Ubers Wallbreaker Iron Leaves

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[SET]
name: Wallbreaker
move 1: Leaf Blade
move 2: Psyblade
move 3: Wild Charge / Swords Dance
move 4: Close Combat / Swords Dance
item: Leftovers / Life Orb
ability: Quark Drive
evs: 252 Atk / 4 SpD / 252 Spe
nature: Jolly
tera type: Psychic / Steel / Fighting / Electric

[SET COMMENTS]
  • Iron Leaves is a consistent wallbreaker in Electric Terrain thanks to its immense power and unique type combination. It can force out most walls and has a plethora of switch-in opportunities against the common Ground-types in the tier, such as Great Tusk and Ting-Lu.
  • Wild Charge is an important coverage option that allows it to hit Corviknight, which resists Iron Leaves's STAB moves. It also OHKOes Pelipper.
  • Close Combat hits the Steel-types that resist Iron Leaves's STAB moves, like Kingambit and Tera Steel users. Close Combat is also crucial for OHKOing Chi-Yu and Chien-Pao on the switch in.
  • Swords Dance is an alternative option that can be used over one of the coverage moves to punish foes trying to stall out Electric Terrain turns by predicting Protect or a switch.
  • Leftovers mitigates passive damage from hazards, Rocky Helmet, poison from Baneful Banker, and recoil from Wild Charge, providing Iron Leaves with some staying power. Iron Leaves with Leftovers and four attacks is best used as an early- to mid-game attacker that aims to create opportunities for teammates to sweep.
  • Life Orb gives an immense power boost but reduces Iron Leaves's longevity. It will be worn down severely by the time it manages to beat its check, which allows it less opportunities to attack afterwards. Notably, Life Orb allows Psyblade to OHKO Miraidon and 2HKO Skeledirge in Electric Terrain. Life Orb is best in combination with Swords Dance to minimize recoil. Using Iron Leaves this way is most potent mid- to late-game.
  • A Jolly nature is necessary to be able to outspeed Timid Chi-Yu and max Speed Palafin.
  • Tera Psychic is the main option to increase Psyblade damage, remove Ice and Fire weaknesses, and actually be able to take a U-turn in a pinch. Tera Psychic allows Iron Leaves to OHKO Koraidon without Electric Terrain, OHKO defensive Great Tusk and Miraidon in Electric Terrain, and guarantee a 2HKO on Skeledirge and Terastallized Alomomola. It's meant to be utilized with four attacks.
  • Tera Steel can be used to face off better against Iron Bundle, Chien-Pao, Flutter Mane, and Kingambit. It also has the benefit of a Poison immunity, which can allow Iron Leaves to not get worn down by Baneful Bunker from Toxapex, and a U-turn resistance that can be used to catch the opponent off guard. This is a riskier Tera to commit to, as it makes Iron Leaves weak to both of Great Tusk's STAB moves instead of resisting them. Tera Steel is meant to be utilized with four attacks.
  • Tera Fighting gives Iron Leaves a Close Combat that OHKOes physically defensive Corviknight after a Swords Dance without Electric Terrain. Tera Fighting's defensive contributions are useful against the aforementioned Iron Bundle, Chien-Pao, and especially Kingambit. This Tera type is meant to be utilized with Swords Dance and Close Combat.
  • Tera Electric can be used to power up Wild Charge, which is useful against Corviknight and Tera Flying users like Kingambit, and it also gives Iron Leaves neutrality to all of its weaknesses. This Tera type is meant to be used with Swords Dance and Wild Charge to deal with Pokemon that resist Iron Leaves's STAB moves but are neutral to Electric. Tera Electric is the most risky, as you're investing your Terastallization for a Pokemon that's likely to KO itself quickly.
  • The biggest downside to Iron Leaves is how dependent it is on Electric Terrain to function properly. It can still be used to force out Great Tusk and Ting-Lu without Electric Terrain, but it's underwhelming compared to when Electric Terrain is active.
  • Miraidon is invaluable as a partner to Iron Leaves because it provides Electric Terrain and lures in Ground-types to U-turn on, which gives Iron Leaves a free switch. Specifically, Choice Scarf Miraidon is the best for the job, as it can provide Speed control and function as a late-game cleaner to take advantage of the holes Iron Leaves leaves behind.
  • Specially defensive Corviknight is a great partner, as it can also provide U-turn support to get Iron Leaves in, as well as make up for the Iron Bundle weakness Miraidon and Iron Leaves share. Corviknight can provide hazard control with Defog, but an additional Rapid Spinner like Great Tusk or Iron Treads is also advisable.
  • Iron Leaves fits best on bulky offense and balance teams, which also makes defensive pivots that are used in the archetype, like Ting-Lu, Clodsire, and Skeledirge, good partners.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/ox04.507268/
Quality checked by:
https://www.smogon.com/forums/members/takatk.595062/
https://www.smogon.com/forums/members/lasen.273339/
Grammar checked by:
https://www.smogon.com/forums/members/sabelette.583793/
https://www.smogon.com/forums/members/deezcastforms.423085/
 
