GG Offensive SD Iron Hands [DONE]

Status
Not open for further replies.

Wes8888

Goon of the OM variety
is a Pre-Contributor
[SET]
Offensive Swords Dance (Spe) (Iron Hands) @ Booster Energy
Ability: Quark Drive
Tera Type: Fire / Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Drain Punch / Close Combat
- Thunder Punch / Supercell Slam
- Ice Punch / Earthquake

[SET COMMENTS]
Iron Hands is an extremely potent offensive threat that uses its impressive bulk to set up Swords Dance and sweep with a combination of its high base Attack, great STAB combination, and a Speed donation. Swords Dance allows Iron Hands to score 2HKOs on many defensive staples such as Great Tusk, Rotom-W, and Landorus-T and OHKO most offensive Pokemon. Drain Punch keeps Iron Hands healthy, and Thunder Punch hits many Flying-types like Ho-Oh, Corviknight, and Skarmory. Ice Punch gives Iron Hands a way to hit Ground- and Dragon-types such as Eternatus, Clodsire, and Landorus-T. Alternatively, a +2 Earthquake will 2HKO Galarian Slowking and reliably OHKO Zacian-C, as well as doing more damage to Eternatus and Clodsire than Ice Punch, but it leaves Iron Hands unable to cover Landorus-T. Close Combat and Supercell Slam both provide great damage, but the former reduces Iron Hands's defenses while the latter has the potential to deal significant recoil damage, both of which can make Iron Hands susceptible to early KOs. Booster Energy allows Iron Hands to outspeed the entire unboosted metagame, greatly improving its ability to clean late game. It is worth noting that if Iron Hands receives Speed from Arceus, Booster Energy will boost Attack, not Speed. You can circumvent this by only giving Iron Hands 220 Attack EVs and putting the remaining EVs in Special Defense, but if you're receiving Speed from something slower than Arceus, redirecting Attack EVs will not be worth it. Tera Fire allows Iron Hands to more reliably take on Weavile, Hisuian Electrode, and Zacian-C while also giving it an immunity to burns. Tera Flying allows Iron Hands to dodge a Ground-type move and win a free turn to get in a crucial Swords Dance.

Iron Hands likes receiving Speed from fast gods like Eternatus, Zacian-C, and even Arceus, and works well on the offensive teams these gods create. Iron Hands will have the easiest time cleaning after its checks have been sufficiently worn down, and to that end, it pairs well with offensive Knock Off users like Meowscarada, Hisuian Samurott, and Weavile; these Pokemon weaken their shared checks and importantly remove Leftovers, Heavy-Duty Boots, and Rocky Helmet from defensive Pokemon like Rotom-W, making it easier for Iron Hands to break through them later. Iron Hands also appreciates entry hazard support to wear down its checks further, such as Spikes from Meowscarada, Hisuian Samurott, and Ting-Lu or Stealth Rock from Great Tusk, Excadrill, and Iron Treads. Iron Hands is stopped in its tracks by Unaware users such as Clefable, Clodsire, and Skeledirge, so it appreciates strong wallbreakers such as Hisuian Electrode, Choice Specs Iron Valiant, and Choice Band Urshifu-S that can break through them.
 
Last edited:
Add Remove Comment
[SET]
Offensive Swords Dance (Spe) (Iron Hands) @ Booster Energy
Ability: Quark Drive
Tera Type: Fire / Flying Fire lets it take on zacian-c, weavile and electrode-h better, while also giving it a useful burn immunity which helps its matchup vs ho-oh, rotom-w (you live hydro pump at full), rotom-h and skeledirge.
EVs: 252 Atk / 4 SpD / 252 Spe
Nature: Jolly
- Swords Dance
- Drain Punch
- Thunder Punch
- Ice Punch / Earthquake

[SET COMMENTS]
Iron Hands is an extremely potent offensive threat that uses its impressive bulk to set up Swords Dance and sweep with a combination of its high base Attack, great STAB combination, and a Speed donation. Swords Dance grants Iron Hands immense attacking power, allowing it to score 2HKOes on many defensive staples such as Mandibuzz, Ting Lu, and Primarina, These feel like somewhat redundant suggestions, as it already heavily dents all of them with its stabs, and it would be better to mention mons that it would normally lose to at +0, that it can now take on at +2 like great tusk, rotom-w and physically defensive landorus-t and OHKO most offensive Pokemon. Drain Punch keeps Iron Hands healthy, and Thunder Punch hits many Flying-types like Ho-Oh, Corviknight, and Skarmory. Ice Punch gives Iron Hands a way to hit Ground and dragon -types such as Great Tusk Eternatus, Clodsire You already kind of beat Great Tusk with +2 drain punch, and ice punch being able to hit etern & clodsire is really important for those matchups and Landorus-T; alternatively, Earthquake, after a Swords Dance, will 2HKO Galarian Slowking Could also mention how it does more to etern + clod than ice punch, but suffers a much worse matchup vs landorus-t and reliably OHKO Zacian-C. Booster Energy allows Iron Hands to outspeed the entire unboosted metagame, greatly boosting it's ability to clean late game; it is worth noting, if receiving Speed from Arceus, Booster Energy will boost Attack, not Speed. You can circumvent this by only giving Iron Hands 220 Attack EVs and putting the remaining EVs in HP SpDef, but if you're receiving Speed from something slower than Arceus, redirecting Attack EVs will not be worth it. Tera Flying allows Iron Hands to dodge a Ground-type move and win a free turn to get in a crucial Swords Dance. Mention the use cases of tera fire as I said above

Iron Hands likes receiving Speed from fast gods like Eternatus, Deoxys Zacian-Crowned, and even Arceus, and works well on the offensive teams these gods create. Iron Hands will have the easiest time cleaning after its checks have been sufficiently worn down, and to that end, it pairs well with offensive Knock Off users like Meowscarada, Hisuian Samurott, and Weavile; these Pokemon wear down their shared checks and importantly remove Leftovers Mention heavy duty boots and rocky helmet as well from defensive Pokemon like Rotom-W, making it easier for Iron Hands to break through them later. Iron hands also appreciates hazard support to wear down its checks further, such as Spikes from Meowscarada, Hisuian Samurott, and Ogerpon Ting-Lu Ogerpon is a pretty bad spiker, while ting lu can pretty easily get up multiple layers of them throughout a game, or Stealth Rock from Great Tusk, Excadrill, and Iron Treads. Iron Hands is stopped in its tracks by Unaware users such as Clefable, Clodsire, and Skeledirge, so it appreciates strong special attackers such as Hisuian Electrode, Iron Moth, and Walking Wake that can break through them. This is fine, but instead of specifically mentioning special attackers, I think it would be better to mention strong wallbreakers in general, like choice band urshifu-s and choice specs iron valiant instead of iron moth and walking wake, as they are more efficient at luring in and chipping down the unaware walls. Electrode-H is a very relevant mention here though, so you can keep it

Pretty straightforward and the analysis is well-written, so I feel happy giving QC 1/2 now. Well done, and feel free to reach out if you have any questions (I'll try to do the arceus fairy one soon as well)
 
add remove comment
[SET]
Offensive Swords Dance (Spe) (Iron Hands) @ Booster Energy
Ability: Quark Drive
Tera Type: Fire / Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Nature: Jolly
- Swords Dance
- Drain Punch / Close Combat power boost is really nice sometimes to claim ohkoes (i.e. zac/ndm without eq and various other stuff) - if added, make sure to note in the paragraph
- Thunder Punch / Supercell Slam same reason as cc, also for like arc-fairy or something. also could do wild charge if you wanted b/c recoil is low drawback esp without mola
- Ice Punch / Earthquake

[SET COMMENTS]
Iron Hands is an extremely potent offensive threat that uses its impressive bulk to set up Swords Dance and sweep with a combination of its high base Attack, great STAB combination, and a Speed donation. Swords Dance grants Iron Hands immense attacking power, allowing it to score 2HKOes on many defensive staples such as Great Tusk, Rotom-W, and Landorus-T, and OHKO most offensive Pokemon. Drain Punch keeps Iron Hands healthy, and Thunder Punch hits many Flying-types like Ho-Oh, Corviknight, and Skarmory. Ice Punch gives Iron Hands a way to hit Ground- and Dragon-types such as Eternatus, Clodsire and Landorus-T; alternatively, Earthquake, after a Swords Dance, will 2HKO Galarian Slowking and reliably OHKO Zacian-C, as well as doing more damage to Eternatus and Clodsire than Ice Punch, but it leaves Iron Hands unable to cover Landorus-T. Booster Energy allows Iron Hands to outspeed the entire unboosted metagame, greatly boosting it's ability to clean late game; it is worth noting, if receiving Speed from Arceus, Booster Energy will boost Attack, not Speed. You can circumvent this by only giving Iron Hands 220 Attack EVs and putting the remaining EVs in Special Defense, but if you're receiving Speed from something slower than Arceus, redirecting Attack EVs will not be worth it. Tera Flying allows Iron Hands to dodge a Ground-type move and win a free turn to get in a crucial Swords Dance. Tera Fire allows Iron Hands to more reliably take on Weavile, Electrode-H, and Zacian-C while also giving it immunity to burns. Tera Flying allows Iron Hands to dodge a Ground-type move and win a free turn to get in a crucial Swords Dance. Reorder in order stated

Iron Hands likes receiving Speed from fast gods like Eternatus, Zacian-C, and even Arceus, and works well on the offensive teams these gods create. Iron Hands will have the easiest time cleaning after its checks have been sufficiently worn down this feels slightly unnecessary to me (what cleaner doesn't need its checks to be worn down?), but you can keep it if you want, it's up to you, and to that end, it pairs well with offensive Knock Off users like Meowscarada, Hisuian Samurott, and Weavile; these Pokemon wear down their shared checks and importantly remove Leftovers, Heavy-Duty Boots, and Rocky Helmet from defensive Pokemon like Rotom-W, making it easier for Iron Hands to break through them later. Iron Hhands also appreciates hazard support to wear down its checks further, such as Spikes from Meowscarada, Hisuian Samurott, and Ting-Lu, or Stealth Rock from Great Tusk, Excadrill, and Iron Treads. Iron Hands is stopped in its tracks by Unaware users such as Clefable, Clodsire, and Skeledirge, so it appreciates strong wallbreakers such as Hisuian Electrode, Choice Specs Iron Valiant, and Choice Band Urshifu-S that can break through them.
just some pretty small things, looks good QC 2/2
 
add remove comment

[SET]
Offensive Swords Dance (Spe) (Iron Hands) @ Booster Energy
Ability: Quark Drive
Tera Type: Fire / Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Nature: Jolly Jolly Nature
- Swords Dance
- Drain Punch / Close Combat
- Thunder Punch / Supercell Slam
- Ice Punch / Earthquake

[SET COMMENTS]
Iron Hands is an extremely potent offensive threat that uses its impressive bulk to set up Swords Dance and sweep with a combination of its high base Attack, its great STAB combination, and a Speed donation. Swords Dance grants Iron Hands immense attacking power, allowing it to score 2HKOes allows Iron Hands to score 2HKOs on many defensive staples such as Great Tusk, Rotom-W, and Landorus-T, (comma) and OHKO most offensive Pokemon. Drain Punch keeps Iron Hands healthy, and Thunder Punch hits many Flying-types like Ho-Oh, Corviknight, and Skarmory. Ice Punch gives Iron Hands a way to hit Ground Ground- and Dragon-types such as Eternatus, Clodsire, (comma) and Landorus-T; alternatively, Earthquake, after a Swords Dance, Landorus-T. Alternatively, +2 Earthquake will 2HKO Galarian Slowking and reliably OHKO Zacian-C, as well as doing more damage to Eternatus and Clodsire than Ice Punch, but it leaves Iron Hands unable to cover Landorus-T. Close Combat and Supercell Slam both provide great damage, but the former reduces Iron Hands' Defenses Hands's defenses, while the latter has the potential to deal significant recoil damage, both of which can make Iron Hands susceptible to early KOs. Booster Energy allows Iron Hands to outspeed the entire unboosted metagame, greatly boosting it's improving its ability to clean late game; it late-game. It is worth noting, if receiving noting that if Iron Hands receives Speed from Arceus, Booster Energy will boost Attack, not Speed. You can circumvent this by only giving Iron Hands 220 Attack EVs and putting the remaining EVs in Special Defense, but if you're receiving Speed from something slower than Arceus, redirecting Attack EVs will not be worth it. Tera Fire allows Iron Hands to more reliably take on Weavile, Electrode-H, Hisuian Electrode, and Zacian-C while also giving it an immunity to burns. Tera Flying allows Iron Hands to dodge a Ground-type move and win a free turn to get in a crucial Swords Dance.

Iron Hands likes receiving Speed from fast gods like Eternatus, Zacian-C, and even Arceus, and it works well on the offensive teams these gods create. Iron Hands will have the easiest time cleaning after its checks have been sufficiently worn down, and to that end, it pairs well with offensive Knock Off users like Meowscarada, Hisuian Samurott, and Weavile; these Pokemon wear down weaken their shared checks and importantly remove Leftovers, Heavy-Duty Boots, and Rocky Helmet from defensive Pokemon like Rotom-W, making it easier for Iron Hands to break through them later. Iron Hands also appreciates entry hazard support to wear down its checks further, such as Spikes from Meowscarada, Hisuian Samurott, and Ting-Lu, (comma) or Stealth Rock from Great Tusk, Excadrill, and Iron Treads. Iron Hands is stopped in its tracks by Unaware users such as Clefable, Clodsire, and Skeledirge, so it appreciates strong wallbreakers such as Hisuian Electrode, Choice Specs Iron Valiant, and Choice Band Urshifu-S that can break through them.

1/1 GP Team done
 
Status
Not open for further replies.
Back
Top