Draft Iron Thorns

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[overview]
**Draft Order**: Round 7 onwards

**Price Range**: 5-7 points

**Overview**: Iron Thorns is a potential budget setup sweeper and wallbreaker, greatly heightened by Tera. Along with its solid base stats and access to both Stealth Rock and Spikes, it can be a serviceable utility Pokemon in a pinch. On paper, it looks like a steal for its price, but its awful defensive typing and middling Speed mean Iron Thorns is prone to fainting before it has a chance to actually do anything. It is also heavily Tera-reliant, so when it comes to matches, it often prevents higher-tiered Tera Captains from Terastallizing.


[strategy comments]
Common Roles
========
**Setup Sweeper**: Despite needing two Speed boosts to outspeed some top-tier threats and most Choice Scarf users, the combination of Dragon Dance and Booster Energy means Iron Thorns can dish out great damage. Its defensive profile, while not great, also allows it to usually tank a non-super effective hit in order to set up or break through an opposing wall.

**Wallbreaker**: With its great Attack and Booster Energy or another damage-boosting item, Iron Thorns can break most walls that don't resist its STAB attacks. However, Ground-types in particular are still very difficult for it to break through, since they resist both of its STAB types, and it lacks strong coverage moves.

**Entry Hazard Stacker**: Despite not having a great typing, Iron Thorns's solid base stats along with its access to Volt Switch and entry hazards allow it to provide value in a supportive role by setting hazards while still remaining a strong attacker if need be.

Common Moves
========
**Primary STAB Moves**: Supercell Slam, Wild Charge, Thunder Punch, Rock Slide, Stone Edge, Rock Blast

**Setup Moves**: Dragon Dance, Swords Dance, Iron Defense

**Utility Moves**: Stealth Rock, Spikes, Volt Switch, Substitute, Taunt, Thunder Wave

**Coverage**: Earthquake, Body Press, Dragon Claw, Fire Punch, Ice Punch, Low Kick, Heavy Slam, Iron Head, Crunch, Tera Blast, Pin Missile

Niche Moves
========
**Stomping Tantrum**: Ground-types are a pain for Iron Thorns, and while it doesn't hit them super effectively, Stomping Tantrum doubles in power after an Electric-type move fails, which makes for a nice surprise attack.

**Dragon Tail**: Dragon Tail can be useful on utility sets to phaze foes. On setup sets, it can also be used to force foes out when they are using a phazing move, which can buy a necessary extra turn to set up.

Common Items
========
**Booster Energy**: Booster Energy allows Iron Thorns to sweep and break effectively. Very rarely are other damage-boosting items worth using over Booster Energy, since setup sets usually only enter the field once.

**Air Balloon**: One of the biggest drawbacks Iron Thorns faces is Ground-type moves, and Air Balloon allows it to negate that weakness, making it a reasonable alternative on many sets.

**Heavy-Duty Boots**: If Iron Thorns is entering the battle multiple times, Heavy-Duty Boots is a solid option, allowing it to avoid entry hazard chip throughout the match.

**Resistance Berries**: Because of the danger Iron Thorns can pose to teams after a single Dragon Dance, resistance Berries can allow it to set up on foes that would otherwise KO it.

Niche Items
========
**Damage-boostingItems**: If Boosts Energy feels to committal for a certain matchup, items like Life Orb, Expert Belt, and Magnet can be options to boost Iron Thorn's damage output without the single-use commitment of Booster Energy.

**Loaded Dice**: With Loaded Dice, Rock Blast becomes the most consistent Rock-type move Iron Thorns can use. It can also utilize Pin Missile, which can help deal with Grass-types that can usually switch into it comfortably.

**Choice Band**: Boosting Iron Thorns's Attack with a Choice Band turns it into a terrifying wallbreaker, but its low Speed combined with being locked into a single move makes it easy for foes to revenge or pivot around.

Tera
========
Iron Thorns is an very good secondary Tera Captain. Sweeping sets appreciate the defensive utility of types like Tera Grass, Bug, and Flying. Bulkier sets enjoy losing the awkward Rock / Electric typing for Tera Dragon or Fairy, allowing it to be much more reliable defensively. Without Terastallization, Iron Thorns is lackluster as an option, since it rarely wants to come to games without the intent of Terastallizing, meaning a higher-tier Tera Captain cannot Terastallize. Even when it is Terastallized, changing its type can't fix all of its problems, and those other shortcomings mean that it should only ever fill a secondary role on teams.

Draft Strategy
========
Iron Thorns can leverage its upsides best when on drafts that allow it to get on the field easily and have backup for when it is KOed. While it is not a Pokemon that wants to come to every game, as it is very Tera reliant, teams can appreciate its STAB combination along with its sweeping and wallbreaking power, which can make it a solid late-round pickup.

**Slow Pivots**: Iron Thorns usually needs to take a hit or two to set up, so getting it on the field without taking damage with Pokemon like Corviknight, and Uxie is ideal.

**Cleaners**: Iron Thorns rarely KOes every opposing Pokemon, so Pokemon like Enamorus and Greninja make great partners, as the excel at cleaning up weakened teams.

**Ground-immune Pokemon**: It is nearly impossible for Iron Thorns to survive Ground-type attacks, so having Pokemon like Tornadus-T and Zapdos that can switch into those attacks can help mitigate the issues cause by its massive weakness.

Checks and Counters
========
**Ground-types**: Since Ground-types resist both of Iron Thorns's STAB types, they can very easily switch into it. It also lacks strong coverage moves that can hit Ground-types, so it can rarely deal with them on its own.

**Ground-type Coverage**: Since Ground-type moves are widely distributed, it is very easy for foes to fit Ground-type moves to check Iron Thorns, as it can rarely take a single hit from them.

**Faster Pokemon**: Because of Iron Thorns's relatively slow Speed, many foes can still outspeed it after it has used Dragon Dance by holding a Choice Scarf. While its defenses are decent, it can be KOed by even neutral attacks, especially without EV investment

**Phazing**: Because Iron Thorns lacks recovery and usually uses Booster Energy to attempt to set up, getting phazed can make it very difficult for it to be as effective the second or third time on the battlefield as it would have been the first time.

