Monotype Iron Hands (Fighting) [QC 2/2] [GP 1/1]

Status
Not open for further replies.

TTK

Webtoon Character
is a Community Contributor
[SET]
name: Assault Vest (Fighting)
move 1: Drain Punch
move 2: Thunder Punch
move 3: Heavy Slam
move 4: Volt Switch / Earthquake / Rock Slide
item: Assault Vest
ability: Quark Drive
nature: Careful
evs: 252 HP / 4 Atk / 252 SpD

[SET COMMENTS]
Iron Hands is the premier specially defensive pivot on Fighting teams thanks to its massive HP stat in conjunction with Assault Vest. It is bulky enough to respond to the strongest special attackers in the tier, such as Flutter Mane, Iron Valiant, Greninja, and Iron Moth. Drain Punch provides much needed recovery while using Assault Vest while Thunder Punch is used instead of Wild Charge to avoid chip damage. Heavy Slam hits Fairy-types like Hatterene and allows it to revenge kill Flutter Mane. Despite these strengths, Iron Hands is unable to freely switch in on Flutter Mane and Greninja, as they often run Choice Specs and heavily damage Iron Hands or 2HKO it altogether. Volt Switch allows Iron Hands to keep momentum when it forces switches, allowing it to pivot on physically bulky switch-ins like Skeledirge and Amoonguss. Earthquake is a strong coverage option that hits Poison-types like Clodsire and Iron Moth. Rock Slide is an alternative option to hit Kilowattrel and deal with Volcarona without risking a burn from Flame Body.

Great Tusk appreciates Iron Hands's ability to tank neutral special hits like Water-type attacks from Greninja and Pelipper and force them out. In return, Great Tusk takes Ground-type attacks from opposing Great Tusk and Ting-Lu. Furthermore, Great Tusk removes Ting-Lu's Spikes and Clodsire's Toxic Spikes, which cut into Iron Hands's longevity. Breloom and Gallade assist Iron Hands with the Ground and Psychic matchups, respectively, threatening foes like Quagsire and Gastrodon for the former, and Amoonguss and Clodsire for the latter. Breloom appreciates Iron Hands switching into Fire-type attacks from Volcarona and forcing Flying-types like Iron Jugulis to switch. Iron Valiant appreciates Iron Hands's slow Volt Switch, allowing Iron Valiant to switch in freely against opposing Fighting teams. Iron Valiant also threatens common physically defensive Pokemon like Dondozo, Skeledirge, Ting-Lu, and Great Tusk. Choice Scarf users such as Quaquaval and Paldean Tauros-F check threats to Iron Hands like Choice Specs Greninja and Flutter Mane, while Iron Hands handles defensive checks such as Calm Mind Hatterene with Heavy Slam in return.

[CREDITS]
- Written by: [[Toy Time King, 307004]]
- Fighting analysis by: [[Toy Time King, 307004]]
- Quality checked by: [[Neko, 542526], [sasha, 510532]]
- Grammar checked by: [[Sulo, 528036], [ken, 594478]]
 
Last edited:

Swiffix

pipowo
is a Tutor Alumnusis a Site Content Manager Alumnusis a Top Social Media Contributor Alumnusis a Top Artist Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnusis a Battle Simulator Staff Alumnus
Heya, attempting to QC this as an amchecker
Here are my notes, reviewed by Neko

