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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
OverUsed
Utility (Relaxed)68
Utility (Impish)76

Evolutions

Strategies

Written by pulsar512b

Overview

Ferrothorn is a valuable defensive piece for a variety of offensive and defensive teams. While Leech Seed is its main recovery move, giving it issues with longevity, it's still a fantastic check to physical attackers such as Weavile, Melmetal, and Tyranitar. It also has good enough special bulk to take hits from Pokemon such as Tapu Koko and Tapu Lele. Its fantastic typing with many valuable resistances helps it check both physical and special attackers. One of its most valuable attributes, however, is that it is a solid Spikes setter, which is a fantastic means to support the rest of its team.

Utility

Move 1
Move 2
  • Leech Seed
    1/8 of target's HP is restored to user every turn.
    TypeGrass
    Accuracy90%
Move 3
  • Power Whip
    No additional effect.
    TypeGrass
    CategoryPhysical
    Power120 BP
    Accuracy85%
  • Body Press
    Uses user's Def stat as Atk in damage calculation.
    TypeFighting
    CategoryPhysical
    Power80 BP
    Accuracy100%
  • Gyro Ball
    More power the slower the user than the target.
    TypeSteel
    CategoryPhysical
    Accuracy100%
Move 4

Set Description

Ferrothorn is one of the few Pokemon that learns Spikes in the metagame and can support its team immensely with them. Stealth Rock can be run if the team lacks another entry hazard setter, but the opportunity cost of not having Spikes is very high. Multiple layers of Spikes can quickly wear down walls like Tapu Fini, Melmetal, and Heatran. Leech Seed is Ferrothorn's only viable recovery move and can provide valuable chip damage on switch-ins like Heatran for its teammates, force switches to stop its HP drain, and heal allies as they come in. The remaining moveslots are heavily team-dependent. Power Whip is often Ferrothorn's strongest attack and particularly eliminates Water-types like Tapu Fini and Rotom-W, while Body Press allows it to hit Steel-types such as opposing Ferrothorn, Heatran, Melmetal, and Kartana. Importantly, Body Press chunks Heatran as it comes in, which can be huge for many of Ferrothorn's common teammates. Gyro Ball is its best option versus Fairy-types like Tapu Lele while also dealing huge damage to speedy threats such as Dragapult and Tornadus-T. Both it and Body Press notably OHKO Weavile. Knock Off allows Ferrothorn to remove the omnipresent Heavy-Duty Boots from Pokemon like Zapdos and Tornadus-T and Leftovers from Ferrothorn, Melmetal, and Clefable. It can also punish Dragapult and Blacephalon for switching in. Alternatively, Thunder Wave can slow down Pokemon such as Dragapult and Tornadus-T on the switch, enabling Ferrothorn's teammates to take advantage of them. It can also be used against more defensive Pokemon like Clefable and Melmetal to allow Ferrothorn or its teammates to fish for a devastating full paralysis.

Iron Barbs allows Ferrothorn to punish physical attackers such as Weavile and Urshifu-R that make contact with it. Leftovers offers more recovery to Ferrothorn for prolonged games, while Rocky Helmet doubles up with Iron Barbs to make anything that makes contact with Ferrothorn regret it. An Impish nature maximizes Ferrothorn's Defense, but a Relaxed nature and 0 Speed IVs are correct if running Gyro Ball to maximize damage. The spread maximizes Ferrothorn's physical bulk, although it is very customizable if a particular benchmark is desired.