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Last edited:
[overview]
**Draft Order**: Round 7 onwards

**Price Range**: 5-7 points

**Overview**: Iron Thorns is a great potential budget setup sweeper and wallbreaker, greatly heightened by Tera. Along with its solid base stats and access to both Stealth Rock and Spikes, it can be a serviceable defensive pivot utility Pokemon in a pinch. On paper this looks like a steal for what it is usually priced at however its awful defensive typing and middling speed mean Iron Thorns is prone to dying before it has a chance to actually do anything.


[strategy comments]
Common Roles
========
**Setup Sweeper**: Despite needing two speed boosts to outspeed some top tier threats and most Choice Scarf users, the combination of Dragon Dance and Booster Energy means Iron Thorns can dish out great damage. Its defensive profile, while not great, also allows Iron Thorns to usually tank a non-supereffective hit in order to setup or break through an opposing wall.

**Wallbreaker**: With its great Attack and Booster Energy, or another damage boosting item, Iron Thorns can break most walls that don't resist its STAB attacks, however ground types in particular are still very difficult to break through with since they resist both of Iron Thorn's STABs and it lacks strong coverage moves. this is all one run on sentence which is troubling lol

**Utility Pivot**: Despite not having a great typing, Iron Thorns's solid base stats, access to Volt Switch, and entry hazards allows it to be a less passive pivot than other low tier options sometimes provide value in a supportive role while still remaining a strong attacker if need be.

Common Moves
========
**Primary STAB Moves**: Supercell Slam would move down order since grounds are so free into thorns, Wild Charge, Thunder Punch, Rock Slide, Stone Edge, Rock Blast

**Setup Moves**: Dragon Dance, Iron Defense, Swords Dance move above ID, Curse

**Utility Moves**: Stealth Rock, Spikes, Volt Switch, Substitute, Taunt, Thunder Wave

**Coverage**: Earthquake, Body Press, Dragon Claw, Fire Punch, Ice Punch, Low Kick, Heavy Slam, Iron Head, Crunch, Tera Blast, Pin Missile

Niche Moves
========
**Stomping Tantrum**: Ground-types are a pain for Iron Thorns and while it doesn't hit them supereffectively, if you fire an Electric attack into a ground type Stomping Tantrum doubles in power which makes for a nice surprise attack.

**Dragon Tail**: Explain this can be used for Phazing or even to phaze a foe trying to phaze you first to stay in.

Common Items
========
**Booster Energy**: Booster Energy allows Iron Thorns to sweep and break effectively, very rarely are other damage boosting items worth using over Booster Energy as Iron Thorns has difficulty taking multiple hits.

**Heavy-Duty Boots**: If using Iron Thorns as a pivot is entering the battle multiple times, Heavy-Duty Boots are a solid option allowing it to avoid Hazard chip throughout the match.

**Resistance Berries**: Because of the danger Iron Thorns can pose to teams after a single Dragon Dance resistance berries can allow it to setup on foes that would otherwise KO it.

Niche Items
========
**Damage Boosting Items**: If Boosts Energy feels to committal for a certain matchup items like Life Orb, Expert Belt, or Loaded Dice can be options to boost Iron Thorn's damage output without the single use commitment of Booster Energy. separate loaded dice and talk about it making rock blast and pin missile consistent.

**Choice Band**: Boosting Iron Thorns's Attack with a Choice Band turns it into a terrifying breaker, however its low speed combined with being locked into a single move makes it easy to revenge or pivot around.

**Air Balloon**: One of the biggest drawbacks Iron thorns faces is Ground-type moves, and Air Balloon allows you to negate that weakness making it a reasonable alternative on many sets. Move to common probably above boots.

Tera
========
Iron Thorns is an excellent very good secondary Tera Captain that can make great use of Terastilization. Sweeping sets appreciate the defensive utility of types like Tera Grass, and Tera Flying, or the burn immunity of Tera Fire. Defensive Bulkier sets enjoy losing the awkward Electric Rock typing for Tera Dragon or Tera Fairy allowing Iron Thorns to be much more reliable defensively. Despite the fact that it makes great use it, Terastilization can't fix all of Iron Thorns's problems and those other shortcomings mean that it should only ever fill a secondary role on teams. You do not discuss the primary issue with tera thorns. Tera thorns is a tera hog that you cannot really use without teraing it and as a result there is a high opportunity cost of teraing it over your primary captain.

Draft Strategy
========
Iron Thorns can leverage its upsides best when on drafts that allow it to get on the field easily, and have backup for when it eventually dies(hopefully after taking a few foes with it). While Iron Thorns is not a Pokemon that you want to bring to every game as it is very tera reliant many teams can appreciate its STAB combination, sweeping, and wallbreaking power which can make it a solid late round pickup.

**Slow Pivots**: Iron Thorns usually needs to take a hit or two to setup so getting it on the field without taking damage with Pokemon like Rotom-Wash and Uxie.

**Sweepers Cleaners**: Iron Thorns will rarely KO every opposing Pokemon so, Pokemon like Enamorus and Greninja make great partners as the excel at cleaning up weakened teams. not sure what you were going for because you titled this sweepers and then described cleaners.

**Ground Immunities**: It is nearly impossible for Iron Thorns to live Ground-type attacks so having Pokemon like Tornadaus-Therian or Zapdos that can switch into those attacks can help mitigate the issues cause by Iron Thorns's massive weakness.


Checks and Counters
========
**Ground-types**:

**Ground-Type
Moves Coverage**: Since Ground-type moves are widely distributed it is very easy for opponents to fit Ground-type moves onto their team to check Iron thorns as it can rarely take a single hit from them.

