Monotype SD Iron Hands (Electric)

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CaptainDaimyo

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Electric

[SET]
Iron Hands @ Shuca Berry / Lum Berry
Name: Swords Dance (Electric)
Ability: Quark Drive
EVs: 116 Def / 252 SpD / 140 Spe
Adamant Nature
- Swords Dance
- Drain Punch
- Thunder Punch
- Ice Punch

[SET COMMENTS]
Swords Dance combined with a high Attack stat, great coverage, and well-rounded Defense makes Iron Hands a strong wallbreaker for Electric teams, being able to match up well against various Steel-, Dark-, Flying-, and Fire-types. Drain Punch grants Iron Hands some form of recovery and still hits hard, notably OHKOing Hisuian Goodra and 2HKOing Ting-Lu after a Swords Dance. Thunder Punch OHKOes Articuno and Corviknight after one Swords Dance. Ice Punch allows Iron Hands to threaten several Flying-types its STAB moves aren't very effective against, like both Landorus formes and Dragonite. Earthquake is an alternative option that allows Iron Hands to threaten several Steel- and Fire-types, OHKOing Gholdengo and 2HKOing Torkoal after one Swords Dance boost. With a Shuca Berry, Iron Hands can take STAB Ground-type attacks that could easily revenge kill it, such as Landorus's Earth Power and Choice Scarf Iron Treads's Earthquake. Using a Lum Berry allows Iron Hands to immediately cure status & especially burn, which would otherwise weaken Iron Hands's wallbreaking capabilities. This also allows it to bypass Moltres's Flame Body and punish Sableye for attempting to burn it. 116 Defense EVs in tandem with Lum Berry allow Iron Hands to take a +2 Earthquake from Dragonite and Choice Band Iron Treads's Earthquake, as well as taking a little over 50% damage from Choice Scarf Meowscarada's Play Rough. With 140 Speed EVs, Iron Hands outspeeds Ting-Lu and Corviknight.

Sandy Shocks is mandatory on Electric teams, being the only viable pick with access to entry hazards, allowing Iron Hands to easily take out weakened foes. Iron Hands struggles with various Fairy-types like Hatterene, Flutter Mane, and Enamorus. Hence, it appreciates teammates that can deal with them, such as Assault Vest Magnezone for Hatterene and Choice Scarf Pawmot and Regieleki for the latter two. In return, the three of them appreciate Iron Hands running Ice Punch to deal with the Ground-types that they can struggle against. Choice Specs Zapdos appreciates Iron Hands covering specially defensive walls such as Clodsire and Galarian Slowking, and, in return, Zapdos provides a Ground immunity and the ability to OHKO Great Tusk. Lastly, Iron Hands's wallbreaking opens up sweeping possibilities from the likes of Rotom-W and Choice Scarf Pawmot.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/captaindaimyo.602431/
Electric analysis by:
https://www.smogon.com/forums/members/captaindaimyo.602431/
Quality check by:
https://www.smogon.com/forums/members/neko.542526/
https://www.smogon.com/forums/members/swiffix.547532/
Grammar check by:
https://www.smogon.com/forums/members/wrathoftheleopard.511181/
 
Last edited:
h
View attachment 545443
Electric

[SET]
Iron Hands @ Shuca Berry / Lum Berry
Name: Swords Dance (Electric)
Ability: Quark Drive
EVs: 116 Def / 252 SpD / 140 Spe
Adamant Nature
- Swords Dance
- Drain Punch
- Thunder Punch / Heavy Slam / Earthquake (ngl Eq feels questionable because of all that speed)
- Ice Punch

