VGC Iron Hands

[OVERVIEW]
* With great physical bulk and Attack, plus Assault Vest to shore up its special bulk, Iron Hands can stick on the field for a long time and deal plenty of damage, allowing it to serve as a bulky pivot. Fake Out also provides Iron Hands with utility.

* Thanks to Iron Hands's bulk and power, it is able to take on a variety of Pokemon. Notable good matchups include both Urshifu formes, Kingambit, Tornadus and Raging Bolt.

* Landorus and Landorus-T are extremely bad matchups for Iron Hands not running Ice Punch, and Landorus-T also has Intimidate to lower its damage output. Other notable bad matchups include Amoonguss and Latias, which can wall Iron Hands's STAB moves and punish it with Rocky Helmet, as well as Rillaboom, which can consistently beat it with Wood Hammer.

* Despite Incineroar being weak to Iron Hands, thanks to Intimidate, Incineroar's higher Speed that lets it use Fake Out first, and Parting Shot, Incineroar can easily halve the damage output of Iron Hands.

*Iron Hands fits best on balance teams, where it contributes to the pivot-heavy playstyle. Tailwind teams can also utilize Iron Hands as a defensive backbone and bulky pivot.

[SET]
Bulky Attacker (Iron Hands) @ Assault Vest
Ability: Quark Drive
Level: 50
Tera Type: Grass / Water / Fairy
EVs: 4 HP / 156 Atk / 4 Def / 252 SpD / 92 Spe
Adamant Nature
- Fake Out
- Drain Punch / Close Combat
- Wild Charge
- Ice Punch / Heavy Slam / Volt Switch

[SET COMMENTS]

* Wild Charge is better than Thunder Punch, as the power allows for a lot of extra OHKOs to be taken, such as one on Urshifu-R.

* Drain Punch is preferable for longevity, and while Close Combat can hit certain Pokemon like Incineroar harder, Iron Hands is meant to stick on the field, so a drop in both defenses as a side effect of using its Fighting-type STAB move goes against Iron Hands's best traits.

* Ice Punch fixes the matchup vs both Landorus formes, Heavy Slam turns the tables on Flutter Mane, and Volt Switch is an option to turn Iron Hands into a pivot and provide it with a way to reset Attack drops from Intimidate.

* Assault Vest maximizes Iron Hands's low special bulk.

* An Adamant nature and Attack EVs take advantage of Iron Hands' massive Attack stat. Maximum Special Defense investment takes full advantage of Assault Vest. The Speed EVs outspeeds Urshifu-R under Tailwind and some slower Incineroar.

* Using Tera defensively allows Iron Hands to avoid weaknesses like Fairy and Ground. Tera Grass allows it to ignore Amoonguss's Rage Powder and Spore, as well as providing it with a resistance to the STAB moves of Landorus and Urshifu-R. Tera Water allows Iron Hands to resist Urshifu-R's Surging Strikes, as well as not adding a weakness to Ice- and Flying-types for Urshifu-R's common partners like Tornadus and Chien-Pao to take advantage of. Tera Fairy is an overall good defensive type, as it is neutral into most of the metagame, but it's especially good for beating opposing Iron Hands and performing better into Raging Bolt.

Written by:
https://www.smogon.com/forums/members/soulboyvgc.558405/

Quality checked by:
https://www.smogon.com/forums/members/lameliarleo.641287/

Grammar checked by:
https://www.smogon.com/forums/members/yoko.617542/
https://www.smogon.com/forums/members/tbolt.555379/
 
Last edited by a moderator:
Add, Remove, Move, Comment.