Last edited:
Tested the mon for a bit after, I’m definitely more of a fan now.

Instead of attacking it can go for Swords Dance while holding Life Orb and suddenly give itself the ability to OHKO every pokemon in the game that isn't using Unaware, making it extremely threatening.
Not sure if this part is necessary since you already mentioned that before SD you 2hko everything.


I also would take off the Tera Electric and Steel mentions on the actual set and cut down on their content, since Iron Leaves is a pretty niche mon anyways and having 4 different Tera mentions is probably not needed. I think Tera Electric and Steel are the ones you also agree are worse than Psychic and Fighting, but if not feel free to pick a few that are more relevant and keep them.

Tera Steel can be used instead to allow Iron Leaves to resist Ice and Bug as well as become neutral to Ghost and Dark. This gives it a huge edge when facing Iron Bundle, Chien-Pao, Flutter Mane and Kingambit.

I would merge these sentences and remove the type mentions in the first one as well, since you bring up the Pokémon that it’s most useful for. In general, I would cut out most type-chart mentions in this analysis and mention specific examples of pokemon instead.



Leftovers is crucial to increase longevity so that Leaves is actually able to switch into Great Tusk it's supposed to threaten out as well as not fall flat against passive damage from hazards,
I think you mean Pokemon in general instead of just Great Tusk here, but I would also cut down on the Life Orb stuff especially since you said it’s undesirable, and Leftovers/4a is generally more consistent at its role.


I think it’s also worth specifying that Koraidon is a huge menace to Iron Leaves teams in particular that it uses Leaves as a U-turn opportunity, so ways to punish Koraidon bringing in breakers like Chi-Yu and Walking Wake are important.

QC 1/2
 
Last edited:
This analysis is seriously, WAY too long. You repeat yourself a bunch and not everything you say is necessary for an analysis; your target audience is people who know JUST enough about Smogon to find a Viability Ranking and understand the type chart, but don't play the tier/use this specific Pokemon (Iron Leaves in this instance). Try to shorten it considerably. You also mention things that IL offensively pressures like it's a shopping list; saying that it beats most physical walls should be good enough.
The biggest downside to Iron Leaves is how dependent it is on Terrain being active to function properly. It can still be used to force out the likes of Great Tusk and Ting-Lu, but it's underwhelming compared to when Terrain is active. That's why Miraidon is invaluable as a partner. Iron Leaves also suffers a 4x weakness to U-turn, so a defensive backbone for it to fall back on is appreciated.
this part should be moved WAY down into the teammate section.

stop saying STABs, it's either STAB options or moves and capitalize "Pokemon" in every scenario. Don't just say "Terrain" or "Leaves", you gotta write the whole name out. Yes it's implied in speech. Yes it's annoying to write it out.

cut down on all of the type match-up stuff; saying that Tera Fighting provides you with x resistance and stops you from losing to y typed attacks isn't providing anyone with new information.