[SET COMMENTS]
Swords Dance, combined with a high Attack stat, great coverage, and well-rounded Defense on the physical side make Iron Hands a strong wallbreaker for Electric teams, being able to match up well against various Rock-, Ground- (Rock doesnt exist, Ground you're hardwalled by Quag, Steel, Dark, and Flying matchups might be better imo), and Fire-types. Drain Punch grants Iron Hands some form of recovery while still being able to hit hard, notably OHKOing Hisuian Goodra and 2HKOing Ting-Lu after a Swords Dance. Thunder Punch is Iron Hands's other main STAB, 2HKOing both Articuno and Corviknight (flying's Corb is outright OHKO'ed at +2). Heavy Slam provides coverage against Fairy-types it would otherwise struggle to threaten such as Hatterene, Flutter Mane, and Iron Valiant. Earthquake allows Iron Hands to threaten several Ground- and Fire-types, 2HKOing Clodsire unboosted and 2HKOing Torkoal after one Swords Dance boost (if anything, Eq is specifically so Ghold always drops in one hit, Clod is handled by Ice Punch already, making Eq sort of ...not good). Ice Punch allows Iron Hands to threaten several Flying-types its STAB moves aren't really effective against like both Landorus forms and Dragonite. With a Shuca Berry, Iron Hands can live STAB Ground-type attacks that could easily OHKO it, such as Landorus's Earth Power (and revenge killing of Scarf Treads on Steel, which would probably the one thats able to pick you off). Using a Lum Berry allows Iron Hands to immediately cure status when it is targeted targetted, especially burn, which would otherwise weaken Iron Hands's wallbreaking capabilities (for punching Flame Body Moltres (or getting wisped by it before hand), and punching Sableye which thought it was fine, letting you force like ~70% to it?). 116 Defense EVs in tandem with Shuca Berry allow Iron Hands to live a +2 Earthquake from Dragonite (you live it if not using Shuca berry, its if you're using a lum berry. You also live banded Tread's Eq btw), as well as take a little over 50% damage from Choice Scarf Meowscarada's Play Rough. With 140 Speed EVs, Iron Hands outspeeds Ting-Lu, Corviknight, and Garganacl.

Sandy Shocks is mandatory on Electric teams, being the only viable pick with access to hazards, allowing Iron Hands to easily take out weakened foes. When it's not running Heavy Slam, Iron Hands struggles with various Fairy-types like Hatterene, Flutter Mane, and Enamorus. Hence, it appreciates teammates that can deal with them such as Magnezone for Hatterene and Choice Scarf Pawmot and Regieleki for the latter two. In return, the three of them appreciate Iron Hands running Ice Punch to deal with the Ground-types that they can struggle against. Choice Specs Zapdos appreciates Iron Hands covering specially defensive walls such as Clodsire and Galarian Slowking, and in return, Zapdos provides a Ground immunity and the ability to OHKO Great Tusk. Lastly, Iron Hands's wallbreaking opens up sweeping possibilites from the likes of Rotom-Wash and Choice Scarf Pawmot.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/captaindaimyo.602431/
Electric analysis by:
https://www.smogon.com/forums/members/captaindaimyo.602431/
Quality check by:
Grammar check by:
will recheck after these edits, thankie Captain :D
 
I
h
View attachment 545443
Electric

[SET]
Iron Hands @ Shuca Berry / Lum Berry
Name: Swords Dance (Electric)
Ability: Quark Drive
EVs: 116 Def / 252 SpD / 140 Spe
Adamant Nature
- Swords Dance
- Drain Punch
- Thunder Punch / Heavy Slam / Earthquake (ngl Eq feels questionable because of all that speed)
- Ice Punch