[OVERVIEW]
* With solid great (Some of the highest in the game) physical bulk (154HP 108DEF) and attack (140), (This is unnecessary, especially when these will be up on the dex which will show you the stats) plus Assault Vest :Assault Vest: to shore up it's special bulk, Iron Hands :Iron Hands: can stay stick on the field for a long time and deal plenty of damage, allowing it to serve as a tank and and endgame sweeper bulky pivot. (Doesn't really sweep without set up and low BP moves, tank is a bit vague) Fake Out also allows provides Iron Hands :Iron Hands: with to serve as a utility Pokemon. (Wouldn't call it a utility/support Pokemon, just has a tool)

*Thanks to Iron Hands' :Iron Hands: bulk and power, it is able to take on a variety of Pokemon in a 1 vs 1. (Pretty Informal) Notable good matchups include both Urshifu forms :Urshifu: :Urshifu-Rapid-Strike:, Kingambit :Kingambit:, Tornadus-Incarnate (It is the Base form):Tornadus:, and newcomer Raging Bolt :Raging Bolt:.

* (Landorus-Incarnate :Landorus: is an extremely bad matchup for Iron Hands :Iron Hands:, and its cousin Landorus-Therian:Landorus-Therian: not only completely beats Iron Hands :Iron Hands: 1v1 but also reduces its damage output.) (Reword what is in brackets, the two Landorus forms are poor matchups for Iron Hands when it isn't running Ice Punch, something the dex set has), Choice specs Flutter Mane :Flutter Mane: :Choice Specs: also threatens to OHKO Iron Hands :Iron Hands: with terastal fairy Moonblast. (Flutter Mane isn't a bad matchup for Iron Hands, which's in fact regarded as one of the best checks for it in the format, Latias/Amoonguss who wall its stabs, and Rillaboom who consistently beats it are more obvious examples)

*While Despite Incineroar :Incineroar: does not seem like something that beats being weak to Iron Hands :Iron Hands:, it is in fact the main reason why Iron Hands :Iron Hands: has dropped off in usage at the time of writing. (This seems unnecessary) thanks to Intimidate, Incineroar's :Incineroar: higher speed, and Parting Shot, the Incineroar :Incineroar: player can easily half the damage output of Iron Hands :Iron Hands: . Higher speed also means Incineroar :Incineroar: easily wins Fake Out wars.

[First Iron Hands set will be the usual drain punch fake out wild charge heavy slam set of previous regulations] (This is better reworded or removed, as It is the only Iron Hands set and Heavy Slam is only an option right now)
[SET]
Iron Hands @ Assault Vest
Ability: Quark Drive
Level: 50
Tera Type: Grass / Water / Fire Fairy
EVs: 4 HP / 156 Atk / 4 Def / 204 SpD / 92 Spe
OR
EVs: 4 HP / 76 Atk / 4 Def / 236 SpD / 188 Spe

Adamant Nature
- Fake Out
- Drain Punch/Close Combat
- Wild Charge
- Ice Punch / Heavy Slam / Volt Switch
(Just ideal to use what is available on the strategy dex right now, not sure how we'd implement multiple spreads into one and fire has fallen off with Landorus and the fall of Hearthflame are examples.)

[SET COMMENTS]
*Wild Charge is better than Thunder Punch as the power allows for a lot of extra OHKOs to be taken, such as one on Urshifu-Rapid-Strike.
*Drain punch is used preferable for longevity, while Close Combat is an option to hit certain Pokemon like Incineroar :Incineroar: harder. (Doesn't see usage as you don't want to be dropping your defenses as well as your attack when facing Incineroar, supposed to stick on the field, you're free to mention some of this as elaboration on Drain Punch)
*Heavy Slam turns the tables on Flutter Mane :Flutter Mane: , Ice Punch fixes its matchup vs the two Landorus forms, while Volt switch could be an potential option to turn Iron Hands into a pivoter. (May want to mention resetting the attack drops from Incineroar though this is up to you)

*Assault Vest maximises Iron Hands' :Iron Hands: low special bulk.

*An Adamant nature takes advantage of Iron Hands' :Iron Hands: massive Attack stat, and hits an Attack bump, near maximum Special Defence investment takes full advantage of Assault Vest :Assault Vest: . The Speed investment on the first EV spread outspeeds Chi-yu :Chi-Yu: Urshifu-Rapid-Strike under tailwind and some slower Incineroar :Incineroar:. The second spread can outspeed Adamant Chien-Pao :Chien-Pao: and Modest Flutter Mane :Flutter Mane: under tailwind and outspeeds most Incineroar.

