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Ubers Dancing Hands of Iron (Iron Hands)

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katerina

Banned deucer.
:sv/iron-hands:

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Thunder Punch / Wild Charge
move 3: Drain Punch
move 4: Earthquake
item: Leftovers / Punching Glove
ability: Quark Drive
nature: Adamant
evs: 116 Atk / 252 Def / 140 Spe
tera type: Flying

[SET COMMENTS]

  • Iron Hands's niche comes from its access to Swords Dance, great invested bulk, and fearsome STAB combination coupled with a high Attack stat that lets it threaten some of the common Pokemon in defensive and balance teams, such as Clodsire, Toxapex, and Corviknight, with a super effective move. It also checks threatening, almost unwallable Pokemon in the metagame, like Kingambit and Chien-Pao. However, Iron Hands is prone to getting revenge killed by common special attackers in the tier like Flutter Mane, Miraidon, Chi-Yu, and even Skeledirge, due to its nonexistant Special Defense stat; furthermore, it's also extremely slow, meaning Iron Hands is pretty much always moving last, making it a deadweight against more offensive teams.
  • Wild Charge is an option over Thunder Punch that allows Iron Hands to have favorable chances of 2HKOing Skeledirge in Electric Terrain. However, the damage recoil can be unappetizing.
  • Earthquake 2HKOes Clodsire, a Pokemon that would otherwise check Iron Hands. It also cleanly 2HKOes Skeledirge and, in combination with Wild Charge, lets Iron Hands to always KO Skeledirge if Electric Terrain is up.
  • The given Defense EVs let Iron Hands always survive a +2 Icicle Crash from Life Orb Chien-Pao. It also has a favorable chance to avoid the 2HKO from a Choice Band-boosted Icicle Crash from Chien-Pao. The Speed EVs allow Iron Hands to outspeed Corviknight.
  • Tera Flying turns Iron Hands's Ground-type weakness into an immunity, allowing it to use Pokemon like Iron Treads, Great Tusk, and non-Whirlwind Ting-Lu as setup fodder.
  • Leftovers is Iron Hands's only form of passive recovery. Punching Glove is an alternative that lets Iron Hands ignore all contact Items and moves; this means that Toxapex can't poison it with Baneful Bunker and Rocky Helmet Pokemon like Corviknight and the aforementioned Toxapex can't punish its attacks. However, Iron Hands will greatly miss Leftovers's passive recovery, as it will getting worn down very easily without it.
  • Iron Hands is good at breaking holes against bulky teams thanks to its stellar offensive typing and access to Swords Dance; it should always be sent into Pokemon like Corviknight and Kingambit and either use Swords Dance to immediately threaten something as they switch out or hit them with a super effective attack. Proper prediction is necessary, however, as Iron Hands can get pivoted around easily.
  • Iron Hands is best used on balance teams that are in need for a wallbreaker that can also check Chien-Pao and Kingambit.
  • Miraidon is Iron Hands's best teammate, as it sets Electric Terrain, allowing for Iron Hands to better break the bulky teams its supposed to. It also can bring Iron Hands safely to the field with U-turn and check the physical walls that annoy Iron Hands, like Encore Scream Tail. Iron Hands in return deals with Pokemon like Iron Treads, Ting-Lu, and Blissey for Miraidon.
  • Pokemon that can check Koraidon, such as Great Tusk and Toxapex, also make for good partners, as Koraidon defeats Iron Hands one-on-one and is a threat for the teams Iron Hands is usually on.
  • Entry hazard control is also recommended, as Iron Hands can't do a good job at checking Pokemon it's supposed to, like Chien-Pao and Kingambit, with Stealth Rock or Spikes up on the field. As such, spinners like Great Tusk and Iron Treads, as well as Magic Bounce Pokemon like Hatterene, make for excellent partners.
  • Specially defensive walls, such as Ting-Lu and Clodsire, are recommended, as they can set Spikes for Iron Hands and check Pokemon like Miraidon and, in Clodsire's case, Flutter Mane.

[CREDITS]
- Written by: [[corvere, 306317]]
- Quality checked by: [[Takatk, 595062], [Lasen, 273339]]
- Grammar checked by: [[Astra, 240732]]
 
Last edited:
i would mention hatterene and great tusk as good partners as well, since koraidon can usually 1v1 and beat iron hands, and hazards greatly impede hands' longevity + ability to check pao and gambit, so being a korai check + hazard control can be really useful for hands teams.