**Faster Wallbreakers**: Because of Iron Thorns's relatively slow Speed many foes can outspeed after it has used Dragon Dance naturally or by holding a Choice Scarf, and while its defenses are decent, when not invested in Iron Thorns can be KOed by even neutral attacks. You mention Scarf and should also mention booster energy speed.

**Phazing**: Because Iron Thorns lacks recovery and usually commits Booster Energy to attempt to setup, getting phazed can make it very difficult for Iron Thorns to be as effective the second or third time on the battlefield as it would have been the first time.



[credits]
Written by:
https://www.smogon.com/forums/members/termnal.404799/
Quality checked by:
https://www.smogon.com/forums/members/user2.200000
https://www.smogon.com/forums/members/user3.300000
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
[/QUOTE]
 
[overview]
**Draft Order**: Round 7 onwards

**Price Range**: 5-7 points

**Overview**: Iron Thorns is a great potential budget setup sweeper and wallbreaker, greatly heightened by Tera. Along with its solid base stats and access to both Stealth Rock and Spikes, it can be a serviceable defensive pivot utility Pokemon in a pinch. On paper this looks like a steal for what it is usually priced at however its awful defensive typing and middling speed mean Iron Thorns is prone to dying before it has a chance to actually do anything.


[strategy comments]
Common Roles
========
**Setup Sweeper**: Despite needing two speed boosts to outspeed some top tier threats and most Choice Scarf users, the combination of Dragon Dance and Booster Energy means Iron Thorns can dish out great damage. Its defensive profile, while not great, also allows Iron Thorns to usually tank a non-supereffective hit in order to setup or break through an opposing wall.

**Wallbreaker**: With its great Attack and Booster Energy, or another damage boosting item, Iron Thorns can break most walls that don't resist its STAB attacks, however ground types in particular are still very difficult to break through with since they resist both of Iron Thorn's STABs and it lacks strong coverage moves. this is all one run on sentence which is troubling lol

**Utility Pivot**: Despite not having a great typing, Iron Thorns's solid base stats, access to Volt Switch, and entry hazards allows it to be a less passive pivot than other low tier options sometimes provide value in a supportive role while still remaining a strong attacker if need be.

Common Moves
========
**Primary STAB Moves**: Supercell Slam would move down order since grounds are so free into thorns, Wild Charge, Thunder Punch, Rock Slide, Stone Edge, Rock Blast

**Setup Moves**: Dragon Dance, Iron Defense, Swords Dance move above ID, Curse

**Utility Moves**: Stealth Rock, Spikes, Volt Switch, Substitute, Taunt, Thunder Wave

**Coverage**: Earthquake, Body Press, Dragon Claw, Fire Punch, Ice Punch, Low Kick, Heavy Slam, Iron Head, Crunch, Tera Blast, Pin Missile

Niche Moves
========
**Stomping Tantrum**: Ground-types are a pain for Iron Thorns and while it doesn't hit them supereffectively, if you fire an Electric attack into a ground type Stomping Tantrum doubles in power which makes for a nice surprise attack.

**Dragon Tail**: Explain this can be used for Phazing or even to phaze a foe trying to phaze you first to stay in.

Common Items
========
**Booster Energy**: Booster Energy allows Iron Thorns to sweep and break effectively, very rarely are other damage boosting items worth using over Booster Energy as Iron Thorns has difficulty taking multiple hits.

**Heavy-Duty Boots**: If using Iron Thorns as a pivot is entering the battle multiple times, Heavy-Duty Boots are a solid option allowing it to avoid Hazard chip throughout the match.

**Resistance Berries**: Because of the danger Iron Thorns can pose to teams after a single Dragon Dance resistance berries can allow it to setup on foes that would otherwise KO it.

Niche Items
========
**Damage Boosting Items**: If Boosts Energy feels to committal for a certain matchup items like Life Orb, Expert Belt, or Loaded Dice can be options to boost Iron Thorn's damage output without the single use commitment of Booster Energy. separate loaded dice and talk about it making rock blast and pin missile consistent.

**Choice Band**: Boosting Iron Thorns's Attack with a Choice Band turns it into a terrifying breaker, however its low speed combined with being locked into a single move makes it easy to revenge or pivot around.

**Air Balloon**: One of the biggest drawbacks Iron thorns faces is Ground-type moves, and Air Balloon allows you to negate that weakness making it a reasonable alternative on many sets. Move to common probably above boots.

Tera
========
Iron Thorns is an excellent very good secondary Tera Captain that can make great use of Terastilization. Sweeping sets appreciate the defensive utility of types like Tera Grass, and Tera Flying, or the burn immunity of Tera Fire. Defensive Bulkier sets enjoy losing the awkward Electric Rock typing for Tera Dragon or Tera Fairy allowing Iron Thorns to be much more reliable defensively. Despite the fact that it makes great use it, Terastilization can't fix all of Iron Thorns's problems and those other shortcomings mean that it should only ever fill a secondary role on teams. You do not discuss the primary issue with tera thorns. Tera thorns is a tera hog that you cannot really use without teraing it and as a result there is a high opportunity cost of teraing it over your primary captain.

Draft Strategy
========
Iron Thorns can leverage its upsides best when on drafts that allow it to get on the field easily, and have backup for when it eventually dies(hopefully after taking a few foes with it). While Iron Thorns is not a Pokemon that you want to bring to every game as it is very tera reliant many teams can appreciate its STAB combination, sweeping, and wallbreaking power which can make it a solid late round pickup.

**Slow Pivots**: Iron Thorns usually needs to take a hit or two to setup so getting it on the field without taking damage with Pokemon like Rotom-Wash and Uxie.

**Sweepers Cleaners**: Iron Thorns will rarely KO every opposing Pokemon so, Pokemon like Enamorus and Greninja make great partners as the excel at cleaning up weakened teams. not sure what you were going for because you titled this sweepers and then described cleaners.

**Ground Immunities**: It is nearly impossible for Iron Thorns to live Ground-type attacks so having Pokemon like Tornadaus-Therian or Zapdos that can switch into those attacks can help mitigate the issues cause by Iron Thorns's massive weakness.