Similar things apply to the item section; "Leftovers means you don't take as much damage from entry hazards and rocky helmet and..." it's really long-winded! Try to say what Life Orb does that Life Orb doesn't, instead. What KOs does it get it wouldn't otherwise? 2HKOs, OHKOs, KOs from weakened foes, they all apply.


no stamp from me; tag me on discord when you reword this.
 
Implemented what Takatk said except this:

I also would take off the Tera Electric and Steel mentions on the actual set and cut down on their content, since Iron Leaves is a pretty niche mon anyways and having 4 different Tera mentions is probably not needed. I think Tera Electric and Steel are the ones you also agree are worse than Psychic and Fighting, but if not feel free to pick a few that are more relevant and keep them.
I'm doing two sets in one, that's why I want to mention all four Tera types. Maybe it's better if I split the analysis into two.

Moving onto what Lasen said and still need to cut down on the LO stuff.
 
stop saying STABs, it's either STAB options or moves and capitalize "Pokemon" in every scenario. Don't just say "Terrain" or "Leaves", you gotta write the whole name out. Yes it's implied in speech. Yes it's annoying to write it out.
Oh it's not that it's annoying to write out I seriously wasn't even aware I was writing just Leaves, each time I noticed it I wrote the full name, just missed it. But I didn't know I have to say Electric Terrain and not just Terrain. I'll refer to the other stuff when I think I'm done.
 
make all of the things in the set lowercase ("evs/moves/item")

[SET]
Name: Wallbreaker
Move 1: Leaf Blade
Move 2: Psyblade
Move 3: Wild Charge / Swords Dance
Move 4: Close Combat / Swords Dance
Item: Leftovers / Life Orb
Ability: Quark Drive
EVs: 252 Atk / 4 SpD / 252 Spe
Nature: Jolly
Tera type: Psychic / Steel / Fighting / Electric

[SET COMMENTS]
  • Iron Leaves is a consistent wallbreaker in Electric Terrain thanks to its immense power and unique type combination. With just its STAB moves and without Life Orb it can break past every physical wall with the exception of Scream Tail which can be overwhelmed and abused easily by Iron Leaves' teammates. It's best entry points are the plethora of Earthquakes being thrown around, mainly those from Great Tusk and Ting-Lu as well as U-turn from its teammates. It can force out most walls and has a plethora of switch-in opportunities against the common Ground-types in the tier such as Great Tusk and Ting-Lu. (wanted to clear up clutter; mentioning you don't KO Scream Tail isn't TOO important when Stealth Rock allow you to 2HKO it under E-Terrain)
  • Wild Charge is an important coverage option that allows it to hit Corviknight that resists both Iron Leaves' STAB moves. It can also be used to OHKO Pelipper.
  • Close Combat is also important because it super effectively hits the Steel-types that resist both Iron Leaves' STAB moves like Kingambit and Tera Steel users. Close Combat is also crucial for outspeeding and OHKOing Chi-Yu and nailing Chien-Pao on the switch. (you DO outspeed it but CC doesn't actually help you outspeed anything)
  • Swords Dance is an alternative option that can be used over one of the coverage moves to punish trying to stall out Electric Terrain turns. Swords Dance is meant to be set up on a switch so it is more prediction reliant.
  • Leftovers is crucial to increase longevity so that Iron Leaves is actually able to switch in as well as not fall flat against passive damage from hazards, Rocky Helmets, Poison from Baneful Bunker and recoil from Wild Charge. This way it can last through the match to be able to force KOs once it overwhelms its checks. Iron Leaves with Leftovers and four attacks is best utilized as an early- to mid-game attacker to get the ball rolling for its teammates to sweep.
  • Leftovers mitigates passive damage from sources such as hazards, Rocky Helmet, poison from Baneful Banker, and recoil from Wild Charge while providing Iron Leaves with some staying power. Iron Leaves is best used as an early- to mid-game attacker that aims to create opportunities for teammates to sweep. (GP approved rewording so it's not as long)

