Copyediting Iron Hands [QC 2/2] [GP 0/1]

Sami

formerly S0A0M0I0
is a Metagame Resource Contributoris a Top Contributor
[SET]
Swords Dance (Iron Hands) @ Leftovers / Punching Glove / Booster Energy
Ability: Quark Drive
EVs: 252 Atk / 116 SpD / 140 Spe
Adamant Nature
- Swords Dance
- Supercell Slam / Thunder Punch
- Drain Punch
- Ice Punch

[SET COMMENTS]
Iron Hands's unique STAB combination combined with Swords Dance makes it a powerful wallbreaker that can setup against numerous defensive Pokemon such as Ferrothorn, Toxapex, and Ting Lu, while retaining a good matchup against offensive powerhouses such as Kingambit and Urshifu-R due to its insane physical bulk. Supercell Slam is preferred due to its higher power, notably being able to OHKO bulky Gholdengo at +2 after a layer of Spikes. However, Thunder Punch can be used instead for its consistency, since it is significantly less prediction reliant due to the recoil Supercell Slam may induce against Ground-types such as Gliscor, and against Protect users such as Alomomola. Drain Punch gives Iron Hands increased longevity alongside destroying Ferrothorn, while Ice Punch hits Ground-types such as Landorus-T, Gliscor, and Garchomp, preventing them from directly switching in. Leftovers provides more longevity for Iron Hands, synergising nicely with Drain Punch, enabling it easier setup against more passive foes such as Ferrothorn; it additionally avoids the 2HKO from Mega Lopunny's Close Combat. Punching Glove allows Thunder Punch variants of Iron Hands to play more aggressively against Moltres, bulky Volcarona, and Garchomp, while the additional power enables Iron Hands to OHKO defensive Zapdos at +2 with Ice Punch. Booster Energy is a good option on hyper offense teams, where its power allows Iron Hands to OHKO Clefable and Pecharunt at +2 with Supercell Slam. Finally, Shuca Berry can be considered to lure and remove foes like Great Tusk and the aforementioned Garchomp, while improving its trading capabilities against foes such as Dragonite and Melmetal. However, it is much more matchup-dependant compared to other items making it less consistent. The Speed EVs allow Iron Hands to outspeed Corviknight, preventing it from being able to 1v1 Iron Hands with Iron Defense. The rest is dumped into Special Defense, allowing Iron Hands to survive Tapu Lele's unboosted Moonblast.

Although Iron Hands has impressive physical bulk, its Speed is abysmal, meaning it is prone to being outsped and revenge killed by Fairy- and Psychic-types such as Tapu Lele, Mega Latios, and Iron Valiant. Therefore, a strong defensive backbone, on the bulky offense teams Iron Hands fits well on, is essential for supporting Iron Hands, including teammates such as Gholdengo, Galarian Slowking, and Mega Scizor. The former two appreciate Iron Hands checking Dark-types such as Kingambit and Mega Tyranitar in return. This defensive backbone should also include teammates that do well against powerful Ground-types such as Great Tusk and opposing Landorus-T, making Alomomola, Ogerpon-W, and the aforementioned Mega Scizor good teammates too. The former of which provides additional longevity for Iron Hands with Wish support, while it and Ogerpon-W can enable Iron Hands against Ferrothorn and Toxapex. Hazard support is good to boost Iron Hands's breaking potential, notably letting it OHKO Tapu Lele with unboosted Supercell Slam after Stealth Rock. This makes teammates such as Landorus-T and Ferrothorn valuable teammates. On hyper offense teams that want to capitalise off of Booster Energy variants of Iron Hands, dual screens support from Tapu Koko and Zamazenta is ideal to elevate Iron Hands's bulk to new heights, notably allowing it to survive Choice Specs Tapu Lele's Psychic from full, making it very difficult to reliably revenge kill. It also allows Iron Hands to setup more aggressively in front of would-be threats such as Ogerpon-W and non-IronPress Zamazenta. It should be noted that Tapu Koko's Electric Surge makes Iron Hands less reliant on Booster Energy, either giving it multiple chances to wallbreak, or allowing it to use a different item such as Leftovers or Shuca Berry for extra longevity. Offensive teammates such as Garchomp, Dragonite, and Hisuian Samurott, all appreciate Iron Hands's wallbreaking potential, while they all overwhelm physically defensive walls such as Landorus-T, Clefable, and Zamazenta. Hisuian Samurott in particular can setup Spikes, aiding more in wallbreaking against tanks such as bulky Gholdengo and Mega Venusaur, which is appreciated heavily by Iron Hands, as it breaks past Toxapex and Tapu Fini for Hisuian Samurott in return.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/sami.604820/
Quality checked by:
https://www.smogon.com/forums/members/sputnik.475916/
https://www.smogon.com/forums/members/red-fintans.637479/
Grammar checked by:
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Last edited:
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[SET]
Swords Dance (Iron Hands) @ Leftovers / Punching Glove / Booster Energy
Ability: Quark Drive
EVs: 252 Atk / 116 SpD / 140 Spe
Adamant Nature
- Swords Dance
- Supercell Slam / Thunder Punch
- Drain Punch
- Ice Punch

