[SET]
[Desolate Land] (Iron Moth) @ Heavy-Duty Boots
Ability: Desolate Land
EVs: 252 SpA / 4 SpD / 252 Spe or 252 HP / 4 SpD / 252 Spe
Timid Nature
- Fiery Dance / Flamethrower
- Solar Beam / Toxic Spikes / Sludge Wave
- U-turn
- Morning Sun
[SET COMMENTS]
Iron Moth functions as a great offensive pivot, leveraging its solid typing bolstered by Desolate Land, high Special Attack, solid bulk and Speed, and deep coverage movepool to soft check powerful threats like Zapdos, Gholdengo, and Moltres. Fiery Dance is usually the preferred Fire-type move, potentially turning Iron Moth into a dangerous set-up sweeper, but bulky variants can opt for Flamethrower for more consistent damage overall. Solar Beam is the preferred second move, immediately threatening checks like Manaphy and Swampert; Toxic Spikes allows Iron Moth to wear down bulky foes like Roaring Moon and Manaphy over time, while Sludge Wave is a powerful secondary STAB move that threatens Zapdos, Scream Tail, and Primarina. U-turn allows Iron Moth to pivot out of disadvantageous matchups like Well-Baked Body Steel-types, incoming Primordial Sea users, and Swampert if lacking Solar Beam. An offensive spread is usually preferred, especially if running coverage moves, but alternatively a set with maximum HP and Speed can be used to be a more effective switch-in to foes like Zapdos and Primarina.
Iron Moth finds itself best suited to balance or bulky offense teams that highly appreciate the combination of defensive utility and offensive firepower it brings. Offensive pivots like Meowscarada, Roaring Moon, and Slither Wing are especially great teammates, forming a potent VoltTurn core with Iron Moth. Roaring Moon is an especially great teammate, threatening Psychic-types like Deoxys-S, Azelf, and Iron Crown while acting as a secondary check to Zapdos, who can otherwise come in on Iron Moth's Fire-type moves for free; Iron Moth, meanwhile, threatens the Steel-types that Roaring Moon can struggle to make progress against. Iron Moth is incredibly vulnerable to Knock Off and, if its item gets removed, entry hazards, making Great Tusk or Corviknight amazing teammates. Even with specialized coverage, Iron Moth struggles to make progress against special walls like Swampert, Meloetta, and Chansey, meaning teammates that can handle these like Chien-Pao, Roaring Moon, and Zamazenta are near mandatory; these teammates also greatly appreciate Toxic Spikes wearing down checks like Great Tusk and physically defensive Manaphy.
[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/gimmicky.540420/
Quality checked by:
https://www.smogon.com/forums/members/user3.102/
https://www.smogon.com/forums/members/user4.103/
Grammar checked by:
https://www.smogon.com/forums/members/user5.104/
[STRATEGY COMMENTS]
Other Options
=============
Iron Moth has a deep movepool it can dig into suit the needs of its team. Toxic is an option over Toxic Spices to directly threaten enemies with debilitating status, but Toxic Spikes is usually preferred for its ability to status multiple foes.
Energy Ball is an option over Solar Beam on Desolate Land sets, but the consistency of Energy Ball is usually outweighed by the powerful damage of Solar Beam.
Both Iron Moth sets can look into it's movepool for options like Psychic for opposing Iron Moth and Pecharunt or, for Desolate Land, Dazzling Gleam to hit Roaring Moon on the switch-in, but these moves are either too risky to click or don't provide enough value compared to the suggested moves.
Iron Moth can consider dropping a coverage move for Toxic to threaten checks like Swampert or Blissey, but this is usually less useful than a third attacking move.
Checks and Counters
===================
Primordial Sea users: Primordial Sea users like Ogerpon-W, Archaludon, and Zapdos threaten Iron Moth (especially Desolate Land sets) for many of the same reasons; Ogerpon-W forces it out with Water-type STAB and the threat of a Swords Dance, Archaludon forces it out with Earthquake, while Zapdos forces it out with Weather Ball or it's STAB moves. All-out-Attacking sets struggle less into Primordial Sea users.
Roaring Moon: Roaring Moon is particularly apt at switching into and OHKOing Iron Moth, forcing it out.
RegenVest users: Similar to Blissey, RegenVest users like Swampert and Meloetta effortlessly sponge Iron Moth's hits while threatening it hard in return.
Blissey: Blissey can cripple Iron Moth with debilitating paralysis while effortlessly sponging hits even after a Fiery Dance boost or two. Magic Guard sets are especially scary, as even Toxic can't wear them down into range of a powerful attack.
Faster Attackers: Revenge Killers like Chien-Pao and Zamazenta can outspeed and cleanly OHKO Iron Moth, forcing it out.