*Terastallizing defensively allows Iron Hands :Iron Hands: to avoid weaknesses like Fairy and Ground and Terastal Grass allows it to ignore Amoonguss' :Amoonguss: Rage Powder and Spore. (Great, now discuss what advantages each of the tera types have, you've done it a bit with Grass)
As It's your first time writing, I'll be doing a second QC check to fix anything that would need fixing.
 
Well done, should be ready after the following changes.

Add, Remove, Comment.

[OVERVIEW]
* With great physical bulk and attack(some of the highest in the game). (I was clarifying how solid was an understatement) plus Assault Vest to shore up its special bulk, Iron Hands can stick on the field for a long time and deal plenty of damage, allowing it to serve as a bulky pivot. Fake Out also provides Iron Hands with utility.

* Thanks to Iron Hands' bulk and power, it is able to take on a variety of Pokemon.
Notable good matchups include both Urshifu forms, Kingambit, Tornadus and newcomer Raging Bolt .

* Landorus (both forms) is an extremely bad matchup for Iron Hands not running Ice Punch, and Landorus Therian also has Intimidate to lower its damage output. Other notable bad matchups include Amoonguss and Latias who can wall Iron Hands' stabs and punish it with rocky helmet, and as well as Rillaboom who can consistently beat it with Wood Hammer.

* Despite Incineroar being weak to Iron Hands, thanks to Intimidate, Incineroar's higher speed, and Parting Shot, the Incineroar player can easily half the damage output of Iron Hands. Higher speed also means Incineroar easily wins Fake Out wars. (Unnecessary words)


[SET]
Iron Hands @ Assault Vest
Ability: Quark Drive
Level: 50
Tera Type: Grass / Water / Fairy
EVs: 4 HP / 156 Atk / 4 Def / 252 SpD / 92 Spe
Adamant Nature
- Fake Out
- Drain Punch/Close Combat
- Wild Charge
- Ice Punch / Heavy Slam / Volt Switch

[SET COMMENTS]
*Wild Charge is better than Thunder Punch as the power allows for a lot of extra OHKOs to be taken, such as one on Urshifu-Rapid-Strike.
*Drain punch is preferable for longevity, and while Close Combat could be considered to hit certain Pokemon like Incineroar harder, Iron Hands is meant to stick on the field therefore a drop in both defenses as a side effect of your primary STAB is counterintuitive.
*Heavy Slam turns the tables on Flutter Mane, Ice Punch fixes its matchup vs the two Landorus forms, while Volt switch could be an potential (Isn't potential if it's on the dex) option to turn Iron Hands into a pivot and provide it with a way to reset attack drops from opposing Intimidate.

*Assault Vest maximises Iron Hands' low special bulk.

*An Adamant nature takes advantage of Iron Hands' massive Attack stat, and 156 hits an Attack bump, near maximum Special Defence investment takes full advantage of Assault Vest. The Speed investment on the EV spread outspeeds Urshifu-Rapid-Strike under tailwind and some slower Incineroar. The second spread can outspeed Adamant Chien-Pao. (No Second spread as of now)

*Terastallizing defensively allows Iron Hands to avoid weaknesses like Fairy and Ground. and Terastal Grass allows it to ignore Amoonguss' Rage Powder and Spore, as well as provide it with a resistance to Landorus and Urshifu-R. (Better off as two sentences, the Ground resist is one of the biggest reasons Iron Hands runs Tera Grass)

*Water allows you Iron Hands to resist Urshifu-Rapid-Strike surging strikes without introducing a flying and ice weakness for Urshifu-Rapid-Strike's common partners, Tornadus and Chien-Pao to take advantage of.

*Fairy is an overall good defensive type as it is neutral into most of the common metagame attacks but especially good for beating opposing Iron Hands as they are forced to use Wild Charge while you can outlast them with drain punch and performing better into Raging Bolt. (Pretty obvious so unnecessary, better to just mention another Pokemon poor into Fairy Hands)
 
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[OVERVIEW]
* With great physical bulk and attack Attack plus Assault Vest to shore up its special bulk, Iron Hands can stick on the field for a long time and deal plenty of damage, allowing it to serve as a bulky pivot. Fake Out also provides Iron Hands with utility.