Checks and Counters
========
**Ground-types**:

**Ground-Type
Moves Coverage**: Since Ground-type moves are widely distributed it is very easy for opponents to fit Ground-type moves onto their team to check Iron thorns as it can rarely take a single hit from them.

**Faster Wallbreakers**: Because of Iron Thorns's relatively slow Speed many foes can outspeed after it has used Dragon Dance naturally or by holding a Choice Scarf, and while its defenses are decent, when not invested in Iron Thorns can be KOed by even neutral attacks. You mention Scarf and should also mention booster energy speed.

**Phazing**: Because Iron Thorns lacks recovery and usually commits Booster Energy to attempt to setup, getting phazed can make it very difficult for Iron Thorns to be as effective the second or third time on the battlefield as it would have been the first time.



[credits]
Written by:
https://www.smogon.com/forums/members/termnal.404799/
Quality checked by:
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https://www.smogon.com/forums/members/user3.300000
Grammar checked by:
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[/QUOTE]
Implemented ready for qc2
 
a m q c
add remove comment

[overview]
**Draft Order**: Round 7 onwards

**Price Range**: 5-7 points

**Overview**: Iron Thorns is a potential budget setup sweeper and wallbreaker, whose viability is greatly heightened by Tera. Along with its solid base stats and access to both Stealth Rock and Spikes, it can be a serviceable utility Pokemon in a pinch. On paper this looks like a steal for what it is usually priced at however its awful defensive typing and middling speed mean Iron Thorns is prone to dying before it has a chance to actually do anything.


[strategy comments]
Common Roles
========
**Setup Sweeper**: Despite needing two speed boosts to outspeed some top tier threats and most Choice Scarf users, the combination of Dragon Dance and Booster Energy means Iron Thorns can dish out great damage. Its defensive profile, while not great, also allows Iron Thorns to usually tank a non-supereffective hit in order to setup or break through an opposing wall.

**Wallbreaker**: With its great Attack and Booster Energy, or another damage boosting item, Iron Thorns can break most walls that don't resist its STAB attacks. However, ground types in particular are still very difficult to break through with since they resist both of Iron Thorn's STABs and it lacks strong coverage moves.

**Utility Pivot****Hazard Stacker**: Despite not having a great typing, Iron Thorns's solid base stats, access to Volt Switch, and entry hazards allows it to sometimes provide value in a supportive role while still remaining a strong attacker if need be. Would rework this to be solely focused on setting hazards with a booster defense or booster speed.

Common Moves
========
**Primary STAB Moves**: Supercell Slam, Wild Charge, Thunder Punch, Rock Slide, Stone Edge, Rock Blast

**Setup Moves**: Dragon Dance, Swords Dance, Iron Defense

**Utility Moves**: Stealth Rock, Spikes, Volt Switch, Substitute, Taunt, Thunder Wave

**Coverage**: Earthquake, Body Press, Dragon Claw, Fire Punch, Ice Punch, Low Kick, Heavy Slam, Iron Head, Crunch, Tera Blast, Pin Missile

Niche Moves
========
**Stomping Tantrum**: Ground-types are a pain for Iron Thorns and while it doesn't hit them supereffectively, if you fire an Electric attack into a ground type Stomping Tantrum doubles in power which makes for a nice surprise attack.

**Dragon Tail**: Dragon Tail can be useful on utility sets to Phaze opponents, additionally on setup sets it can be used to switch foes out when they are using a Phazing move which can buy a necessary extra turn to setup.

Common Items
========
**Booster Energy**: Iron Thorn's most effective item. Booster Energy allows Iron Thorns to sweep and break effectively, very rarely are other damage boosting items worth using over Booster Energy as Iron Thorns has difficulty taking multiple hits.

**Air Balloon**: One of the biggest drawbacks Iron thorns faces is Ground-type moves, and Air Balloon allows you to negate that weakness making it a reasonable alternative on many sets.

**Heavy-Duty Boots**: If Iron Thorns is entering the battle multiple times, Heavy-Duty Boots are a solid option allowing it to avoid Hazard chip throughout the match. would move to top of niche, idk if ive ever seen boots thorns in my life

**Resistance Berries**: Because of the danger Iron Thorns can pose to teams after a single Dragon Dance resistance berries can allow it to setup on foes that would otherwise KO it.

Niche Items
========
**Damage Boosting Items**: If Boosts Energy feels to committal for a certain matchup items like Life Orb, Expert Belt, or Magnet can be options to boost Iron Thorn's damage output without the single use commitment of Booster Energy.

**Loaded Dice**: With Loaded Dice Rock Blast becomes the most consistent Rock-type move Iron Thorns can use, it also allows it to utilize Pin Missile which can help deal with Grass-types that can usually switch into Iron Thorns comfortably.

**Choice Band**: Boosting Iron Thorns's Attack with a Choice Band turns it into a terrifying breaker, however its low speed combined with being locked into a single move makes it easy to revenge or pivot around.

Tera
========
Iron Thorns is an very good secondary Tera Captain that can make great use of Terastilization. Sweeping sets appreciate the defensive utility of types like Tera Grass, Tera Bug, and Tera Flying, or the burn immunity of Tera Fire. mention the latter three punish opposing Grass-types who handle Iron Thorn's original STAB. Bulkier sets enjoy losing the awkward Electric Rock typing for Tera Dragon or Tera Fairy allowing Iron Thorns to be much more reliable defensively. Despite all of this upside it is difficult to justify using Terastilization on Iron Thorns over higher tier captains, and without Terastilization Iron Thorns is lackluster as an option meaning you rarely want to bring it to games without the intent to Terastilize it. I would reword this a bit just to say explicitly that Iron Thorns will desire tera in nearly every game it comes to, *detracting* from your higher tier tera mon's potential. Even when Iron Thorns is Terastilized, changing its type can't fix all of Iron Thorns's problems and those other shortcomings mean that it should only ever fill a secondary role on teams.

