Quality Control AV Hands [QC 1/2]

eragon

electrodynamics
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(approved by smudge, took the liberty to reverse drain punch/cc ordering and add tera grass as an option as both have become more common in the months since the set was put up)

(Assault Vest) Iron Hands @ Assault Vest
Ability: Quark Drive
Tera Type: Water/Grass
EVs: 136 Atk / 208 SpD / 164 Spe
Adamant Nature
- Fake Out
- Wild Charge
- Drain Punch / Close Combat
- Ice Punch / Heavy Slam / Volt Switch


[SET COMMENTS]

  • Assault Vest allows Iron Hands to complement its already impressive HP stat and physical bulk with even higher special bulk after heavy Special Defense investment and the fifty percent boost from Assault Vest. This enables Iron Hands to become one of the most impressive special walls in the tier, capable of shrugging off super effective Ground type damage from Landorus' Earth Power and Sandsear Storm and easily switching in on most forms of neutral special damage from Pokemon like Gholdengo and Tornadus.
  • Fake Out allows Iron Hands to support its partners and allow them to set up, attack with a free turn, or even just pivot out and reposition in the face of opposing offensive pressure.
  • Wild Charge provides strong STAB damage into most of the metagame, capable of OHKO'ing opposing Tornadus and threatening 2HKOs on important neutral targets like Ogerpon-Wellspring and Gholdengo.
  • Drain Punch hits the many common Fighting-weak targets like Incineroar, Chien-Pao, or Kingambit for solid damage while allowing Iron Hands to recover respectable amounts of HP, adding to its already impressive longevity. As an alternative, Close Combat provides significantly stronger damage output, threatening 2HKOs on practically every neutral target in the format. However, this comes at the cost of both losing out on Drain Punch's ability to extend Iron Hand's longevity and greatly weakening its defenses.
  • The last move slot is typically occupied by Ice Punch, which allows Iron Hands to OHKO opposing Landorus, which is one of the biggest offensive checks to Iron Hands and is naturally resistant to both of Iron Hand's STAB types. Ice Punch also enables Hands to deal solid damage into Grass Types like Sinistcha and Rillaboom. Heavy Slam serves as a more niche option that primarily allows Iron Hands to OHKO opposing Diancie and Ninetales-Alola. Finally, Volt Switch allows Iron Hands to function as a slow, bulky pivot to help safely bring in offensive teammates like Chien-Pao and Landorus and make greater use of its access to Fake Out support.
  • Tera Water allows Iron Hands to turn all of its weaknesses into neutralities with an all around solid defensive typing. This particularly helps into offensive opponents like Chien-Pao and Landorus. However, this type swap makes Hands weaker into opposing Iron Hands, Rillaboom, and Ogerpon-Wellspring. Tera Grass allows Iron Hands to resist Earth Power and more effectively play into opposing Landorus, while also granting resistances to Grass and Water damage from Rillaboom and Ogerpon-Wellspring. Further, it also grants Iron Hands immunity to Spore and Rage Powder, helping get around opposing Amoonguss and Sinistcha. However, this typing makes Iron Hands worse into opposing Tornadus and Chien-Pao. Tera Fairy gives Iron Hands a broadly neutral typing, allowing it to escape pins and more easily Terastallize out of its weaknesses without fear of becoming weak to another attack from the opposing side.
  • The given EV spread allows Iron Hands to 2HKO bulky Ogerpon-Wellspring and outspeed Landorus under tailwind while otherwise maximizing its special bulk.
  • While Iron Hands is extremely versatile and can be played with basically any other viable Doubles partner, it is commonly paired with Chien-Pao to deal increased damage and help support Pao's fragility with Fake Out, while not being too bothered by Chien-Pao's sword of ruin thanks to Iron Hands' impressive physical bulk. Iron Hands also pairs nicely with Tailwind setters like Tornadus, who allow Iron Hands to overcome its low natural speed stat and attack before opponents that would otherwise outspeed it such as Landorus. Other common partners include Ogerpon-Wellspring for Follow Me support and a ground resistance and Landorus for further Special Attacking assistance into physically bulky Pokemon that would otherwise give Hands trouble. Bulkier set up options like Nasty Plot Gholdengo or Diamond Storm Diancie can also give Iron Hands trouble if they are able to successfully get into position, as Iron Hands will struggle to remove them on its own.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/eragon.587701/
Quality checked by:
 
Last edited:
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(approved by smudge, took the liberty to reverse drain punch/cc ordering and add tera grass as an option as both have become more common in the months since the set was put up)

(Assault Vest) Iron Hands @ Assault Vest
Ability: Quark Drive
Tera Type: Water/Grass
EVs: 136 Atk / 208 SpD / 164 Spe
Adamant Nature
- Fake Out
- Wild Charge
- Drain Punch / Close Combat
- Ice Punch / Volt Switch / Heavy Slam

I really like Fairy Tera Hands and I spam the hell out of it. I think it's pretty good to tera in a pinch and not fall into the pins that the FWG types do. I'd like for it to be included I think. Also think we're at the point where move 4 is Ice Punch > Heavy Slam > Volt Switch
[SET COMMENTS]

  • Assault Vest allows Iron Hands to complement its already impressive physical bulk with even higher special bulk after heavy Special Defense investment and the fifty percent boost from Assault Vest. worth noting it makes such great use of this because of the massive HP stat This enables Iron Hands to become one of the most impressive special walls in the tier, capable of shrugging off super effective Ground type damage from Landorus' Earth Power and Sandsear Storm and easily switching in on most forms of neutral special damage from Pokemon like Gholdengo and Tornadus.
  • Fake Out allows Iron Hands to support its partners and allow them to set up, attack with a free turn, or even just pivot out and reposition in the face of opposing offensive pressure.
  • Wild Charge provides strong STAB damage into most of the metagame, capable of OHKO'ing opposing Tornadus and threatening 2HKOs on important neutral targets like Ogerpon-Wellspring and Gholdengo.
  • Drain Punch hits the many common Fighting-weak targets like Incineroar, Chien-Pao, or Kingambit for solid damage while allowing Iron Hands to recover respectable amounts of HP, adding to its already impressive longevity. As an alternative, Close Combat provides significantly stronger damage output, threatening 2HKOs on practically every neutral target in the format. However, this comes at the cost of both losing out on Drain Punch's ability to extend Iron Hand's longevity and greatly weakening its defenses.
  • The last move slot is typically occupied by Ice Punch, which allows Iron Hands to OHKO opposing Landorus, which is one of the biggest offensive checks to Iron Hands and is naturally resistant to both of Iron Hand's STAB types. Ice Punch also enables Hands to deal solid damage into Grass Types like Sinistcha and Rillaboom. Volt Switch allows Iron Hands to function as a slow, bulky pivot to help safely bring in offensive teammates like Chien-Pao and Landorus and make greater use of its access to Fake Out support. Finally, Heavy Slam serves as a more niche option that primarily allows Iron Hands to OHKO opposing Diancie and Ninetales-Alola. good stuff just switch the points about slam and volt to match set order
  • Tera Water allows Iron Hands to turn all of its weaknesses into neutralities with an all around solid defensive typing. This particularly helps into offensive opponents like Chien-Pao and Landorus. However, this type swap makes Hands weaker into opposing Iron Hands, Rillaboom, and Ogerpon-Wellspring. Tera Grass allows Iron Hands to resist Earth Power and more effectively play into opposing Landorus, while also granting resistances to Grass and Water damage from Rillaboom and Ogerpon-Wellspring. Further, it also grants Iron Hands immunity to Spore and Rage Powder, helping get around opposing Amoonguss and Sinistcha. However, this typing makes Iron Hands worse into opposing Tornadus and Chien-Pao. tera fairy propaganda here
  • The given EV spread allows Iron Hands to 2HKO bulky Ogerpon-Wellspring and outspeed Landorus under tailwind while otherwise maximizing its special bulk. not sure how i feel about a tailwind spread being the default? might be worth to find a more generalized spread and then say "if using tailwind you can run x speed evs"
  • While Iron Hands is extremely versatile and can be played with basically any other viable Doubles partner, it is commonly paired with Chien-Pao to deal increased damage and help support Pao's fragility with Fake Out, while not being too bothered by Pao's sword of ruin thanks to Hands' impressive physical bulk. remember that pokemon nouns are always capitalized and in the full form in C&C Iron Hands also pairs nicely with Tailwind setters like Tornadus, who allow Iron Hands to overcome its low natural speed stat and attack before opponents that would otherwise outspeed it such as Landorus. Other common partners include Ogerpon-Wellspring for Follow Me support and a ground resistance and Landorus for further Special Attacking assistance into physically bulky Pokemon that would otherwise give Hands trouble. maybe also worth adding some setup guys in here like NP Gho or Diancie for TR. Note: this Landorus explanation may require a bit more specificity or just being dropped entirely. Since Hands basically sees use with everything, I based the partners section primarily off of the SCL IV usage pairings. Other partners could include Gholdengo or Farigiraf but didn't want to make it too long.

(in a classic eragon move this might be too verbose. oops!)

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/eragon.587701/
Quality checked by:

good work, 1/2 but let me know what you think about the ev spread comment
 
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