  • Life Orb gives an immense power boost but Iron Leaves' longevity is severely abridged. This means that it will be worn down severely by the time it manages to beat its check, which allows it less opportunities to attack afterwords. The most notable instances of the power boost are Psyblade OHKOing Miraidon and 2HKOing Skeledirge in Electric Terrain. Life Orb is best in combination with Swords Dance to minimize recoil. Using Iron Leaves this way is the most potent mid- to late-game. (so I don't play GPer for every sentence: just say that Life Orb as an option allows Iron Leaves to OHKO Mirai/2HKO dirge in Electric Terrain, but comes at the cost of its longevity)
  • Jolly nature is necessary to be able to outspeed Timid Chi-Yu and max Speed Palafin.
  • Tera Psychic is the main option to increase Psyblade damage, remove Ice and Fire weaknesses and actually be able to take a U-turn in a pinch. Tera Psychic allows Iron Leaves to OHKO Koraidon without Electric Terrain, OHKO defensive Great Tusk and Miraidon in Electric Terrain, as well as guarantee a 2HKO on Skeledirge and Terastallized Alomomola. It's meant to be utilized with four attacks. minor thing but make these two a single bullet point
  • Tera Steel can be used to face off better against Iron Bundle, Chien-Pao, Flutter Mane and Kingambit. It also has the benefit of a Posion Poison immunity which can allow Iron Leaves to not get worn down by Baneful Bunker from Toxapex and a U-turn resistance that can be used to catch the opponent off guard. This is a riskier Tera to commit to as you are now weak to both Great Tusk's STAB moves instead of resisting them. Tera Steel is meant to be utilized with four attacks.
  • Tera Fighting gives Iron Leaves a Close Combat which can be used to OHKO physically defensive Corviknight after a Swords Dance without Electric Terrain. Tera Fighting's defensive contributions are useful against the aforementioned Iron Bundle, Chien-Pao, and especially Kingambit. This Tera is meant to be utilized with Swords Dance and Close Combat.
  • Tera Electric can be used to power up Wild Charge which is useful against Corviknight and Tera Flying users like Kingambit while giving neutralities to all of Iron Leaves' weaknesses. This Tera is meant to be used with Swords Dance and Wild Charge to deal with Pokemon that resist Iron Leaves' STAB moves but are neutral to Electric. Tera Electric is the most risky as you're investing your Tera for a Pokemon that's bound to KO themselves even faster.
  • The biggest downside to Iron Leaves is how dependent it is on Electric Terrain being active to function properly. It can still be used to force out the likes of Great Tusk and Ting-Lu without Electric Terrain, but it's underwhelming compared to when Electric Terrain is active.
  • Miraidon is invaluable as a partner to Iron Leaves because it provides Electric Terrain and lures in Ground-types to U-turn on and give Iron Leaves a free switch. Specifically, Choice Scarf Miraidon is the best for the job as it can provide Speed control and function as a late-game cleaner to abuse the holes Iron Leaves leaves behind.(don't say abuse, say "take advantage". Abuse has a negative connotation to it. Also, wouldn't you want to run Pivot Miraidon with this set? gets it in very safely and catches things off-guard when switching moves)
  • Specially defensive Corviknight is a great partner as it can also provide U-turn support to get Iron Leaves in as well as make up for the Iron Bundle weakness Miraidon and Iron Leaves share. Corviknight can provide hazard control with Defog, but an additional Rapid Spinner like Great Tusk or Iron Treads is also advisable.
  • Iron Leaves fits best on bulky offense and balance teams, which also makes defensive pivots that are used in the archetype like Ting-Lu, Clodsire, and Skeledirge good partners.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/ox04.507268/
Quality checked by:
https://www.smogon.com/forums/members/takatk.595062/
https://www.smogon.com/forums/members/lasen.273339/
Grammar checked by:

content good, idk what to cut from the tera types to make it more succinct so I'll leave it GP (read: auwowa).

2/2
QC_stamp.gif
 
Pivot Miraidon with this set? gets it in very safely and catches things off-guard when switching moves
The standard pivot uses Tera Water (for some reason...) and I always used Scarf anyway. You want to be flexible with Tera, but a pivot Miraidon with Terrain Extender is the real deal. HDB spends too many turns on the field instead of getting Leaves in. I thought that was too niche so I didn't include it.

