Monotype Iron Valiant (Swords Dance) QC: [2/2]

[SET]
Iron Valiant @ Life Orb / Heavy-Duty Boots
Name: Swords Dance (Fairy)
Ability: Quark Drive
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Ice Punch / Knock Off
- Shadow Sneak / Knock Off

[SET COMMENTS]
Equipped with the ever-menacing Swords Dance, Iron Valiant becomes one of the most fearsome physical attackers in the metagame for Fairy-type teams, which can use it as their much-needed physical powerhouse. Close Combat lets Iron Valiant break through Steel- and Normal-types like Heatran, Hisuian Goodra, and Blissey. Ice Punch at +2 threatens Ground- and Grass-types like Clodsire, Landorus, and Sinistcha. Meanwhile, Shadow Sneak is key for picking off fast Ghost- and Psychic-types like Dragapult, Flutter Mane, and Iron Boulder after a boost. Alternatively, Knock Off can be used to help Iron Valiant break through Ghost- and Psychic-types such as Gholdengo and Galarian Slowking after a Swords Dance. Life Orb lets Close Combat OHKO the Ogerpon formes after chip damage, while Heavy-Duty Boots gives Iron Valiant safe entry from entry hazards.

Klefki is a fantastic partner, thanks to its Poison immunity and ability to set up dual screens and Spikes, along with its part-Steel typing and access to Foul Play, enabling it to check Scizor. In return, Iron Valiant can eliminate Ground-types such as Mamoswine and Clodsire. Choice Specs Flutter Mane is a powerful wallbreaker to pair with Iron Valiant and, with its Speed, can check Ghost- and Psychic-types such as Pecharunt, Hatterene, and Choice Specs Greninja. Primarina and Azumarill deal with Fire-types like Moltres and Volcarona, and if Primarina is equipped with an Assault Vest, it can safely pivot Iron Valiant in with Flip Turn. Hatterene handles Poison-types like Toxapex and Galarian Weezing while also bouncing back hazards and status moves, increasing the longevity of Iron Valiant. Tinkaton helps deal with Flutter Mane while also providing Stealth Rock support; notably, this breaks Focus Sash off of Ceruledge, which allows Iron Valiant to easily remove it.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/rodenttamer.655366/
Quality checked by:
https://www.smogon.com/forums/members/pengairxan.622813/
https://www.smogon.com/forums/members/boomp.637295/
Grammar checked by:
https://www.smogon.com/forums/members/sunny004.197240/
 
Last edited by a moderator:
[SET]
Iron Valiant @ Life Orb / Heavy-Duty Boots
Name: Swords Dance (Fairy)
Ability: Quark Drive
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Ice Punch / Knock Off
- Shadow Sneak / Knock Off

[SET COMMENTS]
Equipped with the ever-menacing Swords Dance, and backed by Quark Drive, Life Orb, and the protection from hazards with Heavy-Duty Boots, (Life V Boots go later) Iron Valiant becomes one of the most fearsome physical attackers in the metagame for Fairy-type teams, who can use it as their much-needed physical powerhouse to punish foes efficiently. As mentioned earlier, Swords Dance allows Iron Valiant to cleanly OHKO many threats thanks to its high Attack stat, helping both itself and teammates who struggle against specially bulky foes. However, it needs a safe opportunity to set up at least once to begin tearing through the opposing team. (Fluff) Close Combat is a crucial STAB move that lets Iron Valiant break key threats. With boosts from Quark Drive and Life Orb, it can remove (Fluff) Through Steel-, and Normal-, and Dark-types like Heatran, Hisuian Goodra, and Blissey, and Hisuian Samurott, while also pressuring Alolan Muk and Archaludon before they can turn the tables. Ice Punch threatens Ground-types like Clodsire and Landorus, and removes pesky Flying-types like Gliscor and Thundurus-T before they can set up and become tougher to deal with. (The info is true, but just make it Ice Punch dealing with Ground- and Grass-types like Clodsire, Landorus, and Sinistcha) Meanwhile, Shadow Sneak is key for picking off fast Ghost- and Psychic-types like Ceruledge, and Flutter Mane, and Choice Scarf Iron Boulder after a boost, while also chipping faster threats like Choice Scarf Latias or bulky ones like Sinistcha, (We have Ice punch for Sinistcha) letting teammates handle them more easily. While optional, Knock Off is a valuable utility tool. It cripples item-reliant Pokémon like Gholdengo and Corviknight, making it harder for them to safely stay in. It also removes Hisuian Zoroark, whose Illusion ability can make predictions trickier than they need to be. (Needs major rewording, use the following as your start; Alternatively, Knock Off can be used to help Iron Valiant break through Ghost- and Psychic-types such as...) This where the item choice goes, Life Orb enables Close Combat to always OHKO Ogerpon-H.

