensive pivot. Its Grass typing makes it a great addition to Steel teams, as it's able to check Ground- and Water-types such as Swampert, Gastrodon, and Seismitoad and resists Electric- and Water-type attacks. Its ability Iron Barbs lets it wear down physical attackers upon contact and potentially break their Focus Sashes and Sturdy, and its great movepool including Spikes, Stealth Rock, Leech Seed, and Knock Off allows Ferrothorn to provide support and utility for its teammates. Unfortunately, Ferrothorn lacks any type of recovery move outside of Leech Seed, which makes it easy to wear down. Its offensive presence isn't that great either, and it mainly utilizes two attacking moves in Power Whip and Knock Off, making Ferrothorn vulnerable to Taunt and potentially setup bait for sweepers. Ferrothorn also lacks Speed, being outpaced by almost the entire metagame. Ferrothorn is vulnerable to Fire-type attacks, which means that it has to rely on Protect to scout the opposing Pokemon's coverage or switch out to a check like Heatran.

Utility (Grass)

Move 1
  • Gyro Ball
    More power the slower the user than the target.
    TypeSteel
    CategoryPhysical
    Accuracy100%
Move 2
  • Spikes
    Hurts grounded foes on switch-in. Max 3 layers.
    TypeGround
Move 3
  • Leech Seed
    1/8 of target's HP is restored to user every turn.
    TypeGrass
    Accuracy90%
Move 4
  • Protect
    Prevents moves from affecting the user this turn.
    TypeNormal
    Priority4

Moves

Gyro Ball is Ferrothorn's only attacking move and allows it to check Pokemon such as Kyurem-B and Mega Diancie. Spikes provides residual chip damage each time a foe switches in, granting Ferrothorn's offensive teammates such as Tapu Bulu and Celebi an easier time cleaning late-game. Leech Seed is Ferrothorn's main form of recovery and allows it to regain health throughout the match. Protect allows Ferrothorn to scout Choice-locked attackers, such as Dragonite, while also being able to extend recovery turns from Leech Seed.

Set Details

252 HP and 168 Defense EVs alongside a Relaxed nature allows Ferrothorn to take a Close Combat from Mega Gallade at full health. A Relaxed nature also increases the power of its Gyro Ball. 88 EVs are then placed into Special Defense to allow it to avoid the 2HKO from Kyurem-B's Ice Beam while increasing its overall special bulk. Iron Barbs allows Ferrothorn to punish physical attackers by chipping them each time they use a contact move. Leftovers is Ferrothorn's second form of residual recovery.

Usage Tips

To keep Ferrothorn healthy throughout the entire match, it should spam Leech Seed. Alongside spamming Leech Seed, it should use Protect as often as possible to maximize Leech Seed's recovery. Protect should also be used to scout attacks throughout the match from Choice-locked Pokemon, such as Dragonite and Greninja, allowing Ferrothorn to switch into the appropriate teammate without risk. On the same note, if you predict a switch, Ferrothorn should use Leech Seed to maximize its turns of recovery. It should go without saying, since it provides so many important defensive qualities for Grass teams such as being immune to Poison-type attacks and neutral to Ice-type attacks, so it should be kept healthy through the match as well as possible. Ferrothorn should take advantage of opportunities when the foe cannot do much damage to it by setting up Spikes. However, if Spikes does not have an impact on the match, Ferrothorn should use Leech Seed or Gyro Ball on foes such as Mantine on Flying teams. Ferrothorn should avoid losing its item through Knock Off or Trick, as it depends on Leftovers to stay healthy throughout the match. While most Pokemon should try to stay away from status, Ferrothorn should be used as the team's switch-in to Thunder Wave, as once it is paralyzed, the power of Gyro Ball significantly increases. However, Ferrothorn should avoid being burned by moves such as Scald and Will-O-Wisp which negates its Leftovers recovery and reduces the power of Gyro Ball, making it far too passive. Ferrothorn is a key Pokemon to the team in matchups such against Steel and Electric; as such, do not allow Ferrothorn to be trapped by Magnet Pull users such as Alolan Golem and Magnezone. To avoid being trapped, it should switch out immediately to a teammate that can check these Pokemon such as Breloom, rather than staying in.