Draft Strategy
========
Iron Thorns can leverage its upsides best on drafts that desire an additional setup sweeper, and have the momentum to position Iron Thorns into the battle when on drafts that allow it to get on the field easily, and have backup for when it eventually dies(hopefully after taking a few foes with it). While Iron Thorns is not a Pokemon that you want to bring to every game as it is very tera reliant teams can appreciate its STAB combination, sweeping, and wallbreaking power which can make it a solid late round pickup.

**Slow Pivots**: Iron Thorns usually needs to take a hit or two to setup so getting it on the field without taking damage with Pokemon like Rotom-Wash and Uxie.

**Cleaners**: Iron Thorns will rarely KO every opposing Pokemon so, Pokemon like Enamorus and Greninja make great partners as the excel at cleaning up weakened teams.

**Ground Immunities**: It is nearly impossible for Iron Thorns to live Ground-type attacks so having Pokemon like Tornadaus-Therian or Zapdos that can switch into those attacks can help mitigate the issues cause by Iron Thorns's massive weakness.

**Screens Setters**: To offset Iron Thorns' bad defensive typing and potential enable more setup opportunities.

Checks and Counters
========
**Ground-types**: Since Ground-types resist both of Iron Thorns's STABs they can very easily switch into it, Iron Thorns also lacks strong coverage moves that can hit Ground-types so it can rarely deal with them on its own.

**Ground-Type Coverage**: Since Ground-type moves are widely distributed it is very easy for opponents to fit Ground-type moves onto their team to check Iron thorns as it can rarely take a single hit from them.

**Faster Wallbreakers****Choice Scarf Users**: Because of Iron Thorns's relatively slow Speed many foes can outspeed after it has used Dragon Dance naturally, by holding a Choice Scarf, or using Booster Energy Speed, and while its defenses are decent, when not invested in Iron Thorns can be KOed by even neutral attacks. Iron Thorns is also easily revenged by many other paradox pokemon holding Booster Energy Speed, such as Iron Valiant, Iron Boulder, and Roaring Moon.

**Phazing**: Because Iron Thorns lacks recovery and usually commits Booster Energy to attempt to setup, getting phazed can make it very difficult for Iron Thorns to be as effective the second or third time on the battlefield as it would have been the first time.

[credits]
Written by:
https://www.smogon.com/forums/members/termnal.404799/
Quality checked by:
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Grammar checked by:
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in general i'd go even further in de-emphasizing how good it is,

[overview]
**Draft Order**: Round 7 onwards

**Price Range**: 5-7 points

**Overview**: Iron Thorns is a potential budget setup sweeper and wallbreaker, greatly heightened by Tera. Along with its solid base stats and access to both Stealth Rock and Spikes, it can be a serviceable utility Pokemon in a pinch. On paper this looks like a steal for what it is usually priced at however its awful defensive typing and middling speed mean Iron Thorns is prone to dying before it has a chance to actually do anything.

[strategy comments]
Common Roles
========
**Setup Sweeper**: Despite needing two speed boosts to outspeed some top tier threats and most Choice Scarf users, the combination of Dragon Dance and Booster Energy means Iron Thorns can dish out great damage. Its defensive profile, while not great, also allows Iron Thorns to usually tank a non-supereffective hit in order to setup or break through an opposing wall.

**Wallbreaker**: With its great Attack and Booster Energy, or another damage boosting item, Iron Thorns can break most walls that don't resist its STAB attacks. However, ground types in particular are still very difficult to break through with since they resist both of Iron Thorn's STABs and it lacks strong coverage moves.

**Utility Pivot** **Hazard Stacker**: Despite not having a great typing, Iron Thorns's solid base stats, access to Volt Switch, and entry hazards allows it to sometimes provide value in a supportive role while still remaining a strong attacker if need be. rewrite to focus on hazards

Common Moves
========
**Primary STAB Moves**: Supercell Slam, Wild Charge, Thunder Punch, Rock Slide, Stone Edge, Rock Blast

**Setup Moves**: Dragon Dance, Swords Dance, Iron Defense

**Utility Moves**: Stealth Rock, Spikes, Volt Switch, Substitute, Taunt, Thunder Wave

**Coverage**: Earthquake, Body Press, Dragon Claw, Fire Punch, Ice Punch, Low Kick, Heavy Slam, Iron Head, Crunch, Tera Blast, Pin Missile

Niche Moves
========
**Stomping Tantrum**: Ground-types are a pain for Iron Thorns and while it doesn't hit them supereffectively, if you fire an Electric attack into a ground type Stomping Tantrum doubles in power which makes for a nice surprise attack.

**Dragon Tail**: Dragon Tail can be useful on utility sets to Phaze opponents, additionally on setup sets it can be used to switch foes out when they are using a Phazing move which can buy a necessary extra turn to setup.

Common Items
========
**Booster Energy**: Booster Energy allows Iron Thorns to sweep and break effectively, very rarely are other damage boosting items worth using over Booster Energy as Iron Thorns has difficulty taking multiple hits.

**Air Balloon**: One of the biggest drawbacks Iron thorns faces is Ground-type moves, and Air Balloon allows you to negate that weakness making it a reasonable alternative on many sets.

**Heavy-Duty Boots**: If Iron Thorns is entering the battle multiple times, Heavy-Duty Boots are a solid option allowing it to avoid Hazard chip throughout the match.

**Resistance Berries**: Because of the danger Iron Thorns can pose to teams after a single Dragon Dance resistance berries can allow it to setup on foes that would otherwise KO it.

Niche Items
========
**Damage Boosting Items**: If Boosts Energy feels to committal for a certain matchup items like Life Orb, Expert Belt, or Magnet can be options to boost Iron Thorn's damage output without the single use commitment of Booster Energy.

**Loaded Dice**: With Loaded Dice Rock Blast becomes the most consistent Rock-type move Iron Thorns can use, it also allows it to utilize Pin Missile which can help deal with Grass-types that can usually switch into Iron Thorns comfortably.

