


Base Stats: 100 / 134 / 110 / 70 / 84 / 72
Abilities: Quark Drive
Notable Moves:
- Wild Charge
- Spikes
- Stealth Rock
- Stone Edge
- Dragon Dance
- Tera Blast
- Earthquake
- Ice Beam
- Swords Dance
- Volt Switch
Level-Up:
1: Electric Terrain
1: Iron Defense
1: Fire Fang
1: Ice Fang
1: Thunder Fang
1: Rock Throw
7: Screech
21: Rock Tomb
28: Bite
35: Charge
42: Rock Slide
49: Sandstorm
56: Wild Charge
63: Pin Missile
70: Earthquake
77: Stealth Rock
84: Stone Edge
91: Giga Impact
TM:
1: Take Down
6: Scary Face
7: Protect
8: Fire Fang
9: Thunder Fang
10: Ice Fang
12: Low Kick
23: Charge Beam
25: Facade
28: Bulldoze
30: Snarl
31: Metal Claw
36: Rock Tomb
43: Fling
44: Dragon Tail
47: Endure
48: Volt Switch
49: Sunny Day
50: Rain Dance
51: Sandstorm
55: Dig
58: Brick Break
66: Body Slam
67: Fire Punch
68: Thunder Punch
69: Ice Punch
72: Electro Ball
76: Rock Blast
78: Dragon Claw
82: Thunder Wave
84: Stomping Tantrum
85: Rest
86: Rock Slide
87: Taunt
88: Swords Dance
89: Body Press
90: Spikes
96: Eerie Impulse
99: Iron Head
100: Dragon Dance
101: Power Gem
103: Substitute
104: Iron Defense
108: Crunch
116: Stealth Rock
121: Heavy Slam
125: Flamethrower
126: Thunderbolt
133: Earth Power
135: Ice Beam
141: Fire Blast
143: Blizzard
147: Wild Charge
149: Earthquake
150: Stone Edge
152: Giga Impact
158: Focus Blast
163: Hyper Beam
166: Thunder
171: Tera Blast
1: Electric Terrain
1: Iron Defense
1: Fire Fang
1: Ice Fang
1: Thunder Fang
1: Rock Throw
7: Screech
21: Rock Tomb
28: Bite
35: Charge
42: Rock Slide
49: Sandstorm
56: Wild Charge
63: Pin Missile
70: Earthquake
77: Stealth Rock
84: Stone Edge
91: Giga Impact
TM:
1: Take Down
6: Scary Face
7: Protect
8: Fire Fang
9: Thunder Fang
10: Ice Fang
12: Low Kick
23: Charge Beam
25: Facade
28: Bulldoze
30: Snarl
31: Metal Claw
36: Rock Tomb
43: Fling
44: Dragon Tail
47: Endure
48: Volt Switch
49: Sunny Day
50: Rain Dance
51: Sandstorm
55: Dig
58: Brick Break
66: Body Slam
67: Fire Punch
68: Thunder Punch
69: Ice Punch
72: Electro Ball
76: Rock Blast
78: Dragon Claw
82: Thunder Wave
84: Stomping Tantrum
85: Rest
86: Rock Slide
87: Taunt
88: Swords Dance
89: Body Press
90: Spikes
96: Eerie Impulse
99: Iron Head
100: Dragon Dance
101: Power Gem
103: Substitute
104: Iron Defense
108: Crunch
116: Stealth Rock
121: Heavy Slam
125: Flamethrower
126: Thunderbolt
133: Earth Power
135: Ice Beam
141: Fire Blast
143: Blizzard
147: Wild Charge
149: Earthquake
150: Stone Edge
152: Giga Impact
158: Focus Blast
163: Hyper Beam
166: Thunder
171: Tera Blast
New Ability: Quark Drive - If Electric Terrain is active or Booster Energy is held, the highest stat is 1.5x.
Pros:
- Very large movepool with lots of coverage, including ice to beat ground types
- Access to hazards
- Access to multiple boosting moves and quark drive to boost it more
- Overall high stats, especially HP, Atk, and Def
Cons:
- Bad defensive typing with 4x weakness to ground
- Low to mid Sp. Atk, Sp. Def, and Spd, leaving it vulnerable to special attackers
- No access to reliable recovery
Terastalize Potential: Iron Thorns has multiple types it can terastalize into that are useful. If it is setting hazards, it can become ghost type to block rapid spin, or flying to become immune to its biggest weakness and get a dragon dance. It is slow, but with set up terastalizing can give it either the ability to set up what it wants to do or to become stronger with something like a grass tera type or a rock/electric tera type. If it is setting hazards it will only terastalize if it needs to, but offensive sets will probably use it a lot more often.
Potential Sets:
Hazard Setter
Iron Thorns @ Leftovers / Booster Energy
Ability: Quark Drive
Tera Type: Ghost / Flying
EVs: (252 HP / 4 Atk / 252 Def) / (252 HP / 4 Def / 252 Spd)
Relaxed Nature / Timid Nature
- Stealth Rock
- Spikes
- Stone Edge / Ice Beam / Earthquake
- Wild Charge / Ice Beam
There are 2 ways this set can be used. With Booster Energy and the 2nd set of EVs and Timid, Iron Thorns becomes the fastes Hazard Setter, although it is not faster than some of the fastest mons like Chien-Pao and Flutter Mane. With Leftovers and the 1st set of EVs and Relaxed, Iron Thorns is much bulkier and instead tries to use its bulk to set Hazards. It also does not lower its attack, letting it hit harder if it needs to. Both tera types are defensive to help it set more hazards: Ghost lets it spinblock, then kill spinners with a move like Ice Beam (Great Tusk) Or Earthquake (Glimmora). Flying gives it more defensive utility by becoming immune to ground, which should let it survive longer to set hazards.
Setup Sweeper
Iron Thorns @ Booster Energy
Ability: Quark Drive
Tera Type: Flying / Rock / Electric
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Earthquake / Tera Blast
- Wild Charge
- Stone Edge
- Dragon Dance / Swords Dance
This set uses DD or SD to set up and get kills with strong moves like EQ, Wild Charge, and Stone Edge. It can use Flying tera type to be immune to ground types, which can let it set up and extra time, or Rock or Electric tera type to get double STAB and hit harder. Booster Energy raises its Atk, which means that after a boost or if it has double STAB and with its high attack stat, it hits extremely hard. It can be supported with Shed Tail or Screens that let it setup.
Choice Band
Iron Thorns @ Choice Band
Ability: Quark Drive
Tera Type: Flying / Electric / Rock
EVs: 252 Atk / 4 Sp. Atk / 252 Spd
Jolly Nature
- Earthquake
- Wild Charge
- Stone Edge
- Volt Switch
This set immediately starts hitting very hard with Choice Band and strong moves. It will probably not terastalize unless it does it defensively, but it can. Volt Switch lets it pivot out with Choice Band, and all the other moves are just strong moves it can use.
Overall: Iron Thorns's bad defensive typing can make it difficult to get much usage out of, but it does have roles that can make it useful for a team. Its strong moves and good stats can let it benefit a team and be a strong offensive presence, but its typing and bad special defense and speed hold it back from being broken or amazing.