Iron Fist Team!

This is my best team so far and it is an all-out offense team.

Ninjask (M) @Focus Sash
Jolly Nature: 252 Atk/252 Spe/4 HP
Ability: Speed Boost
- Baton Pass
- Swords Dance
- Substitute
- X-Scissor

Standard Ninjask set. I start with a SD or two then try to get a substitute before Passing to Infernape/Hitmonchan. X-Scissor is there just in case he gets Taunted.

Hitmonchan (M) @Focus Sash
Adamant Nature: 252 Atk/252 Spe/4 HP
Ability: Iron Fist
- Drain Punch
- Mach Punch
- Thunder Punch
- Ice Punch

With Iron Fist, all of Hitmonchan's attacks are boosted. Drain Punch to get some HP and Mach Punch to finish off low health opponents and for priority. Thunder Punch and Ice Punch for coverage.

Infernape (M) -no item-
Adamant Nature: 252 Atk/252 Spe/4 HP
Ability: Iron Fist
- Mach Punch
- Fire Punch
- Thunder Punch
- U-Turn

Mach Punch and Fire Punch are there for the STAB. Thunder Punch takes care of Water and Flying-types and U-Turn keeps up the offense when switching and is also a weapon against Psychic-types.

Golurk @Life Orb
Adamant Nature: 252 Atk/252 Spe/4 HP
Ability: Iron Fist
- Shadow Punch
- Thunder Punch
- Ice Punch
- Earthquake

Once Infernape/Hitmonchan are down, I rely on Golurk to finish off their jobs.
Shadow Punch and EQ get STAB and Shadow Punch also gets the Iron Fist boost. Thunder Punch to take care of Water-type and Ice Punch to take care of Grass-types.

Conkeldurr (M) @Leftovers
Adamant Nature: 252 HP/252 Atk/4 SpD
Ability: Iron Fist
- Substitute
- Focus Punch
- Mach Punch
- Payback

SubFocus is always my opening moves when I switch in with Conkeldurr, my late-game killer. Mach Punch to finish off low health opponents and Payback is useful because Conkeldurr almost always moves after the opponent.

Lucario (M) @Choice Specs
Timid Nature: 252 SpA/252 Spe/4 HP
Ability: Steadfast
- Aura Sphere
- Dark Pulse
- HP Water
- Psychic

I originally had an Electivire here but one time Reflect kinda stopped me so I switched to Choice Specs Lucario. Aura Sphere does not need much of an explanation, Dark Pulse hits Ghost and Psychic-types. HP Water covers Fire and Ground-type weakness while Psychic covers his Fighting-type weakness.

I'm also looking for possible replacements for Ninjask and Golurk so I can make this into a mono-fighting team. :D
 
Hey there, this is a pretty cool offensive team. Great use of a not-so-great ability Iron Fist.
There are few loopholes according to me.

First off, your entire strategy relies on Ninjask being able to pass on at least one SD boost. Without that your team will struggle to do much damage. I notice you have not used Protect on Ninjask, this leaves you vulnerable to Pranskter users and also Choice Scarf + Trick users such as Latios and Starmie. These two in particular will render Ninjask completely useless for the rest of match.
Also Substitute and Focus Sash are a pretty bad pair in my opinion. If a faster pokemon actually gets a hit on Ninjask powerful enough to activate Focus Sash, you won't be able to use Sub at all. If you do use Sub, your Focus Sash is rendered useless.
Now if you use Protect over Substitute, this will guarantee you at least 1 SD boost and 2 Speed Boosts.
If you use both Protect and Substitute, Trick users will not be able to counter your Ninjask, removing that weakness. I would suggest replacing X-Scissor with Protect. This would leave you exposed to Prankster users, but they will trouble you regardless of what you choose to run.

Secondly, I feel you are ignoring a major facet of the current metagame. Entry Hazards. You don't lay them down and you have no way of removing them either. Stealth Rock in particular will chip off 50% of Ninjask's health each time it switches in, while simultaneously breaking its Sash.

Each of your pokemon has its own specific counters and checks, some of which are in the top 20 usage list in current OU. Although listing them all and explaining them will make this post too long. I can post those in a seperate post if you like, let me know.

Lastly as an option to Ninjask, you could use Focus Sash + Shell Smash Gorebyss. In this case replace all the other pokemon items with White Herb, which will remove the Def and SpD drops when the receive said boosts. This also lets you Baton Pass boosts to your Lucario, giving you more power than a Choice Specs with the freedom to change moves.

Good luck for the future.
 
Hey there,

I got a few nitpicks on you lucario. If you plan on using a water move on lucario. It got water pulse from a gen 4 tm so switch out hp water for that. Second Psychic isn't that particularly great on lucario since it's only use would be against toxicroak. I would put HP Ice in that slot as it allows lucario to deal with dragons more effectively. Lastly I would recommend shadow ball in place of dark pulse as you get perfect coverage with the combination of shadow ball+aura sphere.

I also support the suggestion for smash pass gorebyss though I would give lucario an expert belt or life orb since it won't take much hits anyway.
 
Hi,
Interesting team here. Just going to speak about Conkeldurr for now , so as an avid user of SubPunch Conkeldurr myself, from my experience Ice Punch would be a better choice over Payback. Not only do you actually use the Iron Fist boost, you take down Gliscor which is always a feat for most physical attackers. Admittedly Payback is useful but I've simply haven't been noticing any advantage over Ice Punch due to the dynamics of the metagame these days. Well that is just my opinion. Good Luck.
 
@Haskal - Thanks for the suggestion on Ninjask. I switched Substitute with Protect and it works better for me. And you're right about my strategy relying on Ninjask so I'm finding a way to deal with that. The Gorebyss option also worked well especially with Lucario but I do slightly prefer my Ninjask.

@Ninetale3 - I will try out the Water Pulse over HP Water so thanks for the suggestion. Also, I put Psychic to cover Lucario's Fighting-type weakness but HP Ice is also a good option against Dragons.

@Zapface - IMO, your opinion is actually true. Gliscor pretty much stops Conkeldurr so Ice Punch would be helpful. Thanks for noting that!
 
I know this is an Iron Fist-themed team, but Infernape should run either a Life Orb or a Fire/Fighting Gem to boost one attack. If you go with the gem then Acrobatics is a viable option over one of the coverage moves. Second, for an entry hazard user, you should swap out the LO for Leftovers and Thunderpunch for Stealth Rock on Golurk. The water-types the move hits super-effectively all destroy Golurk anyway.

Lastly I want to say that your Lucario set is very creative, especially the coverage move options (I think in all of competitive battling I've only used HP Water twice....seriously).
 
I know this is an Iron Fist-themed team, but Infernape should run either a Life Orb or a Fire/Fighting Gem to boost one attack. If you go with the gem then Acrobatics is a viable option over one of the coverage moves. Second, for an entry hazard user, you should swap out the LO for Leftovers and Thunderpunch for Stealth Rock on Golurk. The water-types the move hits super-effectively all destroy Golurk anyway.

Lastly I want to say that your Lucario set is very creative, especially the coverage move options (I think in all of competitive battling I've only used HP Water twice....seriously).

I guess Golurk can do another job...I'll go with one of the Gems for my Infernape and I'll also consider Acrobatics. :)
Lastly, thanks for the compliment on my Lucario! I've already surprised someone when I used Psychic to sweep.
 
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