Leftovers mitigates passive damage from sources such as hazards, Rocky Helmet, poison from Baneful Banker, and recoil from Wild Charge while providing Iron Leaves with some staying power. Iron Leaves is best used as an early- to mid-game attacker that aims to create opportunities for teammates to sweep. (GP approved rewording so it's not as long)
Also added this to the second sentence: "Iron Leaves with Leftovers and four attacks is best used..." Not sure if the wording is too confusing but it's important to mention Leftovers in combination with four attacks specifically.

Implemented and thank you.
 
[SET]
name: Wallbreaker
move 1: Leaf Blade
move 2: Psyblade
move 3: Wild Charge / Swords Dance
move 4: Close Combat / Swords Dance
item: Leftovers / Life Orb
ability: Quark Drive
evs: 252 Atk / 4 SpD / 252 Spe
nature: Jolly
tera type: Psychic / Steel / Fighting / Electric

[SET COMMENTS]
  • Iron Leaves is a consistent wallbreaker in Electric Terrain thanks to its immense power and unique type combination. It can force out most walls and has a plethora of switch-in opportunities against the common Ground-types in the tier such as Great Tusk and Ting-Lu.
  • Wild Charge is an important coverage option that allows it to hit Corviknight, (AC) that which resists both Iron Leaves' STAB moves. It can also be used to OHKO Pelipper.
  • Close Combat is also important because it super effectively hits the Steel-types that resist both Iron Leaves' STAB moves like Kingambit and Tera Steel users. Close Combat is also crucial for OHKOing Chi-Yu and Chien-Pao on the switch.
  • Swords Dance is an alternative option that can be used over one of the coverage moves to punish opponents trying to stall out Electric Terrain turns by predicting Protect or a switch. Swords Dance is meant to be set up on a switch or a Protect so it is more prediction reliant. Subjective, the extra sentence felt wholly unnecessary to me.
  • Leftovers mitigates passive damage from sources such as hazards, Rocky Helmet, poison from Baneful Banker, and recoil from Wild Charge while providing to provide Iron Leaves with some staying power. "while providing" implies the staying power is separate from mitigating passive damage, which it really isn't. Iron Leaves with Leftovers and four attacks is best used as an early- to mid-game attacker that aims to create opportunities for teammates to sweep.
  • Life Orb gives an immense power boost but Iron Leaves' longevity is severely abridged. This means that it will be worn down severely by the time it manages to beat its check, which allows it less opportunities to attack afterwords afterwards. The most notable instances of the power boost are Psyblade OHKOing Miraidon and 2HKOing Skeledirge in Electric Terrain. Life Orb is best in combination with Swords Dance to minimize recoil. (RP) , (AC) and Uusing Iron Leaves this way is the most potent in the mid- to late-game.
  • Jolly nature is necessary to be able to outspeed Timid Chi-Yu and max Speed Palafin.
  • Tera Psychic is the main option to increase Psyblade damage, remove Ice and Fire weaknesses, (AC) and actually be able to take a U-turn in a pinch. Tera Psychic allows Iron Leaves to OHKO Koraidon without Electric Terrain, OHKO defensive Great Tusk and Miraidon in Electric Terrain, as well as guarantee a 2HKO on Skeledirge and Terastallized Alomomola. It's meant to be utilized with four attacks.
  • Tera Steel can be used to face off better against Iron Bundle, Chien-Pao, Flutter Mane, (AC) and Kingambit. It also has the benefit of a Poison immunity which can allow Iron Leaves to not get worn down by Baneful Bunker from Toxapex and a U-turn resistance that can be used to catch the opponent off guard. This is a riskier Tera to commit to as you are now weak to both Great Tusk's STAB moves instead of resisting them. Tera Steel is meant to be utilized with four attacks.
  • Tera Fighting gives Iron Leaves a Close Combat which can be used to OHKO physically defensive Corviknight after a Swords Dance without Electric Terrain. Tera Fighting's defensive contributions are useful against the aforementioned Iron Bundle, Chien-Pao, and especially Kingambit. This Tera is meant to be utilized with Swords Dance and Close Combat.
  • Tera Electric can be used to power up Wild Charge which is useful against Corviknight and Tera Flying users like Kingambit while giving neutralities to all of Iron Leaves' weaknesses. This Tera is meant to be used with Swords Dance and Wild Charge to deal with Pokemon that resist Iron Leaves' STAB moves but are neutral to Electric. Tera Electric is the most risky as you're investing your Tera for a Pokemon that's bound likely to KO itself themselves even faster. Iron Leaves isn't necessarily going to KO itself, so "bound" shouldn't be used since that implies Iron Leaves KOing itself is inevitable.
  • The biggest downside to Iron Leaves is how dependent it is on Electric Terrain being active to function properly. It can still be used to force out the likes of Great Tusk and Ting-Lu without Electric Terrain, but it's underwhelming compared to when Electric Terrain is active.
  • Miraidon is invaluable as a partner to Iron Leaves because it provides Electric Terrain and lures in Ground-types to U-turn on and give Iron Leaves a free switch. Specifically, Choice Scarf Miraidon is the best for the job as it can provide Speed control and function as a late-game cleaner to take advantage of the holes Iron Leaves leaves behind.
  • Specially defensive Corviknight is a great partner as it can also provide U-turn support to get Iron Leaves in, (AC) as well as make up for the Iron Bundle weakness Miraidon and Iron Leaves share. Corviknight can provide hazard control with Defog, but an additional Rapid Spinner like Great Tusk or Iron Treads is also advisable.
  • Iron Leaves fits best on bulky offense and balance teams, which also makes defensive pivots that are used in the archetype like Ting-Lu, Clodsire, and Skeledirge good partners.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/ox04.507268/
Quality checked by:
https://www.smogon.com/forums/members/takatk.595062/
https://www.smogon.com/forums/members/lasen.273339/
Grammar checked by:
Sabelette
 