[SET COMMENTS]
Swords Dance, combined with a high Attack stat, great coverage, and well-rounded Defense on the physical side make Iron Hands a strong wallbreaker for Electric teams, being able to match up well against various Rock-, Ground- (Rock doesnt exist, Ground you're hardwalled by Quag, Steel, Dark, and Flying matchups might be better imo), and Fire-types. Drain Punch grants Iron Hands some form of recovery while still being able to hit hard, notably OHKOing Hisuian Goodra and 2HKOing Ting-Lu after a Swords Dance. Thunder Punch is Iron Hands's other main STAB, 2HKOing both Articuno and Corviknight (flying's Corb is outright OHKO'ed at +2). Heavy Slam provides coverage against Fairy-types it would otherwise struggle to threaten such as Hatterene, Flutter Mane, and Iron Valiant. Earthquake allows Iron Hands to threaten several Ground- and Fire-types, 2HKOing Clodsire unboosted and 2HKOing Torkoal after one Swords Dance boost (if anything, Eq is specifically so Ghold always drops in one hit, Clod is handled by Ice Punch already, making Eq sort of ...not good). Ice Punch allows Iron Hands to threaten several Flying-types its STAB moves aren't really effective against like both Landorus forms and Dragonite. With a Shuca Berry, Iron Hands can live STAB Ground-type attacks that could easily OHKO it, such as Landorus's Earth Power (and revenge killing of Scarf Treads on Steel, which would probably the one thats able to pick you off). Using a Lum Berry allows Iron Hands to immediately cure status when it is targeted targetted, especially burn, which would otherwise weaken Iron Hands's wallbreaking capabilities (for punching Flame Body Moltres (or getting wisped by it before hand), and punching Sableye which thought it was fine, letting you force like ~70% to it?). 116 Defense EVs in tandem with Shuca Berry allow Iron Hands to live a +2 Earthquake from Dragonite (you live it if not using Shuca berry, its if you're using a lum berry. You also live banded Tread's Eq btw), as well as take a little over 50% damage from Choice Scarf Meowscarada's Play Rough. With 140 Speed EVs, Iron Hands outspeeds Ting-Lu, Corviknight, and Garganacl.

Sandy Shocks is mandatory on Electric teams, being the only viable pick with access to hazards, allowing Iron Hands to easily take out weakened foes. When it's not running Heavy Slam, Iron Hands struggles with various Fairy-types like Hatterene, Flutter Mane, and Enamorus. Hence, it appreciates teammates that can deal with them such as Magnezone for Hatterene and Choice Scarf Pawmot and Regieleki for the latter two. In return, the three of them appreciate Iron Hands running Ice Punch to deal with the Ground-types that they can struggle against. Choice Specs Zapdos appreciates Iron Hands covering specially defensive walls such as Clodsire and Galarian Slowking, and in return, Zapdos provides a Ground immunity and the ability to OHKO Great Tusk. Lastly, Iron Hands's wallbreaking opens up sweeping possibilites from the likes of Rotom-Wash and Choice Scarf Pawmot.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/captaindaimyo.602431/
Electric analysis by:
https://www.smogon.com/forums/members/captaindaimyo.602431/
Quality check by:
Grammar check by:
will recheck after these edits, thankie Captain :D
Implemented
 
View attachment 545443
Electric

[SET]
Iron Hands @ Shuca Berry / Lum Berry
Name: Swords Dance (Electric)
Ability: Quark Drive
EVs: 116 Def / 252 SpD / 140 Spe
Adamant Nature
- Swords Dance
- Drain Punch
- Thunder Punch
- Ice Punch