[SET COMMENTS]
Iron Hands is the premier specially defensive pivot on Fighting teams thanks to its massive HP stat in conjunction with Assault Vest, it. It is bulky enough to respond to the strongest special attackers in the tier, such as Flutter Mane, Iron Valiant, Greninja and Iron Moth. Drain Punch is the preferred Fighting STAB move on Iron Hands, allowing it to recover its health back since it has no reliable recovery options and it cannot carry Leftovers., and Thunder Punch is Iron Hands' its secondary STAB move, which threatens Water- and Flying-type teams You don't really need to explain the usefulness of TPunch. Heavy Slam allows Iron Hands to hit Fairy-type pPokemon super-effectively and allows it to revenge kill pPokemon that it can switch in on This makes it sound like Iron Hands can freely switch in on these mons, which isn't the case since they often run a Specs set like non-Choice Specs Flutter Mane and Choice Scarf Iron Valiant. Volt Switch allows Iron Hands to keep momentum when it forces switches, allowing it to get its teammates in freely like Iron Valiant This idea is repeated in your second paragraph - you could instead name a few of the matchups that Volt Switch allows Iron Hands to escape, like Skeledirge, Toxapex, or Amoonguss. Earthquake is a strong coverage option that lets Iron Hands hit Poison-types like Clodsire and Iron Moth. Rock Slide is also an alternative option to hit chip Kilowattrel and deal with Volcarona without risking a burn from Flame Body Bug- and Flying-types and not risk detrimental secondary effects like burn from Flame Body Volcarona and Talonflame.

Great Tusk is one teammate of Iron Hands that appreciates its Iron Hands' overall ability of taking to tank neutral special hits like Water-type attacks from Greninja and Pelipper and is able to force them out. In return, Great Tusk is physically bulky enough to take Ground-type attacks from opposing Great Tusk and Ting-Lu. Furthermore, Great Tusk is able to spin away Ting-Lu's Spikes and Clodsire's Toxic Spikes, which cut into Iron Hands' longevity. Breloom and Gallade assist Iron Hands with the Ground and Psychic matchup, respectively, being able to threaten foes like Quagsire and Gastrodon for the former, and Amoonguss and Clodsire for the latter. Breloom is also one teammate that assists Iron Hands with the Ground matchup, being able to threaten pPokemon like Quagsire, who is able to wall Iron Hands, and threaten it with either Earthquake or poisoning a switchin with Toxic. Breloom appreciates Iron Hands switching into Fire-type attacks from Volcarona and threatening out Flying-types like Corviknight and You don't really threaten Corv since it can heal and setup with Iron Defense Iron Jugulis. Iron Valiant appreciates Iron Hands' slow Volt Switch, which allows it to get in freely vs opposing Fighting teams and also lets it threaten common physically defensive pPokemon like Dondozo, Skeledirge, Ting-Lu and Great Tusk. You could maybe add a general sentence to say how useful Scarfers are as teammates, since they can deal with faster threats like Specs Gren/Flutt while Iron Hands handles bulkier mons such as CM Hatterene.
 

Neko

When you live for love, how precious life can be
is a Site Content Manageris an official Team Rateris a Social Media Contributoris a Forum Moderatoris a Community Contributoris a Top Contributor
Heya, attempting to QC this as an amchecker
Here are my notes, reviewed by Neko

[SET COMMENTS]
Iron Hands is the premier specially defensive pivot on Fighting teams thanks to its massive HP stat in conjunction with Assault Vest, it. It is bulky enough to respond to the strongest special attackers in the tier, such as Flutter Mane, Iron Valiant, Greninja and Iron Moth. Drain Punch is the preferred Fighting STAB move on Iron Hands, allowing it to recover its health back since it has no reliable recovery options and it cannot carry Leftovers., and Thunder Punch is Iron Hands' its secondary STAB move, which threatens Water- and Flying-type teams You don't really need to explain the usefulness of TPunch. Heavy Slam allows Iron Hands to hit Fairy-type pPokemon super-effectively and allows it to revenge kill pPokemon that it can switch in on This makes it sound like Iron Hands can freely switch in on these mons, which isn't the case since they often run a Specs set like non-Choice Specs Flutter Mane and Choice Scarf Iron Valiant. Volt Switch allows Iron Hands to keep momentum when it forces switches, allowing it to get its teammates in freely like Iron Valiant This idea is repeated in your second paragraph - you could instead name a few of the matchups that Volt Switch allows Iron Hands to escape, like Skeledirge, Toxapex, or Amoonguss. Earthquake is a strong coverage option that lets Iron Hands hit Poison-types like Clodsire and Iron Moth. Rock Slide is also an alternative option to hit chip Kilowattrel and deal with Volcarona without risking a burn from Flame Body Bug- and Flying-types and not risk detrimental secondary effects like burn from Flame Body Volcarona and Talonflame.