Team Options

Mega Venusaur and Ferrothorn form an impressive defensive and anti-Fairy core together. Mega Venusaur also provides Ferrothorn with an additional Leech Seed support and the ability to check threats such as Mega Scizor with Hidden Power Fire. Thick Fat also allows Mega Venusaur to tank attacks such as Choice Scarf Victini's V-create, which would otherwise OHKO Ferrothorn. With Stealth Rock, Cradily forms the other part of the entry hazard stacking core with Ferrothorn and is also the designated special sponge of the team, being able to tank a hit from Pokemon such as Volcarona and proceed to OHKO it with Rock Slide. Cradily also provides neutrality to Fire-type attacks, allowing it to switch into attacks for Ferrothorn such as Heatran's Magma Storm. Breloom can put threats to sleep with Spore and act as an emergency check to Pokemon such as Mega Pinsir with its Focus Sash intact thanks to Rock Tomb. It also appreciates Ferrothorn's ability to wear down other Pokemon with Spikes and Leech Seed, allowing it to clean more easily late-game in matchups such as Ice with Mach Punch. Tapu Bulu is the team's revenge killer and fastest Pokemon with Choice Scarf, being able to take on threats such as unboosted Volcarona and Mega Charizard Y with Stone Edge and Heatran and Kyurem-B with Superpower. Ferrothorn also appreciates the support it brings through Grassy Terrain, giving it another form of residual recovery and enabling it to check threats such as Choice Band Excadrill more easily. Celebi is the team's special wallbreaker, appreciating Ferrothorn's Leech Seed support giving it a minor form of recovery while setting up and in return being able to take on Pokemon such as Toxapex with Shattered Psyche. It is also able to check threats such as Mega Scizor and Heatran with Hidden Power Fire and Earth Power, respectively. Additionally, Celebi can provide a nuke in Tectonic Rage, which allows it to take on Pokemon such as Toxapex and Alolan Muk for the team. Decidueye can check threatening Psychic- and Ghost-type Pokemon for the team such as Blacephalon and Victini with its priority in Sucker Punch and Shadow Sneak. This allows it to become a dangerous setup sweeper in those matchups. Its Ghost typing also provides the team with a means of spinblocking, improving the Bug- and Fire-type matchup.

Utility (Steel)

Move 1
  • Power Whip
    No additional effect.
    TypeGrass
    CategoryPhysical
    Power120 BP
    Accuracy85%
Move 2
  • Leech Seed
    1/8 of target's HP is restored to user every turn.
    TypeGrass
    Accuracy90%
Move 3
  • Protect
    Prevents moves from affecting the user this turn.
    TypeNormal
    Priority4
Move 4

Moves

Power Whip lets Ferrothorn deal substantial damage to pesky Ground- and Water-types such as Swampert, Gastrodon, and Seismitoad that threaten Steel teams. Leech Seed wears down the foe while providing Ferrothorn and its team a form of healing and support. Protect synergizes very well with Leech Seed and Leftovers to stall and recover more health, prolonging Ferrothorn's presence in battle and making it more difficult to take down. It can also be used to scout for any attack that threatens Ferrothorn, especially Fire- and Fighting-type attacks, and enables Ferrothorn to switch out of potential Choice-locked Pokemon to a more reasonable teammate to threaten them out. Choose the last move depending on what your team needs. Stealth Rock can be used instead of Spikes on teams lacking another Stealth Rock setter to make Bug-, Fire-, and Flying-types easier for Ferrothorn's teammates to KO, while Ferrothorn can also set up layers of Spikes thanks to its excellent mixed bulk and durability. Iron Barbs also is a great way of dealing with Rapid Spin users. However, Spikes should only be used if the team already has a Stealth Rock user.

Set Details

Maximum HP investment improves Ferrothorn's walling capabilities, as it needs the extra bulk to tank both physical and special attacks. 72 Defense EVs allow Ferrothorn to survive a Close Combat from Terrakion and Heracross, and 184 Special Defense EVs with a Careful nature allow Ferrothorn to tank special attacks more efficiently; Ferrothorn can survive a Focus Blast from Life Orb Landorus after Stealth Rock damage, two Earth Powers from Landorus with Leftovers recovery, and two Ice Beams from Life Orb Kyurem-B. Leftovers synergizes well with Leech Seed and Protect to grant more recovery, which Ferrothorn greatly appreciates. Ferrothorn can also utilize a more physically defensive set with an Impish nature to take physical attacks more effectively; however, Ferrothorn prefers to be more specially defensive to switch into Water- and Electric-type attacks such as Scald and Thunderbolt more easily.

Usage Tips

Thanks to its defensive typing and bulk, Ferrothorn can function very well as a defensive pivot on balanced teams. Make sure to utilize its typing to switch into predicted Electric-, Ground-, and Water-type attacks. Before switching out, take advantage of Protect to scout the opposing Pokemon's move. For example, Ferrothorn should be scouting for any move that threatens it such as Fire Blast on Garchomp; however, don't use it too much, because the opposing Pokemon can use that as an opportunity to set up. If you're expecting the foe to switch out, set up Stealth Rock or Spikes to rack up some damage to pressure and punish switch-ins; this can be really helpful for Ferrothorn to wear them down even more with Leech Seed later. Ferrothorn should utilize Leech Seed at almost any chance it gets, as it's safe to use and a spammable move to slowly whittle down opposing defensive Pokemon such as Chansey and Porygon2 or foes that Ferrothorn can take attacks from such as Tapu Koko. Keep Ferrothorn from being burned, as the status negates its Leftovers recovery and weakens its Power Whip. If your opponent is planning on preserving their threat for late-game, don't be afraid to use Leech Seed again. It's often necessary to have Leech Seed on the opposing side to keep Ferrothorn's health high and chip away at opposing Pokemon's health.