[SET COMMENTS]
Swords Dance, combined with a high Attack stat, great coverage, and well-rounded Defense on the physical side make Iron Hands a strong wallbreaker for Electric teams, being able to match up well against various Steel-, Dark-, Flying-, and Fire-types. Drain Punch grants Iron Hands some form of recovery while still being able to hit hard, notably OHKOing Hisuian Goodra and 2HKOing Ting-Lu after a Swords Dance. Thunder Punch is Iron Hands's other main STAB, OHKOing Articuno and Corviknight after one Swords Dance. Heavy Slam provides coverage against Fairy-types it would otherwise struggle to threaten such as Hatterene, Flutter Mane, and Iron Valiant. Earthquake allows Iron Hands to threaten several Steel- and Fire-types, 2HKOing Gholdengo unboosted (hopefully you OHKO at +2?) and 2HKOing Torkoal after one Swords Dance boost (note that, despite the strength, its unable to break thru skeledirge, which is why this isnt really recommended. Also put this sentence over HSlam imo. You can actually outright remove HSlam and just stick to Zone + Eleki for Fairies, its too niche). Ice Punch allows Iron Hands to threaten several Flying-types its STAB moves aren't really effective against like both Landorus forms and Dragonite. With a Shuca Berry, Iron Hands can live STAB Ground-type attacks that could easily OHKO (revenge kill>OHKO?) it, such as Landorus's Earth Power and Choice Scarf Iron Treads's Earthquake. Using a Lum Berry allows Iron Hands to immediately cure status when it is targeted, especially burn, which would otherwise weaken Iron Hands's wallbreaking capabilities. This also allows it to bypass Moltres's Flame Body and to punish Sableye for attempting to burn it. 116 Defense EVs in tandem with Lum Berry allow Iron Hands to live a +2 Earthquake from Dragonite and Choice Band Iron Treads's Earthquake, as well as take a little over 50% damage from Choice Scarf Meowscarada's Play Rough. With 140 Speed EVs, Iron Hands outspeeds Ting-Lu and Corviknight.

Sandy Shocks is mandatory on Electric teams, being the only viable pick with access to hazards, allowing Iron Hands to easily take out weakened foes. When it's not running Heavy Slam, Iron Hands struggles with various Fairy-types like Hatterene, Flutter Mane, and Enamorus. Hence, it appreciates teammates that can deal with them such as Magnezone (Zone can also run an assault vest as Hands cant by then) for Hatterene and Choice Scarf Pawmot and Regieleki for the latter two. In return, the three of them appreciate Iron Hands running Ice Punch to deal with the Ground-types that they can struggle against. Choice Specs Zapdos appreciates Iron Hands covering specially defensive walls such as Clodsire and Galarian Slowking, and in return, Zapdos provides a Ground immunity and the ability to OHKO Great Tusk. Lastly, Iron Hands's wallbreaking opens up sweeping possibilites from the likes of Rotom-Wash and Choice Scarf Pawmot.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/captaindaimyo.602431/
Electric analysis by:
https://www.smogon.com/forums/members/captaindaimyo.602431/
Quality check by:
Grammar check by:
QC 1/2, thankie Captain :D
 
View attachment 545443
Electric

[SET]
Iron Hands @ Shuca Berry / Lum Berry
Name: Swords Dance (Electric)
Ability: Quark Drive
EVs: 116 Def / 252 SpD / 140 Spe
Adamant Nature
- Swords Dance
- Drain Punch
- Thunder Punch
- Ice Punch

[SET COMMENTS]
Swords Dance, combined with a high Attack stat, great coverage, and well-rounded Defense on the physical side make Iron Hands a strong wallbreaker for Electric teams, being able to match up well against various Steel-, Dark-, Flying-, and Fire-types. Drain Punch grants Iron Hands some form of recovery while still being able to hit hard, notably OHKOing Hisuian Goodra and 2HKOing Ting-Lu after a Swords Dance. Thunder Punch is Iron Hands's other main STAB, OHKOing Articuno and Corviknight after one Swords Dance. Heavy Slam provides coverage against Fairy-types it would otherwise struggle to threaten such as Hatterene, Flutter Mane, and Iron Valiant. Earthquake allows Iron Hands to threaten several Steel- and Fire-types, 2HKOing Gholdengo unboosted (hopefully you OHKO at +2?) and 2HKOing Torkoal after one Swords Dance boost (note that, despite the strength, its unable to break thru skeledirge, which is why this isnt really recommended. Also put this sentence over HSlam imo. You can actually outright remove HSlam and just stick to Zone + Eleki for Fairies, its too niche). Ice Punch allows Iron Hands to threaten several Flying-types its STAB moves aren't really effective against like both Landorus forms and Dragonite. With a Shuca Berry, Iron Hands can live STAB Ground-type attacks that could easily OHKO (revenge kill>OHKO?) it, such as Landorus's Earth Power and Choice Scarf Iron Treads's Earthquake. Using a Lum Berry allows Iron Hands to immediately cure status when it is targeted, especially burn, which would otherwise weaken Iron Hands's wallbreaking capabilities. This also allows it to bypass Moltres's Flame Body and to punish Sableye for attempting to burn it. 116 Defense EVs in tandem with Lum Berry allow Iron Hands to live a +2 Earthquake from Dragonite and Choice Band Iron Treads's Earthquake, as well as take a little over 50% damage from Choice Scarf Meowscarada's Play Rough. With 140 Speed EVs, Iron Hands outspeeds Ting-Lu and Corviknight.