[SET COMMENTS]
Iron Hands's typing combined with Swords Dance makes it a powerful wallbreaker against numerous defensive Pokemon such as Ferrothorn, Toxapex, and Ting Lu, while retaining a good matchup against offensive powerhouses such as Kingambit and Urshifu-R due to its insane physical bulk. Supercell Slam is preferred due to its higher power, notably being able to OHKO bulky Gholdengo at +2 after a layer of Spikes. However, Thunder Punch can be used instead for its consistency. Emphasize how Supercell Slam is really prediction reliant as well, and how thats something that can be very detrimental for a tank like Ihands. Drain Punch gives Iron Hands increased longevity, while Ice Punch hits Ground-types such as Landorus-T, Gliscor, and Garchomp, preventing them from directly switching in. Iron Hands has a multitude of different items it can use effectively; Leftovers provides more longevity for Iron Hands, synergising nicely with Drain Punch, while avoiding the 2HKO from Mega Lopunny's Close Combat. Punching Glove allows Thunder Punch variants of Iron Hands to play more aggressively against Moltres and bulky Volcarona, while the additional power enables Iron Hands to OHKO defensive Zapdos at +2 with Ice Punch. Booster Energy is a good option on hyper offense teams, I'll ping you abt this in the discord but I've yet to see Iron Hands on an HO team, lets discuss further where its power allows Iron Hands to OHKO Clefable and Pecharunt at +2 with Supercell Slam. Finally, Shuca Berry can be considered to lure and remove foes like Great Tusk and the aforementioned Garchomp, while improving its trading capabilities against foes such as Dragonite and Melmetal. The given EV spread maximises Attack, while the Speed EVs allow Iron Hands to outspeed Corviknight, preventing it from being able to 1v1 Iron Hands with Iron Defense. The rest is dumped into Special Defense, allowing Iron Hands to survive Tapu Lele's unboosted Moonblast.