[CREDITS] note: this should be for OO, C&C, and overview; sets without those do not need this
Written by:
https://www.smogon.com/forums/members/gimmicky.540420/
Quality checked by:
https://www.smogon.com/forums/members/user3.102/
https://www.smogon.com/forums/members/user4.103/
Grammar checked by:
https://www.smogon.com/forums/members/user5.104/
[Desolate Land] (Iron Moth) @ Heavy-Duty Boots
Ability: Desolate Land
EVs: 252 SpA / 4 SpD / 252 Spe or 252 HP / 4 SpD / 252 Spe
Timid Nature
- Fiery Dance / Flamethrower
- Solar Beam / Toxic Spikes / Sludge Wave
- U-turn
- Morning Sun
[SET COMMENTS]
Iron Moth functions as a great offensive pivot, leveraging its solid typing bolstered by Desolate Land, high Special Attack, solid bulk and Speed, and deep coverage movepool to soft check powerful threats like Zapdos, Gholdengo, and Moltres. Fiery Dance is usually the preferred Fire-type move, potentially turning Iron Moth into a dangerous set-up sweeper, but bulky variants can opt for Flamethrower for more consistent damage overall. Solar Beam is the preferred second move, immediately threatening checks like Manaphy and Swampert; Toxic Spikes allows Iron Moth to wear down bulky foes like Roaring Moon and Manaphy over time, while Sludge Wave is a powerful secondary STAB move that threatens Zapdos, Scream Tail, and Primarina. U-turn allows Iron Moth to pivot out of disadvantageous matchups like Well-Baked Body Steel-types, incoming Primordial Sea users, and Swampert if lacking Solar Beam. An offensive spread is usually preferred, especially if running coverage moves, but alternatively a set with maximum HP and Speed can be used to be a more effective switch-in to foes like Zapdos and Primarina.
Iron Moth finds itself best suited to balance or bulky offense teams that highly appreciate the combination of defensive utility and offensive firepower it brings. Offensive pivots like Meowscarada, Roaring Moon, and Slither Wing are especially great teammates, forming a potent VoltTurn core with Iron Moth. Roaring Moon is an especially great teammate, threatening Psychic-types like Deoxys-S, Azelf, and Iron Crown while acting as a secondary check to Zapdos, who can otherwise come in on Iron Moth's Fire-type moves for free; Iron Moth, meanwhile, threatens the Steel-types that Roaring Moon can struggle to make progress against. Iron Moth is incredibly vulnerable to Knock Off and, if its item gets removed, entry hazards, making Great Tusk or Corviknight amazing teammates. Even with specialized coverage, Iron Moth struggles to make progress against special walls like Swampert, Meloetta, and Chansey, meaning teammates that can handle these like Chien-Pao, Roaring Moon, and Zamazenta are near mandatory; these teammates also greatly appreciate Toxic Spikes wearing down checks like Great Tusk and physically defensive Manaphy.
[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/gimmicky.540420/
Quality checked by:
https://www.smogon.com/forums/members/user3.102/
https://www.smogon.com/forums/members/user4.103/
Grammar checked by:
https://www.smogon.com/forums/members/user5.104/
[STRATEGY COMMENTS]
Other Options
=============
Iron Moth has a deep movepool it can dig into suit the needs of its team. Toxic is an option over Toxic Spices to directly threaten enemies with debilitating status, but Toxic Spikes is usually preferred for its ability to status multiple foes.
Energy Ball is an option over Solar Beam on Desolate Land sets, but the consistency of Energy Ball is usually outweighed by the powerful damage of Solar Beam.
Both Iron Moth sets can look into it's movepool for options like Psychic for opposing Iron Moth and Pecharunt or, for Desolate Land, Dazzling Gleam to hit Roaring Moon on the switch-in, but these moves are either too risky to click or don't provide enough value compared to the suggested moves.
Iron Moth can consider dropping a coverage move for Toxic to threaten checks like Swampert or Blissey, but this is usually less useful than a third attacking move.
Checks and Counters
===================
Primordial Sea users: Primordial Sea users like Ogerpon-W, Archaludon, and Zapdos threaten Iron Moth (especially Desolate Land sets) for many of the same reasons; Ogerpon-W forces it out with Water-type STAB and the threat of a Swords Dance, Archaludon forces it out with Earthquake, while Zapdos forces it out with Weather Ball or it's STAB moves. All-out-Attacking sets struggle less into Primordial Sea users.
Roaring Moon: Roaring Moon is particularly apt at switching into and OHKOing Iron Moth, forcing it out.
RegenVest users: Similar to Blissey, RegenVest users like Swampert and Meloetta effortlessly sponge Iron Moth's hits while threatening it hard in return.
Blissey: Blissey can cripple Iron Moth with debilitating paralysis while effortlessly sponging hits even after a Fiery Dance boost or two. Magic Guard sets are especially scary, as even Toxic can't wear them down into range of a powerful attack.
Faster Attackers: Revenge Killers like Chien-Pao and Zamazenta can outspeed and cleanly OHKO Iron Moth, forcing it out.
[CREDITS] note: this should be for OO, C&C, and overview; sets without those do not need this
Written by:
https://www.smogon.com/forums/members/gimmicky.540420/
Quality checked by:
https://www.smogon.com/forums/members/user3.102/
https://www.smogon.com/forums/members/user4.103/
Grammar checked by:
https://www.smogon.com/forums/members/user5.104/
Last edited: