[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.
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.
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