Although Iron Hands has impressive bulk, its Speed is abysmal, meaning it is prone to being outsped and revenge killed by Fairy- and Psychic-types such as Tapu Lele, Mega Latios, and Mega Diancie. Therefore, a strong defensive backbone, on the bulky offense and balance teams Iron Hands fits well on, is essential for supporting Iron Hands, including teammates such as Gholdengo, Galarian Slowking, and Gliscor. The former two appreciate Iron Hands checking Dark-types such as Kingambit and Mega Tyranitar in return. This defensive backbone should also include teammates that do well against powerful Ground-types such as Great Tusk and opposing Landorus-T, making Alomomola, Ogerpon-W, and the aforementioned Gliscor good teammates too. The former of which provides additional longevity for Iron Hands with Wish support, while it and Ogerpon-W appreciate Iron Hands breaking past Ferrothorn and Toxapex with relative ease. Hazard support is good to boost Iron Hands's breaking potential, notably letting it OHKO Tapu Lele with unboosted Supercell Slam after Stealth Rock. This makes teammates such as Landorus-T and Ferrothorn valuable teammates. On hyper offense teams that want to capitalise off of Booster Energy variants of Iron Hands, dual screens support from Tapu Koko and Grimmsnarl Zamazenta is ideal to elevate Iron Hands's bulk to new heights, allowing it to survive Choice Specs Tapu Lele's Psychic from full, which only enhances its trading capabilites further, with it being able to set up more aggressively against Zamazenta and Heatran. Consider breaking this up into two sentences, it is pretty awkward to read in its current state. Also, are there any other relevant calcs that Screens helps you out vs? It may be worth considering just talking about how it makes it much harder for stuff like Lele, Diancie, and Mtios to revenge kill. It should be noted that Tapu Koko's Electric Surge makes Iron Hands less reliant on Booster Energy, either giving it multiple chances to wallbreak, or allowing it to use a different item such as Leftovers or Shuca Berry for extra longevity. Offensive teammates such as Garchomp, Dragonite, and Hisuian Samurott, all appreciate Iron Hands's wallbreaking potential, while they all overwhelm shared checks such as Clefable, Landorus-T, and Tapu Fini.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/sami.604820/
Quality checked by:
https://www.smogon.com/forums/members/username.XXXXXX/
https://www.smogon.com/forums/members/username.XXXXXX/
Grammar checked by:
https://www.smogon.com/forums/members/username.XXXXXX/

Well done, QC 1/2

sputnik_qc.gif
 
[SET]
Swords Dance (Iron Hands) @ Leftovers / Punching Glove / Booster Energy YES pgloves IS better than booster :fire:
Ability: Quark Drive
EVs: 252 Atk / 116 SpD / 140 Spe
Adamant Nature
- Swords Dance
- Supercell Slam / Thunder Punch
- Drain Punch
- Ice Punch

[SET COMMENTS]
Iron Hands's typing <= how does typing make it a powerful wallbreaker? STAB combination? combined with Swords Dance makes it a powerful wallbreaker <= it can set up on them so long as they dont have toxic cos its faster than defensives against numerous defensive Pokemon such as Ferrothorn, Toxapex, and Ting Lu, while retaining a good matchup against offensive powerhouses such as Kingambit and Urshifu-R due to its insane physical bulk. one big role it has is being able to basically always trade after setting up, for example if you want lando dead just stay in +1 ice punch OHKOes defensive lando while eating an eq from full (actually maybe put this calc later) it can even trade with some special attackers (thing lives freaking YARD) though dont expect him alive after Supercell Slam is preferred due to its higher power, notably being able to OHKO bulky Gholdengo at +2 after a layer of Spikes. However, Thunder Punch can be used instead for its consistency, since it is significantly less prediction reliant due to the recoil Supercell Slam may induce against Ground-types such as Gliscor and protect users!! with supercell this guy basically cant kill mola cos it has to guess either protect or flip turn every single damn time the drawback for clicking slam on protect is catastrophic i hate it. Drain Punch gives Iron Hands increased longevity its a good neutral option for easy picking off stuff too (to get HP), and it hits steels like ferro, while Ice Punch hits Ground-types such as Landorus-T, Gliscor, and Garchomp, preventing them from directly switching in also zapdos especially if glove. Iron Hands has a multitude of different items it can use effectively; waffling Leftovers provides more longevity for Iron Hands, synergising nicely with Drain Punch, while avoiding the 2HKO from Mega Lopunny's Close Combat can talk about its staying power against passive stuff and also making it less toxic-weak. Punching Glove allows Thunder Punch variants of Iron Hands to play more aggressively against Moltres and bulky Volcarona, while the additional power enables Iron Hands to OHKO defensive Zapdos at +2 with Ice Punch avoiding helm damage also makes its longevity a lot better. Booster Energy is a good option on hyper offense teams, where its power allows Iron Hands to OHKO Clefable and Pecharunt at +2 with Supercell Slam. Finally, Shuca Berry can be considered to lure and remove foes like Great Tusk and the aforementioned Garchomp, while improving its trading capabilities against foes such as Dragonite and Melmetal. talk about drawbacks of using shuca; opportunity cost, also more HO-oriented The given EV spread maximises Attack, while the The Speed EVs allow Iron Hands to outspeed Corviknight, preventing it from being able to 1v1 Iron Hands with Iron Defense. The rest is dumped into Special Defense, allowing Iron Hands to survive Tapu Lele's unboosted Moonblast.

