Ubers Assault Vest Iron Hands

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[SET]
name: Assault Vest
move 1: Close Combat
move 2: Wild Charge
move 3: Earthquake
move 4: Drain Punch
item: Assault Vest
ability: Quark Drive
nature: Adamant
evs: 112 HP / 252 Atk / 144 Spe
tera type: Fire / Fairy

[SET COMMENTS]
  • Iron Hands can take almost any one hit and hit incredibly hard in return. It can take on almost any foe one on one—it's a consistent game-to-game performer. With Electric Terrain support from Miraidon, which activates Quark Drive and strengthens Wild Charge, it can also act as an incredible wallbreaker.
  • Both Close Combat and Drain Punch are necessary because they serve different purposes, and Iron Hands fits them easily either way. Close Combat enables the most KOs, while Drain Punch makes up for the lack of Leftovers and KOes weakened targets without dropping its defenses.
  • Wild Charge is used over Thunder Punch to OHKO Flutter Mane outside of Electric Terrain 100% of the time.
  • Earthquake gives an overwhelming chance to OHKO Miraidon and Clodsire, as well as hitting foes like Skeledirge and Tera Fire Koraidon incredibly hard in Electric Terrain.
  • Assault Vest allows Iron Hands to better take on Miraidon's Draco Meteors and Iron Bundle, and it gives a chance to survive even Choice Specs Flutter Mane's Moonblast. Iron Hands can OHKO all of these Pokemon in return, and it can fairly safely switch into Iron Bundle.
  • The Speed investment gets the jump on defensive staples like Skeledirge and Corviknight, as well as the rarer Pelipper. Iron Hands can also Speed tie Kingambit and come out on top thanks to Iron Hands resisting both of Kingambit's STAB types, this makes Iron Hands one of the best Kingambit checks.
  • Tera Fire turns the tables on Skeledirge trying to land Will-O-Wisp; the burn immunity lets Iron Hands 2HKO it with Earthquake in Electric Terrain. Tera Fire also helps with Tera Fairy Miraidon and Flutter Mane's Fairy-type moves. These roles are especially crucial, since burning Iron Hands or hitting it with strong Fairy-type moves are some of the best ways to deal with it. The biggest downside to Tera Fire is that Iron Hands becomes weak to Stealth Rock; therefore, holding off on using it is best in longer games (against bulkier teams).
  • Tera Fairy can be used to resist Fighting and become immune to Miraidon's Draco Meteor, although these boons are usually less significant than the advantages of going with Tera Fire.
  • Miraidon is a must on an Iron Hands team, as Iron Hands needs Electric Terrain to really get enough damage output to consistently wallbreak. Miraidon can also support Iron Hands with U-turn while baiting in Ting-Lu, Clodsire, and Iron Treads, all prime targets for Iron Hands.
  • Iron Bundle can also pair really well with Iron Hands, as it can similarly synergize with Miraidon's Electric Terrain, in addition to its type combination. Iron Bundle can bait in Corviknight, Blissey, and Tera Steel Clodsire, giving a free switch to Iron Hands with Flip Turn against the first two. Even though the third is immune to Flip Turn, Iron Hands can easily switch into it.
  • Great Tusk is another good partner because its Rapid Spin support is crucial if Tera Fire Iron Hands Terastallizes, and it helps take on Koraidon.

[CREDITS]
- Written by: [[ox04, 507268]]
- Quality checked by: [[Lasen, 273339], [corvere, 306317]]
- Grammar checked by: [[Adeleine, 517429]]
 
Last edited:

Lasen

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Calling Iron Hands a mon that takes hits "incredibly well" is too much. It can't switch into common wallbreakers like Koraidon, Miraidon, Flutter Mane or ChiYu and is susceptible to hazards with no reliable recovery. I understand you like the mon but I think you should lean into what it does well: being quite literally to switch into safely if you're not named Great Tusk.


Assault Vest allows Iron Hands to better take on Miraidon's Draco Meteors, Iron Bundle's attacks and easily take on Flutter Mane's Moonblast.
You get 2HKOed by Moonblast or straight up OHKOed if they're Specs/Modest with Proto boost. Miraidon you similarly have to clarify non-Choice Specs (252 SpA Choice Specs Hadron Engine Miraidon Draco Meteor vs. 112 HP / 0 SpD Assault Vest Iron Hands: 399-471 (83.6 - 98.7%) -- guaranteed 2HKO).


It can also go into Speed creep wars against Kingambit, to whom it is one of the most reliable checks to, thanks to resisting both of Kingambit's STABs.
Not really what we wanna see in analyses! Reword it to "it also speed ties with Kingambit which it subsequently beats thanks to its advantageous typing" or something. Also, drop 4 EVs from Speed; speed creep of speed creep isn't allowed in analyses because this creates an infinite loop of "mon x creeps for y, so y runs 4 more EVs, then x runs another 4 speed...". 171 is what we hit here for Corviknight.

On Tera Fire, I'd mention how the WillOWisp immunity means you can outspeed and 2HKO with Earthquake. But also mention that you're then super susceptible to Stealth Rock! Big downside.


Tera Steel Clodsire, and give a free switch to Iron Hands with Flip Turn (except against Clodsire with Water Absorb).
Just say Unaware Clodsire, you still beat it with Earthquake.