**Choice Band**: Boosting Iron Thorns's Attack with a Choice Band turns it into a terrifying breaker, however its low speed combined with being locked into a single move makes it easy to revenge or pivot around.

Tera
========
Iron Thorns is an very good secondary Tera Captain that can make great use of Terastilization. Sweeping sets appreciate the defensive utility of types like Tera Grass, Bug, and Tera Flying, or the burn immunity of Tera Fire doesn't feel like a priority for tera especially w maintaining ground weakness. Bulkier sets enjoy losing the awkward Electric Rock typing for Tera Dragon or Tera Fairy allowing Iron Thorns to be much more reliable defensively. Without Terastilization Iron Thorns is lackluster as an option meaning you rarely want to bring it to games without the intent to Terastilize it, this means not planning to use Terastilization on your higher tier Tera Captain, which can significantly devalue a high tier pick. emphasize the opportunity cost of not teraing your better captain Even when Iron Thorns is Terastilized, changing its type can't fix all of Iron Thorns's problems and those other shortcomings mean that it should only ever fill a secondary role on teams.

Draft Strategy
========
Iron Thorns can leverage its upsides best when on drafts that allow it to get on the field easily, and have backup for when it eventually dies(hopefully after taking a few foes with it). While Iron Thorns is not a Pokemon that you want to bring to every game as it is very tera reliant teams can appreciate its STAB combination, sweeping, and wallbreaking power which can make it a solid late round pickup.

**Slow Pivots**: Iron Thorns usually needs to take a hit or two to setup so getting it on the field without taking damage with Pokemon like Rotom-Wash and Uxie.

**Cleaners**: Iron Thorns will rarely KO every opposing Pokemon so, Pokemon like Enamorus and Greninja make great partners as the excel at cleaning up weakened teams. moreso emphasize faster offense, since thorns is so slow

**Ground Immunities**: It is nearly impossible for Iron Thorns to live Ground-type attacks so having Pokemon like Tornadaus-Therian or Zapdos that can switch into those attacks can help mitigate the issues cause by Iron Thorns's massive weakness.

Checks and Counters
========
**Ground-types**: Since Ground-types resist both of Iron Thorns's STABs they can very easily switch into it, Iron Thorns also lacks strong coverage moves that can hit Ground-types so it can rarely deal with them on its own.

**Ground-Type Coverage**: Since Ground-type moves are widely distributed it is very easy for opponents to fit Ground-type moves onto their team to check Iron thorns as it can rarely take a single hit from them.

**Faster Wallbreakers Pokemon**: Because of Iron Thorns's relatively slow Speed many foes can outspeed after it has used Dragon Dance naturally, by holding a Choice Scarf, or using Booster Energy Speed, and while its defenses are decent, when not invested in Iron Thorns can be KOed by even neutral attacks.

**Phazing**: Because Iron Thorns lacks recovery and usually commits Booster Energy to attempt to setup, getting phazed can make it very difficult for Iron Thorns to be as effective the second or third time on the battlefield as it would have been the first time.

[credits]
Written by:
https://www.smogon.com/forums/members/termnal.404799/
Quality checked by:
https://www.smogon.com/forums/members/jscurf.608304/
https://www.smogon.com/forums/members/abriel.473082/
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
2/2
 
in general i'd go even further in de-emphasizing how good it is,

[overview]
**Draft Order**: Round 7 onwards

**Price Range**: 5-7 points

**Overview**: Iron Thorns is a potential budget setup sweeper and wallbreaker, greatly heightened by Tera. Along with its solid base stats and access to both Stealth Rock and Spikes, it can be a serviceable utility Pokemon in a pinch. On paper this looks like a steal for what it is usually priced at however its awful defensive typing and middling speed mean Iron Thorns is prone to dying before it has a chance to actually do anything.

[strategy comments]
Common Roles
========
**Setup Sweeper**: Despite needing two speed boosts to outspeed some top tier threats and most Choice Scarf users, the combination of Dragon Dance and Booster Energy means Iron Thorns can dish out great damage. Its defensive profile, while not great, also allows Iron Thorns to usually tank a non-supereffective hit in order to setup or break through an opposing wall.

**Wallbreaker**: With its great Attack and Booster Energy, or another damage boosting item, Iron Thorns can break most walls that don't resist its STAB attacks. However, ground types in particular are still very difficult to break through with since they resist both of Iron Thorn's STABs and it lacks strong coverage moves.

**Utility Pivot** **Hazard Stacker**: Despite not having a great typing, Iron Thorns's solid base stats, access to Volt Switch, and entry hazards allows it to sometimes provide value in a supportive role while still remaining a strong attacker if need be. rewrite to focus on hazards

Common Moves
========
**Primary STAB Moves**: Supercell Slam, Wild Charge, Thunder Punch, Rock Slide, Stone Edge, Rock Blast

**Setup Moves**: Dragon Dance, Swords Dance, Iron Defense

**Utility Moves**: Stealth Rock, Spikes, Volt Switch, Substitute, Taunt, Thunder Wave

**Coverage**: Earthquake, Body Press, Dragon Claw, Fire Punch, Ice Punch, Low Kick, Heavy Slam, Iron Head, Crunch, Tera Blast, Pin Missile

Niche Moves
========
**Stomping Tantrum**: Ground-types are a pain for Iron Thorns and while it doesn't hit them supereffectively, if you fire an Electric attack into a ground type Stomping Tantrum doubles in power which makes for a nice surprise attack.

**Dragon Tail**: Dragon Tail can be useful on utility sets to Phaze opponents, additionally on setup sets it can be used to switch foes out when they are using a Phazing move which can buy a necessary extra turn to setup.

Common Items
========
**Booster Energy**: Booster Energy allows Iron Thorns to sweep and break effectively, very rarely are other damage boosting items worth using over Booster Energy as Iron Thorns has difficulty taking multiple hits.

**Air Balloon**: One of the biggest drawbacks Iron thorns faces is Ground-type moves, and Air Balloon allows you to negate that weakness making it a reasonable alternative on many sets.