Great Tusk is one teammate of Iron Hands that appreciates its Iron Hands' overall ability of taking to tank neutral special hits like Water-type attacks from Greninja and Pelipper and is able to force them out. In return, Great Tusk is physically bulky enough to take Ground-type attacks from opposing Great Tusk and Ting-Lu. Furthermore, Great Tusk is able to spin away Ting-Lu's Spikes and Clodsire's Toxic Spikes, which cut into Iron Hands' longevity. Breloom and Gallade assist Iron Hands with the Ground and Psychic matchup, respectively, being able to threaten foes like Quagsire and Gastrodon for the former, and Amoonguss and Clodsire for the latter. Breloom is also one teammate that assists Iron Hands with the Ground matchup, being able to threaten pPokemon like Quagsire, who is able to wall Iron Hands, and threaten it with either Earthquake or poisoning a switchin with Toxic. Breloom appreciates Iron Hands switching into Fire-type attacks from Volcarona and threatening out Flying-types like Corviknight and You don't really threaten Corv since it can heal and setup with Iron Defense Iron Jugulis. Iron Valiant appreciates Iron Hands' slow Volt Switch, which allows it to get in freely vs opposing Fighting teams and also lets it threaten common physically defensive pPokemon like Dondozo, Skeledirge, Ting-Lu and Great Tusk. You could maybe add a general sentence to say how useful Scarfers are as teammates, since they can deal with faster threats like Specs Gren/Flutt while Iron Hands handles bulkier mons such as CM Hatterene.

good morning here is your stamp. Thankie
 

sasha

one eyed owl
is a Social Media Contributoris a Community Contributoris a Contributor to Smogon
Iron Hands is the premier specially defensive pivot on Fighting teams thanks to its massive HP stat in conjunction with Assault Vest. It is bulky enough to respond to the strongest special attackers in the tier, such as Flutter Mane, Iron Valiant, Greninja and Iron Moth. Drain Punch is the preferred Fighting STAB move on Iron Hands, allowing it to recover its health back since it has no reliable recovery options and it cannot carry Leftovers, and Thunder Punch is its secondary STAB move. Heavy Slam allows Iron Hands to hit Fairy-type Pokemon super-effectively and allows it to revenge kill Pokemon. <-forgot period here This makes it sound like Despite these strengths, Iron Hands can is unable to freely switch in on Flutter Mane and Greninja, as they often run Choice Specs and heavily damage Iron Hands or 2HKO it altogether. these mons, which isn't the case since they often run a Specs set like non-Choice Specs Flutter Mane and Choice Scarf Iron Valiant. (choice scarf isn't giving iron valiant any extra power, and its already always outspeeding iron hands, so the mention here doesn't really make sense) Volt Switch allows Iron Hands to keep momentum when it forces switches, allowing it to pivot on its switchins that it struggles to take down like Skeledirge and Amoonguss. This idea is repeated in your second paragraph - you could instead name a few of the matchups that Volt Switch allows Iron Hands to escape, like Skeledirge, Toxapex, or Amoonguss. (didnt remove previous qc check notes when implementing) Earthquake is a strong coverage option that lets Iron Hands hit Poison-types like Clodsire and Iron Moth. Rock Slide is also an alternative option to hit chip (ik chip was left in on the previous qc, but it does 70-90%, thats not really chip and pretty valuable damage especially on fighting) Kilowattrel and deal with Volcarona without risking a burn from Flame Body.