*Thanks to Iron Hands' (Remove) bulk and power, it is able to take on a variety of Pokemon.
Notable notable good matchups include both Urshifu forms, Kingambit, Tornadus and newcomer Raging Bolt. (Remove the space between bolt and period and combine these setences)

* Landorus (both forms) and Landorus-T is an are a extremely bad matchup for Iron Hands not running Ice Punch, and Landorus-T (add hyphen) Therian also has Intimidate to lower its damage output. Other notable bad matchups include Amoonguss and Latias who can wall Iron Hands' stabs STABs and punish it with rocky helmet Rocky Helmet, as well as Rillaboom who can consistently beat it with Wood Hammer.

* Despite Incineroar being weak to Iron Hands, thanks to Intimidate, Incineroar's higher speed Speed which can also let it use Fake Out first, and Parting Shot, Incineroar can easily half the damage output of Iron Hands. Higher speed also means Incineroar wins Fake Out wars. (decided to add this part to the part about incineroar's higher Speed to make it more clear)

*Iron Hands fits best on balance teams where it contributes to the pivot heavy playstyle (Remove space). Tailwind teams can also utilise Iron Hands as a defensive backbone and bulky pivot.

[SET]
Bulky Atracker (Iron Hands) @ Assault Vest
Ability: Quark Drive
Level: 50
Tera Type: Grass / Water / Fairy
EVs: 4 HP / 156 Atk / 4 Def / 252 SpD / 92 Spe
Adamant Nature
- Fake Out
- Drain Punch/Close Combat
- Wild Charge
- Ice Punch / Heavy Slam / Volt Switch

[SET COMMENTS] (optional but u should probably add some space between each move comment)
*Wild Charge is better than Thunder Punch as the power allows for a lot of extra OHKOs to be taken, such as one on Urshifu-Rapid-Strike. Urshifu-R.
*Drain punch is preferable for longevity, and while Close Combat could be considered to hit certain Pokemon like Incineroar harder, Iron Hands is meant to stick on the field therefore a drop in both defenses as a side effect of your primary STAB is counterintuitive. is used to hit Pokemon like Incineroar harder, however its downsides make it counterintuitive to Iron Hands role of staying on the field.
*Heavy Slam turns the tables on Flutter Mane, Ice Punch fixes its matchup vs the two against both Landorus forms, while Volt switch is an option to turn Iron Hands into a pivot and provide it with a way to reset attack Attack drops from opposing Intimidate. (Mention what Ice Punch does first as its the first slash in the 4th slot)

*Assault Vest maximises Iron Hands' low special bulk.

*An Adamant nature takes advantage of Iron Hands' massive Attack stat, and 156 hits the Attack EVs an Attack bump, maximum Special Defence investment takes full advantage of Assault Vest. The Speed investment on the EVs spread outspeeds Urshifu-Rapid-Strike under tailwind Urshifu-R under Tailwind and some slower Incineroar.

*Terastallizing Using Tera defensively allows Iron Hands to avoid weaknesses like Fairy and Ground. (combine all the tera points into one so its more clean)

*Terastal Tera Grass allows it to ignore Amoonguss' Rage Powder and Spore, as well as provide providing it with a resistance to Landorus and Urshifu-R.

*Tera Water allows Iron Hands to resist Urshifu-Rapid-Strike surging strikes without introducing a flying and ice weakness for Urshifu-Rapid-Strike's common partners, Urshifu-R's Surging Strikes, as well as not adding a weakness to Ice- and Flying-types for Urshifu-R's common partners like Tornadus and Chien-Pao to take advantage of.

*Tera Fairy is an overall good defensive type as it is neutral into most of the metagame, (AC) but its especially good for beating opposing Iron Hands and performing better into Raging Bolt.
 
add remove comment

[OVERVIEW]
* With great physical bulk and Attack, (AC) plus Assault Vest to shore up its special bulk, Iron Hands can stick on the field for a long time and deal plenty of damage, allowing it to serve as a bulky pivot. Fake Out also provides Iron Hands with utility.