GP 1/1 GP Team done (sorry for the snipe)

Addition Removal Comment
(AC) (AH) Add Comma/Add Hyphen, (RC) (RH) Remove Comma/Remove Hyphen


[SET]
name: Wallbreaker
move 1: Leaf Blade
move 2: Psyblade
move 3: Wild Charge / Swords Dance
move 4: Close Combat / Swords Dance
item: Leftovers / Life Orb
ability: Quark Drive
evs: 252 Atk / 4 SpD / 252 Spe
nature: Jolly
tera type: Psychic / Steel / Fighting / Electric

[SET COMMENTS]
  • Iron Leaves is a consistent wallbreaker in Electric Terrain thanks to its immense power and unique type combination. It can force out most walls and has a plethora of switch-in opportunities against the common Ground-types in the tier, (AC) such as Great Tusk and Ting-Lu.
  • Wild Charge is an important coverage option that allows it to hit Corviknight, (AC) that which resists both Iron Leaves's STAB moves. It can also be used to OHKOes Pelipper.
  • Close Combat is also important because it super effectively hits the Steel-types that resist both Iron Leaves's STAB moves, (AC) like Kingambit and Tera Steel users. Close Combat is also crucial for OHKOing Chi-Yu and Chien-Pao on the switch in.
  • Swords Dance is an alternative option that can be used over one of the coverage moves to punish opponents foes trying to stall out Electric Terrain turns by predicting Protect or a switch. Swords Dance is meant to be set up on a switch or a Protect so it is more prediction reliant. Subjective, the extra sentence felt wholly unnecessary to me. (up to writer, idt changing this is necessary)
  • Leftovers mitigates passive damage from sources such as hazards, Rocky Helmet, poison from Baneful Banker, and recoil from Wild Charge, (AC) while providing to provide Iron Leaves with some staying power. "while providing" implies the staying power is separate from mitigating passive damage, which it really isn't. Iron Leaves with Leftovers and four attacks is best used as an early- to mid-game attacker that aims to create opportunities for teammates to sweep.
  • Life Orb gives an immense power boost but reduces Iron Leaves's longevity is severely abridged. (clarity) This means that it It will be worn down severely by the time it manages to beat its check, which allows it less opportunities to attack afterwords afterwards. The most notable instances of the power boost are Notably, Life Orb allows Psyblade to OHKOing Miraidon and 2HKOing Skeledirge in Electric Terrain. Life Orb is best in combination with Swords Dance to minimize recoil. Using Iron Leaves this way is the most potent in the (we don't add "in the" before X-game) mid- to late-game.
  • A Jolly nature is necessary to be able to outspeed Timid Chi-Yu and max Speed Palafin.
  • Tera Psychic is the main option to increase Psyblade damage, remove Ice and Fire weaknesses, (AC) and actually be able to take a U-turn in a pinch. Tera Psychic allows Iron Leaves to OHKO Koraidon without Electric Terrain, OHKO defensive Great Tusk and Miraidon in Electric Terrain, as well as and guarantee a 2HKO on Skeledirge and Terastallized Alomomola. It's meant to be utilized with four attacks.