**Heavy-Duty Boots**: If Iron Thorns is entering the battle multiple times, Heavy-Duty Boots are a solid option allowing it to avoid Hazard chip throughout the match.

**Resistance Berries**: Because of the danger Iron Thorns can pose to teams after a single Dragon Dance resistance berries can allow it to setup on foes that would otherwise KO it.

Niche Items
========
**Damage Boosting Items**: If Boosts Energy feels to committal for a certain matchup items like Life Orb, Expert Belt, or Magnet can be options to boost Iron Thorn's damage output without the single use commitment of Booster Energy.

**Loaded Dice**: With Loaded Dice Rock Blast becomes the most consistent Rock-type move Iron Thorns can use, it also allows it to utilize Pin Missile which can help deal with Grass-types that can usually switch into Iron Thorns comfortably.

**Choice Band**: Boosting Iron Thorns's Attack with a Choice Band turns it into a terrifying breaker, however its low speed combined with being locked into a single move makes it easy to revenge or pivot around.

Tera
========
Iron Thorns is an very good secondary Tera Captain that can make great use of Terastilization. Sweeping sets appreciate the defensive utility of types like Tera Grass, Bug, and Tera Flying, or the burn immunity of Tera Fire doesn't feel like a priority for tera especially w maintaining ground weakness. Bulkier sets enjoy losing the awkward Electric Rock typing for Tera Dragon or Tera Fairy allowing Iron Thorns to be much more reliable defensively. Without Terastilization Iron Thorns is lackluster as an option meaning you rarely want to bring it to games without the intent to Terastilize it, this means not planning to use Terastilization on your higher tier Tera Captain, which can significantly devalue a high tier pick. emphasize the opportunity cost of not teraing your better captain Even when Iron Thorns is Terastilized, changing its type can't fix all of Iron Thorns's problems and those other shortcomings mean that it should only ever fill a secondary role on teams.

Draft Strategy
========
Iron Thorns can leverage its upsides best when on drafts that allow it to get on the field easily, and have backup for when it eventually dies(hopefully after taking a few foes with it). While Iron Thorns is not a Pokemon that you want to bring to every game as it is very tera reliant teams can appreciate its STAB combination, sweeping, and wallbreaking power which can make it a solid late round pickup.

**Slow Pivots**: Iron Thorns usually needs to take a hit or two to setup so getting it on the field without taking damage with Pokemon like Rotom-Wash and Uxie.

**Cleaners**: Iron Thorns will rarely KO every opposing Pokemon so, Pokemon like Enamorus and Greninja make great partners as the excel at cleaning up weakened teams. moreso emphasize faster offense, since thorns is so slow

**Ground Immunities**: It is nearly impossible for Iron Thorns to live Ground-type attacks so having Pokemon like Tornadaus-Therian or Zapdos that can switch into those attacks can help mitigate the issues cause by Iron Thorns's massive weakness.

Checks and Counters
========
**Ground-types**: Since Ground-types resist both of Iron Thorns's STABs they can very easily switch into it, Iron Thorns also lacks strong coverage moves that can hit Ground-types so it can rarely deal with them on its own.

**Ground-Type Coverage**: Since Ground-type moves are widely distributed it is very easy for opponents to fit Ground-type moves onto their team to check Iron thorns as it can rarely take a single hit from them.

**Faster Wallbreakers Pokemon**: Because of Iron Thorns's relatively slow Speed many foes can outspeed after it has used Dragon Dance naturally, by holding a Choice Scarf, or using Booster Energy Speed, and while its defenses are decent, when not invested in Iron Thorns can be KOed by even neutral attacks.

**Phazing**: Because Iron Thorns lacks recovery and usually commits Booster Energy to attempt to setup, getting phazed can make it very difficult for Iron Thorns to be as effective the second or third time on the battlefield as it would have been the first time.

[credits]
Written by:
https://www.smogon.com/forums/members/termnal.404799/
Quality checked by:
https://www.smogon.com/forums/members/jscurf.608304/
https://www.smogon.com/forums/members/abriel.473082/
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
2/2
implemented ready for GP Team
 
1/1 GP Team done
add remove comment

[overview]
**Draft Order**: Round 7 onwards

**Price Range**: 5-7 points

**Overview**: Iron Thorns is a potential budget setup sweeper and wallbreaker, greatly heightened by Tera. Along with its solid base stats and access to both Stealth Rock and Spikes, it can be a serviceable utility Pokemon in a pinch. On paper, (AC) it this looks like a steal for what it is usually priced at however its price, but its awful defensive typing and middling Speed mean Iron Thorns is prone to dying fainting before it has a chance to actually do anything.


[strategy comments]
Common Roles
========
**Setup Sweeper**: Despite needing two Speed boosts to outspeed some top tier top-tier threats and most Choice Scarf users, the combination of Dragon Dance and Booster Energy means Iron Thorns can dish out great damage. Its defensive profile, while not great, also allows Iron Thorns it to usually tank a non-supereffective non-super effective hit in order to setup set up or break through an opposing wall.

**Wallbreaker**: With its great Attack and Booster Energy (RC) or another damage boosting damage-boosting item, Iron Thorns can break most walls that don't resist its STAB attacks. However, ground types Ground-types in particular are still very difficult for it to break through, (AC) with since they resist both of Iron Thorn's STABs its STAB types, (AC) and it lacks strong coverage moves.

**HazzardEntry Hazard Stacker**: Despite not having a great typing, Iron Thorns's solid base stats (RC) along with its access to Volt Switch (RC) and entry hazards allows allow it to provide value in a supportive role by setting hazzards hazards while still remaining a strong attacker if need be.