This is a lot so tag me to make sure it reads well and I'll give you 1/2
 

corvere

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mention tusk as a teammate. it gives spin support(good for fire hands) and also somewhat of a koraidon check (usually annoying for hands miraidon teams)
i think you're overselling this mon a little bit, but whatever
2/2
 

Adeleine

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[SET]
name: Assault Vest
move 1: Close Combat
move 2: Wild Charge
move 3: Earthquake
move 4: Drain Punch
item: Assault Vest
ability: Quark Drive
nature: Adamant
evs: 112 HP / 252 Atk / 144 Spe
tera type: Fire / Fairy

[SET COMMENTS]
  • Iron Hands can take almost any one hit and hit incredibly hard in return. It can take on almost anything any foe one on one—it's a consistent game-to-game (added hyphen) performer. With Electric Terrain support from Miraidon, which activates Quark Drive and strengthens Wild Charge, (I assume both are relevant?) it can also act as an incredible wallbreaker.
  • Both Close Combat and Drain Punch are necessarry necessary because they serve different purposes, (AC) and Iron Hands fits them easily either way. Close Combat is used when trying to score a KO from higher ranges of HP, enables the most KOs, while Drain Punch makes up for the lack of Leftovers and KOs KOes weakened targets without dropping its defenses. (I imagine this makes sense?)
  • Wild Charge is used over Thunder Punch to OHKO Flutter Mane outside of Electric Terrain 100% of the time. (is it worth mentioning, like, what wild charge can do in electric terrain? up to you)
  • Earthquake is used for the gives an overwhelming chance to OHKO Miraidon and Clodsire, while also as well as hitting foes like Skeledirge and Fire Terastallized Tera Fire Koraidon incredibly hard in Electric Terrain.
  • Assault Vest allows Iron Hands to better take on Miraidon's Draco Meteors, Iron Bundle's attacks and have Meteors and Iron Bundle, and it gives a chance to survive even Choice Specs Flutter Mane's Moonblast. It Iron Hands can OHKO all of these pokemon Pokemon in return, and it can fairly safely switch into Iron Bundle in perticular.
  • The Speed investment is used to get gets the jump on common defensive staples like Skeledirge, Corviknight and Skeledirge and Corviknight, as well as the rarer Pelipper. It Iron Bundle can also Speed tie Kingambit and come out on top thanks to Iron Hands resisting both of Kingambit's STABs, STAB types, even recovering its HP with Drain Punch: (i imagine drain punch part makes sense?) this makes Iron Hands one of the best Kingambit checks.
  • Tera Fire allows Iron Hands to turn turns the tables on Skeledirge trying to Will-O-Wisp it as it can now 2HKO land Will-O-Wisp; the burn immunity lets Iron Hands 2HKO it with Earthquake in Electric Terrain. It Tera Fire also helps with Tera Fairy Miraidon aiming to Dazzling Gleam and Flutter Mane going for Moonblast. This is Mane's Fairy-type moves. These roles are especially crucial, (AC) as since burning Iron Hands or hitting Iron Hands with strong Fairy moves are one it with strong Fairy-type moves are some of the best ways to deal with it. The biggest downside to this Tera Fire is that you're now Iron Hands becomes weak to Stealth Rock, that means that Rock; therefore, holding off on using it is best in longer games (against bulkier teams).
  • Tera Fairy can be used to resist Fighting-Type attacks Fighting and become immune to Miraidon's Draco Meteor, although this is most often less significant when compared to these boons are usually less significant than the advantages of going with Tera Fire.
  • Miraidon is a must on an Iron Hands team, as Iron Hands needs Electric Terrain to really bring its damage output to a level at which it can get enough damage output to consistently wallbreak. Miraidon can also support Iron Hands further with U-turn while baiting in Ting-Lu, Clodsire, (AC) and Iron Treads, all prime victims targets for Iron Hands.
  • Iron Bundle can also pair really well with Iron Hands, (AC) as it can similarly synergize with Miraidon's Electric Terrain and type combo. Terrain, in addition to its type combination. Iron Bundle can bait in Corviknight, Blissey, (AC) and Tera Steel Clodsire, and give giving a free switch to Iron Hands with Flip Turn against the first two. It can also pivot as the third switches in to bring Iron Hands in. (I imagine? if not, pls clarify why baiting in tera steel clodsire is helpful to iron hands)
  • Great Tusk is another good partner because of the Rapid Spin support which is crucial if Iron Hands Terastallizes Fire and because Great Tusk its Rapid Spin support is crucial if Tera Fire Iron Hands Terastallizes, and it helps take on Koraidon.
[CREDITS]
- Written by: [[ox04, 507268]]
- Quality checked by: [[Lasen, 273339], [corvere, 306317]]
- Grammar checked by: [[Adeleine, 517429]]
Adeleine-1.gif

GP Team done
 
I imagine? if not, pls clarify why baiting in tera steel clodsire is helpful to iron hands
You CC and OHKO it and its pitiful EQs bounce off you (it's a mono Steel-Type and you're a 140 Attack Fighting-Type). Rephrased to: "Even though the third is immune to Flip Turn, baiting the switch still helps Iron Hands."

(is it worth mentioning, like, what wild charge can do in electric terrain? up to you)
A lot of people make the mistake of Thunder Punch, that's why I thought it was important to clarify why Wild Charge over it.

even recovering its HP with Drain Punch:
Chose not to add this part (Kingambit is never staying in and it's definitely Terastallizing if it is, so the only purpose is hitting the switch in, and not every switch in is hit by Drain Punch obviously -> Pex and Dirge).

Should be done!
 

Adeleine

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Even though the third is immune to Flip Turn, baiting the switch still helps Iron Hands.

can we do, like, "Even though the third is immune to Flip Turn, Iron Hands can easily just switch into it." or something like that

all good with that or something like it :blobthumbsup:
 
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