  • Tera Steel can be used to face off better against Iron Bundle, Chien-Pao, Flutter Mane, (AC) and Kingambit. It also has the benefit of a Poison immunity, (AC) which can allow Iron Leaves to not get worn down by Baneful Bunker from Toxapex, (AC) and a U-turn resistance that can be used to catch the opponent off guard. This is a riskier Tera to commit to, (AC) as you are now it makes Iron Leaves weak to both of Great Tusk's STAB moves instead of resisting them. Tera Steel is meant to be utilized with four attacks.
  • Tera Fighting gives Iron Leaves a Close Combat which that can be used to OHKOes physically defensive Corviknight after a Swords Dance without Electric Terrain. Tera Fighting's defensive contributions are useful against the aforementioned Iron Bundle, Chien-Pao, and especially Kingambit. This Tera type is meant to be utilized with Swords Dance and Close Combat.
  • Tera Electric can be used to power up Wild Charge, (AC) which is useful against Corviknight and Tera Flying users like Kingambit, (AC) and it also gives Iron Leaves neutrality to all of its weaknesses while giving neutralities to all of Iron Leaves' weaknesses. This Tera type is meant to be used with Swords Dance and Wild Charge to deal with Pokemon that resist Iron Leaves's STAB moves but are neutral to Electric. Tera Electric is the most risky, (AC) as you're investing your Terastallization for a Pokemon that's bound likely to KO itself quickly themselves even faster. Iron Leaves isn't necessarily going to KO itself, so "bound" shouldn't be used since that implies Iron Leaves KOing itself is inevitable. (added the word "quickly" to make it more clear)
  • The biggest downside to Iron Leaves is how dependent it is on Electric Terrain being active to function properly. It can still be used to force out the likes of Great Tusk and Ting-Lu without Electric Terrain, but it's underwhelming compared to when Electric Terrain is active.
  • Miraidon is invaluable as a partner to Iron Leaves because it provides Electric Terrain and lures in Ground-types to U-turn on, (AC) which and gives Iron Leaves a free switch. Specifically, Choice Scarf Miraidon is the best for the job, (AC) as it can provide Speed control and function as a late-game cleaner to take advantage of the holes Iron Leaves leaves behind.
  • Specially defensive Corviknight is a great partner, (AC) as it can also provide U-turn support to get Iron Leaves in, (AC) as well as make up for the Iron Bundle weakness Miraidon and Iron Leaves share. Corviknight can provide hazard control with Defog, but an additional Rapid Spinner like Great Tusk or Iron Treads is also advisable.
  • Iron Leaves fits best on bulky offense and balance teams, which also makes defensive pivots that are used in the archetype, (AC) like Ting-Lu, Clodsire, and Skeledirge, (AC) good partners.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/ox04.507268/
Quality checked by:
https://www.smogon.com/forums/members/takatk.595062/
https://www.smogon.com/forums/members/lasen.273339/
Grammar checked by:
https://www.smogon.com/forums/members/sabelette.583793/
https://www.smogon.com/forums/members/deezcastforms.423085/
 
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