National Dex catch these hands (done)

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adem

her
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:sv/iron-hands:


[SET]
name: Bulky Swords Dance
move 1: Thunder Punch
move 2: Drain Punch
move 3: Ice Punch
move 4: Swords Dance
item: Leftovers / Heavy-Duty Boots
ability: Quark Drive
nature: Careful
tera type: Water
evs: 252 HP / 36 Atk / 216 SpD / 4 Spe

[SET COMMENTS]
Swords Dance Iron Hands is a potent wincon, using its amazing bulk in conjunction with its perfect coverage to punch holes in faster teams that lack the means to consistently wall it and trade extremely well. Wild Charge and Close Combat are higher power options over Thunder Punch and Drain Punch that allow for a few notable benchmarks, such as having a chance to 2HKO Tera Water Skeledirge and OHKOing defensive Rotom-W after Stealth Rock and a Swords Dance, but they both greatly sacrifice longevity. Ice Punch lets it nail Ground-, Flying- and Dragon-types that resist its STAB combination such as Landorus-T, Dragonite, Zapdos, and Great Tusk. Tera Water lets Iron Hands gain a much stronger defensive type overall, preventing Ground-, Psychic-, and Fairy-types from revenge killing it while improving the rain matchup significantly. The given EV spread allows Iron Hands to KO Tapu Lele with Thunder Punch after a Swords Dance and outspeed Chansey, with the rest dumped into Special Defense to maximize its lower special bulk. Entry hazard support from Garchomp, Gastrodon, Ferrothorn, and Mega Diancie is crucial to Iron Hands, (ac) as it quickly wears down all of its checks for it to clean late-game. Future Sight support is also notable, as it allows Iron Hands to bypass would-be checks such as Buzzwole and Skeledirge. Pivots such as Tapu Koko, Tornadus-T, and Landorus-T also work well with Iron Hands, (ac) as they bring it in safely and prevent it from being worn down quickly. Tapu Koko's Electric Terrain also activates Iron Hands's Quark Drive, boosting its Attack even further. Due to its great defensive utility, it partners well with Pokemon like Slowbro and Dragapult, as it takes advantage of Dark-types that pressure these two out, with Slowbro providing Future Sight support and Dragapult taking advantage of Iron Hands’s checks like Buzzwole and Skeledirge. Due to its lack of longevity, it is a poor singular check to threats such as Kingambit, Weavile, and Kartana, so pairing it up with Pokemon like tank Garchomp, Tapu Fini, and Rotom-W to form defensive a defensive core works wonders.

[CREDITS]
- Written by: [[adem, 529732]]
- Quality checked by: [[Sulo, 528036], [Ryuji, 515767]]
- Grammar checked by: [[Sulo, 528036]]
 
Last edited:
[SET]
name: Bulky Swords Dance
move 1: Thunder Punch
move 2: Drain Punch
move 3: Ice Punch
move 4: Swords Dance
item: Leftovers
ability: Quark Drive
nature: Careful
tera type: Water
evs: 252 HP / 36 Atk / 216 SpD / 4 Spe

[SET COMMENTS]
Swords Dance Iron Hands is a potent wincondition, abusing its amazing bulk in conjunction with its perfect coverage in order to punch holes in faster teams that lack the means to consistently wall it. give a sentence on its trading ability, or just reword this to mention that it trades rlly well Wild Charge and Close Combat are higher power options over Thunder Punch and Drain Punch that allow for a few notable benchmarks, such as having a chance to 2HKO Tera Water Skeledirge and OHKOing Defensive Rotom-W hyphen after Stealth Rock and a Swords Dance, but they both greatly sacrifice longevity, comma making them generally suboptimal. Ice Punch lets it nail Ground-, Flying- and Dragon-types that resist its STAB combination such as Landorus-T, Dragonite, Zapdos, and Great Tusk. Tera Water lets Iron Hands gain a much stronger defensive type overall, preventing Ground-, Psychic-, and Fairy-types from revenge killing it. mention improving the mu significantly vs rain The given EV spread allows Iron Hands to KO Tapu Lele with Thunder Punch after a Swords Dance, outspeed Chansey, with the rest dumped into SpD in order to maximise its lower special bulk. Entry hazard support from Garchomp, Gastrodon, Ferrothorn, and Mega Diancie are crucial to Iron Hands as they quickly wear down all of its checks for it to clean late game. Future Sight support is also notable as it allows Iron Hands to bypass would-be checks such as Unaware Clodsire, Buzzwole, and Skeledirge. Pivots such as Tapu Koko, Tornadus-T, and Landorus-T also work well with Iron Hands as they bring it in safely, preventing it from being worn down quickly. Tapu Koko's Electric Terrain also activates Iron Hand's Quark Drive, boosting its Attack even further. Due to its great defensive utility, it partners well with Pokemon like Slowking-G and Dragapult as it takes advantage of Dark-types that pressure these two out, with Slowking-G providing Future Sight support and Dragapult taking advantage of Iron Hand’s checks. which are? Due to its lack of longevity, it is a poor singular check to threats such as Kingambit, Weavile, and Kartana, so pairing it up with a more sturdy defensive core with Pokemon like tank Tank Garchomp, Tapu Fini, and Rotom-W work wonders.