Team Options

Pokemon such as Tapu Lele, Weavile, and Urshifu-R that struggle to break grounded walls lacking Heavy-Duty Boots such as Heatran and Tapu Fini appreciate Ferrothorn for its ability to wear down their checks with Spikes. Tapu Lele and Urshifu-R also appreciate that Ferrothorn can use Thunder Wave to paralyze faster Pokemon like Tornadus-T and Dragapult to better enable them to wallbreak. Powerful wallbreakers like Nidoking and Tapu Lele work well with the entry hazards Ferrothorn sets, as they force switches, meaning Ferrothorn's Spikes chip down the opposing team, including their checks. Knock Off users such as Clefable and Weavile also support Ferrothorn well by removing Heavy-Duty Boots from Pokemon such as Slowbro and Blissey. Toxapex and other Water-types like Gastrodon and Slowbro are fantastic teammates defensively, covering Ferrothorn's weaknesses to Fire- and Fighting-types such as Volcanion and Urshifu-R. Ground-types like Hippowdon, Garchomp, and Gastrodon cover Ferrothorn's main enemy in Heatran, while Ferrothorn effectively deals with one of their biggest concerns in Weavile.

Other Options

Choice Band is occasionally seen to take advantage of Ferrothorn's high Attack stat with powerful Gyro Balls and Power Whips, especially on Trick Room teams. However, Ferrothorn's low Speed and lack of useful coverage mean it struggles to have a meaningful impact. Iron Defense can be used alongside Body Press to make Ferrothorn a late-game setup sweeper. However, this is very clunky, and even boosted Body Presses can be easily handled by Ghost-types and Pokemon like Clefable and Zapdos that resist them.

Checks and Counters

Fire-type Pokemon and Coverage: Every Fire-type in the metagame, such as Volcanion, Victini, Volcarona, Blacephalon, and Heatran, obliterates Ferrothorn, as does every Fire-type coverage move, like Dragapult and Clefable's Flamethrower and Zapdos's Heat Wave. Fire-types typically have to fear switching in, however, due to Knock Off and Thunder Wave. Knock Off can remove their Heavy-Duty Boots and make them take huge chip damage from Stealth Rock and other entry hazards, while Thunder Wave greatly hinders the Blacephalon's wallbreaking power and Volcarona's sweeping potential.

Fighting-type Pokemon and Coverage: Buzzwole, Blaziken, and Urshifu-R, while bothered by Iron Barbs and Rocky Helmet, easily break through Ferrothorn. Coverage moves like Superpower from Melmetal and Focus Blast from Tapu Lele are also significant issues for Ferrothorn.

Spikes: While other entry hazards fail to bother Ferrothorn whatsoever, Spikes, especially in multiple layers, reduce Ferrothorn's longevity to an embarrassingly high degree, allowing threats it would typically wall like Weavile to easily break through it.

Chip Damage: Ferrothorn's only recovery option being Leech Seed means it can be easily worn down over time by chip damage. For instance, repeated neutral attacks like Landorus-T's Earthquake and Weavile's Knock Off can wear Ferrothorn down to the point where it cannot perform its needed defensive duties.

Corviknight and Zapdos: Both Corviknight and Zapdos take very little damage from Ferrothorn, can easily use Defog to remove its Spikes, and deal damage back with Body Press and Heat Wave or Hurricane, respectively. Corviknight does have to beware of Body Press when using Roost, and neither particularly wants to take a Leech Seed or Knock Off.

Magnezone: Substitute Magnezone sets are able to set up a Substitute on Ferrothorn, boost their Defense with Iron Defense, and eventually break through with Body Press. In combination with Magnet Pull, this allows Magnezone to trap and remove Ferrothorn.

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
60
Accuracy
100%
PP
10
Power doubles if target was damaged this turn.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
PP
5
Prevents the target from switching out.
 
Power
80
Accuracy
100%
PP
10
Uses user's Def stat as Atk in damage calculation.
 
Power
60
Accuracy
100%
PP
20
No additional effect. Hits adjacent Pokemon.
 
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
Accuracy
PP
10
User survives attacks this turn with at least 1 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
80
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
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
Accuracy
100%
PP
10
More power the heavier the user than the target.
 
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
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
60
Accuracy
100%
PP
10
Power doubles if user is damaged by 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
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
140
Accuracy
95%
PP
5
User loses 50% max HP.
 
Power
130
Accuracy
100%
PP
5
Fails if there is no terrain active. Ends the terrain.
 
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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