Sandy Shocks is mandatory on Electric teams, being the only viable pick with access to hazards, allowing Iron Hands to easily take out weakened foes. When it's not running Heavy Slam, Iron Hands struggles with various Fairy-types like Hatterene, Flutter Mane, and Enamorus. Hence, it appreciates teammates that can deal with them such as Magnezone (Zone can also run an assault vest as Hands cant by then) for Hatterene and Choice Scarf Pawmot and Regieleki for the latter two. In return, the three of them appreciate Iron Hands running Ice Punch to deal with the Ground-types that they can struggle against. Choice Specs Zapdos appreciates Iron Hands covering specially defensive walls such as Clodsire and Galarian Slowking, and in return, Zapdos provides a Ground immunity and the ability to OHKO Great Tusk. Lastly, Iron Hands's wallbreaking opens up sweeping possibilites from the likes of Rotom-Wash and Choice Scarf Pawmot.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/captaindaimyo.602431/
Electric analysis by:
https://www.smogon.com/forums/members/captaindaimyo.602431/
Quality check by:
Grammar check by:
QC 1/2, thankie Captain :D
Implemented
 
View attachment 545443
Electric

[SET]
Iron Hands @ Shuca Berry / Lum Berry
Name: Swords Dance (Electric)
Ability: Quark Drive
EVs: 116 Def / 252 SpD / 140 Spe
Adamant Nature
- Swords Dance
- Drain Punch
- Thunder Punch
- Ice Punch

[SET COMMENTS]
Swords Dance, combined with a high Attack stat, great coverage, and well-rounded Defense on the physical side make Iron Hands a strong wallbreaker for Electric teams, being able to match up well against various Steel-, Dark-, Flying-, and Fire-types. Drain Punch grants Iron Hands some form of recovery while still being able to hit hard, notably OHKOing Hisuian Goodra and 2HKOing Ting-Lu after a Swords Dance. Thunder Punch is Iron Hands's other main STAB, OHKOing Articuno and Corviknight after one Swords Dance. Earthquake allows Iron Hands to threaten several Steel- and Fire-types, OHKOing Gholdengo and 2HKOing Torkoal after one Swords Dance boost. Ice Punch allows Iron Hands to threaten several Flying-types its STAB moves aren't really effective against like both Landorus forms and Dragonite. With a Shuca Berry, Iron Hands can live STAB Ground-type attacks that could easily revenge kill it, such as Landorus's Earth Power and Choice Scarf Iron Treads's Earthquake. Using a Lum Berry allows Iron Hands to immediately cure status when it is targeted, especially burn, which would otherwise weaken Iron Hands's wallbreaking capabilities. This also allows it to bypass Moltres's Flame Body and to punish Sableye for attempting to burn it. 116 Defense EVs in tandem with Lum Berry allow Iron Hands to live a +2 Earthquake from Dragonite and Choice Band Iron Treads's Earthquake, as well as take a little over 50% damage from Choice Scarf Meowscarada's Play Rough. With 140 Speed EVs, Iron Hands outspeeds Ting-Lu and Corviknight.

