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Lairon

In-battle formes

HP:60
Attack:90
Defense:140
Sp. Atk:50
Sp. Def:50
Speed:40
Min (-ve nature, 0 IVs)76
Default116
Max Neutral179
Max Positive196
Max Neutral (+1)268
Max Positive (+1)294
Max Neutral (+2)358
Max Positive (+2)392
NFE
Choice Band179

Evolutions

Strategies

  • en
Formats:
  • NFE
Written by hayedenn

Choice Band

Move 1
  • Head Smash
    Has 1/2 recoil.
    TypeRock
    CategoryPhysical
    Power150 BP
    Accuracy80%
Move 2
  • Heavy Slam
    More power the heavier the user than the target.
    TypeSteel
    CategoryPhysical
    Accuracy100%
Move 3
  • Superpower
    Lowers the user's Attack and Defense by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
Move 4

Choice Band Lairon is one of the most threatening physical wallbreakers in the NFE metagame. With Rock Head, it is able to use Head Smash without taking recoil, 2HKOing physically defensive Clefairy, Hattrem, and Mareanie as well as every physical wall that does not resist Head Smash after losing Eviolite to Knock Off. Heavy Slam is primarily used to hit Fighting- and Ground-types such as Gurdurr and Gabite, which resist Head Smash, while having the added benefit of being 100% accurate. Superpower hits Steel-types such as Ferroseed and Klang as well as Marshtomp. Stealth Rock takes advantage of the switches Lairon forces, while Double Edge lets Lairon hit Marshtomp for neutral damage without lowering its Attack stat and is still a powerful move against Hattrem and Gurdurr.

Lairon's role is to weaken walls enough to be picked off later on by late-game cleaners such as Electabuzz, Thwackey, Raboot, and Galarian Linoone. The former three are also able to bring in Lairon more easily with Volt Switch or U-turn. Pairing Lairon with Knock Off users such as Tangela, Gurdurr, or Mareanie makes it even more difficult for your opponent to switch things into Lairon. Entry hazard support from Pokemon like Clefairy, Ferroseed, and Koffing is also crucial, as it can chip common switch-ins such as Tangela, Marshtomp, and Gurdurr into a range of KO. Koffing and Clefairy are especially useful because they cover Lairon's Fighting-type weakness, and Clefairy can also check special attackers and bring Lairon in safely with Teleport. If using Stealth Rock on Lairon, be careful against Magic Bounce Hattrem

Other Options

Toxic cripples physical walls such as Tangela and Galarian Corsola. Eviolite Lairon can be used as an offensive Stealth Rock setter or Rock Polish sweeper, but it is considerably weaker than the Choice Band set.

Checks and Counters

Special Attackers: Pokemon like Lampent, Electabuzz, and Tangela are able to OHKO the specially frail Lairon with their coverage moves or STAB attacks.

Fighting-types: Gurdurr, Machoke, and Combusken can easily OHKO Lairon. Gurdurr is also able to revenge kill Lairon with Mach Punch, though it is not a guaranteed OHKO.

Defensive Ground-types: Marshtomp, physically defensive Gabite, and the rare Hippopotas are able to switch into most of Lairon's attacks and can threaten it out.

Knock Off: Lairon isn't very strong without its Choice Band, so it needs to be careful of any Pokemon that potentially have Knock Off such as Tangela and Thwackey.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
PP
15
Raises the user's Speed by 2; user loses 100 kg.
 
Power
80
Accuracy
100%
PP
10
Uses user's Def stat as Atk in damage calculation.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
75%
PP
10
20% chance to make the target flinch.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
Power
Accuracy
100%
PP
5
Lowers the target's HP to the user's HP.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
40
Accuracy
95%
PP
20
Power doubles with each hit, up to 160.
 
Power
Accuracy
PP
30
Raises the user's Defense by 1.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
150
Accuracy
80%
PP
5
Has 1/2 recoil.
 
Power
Accuracy
100%
PP
10
More power the heavier the user than the target.
 
Power
Accuracy
PP
15
Raises the user's Attack and accuracy by 1.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
10
For 5 turns, the user has immunity to Ground.
 
Power
Accuracy
100%
PP
10
If hit by an attack, returns 1.5x damage.
 
Power
50
Accuracy
95%
PP
35
10% chance to raise the user's Attack by 1.
 
Power
Accuracy
85%
PP
40
Lowers the target's Sp. Def by 2.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
25
Accuracy
90%
PP
10
Hits 2-5 times in one turn.
 
Power
Accuracy
PP
20
Raises the user's Speed by 2.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
30
Accuracy
90%
PP
20
Power doubles with each hit. Repeats for 5 turns.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
Power
Accuracy
85%
PP
40
Lowers the target's Defense by 2.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
100%
PP
10
Lowers the PP of the target's last move by 4.
 
Power
Accuracy
PP
20
Hurts foes on switch-in. Factors Rock weakness.
 
Power
140
Accuracy
95%
PP
5
User loses 50% max HP.
 
Power
130
Accuracy
100%
PP
5
Fails if there is no terrain active. Ends the terrain.
 
Power
65
Accuracy
100%
PP
20
30% chance to make the target flinch.
 
Power
75
Accuracy
100%
PP
10
Power doubles if the user's last move failed.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Attack and Defense by 1.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
90
Accuracy
100%
PP
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
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