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Iron Valiant

In-battle formes

HP:74
Attack:130
Defense:90
Sp. Atk:120
Sp. Def:60
Speed:116
Min (-ve nature, 0 IVs)213
Default268
Max Neutral331
Max Positive364
Max Neutral (+1)496
Max Positive (+1)546
Max Neutral (+2)662
Max Positive (+2)728
1v1
Encore + Disable308
Choice Specs (Modest)331
Choice Specs (Timid)364
Choice Band364

Strategies

Written by bern

Encore + Disable

Move 1
  • Moonblast
    30% chance to lower the target's Sp. Atk by 1.
    TypeFairy
    CategorySpecial
    Power95 BP
    Accuracy100%
  • Low Kick
    More power the heavier the target.
    TypeFighting
    CategoryPhysical
    Accuracy100%
Move 2
  • Protect
    Prevents moves from affecting the user this turn.
    TypeNormal
    Priority4
Move 3
  • Disable
    For 4 turns, disables the target's last move used.
    TypeNormal
    Accuracy100%
Move 4
  • Encore
    Target repeats its last move for its next 3 turns.
    TypeNormal
    Accuracy100%
  • Iron Valiant's main attack is very interchangeable. Moonblast is the most reliable and is usually the one that works in the most matchups like opposing Iron Valiant and Walking Wake, while Low Kick can help it break through Steel-type Pokemon like Hisuian Goodra and Registeel, though, it's scared of Counter from the former.
  • The Speed EVs allow it to outspeed Choice Scarf Porygon-Z, with the remaining EVs going into Defense so it can bulk physical hits and fire back with its Encore + Disable setup.
  • To utilize Encore + Disable effectively, you usually have to use Protect on the first turn to scout the foe's first move. If you are certain it is a Choice-locked Pokemon, you can just use Disable on the second turn and force it to use Struggle, and if it utilizes a status move, you are free to use Encore on its move and attack with your main STAB move; otherwise, it is recommended to use Encore on the second turn to take a hit, then Protect on the third turn, then Disable on the fourth turn, and, once Encore is over, you use Encore again. This ensures 2 turns of Struggle from the foe, at which point Iron Valiant should be able to KO it. On more passive Pokemon that have moves that do little damage like Registeel, it sometimes can be better to opt out of using Protect and just use your main attack.
  • Iron Valiant fits best on teams that can cover their main weakness to Steel-type Pokemon; therefore, Fire-type Pokemon like Volcarona and Skeledirge make great teammates. In return, Iron Valiant can handle threats like Choice Specs Greninja and Choice Band Ursaluna. Iron Valiant also appreciates Pecharunt and Hisuian Goodra being extremely consistent against Fairy-types, as these can easily deal with them while it deals with Ground-type Pokemon like Great Tusk and the previously mentioned Ursaluna.

Choice Specs

Move 1
  • Moonblast
    30% chance to lower the target's Sp. Atk by 1.
    TypeFairy
    CategorySpecial
    Power95 BP
    Accuracy100%
Move 2
  • Focus Blast
    10% chance to lower the target's Sp. Def by 1.
    TypeFighting
    CategorySpecial
    Power120 BP
    Accuracy70%
Move 3
Move 4
  • Psyshock
    Damages target based on Defense, not Sp. Def.
    TypePsychic
    CategorySpecial
    Power80 BP
    Accuracy100%
  • Icy Wind
    100% chance to lower the foe(s) Speed by 1.
    TypeIce
    CategorySpecial
    Power55 BP
    Accuracy95%
  • Moonblast and Focus Blast are Iron Valiant's main STAB moves, OHKOing targets that are weak to them such as non-Assault Vest Raging Bolt, both Urshifu formes, and Flame Orb Ursaluna.
  • Thunderbolt's main use is to 2HKO Corviknight, which Iron Valiant's usual sets can't do much against, though it has to watch out for Expert Belt Corviknight.
  • Iron Valiant's last move varies depending on what its team needs. Psyshock takes care of Iron Moth, while Icy Wind can usually beat both Landorus formes, though it has to watch out for Assault Vest Landorus-T with Fly.
  • A Modest nature maximizes damage and ensures some OHKOs like non-Chople Berry Hisuian Goodra but for most matchups like non-bulky Ogerpon-W, Iron Moth, and non-Speed Booster Energy Walking Wake, it is better to run a Timid nature.
  • Iron Valiant's HP and Special Defense EVs let it survive a Special Attack Booster Energy Raging Bolt's Thunderclap so it's safe to OHKO back with Moonblast, with the remaining EVs used on Speed and Special Attack to maximize its ability to outspeed and threaten frail threats.
  • Iron Valiant really struggles to put a dent on Fairy-type Pokemon like Sylveon and Primarina, so Poison- and Steel-type Pokemon like Pecharunt and Hisuian Goodra can be really helpful to shut down these threats.
  • Iron Valiant can struggle with Psychic-types like Iron Crown and Metagross, as it can't do much damage to them, so Dark-types like Meowscarada, Darkrai, and Hoopa-U work as good partners for it.