Iron Valiant also benefits from teammates that support its weaker areas, especially its poor bulk and Poison-type weakness. (Fluff) Klefki is a fantastic partner, thanks to its Poison immunity and access to Reflect, Light Screen, status, set dual screens and hazards Spikes. It can even tank a Bullet Punch or two from along with its Steel neutrality and Foul Play enabling it to check Scizor, giving teammates time to finish it off. In return, Iron Valiant can eliminate Ground-types such as Mamoswine and Clodsire, both of which threaten Klefki. Mimikyu and Flutter Mane, with their its speed and priority, can weaken walls like Check Ghost- and Psychic-types such as Gholdengo, Pecharunt, and Hatterene and Skeledirge, paving the way for Iron Valiant to clean up before they get a chance to set up. (Fluff) Primarina and Azumarill deal with Fire-types like Heatran Moltres and Volcarona, who otherwise wall Fairy-types with ease with both their own typings, and ability to set up on them without any issues. Having either of them makes it much easier to break those fireproof barriers. (Fluff) (Add AV Primarina in as it can pivot Valiant in with Flip Turn) Hatterene handles Poison-types like Toxapex and Galarian Weezing, while also bouncing back hazards and status, keeping the field clean for Iron Valiant and friends. Finally, Tinkaton helps deal with opposing Iron Valiant and Flutter Mane, while also providing Stealth Rock support.
Ping once implemented so I can recheck.
 
Last edited:
Equipped with the ever-menacing Swords Dance, Iron Valiant becomes one of the most fearsome physical attackers in the metagame for Fairy-type teams, who can use it as their much-needed physical powerhouse to punish foes efficiently.Close Combat is a crucial STAB move that lets Iron Valiant break through Steel- and Normal-types like Heatran, Hisuian Goodra, and Blissey. Ice Punch at +2 threatens Ground-types and Grass-types like Clodsire, Landorus, and Sinistcha before they can set up and become tougher to deal with (Fluff). Meanwhile, Shadow Sneak is key for picking off fast Ghost- and Psychic-types like Ceruledge, Flutter Mane, and Choice Scarf Iron Boulder after a boost, letting teammates handle them more easily. Alternatively, Knock Off can be used to help Iron Valiant break through Ghost- and Psychic-types such as Galarian Slowbro, Polteageist, and Jirachi at +1 Gholdengo, Brambleghast, and Galarian Slowking. It can also cripple item-reliant Pokemon like Gholdengo and the aforementioned Blissey, making it harder for them to safely stay in. Knock Off can also be used to catch Hisuian Zoroark and OHKO it before it wreaks havoc. Life Orb enables Close Combat to always OHKO Ogerpon-H. (This is ment to be where you explain the choice of the items, Life Orb giving a power boost enabling Close Combat to OHKO Ogerpon-H (well Ogerpon formes, that was my bad) while Heavy-Duty boots gives Iron Valiant Safe entry.

