[SET]
Earth Eater (Iron Moth) @ Air Balloon
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fiery Dance
- Toxic Spikes
- Solar Beam
- Magnet Rise
[SET COMMENTS]
Earth Eater Iron Moth serves as an exceptional defensive pivot, leveraging its newfound Ground-type immunity to counter metagame-defining threats like Mold Breaker Great Tusk, RegenVest Ting-Lu, and Choice Band Zamazenta. Fiery Dance has the potential to rack up boosts, which potentially scares the opponent into thinking that Iron Moth could potentially sweep their team. Toxic Spikes pressures the opposing team with risk of poison, helping to enable its teammates because let's be honest, Iron Moth isn't doing shit anyway and is getting carried by its teammates. Solar Beam is a ridiculously strong nuke in tandem with Fiery Dance's potential boosts that is only hard countered by Sap Sipper Swampert, so pray that you don't load into it. Magnet Rise is the finishing touch, preventing any pesky Ground-type moves that bypass Air Balloon like Sunsteel Strike from coming into contact.
Honestly, Iron Moth doesn't belong in any team, but if I had to name one it'd have to be Hyper Offense, where its bum ass can be carried by the 5 other mons on your team. A good start would be Well-Baked Body Scizor or maybe even Sap Sipper Swampert; the former has a threatening Swords Dance set that can obliterate anything in its path, while the latter has so much aura that you'll get framemogged just like Clavicular if you try to oppose it. Lastly, fast teammates can help to make up for Iron Moth's low speed, so pairing it with Choice Scarf Walking Wake, Dragon Dance Dragonite, or Triage Okidogi makes for a good pairing.
[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/cat.580765/
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/
Earth Eater (Iron Moth) @ Air Balloon
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fiery Dance
- Toxic Spikes
- Solar Beam
- Magnet Rise
[SET COMMENTS]
Earth Eater Iron Moth serves as an exceptional defensive pivot, leveraging its newfound Ground-type immunity to counter metagame-defining threats like Mold Breaker Great Tusk, RegenVest Ting-Lu, and Choice Band Zamazenta. Fiery Dance has the potential to rack up boosts, which potentially scares the opponent into thinking that Iron Moth could potentially sweep their team. Toxic Spikes pressures the opposing team with risk of poison, helping to enable its teammates because let's be honest, Iron Moth isn't doing shit anyway and is getting carried by its teammates. Solar Beam is a ridiculously strong nuke in tandem with Fiery Dance's potential boosts that is only hard countered by Sap Sipper Swampert, so pray that you don't load into it. Magnet Rise is the finishing touch, preventing any pesky Ground-type moves that bypass Air Balloon like Sunsteel Strike from coming into contact.
Honestly, Iron Moth doesn't belong in any team, but if I had to name one it'd have to be Hyper Offense, where its bum ass can be carried by the 5 other mons on your team. A good start would be Well-Baked Body Scizor or maybe even Sap Sipper Swampert; the former has a threatening Swords Dance set that can obliterate anything in its path, while the latter has so much aura that you'll get framemogged just like Clavicular if you try to oppose it. Lastly, fast teammates can help to make up for Iron Moth's low speed, so pairing it with Choice Scarf Walking Wake, Dragon Dance Dragonite, or Triage Okidogi makes for a good pairing.
[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/cat.580765/
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/