[CREDITS]
- Written by: [[adem, 529732]]
- Quality checked by: [[Sulo, 528036], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]
Suloomlomloml.gif


1/2.
 
add remove comment
[SET]
name: Bulky Swords Dance
move 1: Thunder Punch
move 2: Drain Punch
move 3: Ice Punch
move 4: Swords Dance
item: Leftovers / Heavy-Duty Boots? in our current economy that doesn't seems like a bad idea
ability: Quark Drive
nature: Careful
tera type: Water
evs: 252 HP / 36 Atk / 216 SpD / 4 Spe

[SET COMMENTS]
Swords Dance Iron Hands is a potent wincondition, abusing its amazing bulk in conjunction with its perfect coverage in order to punch holes in faster teams that lack the means to consistently wall it, as well as giving it the ability to trade extremely well. Wild Charge and Close Combat are higher power options over Thunder Punch and Drain Punch that allow for a few notable benchmarks, such as having a chance to 2HKO Tera Water Skeledirge and OHKOing Defensive Rotom-W after Stealth Rock and a Swords Dance, but they both greatly sacrifice longevity, comma making them generally suboptimal. Ice Punch lets it nail Ground-, Flying- and Dragon-types that resist its STAB combination such as Landorus-T, Dragonite, Zapdos, and Great Tusk. Tera Water lets Iron Hands gain a much stronger defensive type overall, preventing Ground-, Psychic-, and Fairy-types from revenge killing it, while improving the rain matchup significantly. The given EV spread allows Iron Hands to KO Tapu Lele with Thunder Punch after a Swords Dance, outspeed Chansey, with the rest dumped into SpD in order to maximise its lower special bulk. Entry hazard support from Garchomp, Gastrodon, Ferrothorn, and Mega Diancie are crucial to Iron Hands as they quickly wear down all of its checks for it to clean late game. Future Sight support is also notable as it allows Iron Hands to bypass would-be checks such as Unaware Clodsire doesnt this get murdered by Ice Punch?, Buzzwole, and Skeledirge. Pivots such as Tapu Koko, Tornadus-T, and Landorus-T also work well with Iron Hands as they bring it in safely, preventing it from being worn down quickly. Tapu Koko's Electric Terrain also activates Iron Hand's Quark Drive, boosting its Attack even further. Due to its great defensive utility, it partners well with Pokemon like Slowking-G and Dragapult as it takes advantage of Dark-types that pressure these two out, with Slowking-G providing Future Sight support and Dragapult taking advantage of Iron Hand’s checks like Buzzwole and Skeledirge slowking g isnt in the vr :skull: so this needs to be reword sorry. Due to its lack of longevity, it is a poor singular check to threats such as Kingambit, Weavile, and Kartana, so pairing it up with a more sturdy defensive core with Pokemon like tank Garchomp, Tapu Fini, and Rotom-W work wonders.

[CREDITS]
- Written by: [[adem, 529732]]
- Quality checked by: [[Sulo, 528036], [Ryuji, 515767]]
- Grammar checked by: [[username1, userid1]]
2/2 after i recheck one more time
good job contentwise bro
 
GP 1/1
[SET]
name: Bulky Swords Dance
move 1: Thunder Punch
move 2: Drain Punch
move 3: Ice Punch
move 4: Swords Dance
item: Leftovers / Heavy-Duty Boots
ability: Quark Drive
nature: Careful
tera type: Water
evs: 252 HP / 36 Atk / 216 SpD / 4 Spe

[SET COMMENTS]
Swords Dance Iron Hands is a potent wincon, using wincondition, abusing its amazing bulk in conjunction with its perfect coverage to punch holes in faster teams that lack the means to consistently wall it and , as well as giving it the ability to trade extremely well. Wild Charge and Close Combat are higher power options over Thunder Punch and Drain Punch that allow for a few notable benchmarks, such as having a chance to 2HKO Tera Water Skeledirge and OHKOing defensive Defensive Rotom-W after Stealth Rock and a Swords Dance, but they both greatly sacrifice longevity. , making them generally suboptimal. Ice Punch lets it nail Ground-, Flying- and Dragon-types that resist its STAB combination such as Landorus-T, Dragonite, Zapdos, and Great Tusk. Tera Water lets Iron Hands gain a much stronger defensive type overall, preventing Ground-, Psychic-, and Fairy-types from revenge killing it (rc) while improving the rain matchup significantly. The given EV spread allows Iron Hands to KO Tapu Lele with Thunder Punch after a Swords Dance (rc) and outspeed Chansey, with the rest dumped into Special Defense SpD in order to maximize maximise its lower special bulk. Entry hazard support from Garchomp, Gastrodon, Ferrothorn, and Mega Diancie is are crucial to Iron Hands, (ac) as it quickly wears they quickly wear down all of its checks for it to clean late-game. (add hyphen) Future Sight support is also notable, (ac) as it allows Iron Hands to bypass would-be checks such as Buzzwole and Skeledirge. Pivots such as Tapu Koko, Tornadus-T, and Landorus-T also work well with Iron Hands, (ac) as they bring it in safely and prevent , preventing it from being worn down quickly. Tapu Koko's Electric Terrain also activates Iron Hands's Quark Drive, boosting its Attack even further. Due to its great defensive utility, it partners well with Pokemon like Slowbro and Dragapult, (ac) as it takes advantage of Dark-types that pressure these two out, with Slowbro Slowking-G providing Future Sight support and Dragapult taking advantage of Iron Hands’s checks like Buzzwole and Skeledirge. Due to its lack of longevity, it is a poor singular check to threats such as Kingambit, Weavile, and Kartana, so pairing it up with a more sturdy defensive core with Pokemon like tank Garchomp, Tapu Fini, and Rotom-W to form defensive a defensive core works work wonders.

[CREDITS]
- Written by: [[adem, 529732]]
- Quality checked by: [[Sulo, 528036], [Ryuji, 515767]]
- Grammar checked by: [[Sulo, 528036]]
Sulo2.gif


GP Team done
 
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