Klefki is a fantastic partner, thanks to its Poison immunity and ability to set up dual Screens and Spikes, along with its part Steel-typing giving it neutrality to Foul Play and and access to Foul Play enabling it to check Scizor. In return, Iron Valiant can eliminate Ground-types such as Mamoswine and Clodsire. Flutter Mane, with its speed, can check Ghost- and Psychic-types such as Gholdengo, Pecharunt, and Hatterene. Primarina and Azumarill deal with Fire-types like Moltres and Volcarona, and if Primarina is equipped with an Assault Vest it can safely pivot Iron Valiant in and hit the aforementioned foes for good damage before going out with Flip Turn (Fluff and not really, Flip turn barely does anything). Hatterene handles Poison-types like Toxapex and Galarian Weezing, while also bouncing back hazards and status, keeping the field clean for Iron Valiant. Tinkaton helps deal with Flutter Mane, while also providing Stealth Rock support.
Ping when implemented. I want to have one last look.
 
[SET]
Iron Valiant @ Life Orb / Heavy-Duty Boots
Name: Swords Dance (Fairy)
Ability: Quark Drive
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Ice Punch / Knock Off
- Shadow Sneak / Knock Off

[SET COMMENTS]
Equipped with the ever-menacing Swords Dance, Iron Valiant becomes one of the most fearsome physical attackers in the metagame for Fairy-type teams, who can use it as their much-needed physical powerhouse to punish foes efficiently. Close Combat is a crucial STAB move that lets Iron Valiant break through Steel- and Normal-types like Heatran, Hisuian Goodra, and Blissey. Ice Punch at +2 threatens Ground-types and Grass-types like Clodsire, Landorus, and Sinistcha. Meanwhile, Shadow Sneak is key for picking off fast Ghost- and Psychic-types like Dragapult Ceruledge, Flutter Mane, and Iron Boulder after a boost, letting teammates handle them more easily. [we already saying we pick them off meaning they are being ko'ed already. no need for that last part.] Alternatively, Knock Off can be used to help Iron Valiant break through Ghost- and Psychic-types such as Gholdengo, Brambleghast,[We can just +2 Ice Punch bramble and still ko it.] and Galarian Slowking after a Swords Dance. Life Orb giving a power boost enabling Close Combat to OHKO the Ogerpon formes after chip Ogerpon-C while Heavy-Duty Bboots gives Iron Valiant Safe entry from hazard chip.

Klefki is a fantastic partner, thanks to its Poison immunity and ability to set up dual Screens and Spikes, along with its part Steel-typing and access to Foul Play enabling it to check Scizor. In return, Iron Valiant can eliminate Ground-types such as Mamoswine and Clodsire. Choice Specs Flutter Mane is a powerful wallbreaker to pair with Iron Valiant and, with its speed, can deal with threats check Ghost- and Psychic-types such as Pecharunt, Hatterene, and Choice Specs Greninja Gholdengo, Pecharunt, and Hatterene. Primarina and Azumarill deal with Fire-types like Moltres and Volcarona, and if Primarina is equipped with an Assault Vest it can safely pivot Iron Valiant in with Flip Turn. Hatterene handles Poison-types like Toxapex and Galarian Weezing, while also bouncing back hazards and status, increasing the longevity for Iron Valiant keeping the field clean for Iron Valiant. Tinkaton helps deal with Flutter Mane, while also providing Stealth Rock support, breaking Focus Sash off of Ceruledge which allows Iron Valiant to easily remove it.

[SET CREDITS]
Written by: https://www.smogon.com/forums/members/rodenttamer.655366/
Quality checked by:
https://www.smogon.com/forums/members/pengairxan.622813/
Grammar checked by:
Just want to take a look before stamping it. want to make sure you implemented everything first.
 
Make sure that you add all of the credits and that they are formatted correctly! An explanation of my changes is below the check itself.
add remove comment
1/1 GP Team done
[SET]
Iron Valiant @ Life Orb / Heavy-Duty Boots
Name: Swords Dance (Fairy)
Ability: Quark Drive
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Ice Punch / Knock Off
- Shadow Sneak / Knock Off

[SET COMMENTS]
Equipped with the ever-menacing Swords Dance, Iron Valiant becomes one of the most fearsome physical attackers in the metagame for Fairy-type teams, which can use it as their much-needed physical powerhouse to punish foes efficiently. Close Combat is a crucial STAB move that lets Iron Valiant break through Steel- and Normal-types like Heatran, Hisuian Goodra, and Blissey. Ice Punch at +2 threatens Ground- and Grass-types like Clodsire, Landorus, and Sinistcha. Meanwhile, Shadow Sneak is key for picking off fast Ghost- and Psychic-types like Dragapult, Flutter Mane, and Iron Boulder after a boost. Alternatively, Knock Off can be used to help Iron Valiant break through Ghost- and Psychic-types such as Gholdengo and Galarian Slowking after a Swords Dance. Life Orb gives a power boost, enabling lets Close Combat to OHKO the Ogerpon formes after chip damage, while Heavy-Duty Boots give gives Iron Valiant safe entry from hazard chip entry hazards.

Klefki is a fantastic partner, thanks to its Poison immunity and ability to set up dual screens and Spikes, along with its part-Steel typing and access to Foul Play, enabling it to check Scizor. In return, Iron Valiant can eliminate Ground-types such as Mamoswine and Clodsire. Choice Specs Flutter Mane is a powerful wallbreaker to pair with Iron Valiant (RC) and, with its I assume you refer to the stat here, in which case it should be capitalized. Speed, can check Ghost- and Psychic-types such as Pecharunt, Hatterene, and Choice Specs Greninja. Primarina and Azumarill deal with Fire-types like Moltres and Volcarona, and if Primarina is equipped with an Assault Vest, it can safely pivot Iron Valiant in with Flip Turn. Hatterene handles Poison-types like Toxapex and Galarian Weezing (RC) while also bouncing back entry hazards and status, increasing the longevity of Iron Valiant. Tinkaton helps deal with Flutter Mane (RC) while also providing Stealth Rock support; (ASC) notably, breaking this breaks Focus Sash off of Ceruledge, which allows Iron Valiant to easily remove it.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/rodenttamer.655366/
Quality checked by:
https://www.smogon.com/forums/members/pengairxan.622813/
https://www.smogon.com/forums/members/boomp.637295/
Grammar checked by:
https://www.smogon.com/forums/members/sunny004.197240/

  • Phrases like "to punish foes efficiently" and "is a crucial STAB move" are really just filler phrases that don't add too much to what the reader needs to know, so we typically remove them in the GP stage. When you are the author though, I wouldn't be thinking *too* much about "is this filler or not?" Just write as you normally would and let whichever GPer checks it true up your writing.
  • The fact that Life Orb gives a power boost is what is known as "dex info." I forget if I have explained what that is to you before, but it is essentially information that can easily be found on Bulbapedia and that we already expect our readers to know (another good example is just the type chart). We try to avoid having dex info in analyses.
  • While in normal English "Heavy-Duty Boots" is plural, we treat it as a singular object for GP purposes because it is one held item. So I used the singular "gives" instead of "give"
  • I changed "hazard chip" to "entry hazards" because 1) the first mention of "hazards" needs to have "entry" before it (same thing in 2nd paragraph), and 2) you repeated "chip" twice. Additionally, "chip" on its own is not a noun, it's an adjective. So you need to say something like "chip damage."
  • "dual screens" is completely lowercase.
  • The comma before "and" in your Specs Mane sentence is incorrect. This was a tricky one, but despite the parenthetical, the ending clause there is dependent (and therefore no comma)
  • The commas before both "whiles" were incorrect because in both sentences, the "while" meant "at the same time as." The comma only goes before "while" if it means "whereas" or shows contrast.
  • My change in the last sentence was a bit more subjective, but I believe it makes more sense from a flow / reader's focus perspective to really distinguish the breaking of Ceruledge's focus sash from the rest of the sentence talking about SR support.
 
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