I would maybe mention more about the specific types of teams that SD hands fits on, specifically on more balanced teams that appreciate the mid game breaker/pao and gambit check (i think)

QC 1/2
 
:sv/iron-hands:

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Thunder Punch / Wild Charge
move 3: Drain Punch
move 4: Earthquake
item: Leftovers / Punching Glove
ability: Quark Drive
nature: Adamant
evs: 116 Atk / 252 Def / 140 Spe
tera type: Flying

[SET COMMENTS]

  • Iron Hands's niche comes from its access to Swords Dance, huge invested bulk (annoying leader points out that this is a weird phrase, maybe "great bulk" instead?), and a fearsome STAB combination coupled with a high Attack stat that lets it threaten with a super-effective move to some of the common Pokemon in defensive and balance teams, such as Clodsire, Toxapex, and Corviknight. It also checks incredibly threatening Pokemon in the meta, like Kingambit and Chien-Pao. However, Iron Hands is prone to getting revenge killed by common special attackers in the tier like Flutter Mane, Miraidon, Chi-Yu, and even Skeledirge, due to its nonexistant Special Defense stat; futhermore, it's also extremely slow, meaning Iron Hands is pretty much always moving last, making it a deadweight against more offensive teams.
  • Wild Charge allows Iron Hands to have favorable chances of 2HKOing Skeledirge in Electric Terrain. (since it's a slash maybe say "Wild Charge is an option that..." or something to that effect)
  • Earthquake 2HKOes Clodsire, a Pokemon that would otherwise check Iron Hands. It also cleanly 2HKOes Skeledirge and, in combination with Wild Charge, lets Iron Hands to always kill Skeledirge if Electric Terrain is up.
  • The given Defense EVs let Iron Hands survive a +2 Icicle Crash from Life Orb Chien-Pao 100% of the time. It also has a favorable chance to avoid the 2HKO from a Choice Band Icicle Crash from Chien-Pao. The Speed EVs allow Iron Hands to outspeed Corviknight.
  • Tera Flying turns Iron Hands's Ground-type weakness into an immunity, allowing it to use Pokemon like Iron Treads, Great Tusk, and non-Whirlwind Ting-Lu as setup fodder.
  • Leftovers is Iron Hands's only form of passive recovery. Punching Glove is an alternative that lets Iron Hands ignore all contact Items and moves; this means that Toxapex can't poison Iron Hands with Baneful Bunker and that Rocky Helmet Pokemon like Corviknight and the aforementioned Toxapex can't punish Iron Hands's attacks. However, Iron Hands will greatly miss Leftover's passive recovery, as without them it will getting worn down very easily.
  • Iron Hands is very good at breaking holes against bulky teams thanks to its very good offensive typing and access to Swords Dance; It should always be sent into Pokemon like Corviknight and Kingambit and either click Swords Dance to immediately threaten something as they switch out, or hit them with a super-effective attack. Proper prediction is recommended necessary however, as Iron Hands can get pivoted around easily.
  • Iron Hands is best used on balance teams that are in need for a wallbreaker that can also check Chien-Pao and Kingambit.
  • Miraidon is Iron Hands's best teammate, as it sets Electric Terrain, allowing for Iron Hands to better break the bulky teams its supposed to; it also can bring Iron Hands safely to the field with U-turn and check the physical walls that annoy Iron Hands, like Encore Scream Tail. Iron Hands in return deals with Pokemon like Iron Treads, Ting-Lu, and Blissey for Miraidon.
  • Pokemon that can check Koraidon, such as Great Tusk, and Toxapex, also make for good partners, as Koraidon defeats Iron Hands one-on-one and is a threat for the teams Iron Hands is usually in.
  • Entry Hazard control is also recommended, as with Stealth Rock or Spikes in the field Iron Hands can't do a good job at checking Pokemon it's supposed to, like Chien-Pao and Kingambit. As such, Rapid Spinners like Great Tusk and Iron Treads, as well as Magic Bounce Pokemon like Hatterene, make for excellent partners.
  • Specially defensive walls, such as Ting-Lu and Clodsire, are recommended, as they can set Spikes for Iron Hands and check Pokemon like Miraidon and, in Clodsire's case, Flutter Mane.