Team Options

Heatran synergizes well with Ferrothorn because of its Flash Fire ability, and it can check Fire- and Electric-types with Stone Edge and Earth Power, while Ferrothorn can switch into Water-type attacks for Heatran in return. Heatran can also run Stealth Rock to enable Ferrothorn to use Spikes for entry hazard stacking. Similarly, Skarmory can support the team by stacking Stealth Rock along with Ferrothorn's Spikes. Skarmory can also switch into Ground-type attacks to keep Ferrothorn from taking any damage, take physical attacks, and shuffle the opposing team with Whirlwind to rack up damage from Ferrothorn's Spikes, while Ferrothorn is able to switch into incoming Electric-type attacks for Skarmory. Celesteela is an alternative to Skarmory but with more offensive presence, being able to check opposing Steel-types such as Heatran, Skarmory, Mega Scizor, and opposing Ferrothorn with Earthquake and Flamethrower. It is also a great special tank to switch into Landorus, which allows Ferrothorn to run a more defensive set with a Relaxed nature to take on physical threats. Together, Celesteela and Ferrothorn can whittle down opposing teams by stalling with Leech Seed and Protect. Choice Scarf Excadrill can use Earthquake to threaten Fire-types such as Rotom-H and Mega Charizard X while being able to hit Mega Charizard Y and Volcarona with Rock Slide. It also functions as a late-game cleaner, so it appreciates Ferrothorn's Spikes support making it easier to sweep. Magnezone can gain momentum for Ferrothorn and its team by utilizing Volt Switch. It also traps annoying Steel-types that Ferrothorn can't hope to damage such as Skarmory, Klefki, and Cobalion, and it can take on Water-types to relieve pressure from Ferrothorn. With Ferrothorn's entry hazard support and Leech Seed, Mega Scizor can have an easier time KOing and pressuring Pokemon with its offensive presence and Swords Dance.

Other Options

Grass

Toxic can be used over Protect, allowing Ferrothorn to cripple annoying Pokemon such as Zapdos; however, without Protect, it is not as easily able to take advantage of Leech Seed recovery, making threats such as Kyurem-B more difficult to take on. Rocky Helmet can be run over Leftovers to maximize punishing physical attackers. However, Ferrothorn appreciates the extra recovery Leftovers provides. Stealth Rock can be used on Ferrothorn to help its teammates pick up certain KOs, but Cradily is better at setting up Stealth Rock.

Steel

Gyro Ball can be used instead of Power Whip to damage Fairy-types such as Tapu Bulu, Mimikyu, and Togekiss and other Pokemon such as Greninja, Gengar, and Choice Scarf Kyurem-B hard. However, Ferrothorn prefers to rely on Power Whip more to hit Ground- and Water-types, and it can't swap out any of its support moves out for Gyro Ball. If using Gyro Ball, Ferrothorn should run a Relaxed or Sassy nature. Toxic is very useful in crippling more defensively oriented Pokemon such as Porygon2 and Mandibuzz that can outlast Ferrothorn due to their recovery moves. However, it should only be used if Skarmory has Spikes and Heatran has Stealth Rock, which puts a strain on teambuilding, and Ferrothorn has no room to run Toxic over its support moves. Thunder Wave supports both Ferrothorn and its team by slowing down faster Pokemon such as Greninja and possibly securing a free turn to attack or set up. Knock Off can be used if entry hazards are provided by Ferrothorn's teammates to grant it utility in removing items from Pokemon such as Eviolite Chansey and Porygon2. Rocky Helmet is an alternative to use over Leftovers and combines with Iron Barbs to spread chip damage to punish physical attackers on contact, dealing more than a fourth of their health and making it easier for Ferrothorn and its teammates to pick them off later.

Checks and Counters

Grass

Mega Sableye: Mega Sableye completely walls Ferrothorn, as it is easily able to tank Gyro Ball, can burn Ferrothorn with Will-O-Wisp, reflects its Spikes thanks to Magic Bounce, and is able to remove its Leftovers with Knock Off. Mega Sableye counters Ferrothorn in absolutely every sense of the word.

Fire-types: Due to its natural quadruple weakness to Fire-type attacks, any Fire-type poses a massive threat to it and can OHKO it with their STAB moves while being resistant to Gyro Ball.