Great Tusk appreciates Iron Hands' ability to tank neutral special hits like Water-type attacks from Greninja and Pelipper and force them out. In return, Great Tusk is physically bulky enough to take Ground-type attacks from opposing Great Tusk and Ting-Lu. Furthermore, Great Tusk is able to spin away Ting-Lu's Spikes and Clodsire's Toxic Spikes, which cut into Iron Hands' longevity. Breloom and Gallade assist Iron Hands with the Ground and Psychic matchup, respectively, being able to threaten foes like Quagsire and Gastrodon for the former, and Amoonguss and Clodsire for the latter. Breloom appreciates Iron Hands switching into Fire-type attacks from Volcarona and threatening out Flying-types like Iron Jugulis. Iron Valiant appreciates Iron Hands' slow Volt Switch, which allows it to get in freely vs opposing Fighting teams and also lets it threaten common physically defensive Pokemon like Dondozo, Skeledirge, Ting-Lu and Great Tusk. Choice scarfers such as Quaquaval and Paldean Fire Tauros Tauros-Paldea-Fire are able to check threats to Iron Hands like Choice Specs Greninja and Flutter Mane. In return, Iron Hands is able to handle defensive checks to them such as Calm Mind Hatterene with Heavy Slam.

[CREDITS]
- Written by: [[Toy Time King, 307004]]
-<Fighting> analysis by: [[Toy Time King, 307004]]
- Quality checked by: [[Neko, 542526], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]
ill stamp when this is implemented, just be sure to make sure you remove qc checks when you implement
add remove comment
 

TTK

Webtoon Character
is a Community Contributor
Iron Hands is the premier specially defensive pivot on Fighting teams thanks to its massive HP stat in conjunction with Assault Vest. It is bulky enough to respond to the strongest special attackers in the tier, such as Flutter Mane, Iron Valiant, Greninja and Iron Moth. Drain Punch is the preferred Fighting STAB move on Iron Hands, allowing it to recover its health back since it has no reliable recovery options and it cannot carry Leftovers, and Thunder Punch is its secondary STAB move. Heavy Slam allows Iron Hands to hit Fairy-type Pokemon super-effectively and allows it to revenge kill Pokemon. <-forgot period here This makes it sound like Despite these strengths, Iron Hands can is unable to freely switch in on Flutter Mane and Greninja, as they often run Choice Specs and heavily damage Iron Hands or 2HKO it altogether. these mons, which isn't the case since they often run a Specs set like non-Choice Specs Flutter Mane and Choice Scarf Iron Valiant. (choice scarf isn't giving iron valiant any extra power, and its already always outspeeding iron hands, so the mention here doesn't really make sense) Volt Switch allows Iron Hands to keep momentum when it forces switches, allowing it to pivot on its switchins that it struggles to take down like Skeledirge and Amoonguss. This idea is repeated in your second paragraph - you could instead name a few of the matchups that Volt Switch allows Iron Hands to escape, like Skeledirge, Toxapex, or Amoonguss. (didnt remove previous qc check notes when implementing) Earthquake is a strong coverage option that lets Iron Hands hit Poison-types like Clodsire and Iron Moth. Rock Slide is also an alternative option to hit chip (ik chip was left in on the previous qc, but it does 70-90%, thats not really chip and pretty valuable damage especially on fighting) Kilowattrel and deal with Volcarona without risking a burn from Flame Body.

Great Tusk appreciates Iron Hands' ability to tank neutral special hits like Water-type attacks from Greninja and Pelipper and force them out. In return, Great Tusk is physically bulky enough to take Ground-type attacks from opposing Great Tusk and Ting-Lu. Furthermore, Great Tusk is able to spin away Ting-Lu's Spikes and Clodsire's Toxic Spikes, which cut into Iron Hands' longevity. Breloom and Gallade assist Iron Hands with the Ground and Psychic matchup, respectively, being able to threaten foes like Quagsire and Gastrodon for the former, and Amoonguss and Clodsire for the latter. Breloom appreciates Iron Hands switching into Fire-type attacks from Volcarona and threatening out Flying-types like Iron Jugulis. Iron Valiant appreciates Iron Hands' slow Volt Switch, which allows it to get in freely vs opposing Fighting teams and also lets it threaten common physically defensive Pokemon like Dondozo, Skeledirge, Ting-Lu and Great Tusk. Choice scarfers such as Quaquaval and Paldean Fire Tauros Tauros-Paldea-Fire are able to check threats to Iron Hands like Choice Specs Greninja and Flutter Mane. In return, Iron Hands is able to handle defensive checks to them such as Calm Mind Hatterene with Heavy Slam.