[CREDITS]
- Written by: [[corvere, 306317]]
- Quality checked by: [[Takatk, 595062], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]
excellent job, mostly fixed a couple of words that you missed. Content is stellar and I am happy to give this 2/2
QC_stamp.gif
 
add remove (comments)
[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Thunder Punch / Wild Charge
move 3: Drain Punch
move 4: Earthquake
item: Leftovers / Punching Glove
ability: Quark Drive
nature: Adamant
evs: 116 Atk / 252 Def / 140 Spe
tera type: Flying

[SET COMMENTS]

  • Iron Hands's niche comes from its access to Swords Dance, great invested bulk, and a fearsome STAB combination coupled with a high Attack stat that lets it threaten with a super-effective move to some of the common Pokemon in defensive and balance teams, such as Clodsire, Toxapex, and Corviknight, (AC) with a super effective move. It also checks incredibly threatening Pokemon in the meta, (RC) metagame like Kingambit and Chien-Pao (what makes these mons threatening? would recommend adding even just a tad bit touching that). However, Iron Hands is prone to getting revenge killed by common special attackers in the tier like Flutter Mane, Miraidon, Chi-Yu, and even Skeledirge, due to its nonexistant nonexistant Special Defense stat; futhermore furthermore, it's also extremely slow, meaning Iron Hands is pretty much always moving last, making it a deadweight against more offensive teams.
  • Wild Charge is an option over Thunder Punch that allows Iron Hands to have favorable chances of 2HKOing Skeledirge in Electric Terrain. However, the damage recoil can be unapetizing unappetizing.
  • Earthquake 2HKOes Clodsire, a Pokemon that would otherwise check Iron Hands. It also cleanly 2HKOes Skeledirge and, in combination with Wild Charge, lets Iron Hands to always kill KO Skeledirge if Electric Terrain is up.
  • The given Defense EVs let Iron Hands always survive a +2 Icicle Crash from Life Orb Chien-Pao 100% of the time. It also has a favorable chance to avoid the 2HKO from a Choice Band-boosted Icicle Crash from Chien-Pao. The Speed EVs allow Iron Hands to outspeed Corviknight.
  • Tera Flying turns Iron Hands's Ground-type weakness into an immunity, allowing it to use Pokemon like Iron Treads, Great Tusk, and non-Whirlwind Ting-Lu as setup fodder.
  • Leftovers is Iron Hands's only form of passive recovery. Punching Glove is an alternative that lets Iron Hands ignore all contact Items and moves; this means that Toxapex can't poison Iron Hands it with Baneful Bunker and that Rocky Helmet Pokemon like Corviknight and the aforementioned Toxapex can't punish Iron Hands's its attacks. However, Iron Hands will greatly miss Leftovers's passive recovery, as without them it will getting worn down very easily without it.
  • Iron Hands is good at breaking holes against bulky teams thanks to its stellar offensive typing and access to Swords Dance; It it should always be sent into Pokemon like Corviknight and Kingambit and either click use Swords Dance to immediately threaten something as they switch out, (RC) or hit them with a super-effective (RH) attack. Proper prediction is necessary, (AC) however, as Iron Hands can get pivoted around easily.
  • Iron Hands is best used on balance teams that are in need for a wallbreaker that can also check Chien-Pao and Kingambit.
  • Miraidon is Iron Hands's best teammate, as it sets Electric Terrain, allowing for Iron Hands to better break the bulky teams its supposed to. (semicolon -> period) it It also can bring Iron Hands safely to the field with U-turn and check the physical walls that annoy Iron Hands, like Encore Scream Tail. Iron Hands in return deals with Pokemon like Iron Treads, Ting-Lu, and Blissey for Miraidon.
  • Pokemon that can check Koraidon, such as Great Tusk, (RC) and Toxapex, also make for good partners, as Koraidon defeats Iron Hands one-on-one and is a threat for the teams Iron Hands is usually in on.
  • Entry Hazard hazard control is also recommended, as with Stealth Rock or Spikes in the field Iron Hands can't do a good job at checking Pokemon it's supposed to, like Chien-Pao and Kingambit, (AC) with Stealth Rock or Spikes up on the field. As such, Rapid Spinners spinners like Great Tusk and Iron Treads, as well as Magic Bounce Pokemon like Hatterene, make for excellent partners.
  • Specially defensive walls, such as Ting-Lu and Clodsire, are recommended, as they can set Spikes for Iron Hands and check Pokemon like Miraidon and, in Clodsire's case, Flutter Mane.

[CREDITS]
- Written by: [[corvere, 306317]]
- Quality checked by: [[Takatk, 595062], [Lasen, 273339]]
- Grammar checked by: [[username1, userid1]]
1/1 GP Team done
:blobthumbsup:
 
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