Fighting-types: Fighting-type Pokemon such as Kommo-o, Keldeo, and Terrakion can all break past Ferrothorn with their STAB Fighting-type attacks. However, Terrakion needs to be careful, as Ferrothorn can take one Close Combat and retaliate with Gyro Ball.

Taunt Users: Taunt users such as Mew, Skarmory, and Gliscor can prevent Ferrothorn from using its utility moves and can then proceed to slowly wear it down. Mew especially can cripple Ferrothorn, as it can burn it with Will-O-Wisp and remove its Leftovers with Knock Off.

Wallbreakers: Powerful wallbreakers such as Victini and Choice Specs Keldeo can easily break past Ferrothorn with their powerful STAB attacks.

Setup Sweepers: Setup sweepers such as Swords Dance Garchomp and Kommo-o can easily set up on Ferrothorn due to its passive nature and proceed to take it out with boosted Fire Fang and Close Combat, respectively.

Steel

Fire-types and Attacks: Fire-types resist Ferrothorn's STAB attacks, and its typing leaves it completely vulnerable to them, forcing it to switch out and putting added pressure on Heatran. Fire-types such as Mega Charizard Y, Alolan Marowak, and opposing Heatran can easily deal with Ferrothorn. Ferrothorn also needs to be wary of opposing Pokemon that carry Fire-type coverage such as Heat Wave Zapdos, Flamethrower Celesteela, Fire Blast Hydreigon, and Hidden Power Fire Greninja.

Fighting-types: Ferrothorn is also threatened by Fighting-types, as they're able to outspeed it and stop it with their STAB attacks, forcing it to switch out or take a hit. However, Ferrothorn can help apply pressure to Fighting teams because of their lack of an entry hazard remover.

Stallbreakers: Mega Sableye easily walls Ferrothorn and can burn it with Will-O-Wisp, is immune to Leech Seed because of Magic Bounce, and forces Ferrothorn to be careful while setting entry hazards. Gliscor isn't bothered by Ferrothorn's Leech Seed because of Poison Heal and can use it as setup fodder with Swords Dance. Ferrothorn also needs to be wary of Taunt users such as Cobalion, Mandibuzz, and Mew.

Bulky Grass-types: Grass-types are unaffected by Ferrothorn's Leech Seed and take little damage from Power Whip. Mega Venusaur carries Hidden Power Fire, which is able to 2HKO Ferrothorn. Celebi can set up Nasty Plot on Ferrothorn and KO it with Hidden Power Fire.

Sweepers: Volcarona can utilize Ferrothorn as setup fodder with Quiver Dance and KO it with Fiery Dance. Bisharp and Landorus-T can take advantage of Ferrothorn's passiveness by using Swords Dance and proceeding to sweep.

Credits

Moves

 
Power
40
Accuracy
100%
PP
20
100% chance to lower the target's Sp. Def by 2.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
5
Prevents the target from switching out.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
25
Accuracy
100%
PP
30
Hits 2-5 times in one turn.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
Accuracy
100%
PP
5
Lowers the target's HP to the user's HP.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
250
Accuracy
100%
PP
5
Hits adjacent Pokemon. The user faints.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
80
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
PP
5
5 turns: no Ground immunities, 1.67x accuracy.
 
Power
Accuracy
100%
PP
5
More power the slower the user than the target.
 
Power
Accuracy
PP
30
Raises the user's Defense by 1.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
Accuracy
PP
15
Raises the user's Attack and accuracy by 1.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
20
Traps/grounds user; heals 1/16 max HP per turn.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
Accuracy
90%
PP
10
1/8 of target's HP is restored to user every turn.
 
Power
Accuracy
PP
10
For 5 turns, the user has immunity to Ground.
 
Power
50
Accuracy
95%
PP
35
10% chance to raise the user's Attack by 1.
 
Power
65
Accuracy
85%
PP
10
30% chance to lower the target's accuracy by 1.
 
Power
Accuracy
PP
20
Attack depends on terrain (default Tri Attack).
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
25
Accuracy
95%
PP
20
Hits 2-5 times in one turn.
 
Power
80
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
120
Accuracy
85%
PP
10
No additional effect.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
90
Accuracy
85%
PP
20
20% chance to confuse the target.
 
Power
Accuracy
PP
20
Raises the user's Speed by 2.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
30
Accuracy
90%
PP
20
Power doubles with each hit. Repeats for 5 turns.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
200
Accuracy
100%
PP
5
Hits adjacent Pokemon. The user faints.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
PP
20
Hurts grounded foes on switch-in. Max 3 layers.
 
Power
Accuracy
PP
20
Hurts foes on switch-in. Factors Rock weakness.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
PP
20
Raises the user's Attack by 2.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
110
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
90
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
90%
PP
20
Paralyzes the target.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
100%
PP
10
The target's Ability becomes Insomnia.
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