Sandy Shocks is mandatory on Electric teams, being the only viable pick with access to hazards, allowing Iron Hands to easily take out weakened foes. Iron Hands struggles with various Fairy-types like Hatterene, Flutter Mane, and Enamorus. Hence, it appreciates teammates that can deal with them such as Assault Vest Magnezone for Hatterene and Choice Scarf Pawmot and Regieleki for the latter two. In return, the three of them appreciate Iron Hands running Ice Punch to deal with the Ground-types that they can struggle against. Choice Specs Zapdos appreciates Iron Hands covering specially defensive walls such as Clodsire and Galarian Slowking, and in return, Zapdos provides a Ground immunity and the ability to OHKO Great Tusk. Lastly, Iron Hands's wallbreaking opens up sweeping possibilites from the likes of Rotom-Wash and Choice Scarf Pawmot.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/captaindaimyo.602431/
Electric analysis by:
https://www.smogon.com/forums/members/captaindaimyo.602431/
Quality check by:
https://www.smogon.com/forums/members/neko.542526/
Grammar check by:
Great job! My one minor comment is that if you're keeping Earthquake in the analysis, put it after Ice Punch's mention and specify that it's an alternative option.

QC 2/2
swiffix-gif.492962
 
add remove comment

[SET]
Iron Hands @ Shuca Berry / Lum Berry
Name: Swords Dance (Electric)
Ability: Quark Drive
EVs: 116 Def / 252 SpD / 140 Spe
Adamant Nature
- Swords Dance
- Drain Punch
- Thunder Punch
- Ice Punch

[SET COMMENTS]
Swords Dance, (comma) combined with a high Attack stat, great coverage, and well-rounded Defense on the physical side make makes Iron Hands a strong wallbreaker for Electric teams, being able to match up well against various Steel-, Dark-, Flying-, and Fire-types. Drain Punch grants Iron Hands some form of recovery while still being able to hit and still hits hard, notably OHKOing Hisuian Goodra and 2HKOing Ting-Lu after a Swords Dance. Thunder Punch is Iron Hands's other main STAB, OHKOing (filler) OHKOes Articuno and Corviknight after one Swords Dance. Ice Punch allows Iron Hands to threaten several Flying-types its STAB moves aren't really very effective against, (comma) like both Landorus forms formes and Dragonite. Earthquake is an alternative option that allows Iron Hands to threaten several Steel- and Fire-types, OHKOing Gholdengo and 2HKOing Torkoal after one Swords Dance boost. With a Shuca Berry, Iron Hands can live take STAB Ground-type attacks that could easily revenge kill it, such as Landorus's Earth Power and Choice Scarf Iron Treads's Earthquake. Using a Lum Berry allows Iron Hands to immediately cure status when it is targeted, especially status—especiallyburn, which would otherwise weaken Iron Hands's wallbreaking capabilities. This also allows it to bypass Moltres's Flame Body and to punish Sableye for attempting to burn it. 116 Defense EVs in tandem with Lum Berry allow Iron Hands to live take a +2 Earthquake from Dragonite and Choice Band Iron Treads's Earthquake, as well as take taking a little over 50% damage from Choice Scarf Meowscarada's Play Rough. With 140 Speed EVs, Iron Hands outspeeds Ting-Lu and Corviknight.

Sandy Shocks is mandatory on Electric teams, being the only viable pick with access to entry hazards, allowing Iron Hands to easily take out weakened foes. Iron Hands struggles with various Fairy-types like Hatterene, Flutter Mane, and Enamorus. Hence, it appreciates teammates that can deal with them, (comma) such as Assault Vest Magnezone for Hatterene and Choice Scarf Pawmot and Regieleki for the latter two. In return, the three of them appreciate Iron Hands running Ice Punch to deal with the Ground-types that they can struggle against. Choice Specs Zapdos appreciates Iron Hands covering specially defensive walls such as Clodsire and Galarian Slowking, and, (comma) in return, Zapdos provides a Ground immunity and the ability to OHKO Great Tusk. Lastly, Iron Hands's wallbreaking opens up sweeping possibilites possibilities from the likes of Rotom-Wash Rotom-W and Choice Scarf Pawmot.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/captaindaimyo.602431/
Electric analysis by:
https://www.smogon.com/forums/members/captaindaimyo.602431/
Quality check by:
https://www.smogon.com/forums/members/neko.542526/
https://www.smogon.com/forums/members/swiffix.547532/
Grammar check by:

GP Team done
 
add remove comment

[SET]
Iron Hands @ Shuca Berry / Lum Berry
Name: Swords Dance (Electric)
Ability: Quark Drive
EVs: 116 Def / 252 SpD / 140 Spe
Adamant Nature
- Swords Dance
- Drain Punch
- Thunder Punch
- Ice Punch

[SET COMMENTS]
Swords Dance, (comma) combined with a high Attack stat, great coverage, and well-rounded Defense on the physical side make makes Iron Hands a strong wallbreaker for Electric teams, being able to match up well against various Steel-, Dark-, Flying-, and Fire-types. Drain Punch grants Iron Hands some form of recovery while still being able to hit and still hits hard, notably OHKOing Hisuian Goodra and 2HKOing Ting-Lu after a Swords Dance. Thunder Punch is Iron Hands's other main STAB, OHKOing (filler) OHKOes Articuno and Corviknight after one Swords Dance. Ice Punch allows Iron Hands to threaten several Flying-types its STAB moves aren't really very effective against, (comma) like both Landorus forms formes and Dragonite. Earthquake is an alternative option that allows Iron Hands to threaten several Steel- and Fire-types, OHKOing Gholdengo and 2HKOing Torkoal after one Swords Dance boost. With a Shuca Berry, Iron Hands can live take STAB Ground-type attacks that could easily revenge kill it, such as Landorus's Earth Power and Choice Scarf Iron Treads's Earthquake. Using a Lum Berry allows Iron Hands to immediately cure status when it is targeted, especially status—especiallyburn, which would otherwise weaken Iron Hands's wallbreaking capabilities. This also allows it to bypass Moltres's Flame Body and to punish Sableye for attempting to burn it. 116 Defense EVs in tandem with Lum Berry allow Iron Hands to live take a +2 Earthquake from Dragonite and Choice Band Iron Treads's Earthquake, as well as take taking a little over 50% damage from Choice Scarf Meowscarada's Play Rough. With 140 Speed EVs, Iron Hands outspeeds Ting-Lu and Corviknight.

Sandy Shocks is mandatory on Electric teams, being the only viable pick with access to entry hazards, allowing Iron Hands to easily take out weakened foes. Iron Hands struggles with various Fairy-types like Hatterene, Flutter Mane, and Enamorus. Hence, it appreciates teammates that can deal with them, (comma) such as Assault Vest Magnezone for Hatterene and Choice Scarf Pawmot and Regieleki for the latter two. In return, the three of them appreciate Iron Hands running Ice Punch to deal with the Ground-types that they can struggle against. Choice Specs Zapdos appreciates Iron Hands covering specially defensive walls such as Clodsire and Galarian Slowking, and, (comma) in return, Zapdos provides a Ground immunity and the ability to OHKO Great Tusk. Lastly, Iron Hands's wallbreaking opens up sweeping possibilites possibilities from the likes of Rotom-Wash Rotom-W and Choice Scarf Pawmot.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/captaindaimyo.602431/
Electric analysis by:
https://www.smogon.com/forums/members/captaindaimyo.602431/
Quality check by:
https://www.smogon.com/forums/members/neko.542526/
https://www.smogon.com/forums/members/swiffix.547532/
Grammar check by:

GP Team done
Done
 
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