Although Iron Hands has impressive physical bulk, its Speed is abysmal, meaning it is prone to being outsped and revenge killed by Fairy- and Psychic-types such as Tapu Lele, Mega Latios, and Mega Diancie ival NEEDS to be on here. mortal enemy. Therefore, a strong defensive backbone, on the bulky offense and balance balance.. is more than a bit iffy for iron hands ngl, better to say BO and HO teams Iron Hands fits well on, is essential for supporting Iron Hands, including teammates such as Gholdengo, Galarian Slowking, and Gliscor honestly don't really like the idea of gliscor with hands, wanna play aggressively, glisc lets in pon kyurem shifu pagos dnite zama a lot of which hands doesnt simply switch in on.. also, volcarona is a nice partner because it hard switches into mortal enemy Iron Valiant. The former two appreciate Iron Hands checking Dark-types such as Kingambit and Mega Tyranitar in return. This defensive backbone should also include teammates that do well against powerful Ground-types such as Great Tusk and opposing Landorus-T, making Alomomola <= wish doesnt heal that much cos hands is already known for its high hp but ok, Ogerpon-W, and the aforementioned Gliscor .. good teammates too. The former of which provides additional longevity for Iron Hands with Wish support, while it and Ogerpon-W appreciate Iron Hands breaking past Ferrothorn and Toxapex with relative ease rephrase this a little, those two switch hard into pon giving you FREE opportunities $$$. Hazard support is good to boost Iron Hands's breaking potential YES i find spikes better since most rocks-weak mons just run boots atp, but spikes can target stuff like ghold melmetal heatran offtusk yes yes, notably letting it OHKO Tapu Lele with unboosted Supercell Slam after Stealth Rock. This makes teammates such as Landorus-T and Ferrothorn valuable teammates. On hyper offense teams that want to capitalise off of Booster Energy variants of Iron Hands, dual screens support from Tapu Koko and Zamazenta <= change this back to grimmsnarl while we sort out whether this guy deserves to be called a screener or not, we can edit him back in in post anyway is ideal to elevate Iron Hands's bulk to new heights, notably allowing it to survive Choice Specs Tapu Lele's Psychic from full, making it much harder to reliably revenge kill <= massive understatement it makes hands damn near unkillable with drain punch. It also allows Iron Hands to setup more aggressively in front of Heatran and Zapdos <= once again massive understatement it can setup on like anything that isnt supereffective special move or toxic. It should be noted that Tapu Koko's Electric Surge makes Iron Hands less reliant on Booster Energy, either giving it multiple chances to wallbreak, or allowing it to use a different item such as Leftovers or Shuca Berry for extra longevity. Offensive teammates such as Garchomp, Dragonite, and Hisuian Samurott, all appreciate Iron Hands's wallbreaking potential, while they all overwhelm shared checks such as Clefable, Landorus-T, and Tapu Fini. this last line is confusing, whose checks are these? surely fini does not check hands when hands can just kill it at +2 or trade if not

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/sami.604820/
Quality checked by:
https://www.smogon.com/forums/members/sputnik.475916/
https://www.smogon.com/forums/members/username.XXXXXX/
Grammar checked by:
https://www.smogon.com/forums/members/username.XXXXXX/
good work, i kind of stream of consciousness'd this but it felt good so 2/2 :D just that balance hands doesnt seem good so try and rework that part
 
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