Common Moves
========
**Primary STAB Moves**: Supercell Slam, Wild Charge, Thunder Punch, Rock Slide, Stone Edge, Rock Blast

**Setup Moves**: Dragon Dance, Swords Dance, Iron Defense

**Utility Moves**: Stealth Rock, Spikes, Volt Switch, Substitute, Taunt, Thunder Wave

**Coverage**: Earthquake, Body Press, Dragon Claw, Fire Punch, Ice Punch, Low Kick, Heavy Slam, Iron Head, Crunch, Tera Blast, Pin Missile

Niche Moves
========
**Stomping Tantrum**: Ground-types are a pain for Iron Thorns, (AC) and while it doesn't hit them supereffectively super effectively, if you fire an Electric attack into a ground type Stomping Tantrum doubles in power Stomping Tantrum doubles in power after an Electric-type move fails, (AC) which makes for a nice surprise attack.

**Dragon Tail**: Dragon Tail can be useful on utility sets to phaze opponents, additionally on foes. On setup sets, (AC) it can also be used to switch force foes out when they are using a phazing move, (AC) which can buy a necessary extra turn to setup set up.

Common Items
========
**Booster Energy**: Booster Energy allows Iron Thorns to sweep and break effectively (RC). (AP) Very rarely are other damage boosting damage-boosting items worth using over Booster Energy, (AC) since setup sets usually only enter the field once as Iron Thorns has difficulty taking multiple hits.

**Air Balloon**: One of the biggest drawbacks Iron Thorns faces is Ground-type moves, and Air Balloon allows you it to negate that weakness, (AC) making it a reasonable alternative on many sets.

**Heavy-Duty Boots**: If Iron Thorns is entering the battle multiple times, Heavy-Duty Boots are is a solid option, (AC) allowing it to avoid Hazard entry hazard chip throughout the match.

**Resistance Berries**: Because of the danger Iron Thorns can pose to teams after a single Dragon Dance, (AC) resistance Berries can allow it to setup set up on foes that would otherwise KO it.

Niche Items
========
**Damage Boosting Damage-boostingItems**: If Boosts Energy feels to committal for a certain matchup, (AC) items like Life Orb, Expert Belt, or and Magnet can be options to boost Iron Thorn's damage output without the single use single-use commitment of Booster Energy.

**Loaded Dice**: With Loaded Dice, (AC) Rock Blast becomes the most consistent Rock-type move Iron Thorns can use (RC). (AP) It can also allows it to utilize Pin Missile, (AC) which can help deal with Grass-types that can usually switch into Iron Thorns it comfortably.

**Choice Band**: Boosting Iron Thorns's Attack with a Choice Band turns it into a terrifying breaker wallbreaker, however but its low Speed combined with being locked into a single move makes it easy for foes to revenge or pivot around.

Tera
========
Iron Thorns is an very good secondary Tera Captain that can make great use of Terastilization. Sweeping sets appreciate the defensive utility of types like Tera Grass, Tera Bug, and Tera Flying. Bulkier sets enjoy losing the awkward Rock / Electric Rock typing for Tera Dragon or Tera Fairy, (AC) allowing Iron Thorns it to be much more reliable defensively. Without Terastilization Terastallization, (AC) Iron Thorns is lackluster as an option, (AC) since it meaning you rarely want wants to bring it come to games without the intent to Terastilize it of Terastallizing, this means not planning to use Terastilization on your higher tier meaning a higher-tier Tera Captain (RC) which can significantly devalue a high tier pick cannot Terastallize. Even when Iron Thorns it is Terastilized Terastallized, changing its type can't fix all of Iron Thorns's its problems, (AC) and those other shortcomings mean that it should only ever fill a secondary role on teams.

Draft Strategy
========
Iron Thorns can leverage its upsides best when on drafts that allow it to get on the field easily (RC) and have backup for when it eventually dies is KOed. While Iron Thorns it is not a Pokemon that you want wants to bring come to every game, (AC) as it is very Tera reliant, (AC) teams can appreciate its STAB combination (RC) along with its sweeping (RC) and wallbreaking power, (AC) which can make it a solid late round late-round pickup.

**Slow Pivots**: Iron Thorns usually needs to take a hit or two to setup set up, (AC) so getting it on the field without taking damage with Pokemon like Rotom-Wash Galarian Slowking and Uxie is ideal. changed rotom cause ew double electric

**Cleaners**: Iron Thorns will rarely KO KOes every opposing Pokemon, (AC) so (RC) Pokemon like Enamorus and Greninja make great partners, (AC) as the excel at cleaning up weakened teams.

**Ground ImmunitiesGround-immune Pokemon**: It is nearly impossible for Iron Thorns to live survive Ground-type attacks, (AC) so having Pokemon like Tornadaus-Therian or Tornadus-T and Zapdos that can switch into those attacks can help mitigate the issues cause by Iron Thorns's its massive weakness.

Checks and Counters
========
**Ground-types**: Since Ground-types resist both of Iron Thorns's STABs STAB types, (AC) they can very easily switch into it (RC) Iron Thorns . (AP) Italso lacks strong coverage moves that can hit Ground-types, (AC) so it can rarely deal with them on its own.

**Ground-type Coverage**: Since Ground-type moves are widely distributed, (AC) it is very easy for opponents foes to fit Ground-type moves onto their team to check Iron Thorns, (AC) as it can rarely take a single hit from them.

**Faster Pokemon**: Because of Iron Thorns's relatively slow Speed, (AC) many foes can still outspeed it after it has used Dragon Dance naturally (RC) by holding a Choice Scar and while Scarf. While its defenses are decent, when not invested in Iron Thorns it can be KOed by even neutral attacks, (AC) especially without EV investment.

**Phazing**: Because Iron Thorns lacks recovery and usually commits uses Booster Energy to attempt to setup set up, getting phazed can make it very difficult for Iron Thorns it to be as effective the second or third time on the battlefield as it would have been the first time.

¶¶[credits]
Written by:
https://www.smogon.com/forums/members/termnal.404799/
Quality checked by:
https://www.smogon.com/forums/members/jscurf.608304/
https://www.smogon.com/forums/members/abriel.473082/
Grammar checked by:
https://www.smogon.com/forums/members/techno.527276/
 
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