Choice Band

Move 1
  • Spirit Break
    100% chance to lower the target's Sp. Atk by 1.
    TypeFairy
    CategoryPhysical
    Power75 BP
    Accuracy100%
Move 2
  • Close Combat
    Lowers the user's Defense and Sp. Def by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
Move 3
  • Ice Punch
    10% chance to freeze the target.
    TypeIce
    CategoryPhysical
    Power75 BP
    Accuracy100%
Move 4
  • Poison Jab
    30% chance to poison the target.
    TypePoison
    CategoryPhysical
    Power80 BP
    Accuracy100%
  • Liquidation
    20% chance to lower the target's Defense by 1.
    TypeWater
    CategoryPhysical
    Power85 BP
    Accuracy100%

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
80
Accuracy
PP
20
This move does not check accuracy.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
50
Accuracy
90%
PP
10
70% chance to raise the user's Sp. Atk by 1.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Defense and Sp. Def by 1.
 
Power
Accuracy
PP
10
Raises an ally's Attack and Defense by 1.
 
Power
Accuracy
100%
PP
10
Confuses the target.
 
Power
80
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
Accuracy
PP
5
If an opponent knocks out the user, it also faints.
 
Power
Accuracy
100%
PP
20
For 4 turns, disables the target's last move used.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
Accuracy
PP
10
5 turns. Grounded: +Electric power, can't sleep.
 
Power
Accuracy
100%
PP
5
Target repeats its last move for its next 3 turns.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
80
Accuracy
100%
PP
10
User on Psychic Terrain: 1.5x power, hits foes.
 
Power
40
Accuracy
100%
PP
40
Always leaves the target with at least 1 HP.
 
Power
30
Accuracy
100%
PP
10
Nullifies Detect, Protect, and Quick/Wide Guard.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
40
Accuracy
95%
PP
20
Power doubles with each hit, up to 160.
 
Power
120
Accuracy
100%
PP
10
Hits two turns after being used.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target has a status ailment.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
Accuracy
60%
PP
20
Causes the target to fall asleep.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
Accuracy
PP
10
No foe can use any move known by the user.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
90
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
85
Accuracy
100%
PP
10
20% chance to lower the target's Defense by 1.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
10
Picks a random move.
 
Power
Accuracy
PP
10
5 turns. Can't status,-Dragon power vs grounded.
 
Power
95
Accuracy
100%
PP
15
30% chance to lower the target's Sp. Atk by 1.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
80
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
65
Accuracy
100%
PP
20
10% chance to confuse the target.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
10
5 turns. Grounded: +Psychic power, priority-safe.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
80
Accuracy
100%
PP
10
Damages target based on Defense, not Sp. Def.
 
Power
Accuracy
PP
15
Protects allies from priority attacks this turn.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
5
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
Accuracy
PP
10
The user and the target trade Abilities.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
75
Accuracy
100%
PP
15
100% chance to lower the target's Sp. Atk by 1.
 
Power
20
Accuracy
100%
PP
10
+ 20 power for each of the user's stat boosts.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
PP
20
Raises the user's Attack by 2.
 
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
90
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
90%
PP
20
Paralyzes the target.
 
Power
Accuracy
100%
PP
10
User switches its held item with the target's.
 
Power
Accuracy
PP
5
Goes last. For 5 turns, turn order is reversed.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
Accuracy
PP
10
Protects allies from multi-target moves this turn.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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