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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
National Dex
Entry Hazard Setter76

Evolutions

Strategies

Written by emillight

Entry Hazard Setter

Move 1
  • Spikes
    Hurts grounded foes on switch-in. Max 3 layers.
    TypeGround
Move 2
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
Move 3
  • Leech Seed
    1/8 of target's HP is restored to user every turn.
    TypeGrass
    Accuracy90%
Move 4

Ferrothorn provides a fantastic role as a Spikes setter that can keep them up reliably against most Defoggers in the tier. Knock Off removes the Leftovers or Heavy-Duty Boots from many of its switch-ins, such as Zapdos, Corviknight, Tangrowth, and Heatran, making entry hazards more effective against them. As its only form of recovery besides Leftovers, Leech Seed improves its longevity and lets it slowly whittle down Pokemon like Garchomp and Ash-Greninja. Power Whip improves its mostly passive presence and pressures Water-types like Ash-Greninja, Tapu Fini, Mega Swampert, Gastrodon, and Slowking. Body Press can be run to pressure Kyurem, Heatran, and Kartana from switching in and beat Magnezone in rain. Thunder Wave can provide utility in crippling fast wallbreakers like Ash-Greninja and walls like Corviknight for its teammates. Iron Barbs is Ferrothorn's best ability, chipping pivots like U-turn Rillaboom and Landorus-T. A specially defensive EV spread allows it to handle Pokemon like Clefable, Tapu Lele, and Greninja more easily. 232 Special Defense EVs ensure it survives three Choice Specs Greninja's Dark Pulses from full HP.

Ferrothorn fits best on balance and bulky offensive teams in need of a wall. Ferrothorn synergizes well with other entry hazard setters such as Stealth Rock Landorus-T and Garchomp to stack up chip damage. Landorus-T also does well at providing a Ground immunity, as Pokemon like Garchomp and opposing Landorus-T can overwhelm Ferrothorn once boosted due to its reliance on passive recovery. Garchomp can also pressure Defoggers like Corviknight and Zapdos, preventing them from safely removing its entry hazards. Garchomp, Tapu Fini, Tyranitar, and Toxapex check Fire-type threats like Heatran, Mega Charizard Y, and Volcarona. Ash-Greninja can also threaten the aforementioned Pokemon and also set Spikes alongside Ferrothorn. Ferrothorn appreciates Dark-resistant Pokemon like Clefable and Tapu Fini to handle Ash-Greninja more easily. Spikes is a boon for teammates like Reuniclus, Clefable, and Garchomp, as they appreciate it wearing down their checks and punishing switches harder.

Other Options

Ferrothorn can run Stealth Rock if the team lacks a setter. Iron Head is an alternative attacking move, notably hitting Kyurem. Gyro Ball with a Sassy nature can also be run to hit Pokemon like Clefable and Mega Mawile. Toxic can cripple and whittle down threats like Zapdos, Mega Lopunny, and Mega Medicham in conjunction with Leech Seed. These moves, however, can hinder Ferrothorn's ability to check its main targets like Tapu Fini and Greninja-Ash. Chople Berry can be run to take a hit from Fighting-types and Fighting-type coverage and then cripple the threat with Thunder Wave or Toxic. An alternative spread with 92 Defense EVs allows Ferrothorn to survive a Choice Band Kartana's Sacred Sword after Stealth Rock damage and return with either Body Press, Thunder Wave, or Knock Off.

Checks and Counters

Fire-types and Fire-type Coverage: Due to Ferrothorn's quadruple weakness to Fire, Pokemon like Heatran, Mega Charizard Y, and Volcarona all threaten it heavily. Pokemon that can carry Fire-type coverage like Clefable, Galarian Slowking, and Zapdos also pressure Ferrothorn.

Magnezone: Magnezone prevents Ferrothorn from switching out due to Magnet Pull and easily takes care of Ferrothorn with Hidden Power Fire. However, Ferrothorn can beat Magnezone in rain with Leech Seed and Body Press due to Hidden Power Fire's damage reduction.

Fighting-types and Fighting-type Coverage: Strong Fighting-types like Mega Lopunny and Mega Medicham threaten to OHKO Ferrothorn but cannot switch in safely without taking heavy damage from its attacks. It is also pressured by Pokemon with Fighting-type coverage like Focus Blast Tapu Lele and Superpower Rillaboom.

Grass-types: Grass-types like Tangrowth, Kartana, Mega Venusaur, and Amoonguss all easily take Ferrothorn's attacks, are immune to Leech Seed, and wear it down. However, Tangrowth can risk losing its item or being inflicted by Toxic, and Kartana can risk being hit by Body Press.

Strong Wallbreakers: Without recovery outside of Leech Seed and Leftovers, Ferrothorn falls to the sheer power of wallbreakers like Garchomp, Landorus-T, Ash-Greninja, and Mega Mawile.

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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