[CREDITS]
- Written by: [[Toy Time King, 307004]]
-<Fighting> analysis by: [[Toy Time King, 307004]]
- Quality checked by: [[Neko, 542526], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]
ill stamp when this is implemented, just be sure to make sure you remove qc checks when you implement
add remove comment
implemented
 

sasha

one eyed owl
is a Social Media Contributoris a Community Contributoris a Contributor to Smogon
[CREDITS]
- Written by: [[Toy Time King, 307004]]
-<Fighting> analysis by: [[Toy Time King, 307004]]
- Quality checked by: [[Neko, 542526], [sasha, 510532]]
- Grammar checked by: [[username1, userid1]]
add remove
2/2
 

ken

gm
is a Tournament Directoris a Member of Senior Staffis a Community Contributoris a Tiering Contributoris a Top Contributoris a Top Dedicated Tournament Hostis a Battle Simulator Moderator
Monotype Leader
add
remove
punctuation
comment


[SET]
name: Assault Vest (Fighting)
move 1: Drain Punch
move 2: Thunder Punch
move 3: Heavy Slam
move 4: Volt Switch / Earthquake / Rock Slide
item: Assault Vest
ability: Quark Drive
nature: Careful
evs: 252 HP / 4 Atk / 252 SpD

[SET COMMENTS]
Iron Hands is the premier specially defensive pivot on Fighting teams thanks to its massive HP stat in conjunction with Assault Vest. It is bulky enough to respond to the strongest special attackers in the tier, such as Flutter Mane, Iron Valiant, Greninja and Iron Moth. Drain Punch is the preferred Fighting-type STAB move on Iron Hands, allowing it to recover its health back (implied by following phrase) since it has no other reliable recovery options and it cannot carry Leftovers while using an Assault Vest, and while Thunder Punch is its preferred (mirroring the former structure) secondary STAB move., (remove period, add comma) as Wild Charge decreases Iron Hands's longevity. Heavy Slam allows Iron Hands to hit Fairy-type Pokemon super-effectively(remove hyphen, make it a space) and allows it to revenge kill Pokemon. Despite these strengths, Iron Hands is unable to freely switch in on Flutter Mane and Greninja, as they often run Choice Specs and heavily damage Iron Hands or 2HKO it altogether. Volt Switch allows Iron Hands to keep momentum when it forces switches, allowing it to pivot on its physically bulky switch-ins(add hyphen) that it struggles to take down like Skeledirge and Amoonguss. Earthquake is a strong coverage option that lets Iron Hands hit Poison-types like Clodsire and Iron Moth. Rock Slide is also an alternative option to hit Kilowattrel and deal with Volcarona without risking a burn from Flame Body.

Great Tusk appreciates Iron Hands's ability to tank neutral special hits like Water-type attacks from Greninja and Pelipper and force them out. In return, Great Tusk is physically bulky enough to take Ground-type attacks from opposing Great Tusk and Ting-Lu. Furthermore, Great Tusk is able to spin away Ting-Lu's Spikes and Clodsire's Toxic Spikes, which cut into Iron Hands's longevity. Breloom and Gallade assist Iron Hands with the Ground and Psychic matchups, respectively, being able to threaten threatening foes like Quagsire and Gastrodon for the former, and Amoonguss and Clodsire for the latter. Breloom appreciates Iron Hands switching into Fire-type attacks from Volcarona and threatening out forcing Flying-types like Iron Jugulis to switch. Iron Valiant appreciates Iron Hands' slow Volt Switch, which allows it allowing Iron Valiant to get switch in freely vs against opposing Fighting teams.(add period) and also lets it Iron Valiant also threatens common physically defensive Pokemon like Dondozo, Skeledirge, Ting-Lu and Great Tusk. (split the sentences, as the original somewhat makes it seem as if Volt Switch enables Iron Valiant to switch in on the defensive walls, including two ground types) Choice scarfers Scarf users such as Quaquaval and Tauros-Paldea-Fire Tauros-Paldea-Blaze are able to check threats to Iron Hands like Choice Specs Greninja and or Flutter Mane,. In return, (add comma after Flutter Mane) while Iron Hands is able to handles defensive checks to them such as Calm Mind Hatterene with Heavy Slam in return.

