The Drops
Ok so I wanted to atleast play the tier a bit before forming my own opinion on each of the drops we got at the start of February since at first it seemed pretty easy to just go "Iron Hands is broken because it never dies and 2hkos everything" without actually doing some testing beforehand. Therefore I made two alts so that I could mess around a bit while getting a decent point of view of how the drops have affected the overall metagame, I used these accounts to form the opinions stated underneath after ~50 games played with all alts combined.
But first some background info. One of these accounts was dedicated to a stall, which also happens to be the account I got most of my games from and the other was dedicated solely to sun since I saw one Sun user through the course of my Stall session and said player ended up disconnecting during team preview. Curiously enough I've only seen like 1 Pawmot throughout my entire play session but I don't think many would argue that Pawmot is the biggest issue with the tier right now so I'll just focus on the two drops people are talking about and talk a bit about Pawmot at the end.
Iron Hands
But of course dumpstering defence isn't grounds for a mon being broken, after all we have Armarouge in the tier which has multiple different sets that can dumpster multiple different defensive teams and that mon is just solid right now. What does Iron Hands do to distinguish itself in this regard? Well the main difference between Iron Hands and other standard breakers who excel at breaking fat is that this mon is borderline unkillable thanks to it's insane defensive defensive stats + decent typing coupled with having multiple Tera options in order to lure would be revenge killers and checks. People have already gone guns blazing with calcs already so I'm not gonna bore you with a wall of calcs but TLDR if it's not a Specs or Banded Stab Super Effective move coming off of a good attacking stat it's not gonna Ohko this mon. Case and point:
252 SpA Choice Specs Sandy Shocks Earth Power vs. 0 HP / 252 SpD Iron Hands: 422-498 (93.9 - 110.9%) -- 62.5% chance to OHKO
Rip
So TLDR It's borderline unkillable, threatens 90% of the viable mons in the tier, can easily sweep and/or break after a single Swords Dance boost and has set variety in order to lure the few checks it does have and dumpster them immediately. Quick Ban this mon please <3.
Torkoal
However there is one giant elephant in the room when it comes to this regard and that's Slither Wing, which I think is the only even remotely unhealthy part of Sun simply because of how it completely dismantles all of it's pre existing counterplay with a Proto Boost. Your opponent has a mon that CB CC can't 2hko under normal circumstances? Proto Boost. Pads can't OHKO Talonflame with Wild Charge under normal circumstances? No problem. Wanna Tech for a potential hard counter like Palossand? Flare Blitz 2hkos. Sun gives Slither Wing a bunch of unexpected counterplay to pre-existing checks. Despite this I still don't find it broken since there're still large opportunity costs that come with these benefits, mainly set/moveslot additions and the fact that Sun has to be up 24/7. I can definitely understand why someone would find Sun to be problematic because of this but I personally think that Sun is fine at the moment.
Pawmot
Anyway that's all for this post. This playtesting really made me not wanna play stall in SV UU anymore because of how hands makes me wanna jump off of a cliff but atleast Sun is fun to mess around with. Overall I think that the council has got the metagame in a nice spot at the moment outside of two specific mons that they're probably looking into at the moment, so hopefully it goes from a 9/10 to a 10/10 soon.
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