* Thanks to Iron Hands Hands's bulk and power, it is able to take on a variety of Pokemon. (AP) and notable Notable good matchups include both Urshifu forms formes, Kingambit, Tornadus and newcomer Raging Bolt.

* Landorus and Landorus-T are a extremely bad matchup matchups for Iron Hands not running Ice Punch, and Landorus-T also has Intimidate to lower its damage output. Other notable bad matchups include Amoonguss and Latias, (AC) which who can wall Iron Hands Hands's STABs STAB moves and punish it with Rocky Helmet, as well as Rillaboom, (AC) which who can consistently beat it with Wood Hammer.

* Despite Incineroar being weak to Iron Hands, thanks to Intimidate, Incineroar's higher Speed which can that also let lets it use Fake Out first, and Parting Shot, Incineroar can easily half halve the damage output of Iron Hands.

*Iron Hands fits best on balance teams, (AC) where it contributes to the pivot heavy pivot-heavy playstyle. Tailwind teams can also utilise utilize Iron Hands as a defensive backbone and bulky pivot.

[SET]
Bulky Atracker Attacker (Iron Hands) @ Assault Vest
Ability: Quark Drive
Level: 50
Tera Type: Grass / Water / Fairy
EVs: 4 HP / 156 Atk / 4 Def / 252 SpD / 92 Spe
Adamant Nature
- Fake Out
- Drain Punch/Close Combat Drain Punch / Close Combat
- Wild Charge
- Ice Punch / Heavy Slam / Volt Switch

[SET COMMENTS]

* (AS)Wild Charge is better than Thunder Punch, (AS) as the power allows for a lot of extra OHKOs to be taken, such as one on Urshifu-R.

* (AS)Drain punch Punch is preferable for longevity, and while Close Combat is used to hit Pokemon like Incineroar harder, however its downsides make it counterintuitive to Iron Hands role of staying on the field. can hit certain Pokemon like Incineroar harder, Iron Hands is meant to stick on the field, so a drop in both defenses as a side effect of using its Fighting-type STAB move goes against Iron Hands's best traits. (Undoing yoko's rewrite here because this contained information that was important to QC.)

* (AS)Ice Punch fixes the matchup vs both Landorus forms formes, Heavy Slam turns the tables on Flutter Mane, while and Volt switch Switch is an option to turn Iron Hands into a pivot and provide it with a way to reset Attack drops from Intimidate.

* (AS)Assault Vest maximises maximizes Iron Hands' Hands's low special bulk.

* (AS)An Adamant nature and Attack EVs take takes advantage of Iron Hands' Hands's massive Attack stat., (RC, AP) and the Attack EVs an Attack bump, maximum (Removed mention of "stat bump" because GP doesn't like it and should be removed from QC processes.) Maximum Special Defence Defense investment takes full advantage of Assault Vest. The Speed EVs outspeeds Urshifu-R under Tailwind and some slower Incineroar.

* (AS)Using Tera defensively allows Iron Hands to avoid weaknesses like Fairy and Ground. Tera Grass allows it to ignore Amoonguss' Amoonguss's Rage Powder and Spore, as well as providing it with a resistance to the STAB moves of (You don't resist a Pokemon, you resist their attacks.) Landorus and Urshifu-R. Tera Water allows Iron Hands to resist Urshifu-R's Surging Strikes, as well as not adding a weakness to Ice- and Flying-types for Urshifu-R's common partners like Tornadus and Chien-Pao to take advantage of. Tera Fairy is an overall good defensive type, (AC) as it is neutral into most of the metagame, (AC) but its it's especially good for beating opposing Iron Hands and performing better into Raging Bolt.

Written by:
https://www.smogon.com/forums/members/soulboyvgc.558405/

Quality checked by:
https://www.smogon.com/forums/members/lameliarleo.641287/

Grammar checked by:
https://www.smogon.com/forums/members/yoko.617542/

https://www.smogon.com/forums/members/tbolt.555379/

GP Team done
 
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