[CREDITS]
- Written by: [[Toy Time King, 307004]]
- Fighting analysis by: [[Toy Time King, 307004]]
- Quality checked by: [[Neko, 542526], [sasha, 510532]]
- Grammar checked by: [[username1, userid1]]
 
Last edited:
  • Like
Reactions: TTK

Sulo

shifting stars
is a Site Content Manageris an official Team Rateris a Top Social Media Contributoris a Community Leaderis a Community Contributoris a Smogon Discord Contributoris a Tiering Contributoris a Top Contributoris a Smogon Media Contributoris a Battle Simulator Moderator
National Dex Leader
GP 1/1
[SET]
name: Assault Vest (Fighting)
move 1: Drain Punch
move 2: Thunder Punch
move 3: Heavy Slam
move 4: Volt Switch / Earthquake / Rock Slide
item: Assault Vest
ability: Quark Drive
nature: Careful
evs: 252 HP / 4 Atk / 252 SpD

[SET COMMENTS]
Iron Hands is the premier specially defensive pivot on Fighting teams thanks to its massive HP stat in conjunction with Assault Vest. It is bulky enough to respond to the strongest special attackers in the tier, such as Flutter Mane, Iron Valiant, Greninja, (ac) and Iron Moth. Drain Punch provides much needed recovery while using Assault Vest while Thunder Punch is used instead of Wild Charge to avoid chip damage. Drain Punch is the preferred Fighting-type STAB move on Iron Hands, since it has no other reliable recovery options while using an Assault Vest, while Thunder Punch is its preferred secondary STAB move, as Wild Charge decreases Iron Hands's longevity. Heavy Slam hits Fairy-types allows Iron Hands to hit Fairy-type Pokemon super effectively and allows it to revenge kill Pokemon. like? this seems really abrupt. Despite these strengths, Iron Hands is unable to freely switch in on Flutter Mane and Greninja, as they often run Choice Specs and heavily damage Iron Hands or 2HKO it altogether. Volt Switch allows Iron Hands to keep momentum when it forces switches, allowing it to pivot on physically bulky switch-ins like Skeledirge and Amoonguss. Earthquake is a strong coverage option that hits lets Iron Hands hit Poison-types like Clodsire and Iron Moth. Rock Slide is an alternative option to hit Kilowattrel and deal with Volcarona without risking a burn from Flame Body.

Great Tusk appreciates Iron Hands's ability to tank neutral special hits like Water-type attacks from Greninja and Pelipper and force them out. In return, Great Tusk takes is physically bulky enough to take Ground-type attacks from opposing Great Tusk and Ting-Lu. Furthermore, Great Tusk removes is able to spin away Ting-Lu's Spikes and Clodsire's Toxic Spikes, which cut into Iron Hands's longevity. Breloom and Gallade assist Iron Hands with the Ground and Psychic matchups, respectively, threatening foes like Quagsire and Gastrodon for the former, and Amoonguss and Clodsire for the latter. Breloom appreciates Iron Hands switching into Fire-type attacks from Volcarona and forcing Flying-types like Iron Jugulis to switch. Iron Valiant appreciates Iron Hands's Iron Hands' slow Volt Switch, allowing Iron Valiant to switch in freely against opposing Fighting teams. Iron Valiant also threatens common physically defensive Pokemon like Dondozo, Skeledirge, Ting-Lu, (ac) and Great Tusk. Choice Scarf users such as Quaquaval and Paldean Tauros-F Tauros-Paldea-Blaze are able to check threats to Iron Hands like Choice Specs Greninja and or Flutter Mane, while Iron Hands handles defensive checks such as Calm Mind Hatterene with Heavy Slam in return.

[CREDITS]
- Written by: [[Toy Time King, 307004]]
- Fighting analysis by: [[Toy Time King, 307004]]
- Quality checked by: [[Neko, 542526], [sasha, 510532]]
- Grammar checked by: [[Sulo, 528036], [ken, 594478]]
Sulo2.gif


GP Team done
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top