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Iron Jugulis

In-battle formes

HP:94
Attack:80
Defense:86
Sp. Atk:122
Sp. Def:80
Speed:108
Min (-ve nature, 0 IVs)198
Default252
Max Neutral315
Max Positive346
Max Neutral (+1)472
Max Positive (+1)519
Max Neutral (+2)630
Max Positive (+2)692
Monotype
Choice Specs (Flying)346

Strategies

  • en
Written by Pengairxan

Overview

Flying

Iron Jugulis separates itself from Flying's other special attacking threats thanks to an extremely diverse movepool and superior Speed, allowing it to reliably deal with Steel- and Ghost-types. However, it can often come up short of KOs, and Flying has several other fast and strong special attackers like Enamorus and Landorus that offer more vital immunities and superior power at the cost of Speed, while Tornadus-T, while weaker, packs a far more valuable Speed stat and longevity with Regenerator.

Choice Specs (Flying)

Move 1
  • Dark Pulse
    20% chance to make the target flinch.
    TypeDark
    CategorySpecial
    Power80 BP
    Accuracy100%
Move 2
  • Hurricane
    30% chance to confuse target. Can't miss in rain.
    TypeFlying
    CategorySpecial
    Power110 BP
    Accuracy70%
Move 3
  • Fire Blast
    10% chance to burn the target.
    TypeFire
    CategorySpecial
    Power110 BP
    Accuracy85%
  • Focus Blast
    10% chance to lower the target's Sp. Def by 1.
    TypeFighting
    CategorySpecial
    Power120 BP
    Accuracy70%
Move 4
  • Earth Power
    10% chance to lower the target's Sp. Def by 1.
    TypeGround
    CategorySpecial
    Power90 BP
    Accuracy100%

Iron Jugulis finds a niche on Flying teams as a capable Choice Specs user thanks to is solid Speed and Special Attack enabling it to outpace and remove targets such as Gholdengo and Urshifu-R. Dark Pulse nails problematic Psychic- and Ghost-types such as Iron Crown, Ceruledge, and Gholdengo. Hurricane takes out Fighting- and Fairy-types like Okidogi and Primarina that could take on Dark Pulse. Fire Blast provides great coverage, enabling Iron Jugulis to beat Steel-types such as Corviknight and Iron Treads. Alternatively, Focus Blast allows Iron Jugulis to OHKO Kyurem and 2HKO Hisuian Goodra. Finally, Earth Power deals with Rock- and Fire-types like Glimmora, Hisuian Arcanine, and Heatran.

Corviknight serves a crucial teammate, being able to safely pivot in Iron Jugulis with U-turn along with using Defog to remove Stealth Rock. Corviknight's Steel typing also lets it take on Fairy- and Ice-types that threaten Iron Jugulis such as Enamorus, Alolan Ninetales, and Articuno. Skarmory can take on physical Ice- and Rock-types like Weavile and Iron Boulder with its high Defense and Body Press. Gliscor easily takes on problematic Electric-types like Regieleki and Sandy Shocks while reliably beating down special walls such as Hisuian Goodra. Gliscor can also provide Stealth Rock to wear down checks like Assault Vest Tornadus-T and Assault Vest Iron Hands. Choice Scarf Landorus-T can similarly handle Electric-types like Raging Bolt along with dealing with Fire-types like Gouging Fire and Cinderace. Choice Scarf Enamrous provides a fast special attacker capable of removing faster threats like Choice Specs Greninja, Darkrai, and Choice Specs Dragapult while appreciating Iron Jugulis majorly hindering special walls like Hisuian Goodra and Clodsire. Enamorus can also use Healing Wish to heal Iron Jugulis back up in important matchups such as Ghost and Psychic if takes too much damage. Dragonite appreciates Iron Jugulis removing physical walls like Galarian Weezing, Sableye, and Forretress while being able to use Extreme Speed to pick of faster targets like Meowscarada and Latios that would otherwise beat Iron Jugulis. Assault Vest Tornadus-T can take on special attackers like Iron Moth and opposing Iron Jugulis while providing Knock Off to cripple bulky targets like opposing Assault Vest Tornadus-T and Alolan Muk. Moltres provides support through burn to chip down foes like specially defensive Corviknight and Articuno along with dealing with physical attackers like IronPress Zamazenta and Sneasler.

Credits

Moves

 
Power
55
Accuracy
100%
PP
15
Power doubles if the user has no held item.
 
Power
60
Accuracy
95%
PP
25
High critical hit ratio. Hits adjacent foes.
 
Power
75
Accuracy
95%
PP
15
30% chance to make the target flinch.
 
Power
60
Accuracy
100%
PP
10
Power doubles if target was damaged this turn.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
50
Accuracy
90%
PP
10
70% chance to raise the user's Sp. Atk by 1.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Defense by 1.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
60
Accuracy
100%
PP
20
30% chance to paralyze the target.
 
Power
Accuracy
PP
15
Ally: Crit ratio +1, or +2 if ally is Dragon type.
 
Power
85
Accuracy
100%
PP
10
No additional effect.
 
Power
60
Accuracy
90%
PP
10
Forces the target to switch to a random ally.
 
Power
40
Accuracy
90%
PP
10
Hits 2 times in one turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
10
5 turns. Grounded: +Electric power, can't sleep.
 
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
110
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
65
Accuracy
95%
PP
15
10% chance to burn. 10% chance to flinch.
 
Power
90
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
80
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
90
Accuracy
95%
PP
15
Flies up on first turn, then strikes the next turn.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
30
Raises the user's critical hit ratio by 2.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
95
Accuracy
90%
PP
10
10% chance to burn the foe(s).
 
Power
110
Accuracy
70%
PP
10
30% chance to confuse target. Can't miss in rain.
 
Power
110
Accuracy
80%
PP
5
No additional effect.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
75
Accuracy
100%
PP
5
2x power if the user had a stat lowered this turn.
 
Power
Accuracy
85%
PP
40
Lowers the target's Sp. Def by 2.
 
Power
120
Accuracy
90%
PP
10
Raises user's Sp. Atk by 1 on turn 1. Hits turn 2.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
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
5
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Sp. Atk by 1.
 
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
Accuracy
PP
15
For 4 turns, allies' Speed is doubled.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
80
Accuracy
100%
PP
10
If Terastallized: Phys. if Atk > SpA, type = Tera.
 
Power
80
Accuracy
100%
PP
15
For 2 turns, the target cannot use sound moves.
 
Power
80
Accuracy
100%
PP
10
20% chance to paralyze or burn or freeze target.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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