National Dex UU Thrift Shopping (Iron Hands) [GP: 1/1]

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I'm gonna pop some tags
Only got twenty dollars in my pocket
I'm, I'm, I'm huntin', lookin' for a come up
This is fucking awesome



[SET]
Swords Dance (Iron Hands) @ Punching Glove / Leftovers / Booster Energy
Ability: Quark Drive
EVs: 28 HP / 144 Atk / 252 SpD / 84 Spe
Adamant Nature
- Swords Dance
- Thunder Punch / Wild Charge
- Drain Punch / Close Combat
- Ice Punch / Earthquake / Substitute

[SET COMMENTS]
On account of its enormous stats, offensive typing, and diverse attacking options in conjunction with Swords Dance, Iron Hands makes for a powerful offensive tank on a variety of teams. At high HP, it is bulky enough to survive attacks from faster revenge killers such as Excadrill, Latios, and Psychic Thundurus-T while also being able to trade with defensive Pokemon such as Hippowdon, Magic Guard Clefable, and Gastrodon after a boost. Added onto this, Iron Hands's resistances can also allow it to check physical threats such as both Tyranitar formes, Ogerpon-C, and Bisharp when needed. Thunder Punch is normally used for its consistency, but Wild Charge is an alternative with a higher Base Power, most notably improving damage rolls against threats such as Ceruledge and Choice Scarf Tapu Fini unboosted, while also allowing it to power through defensive stalwarts such as Mega Sableye more easily at +2, albeit at the cost of recoil. Drain Punch, aside from being a consistent secondary STAB option, also provides recovery against Pokemon that Iron Hands may stay in against, such as Iron Treads and Gastrodon, and avoids dropping Iron Hands's defenses for dealing with subsequent attacks. Alternatively, Close Combat provides a stronger option that has a chance of breaking through specific defensive Pokemon, such as 2HKOing Quagsire after slight chip damage. Ice Punch provides Iron Hands with coverage against targets that would otherwise resist its attacking combination, such as Mega Latias, Thundurus-T, and Amoonguss, while Earthquake can be used to 2HKO Skeledirge, in addition to OHKOing most opposing Iron Hands at +2. Substitute, despite the opportunity cost, is an interesting option that can allow Iron Hands to avoid status from Pokemon otherwise reliant on doing so to cripple it, like Mega Sableye and Gastrodon. The given EVs specifically allow Iron Hands to OHKO Slowbro at +2 with a Punching Glove-boosted Thunder Punch, while outspeeding uninvested Clefable, with the rest of the EVs allocated into Special Defense to improve its ability to take special hits from attackers like Iron Moth, Clefable, and Thundurus-T. When using Leftovers, a minimum of 16 Attack EVs with an Adamant nature should be used instead to guarantee an OHKO on Excadrill with Drain Punch. Iron Hands pairs remarkably well with frailer offensive teammates that can take advantage of the gaping holes it can threaten to leave early on; chief among these are fast late-game cleaners such as Autotomize Celesteela, Booster Energy Iron Moth, and Swords Dance Ceruledge, which each appreciate Iron Hands's ability to weaken teams filled with bulky Pokemon such as Gastrodon, Hippowdon lacking Whirlwind, and Mega Tyranitar. In return, these Pokemon can also deal with several of the faster Pokemon used to force out Iron Hands, like Latios and Enamorus, allowing it to preserve its bulk into more useful situations. Similarly, Iron Hands can struggle to preserve its HP when subjected to chip damage overtime, like Spikes from Skarmory. Thus, Pokemon that can prevent or clear entry hazards, such as Tapu Fini and Iron Treads are incredibly valuable to have as teammates; Tapu Fini's Misty Terrain support also helps shield Iron Hands from potential status elements, whereas Iron Treads provides pivoting support with Volt Switch. Other pivots such as Cinderace, Meowscarada, and Slowbro are similarly effective at allowing Iron Hands to have safe switch-in opportunities into Pokemon that it can force out, such as Tyranitar. Slowbro can also utilize Future Sight to compensate for Iron Hands's difficulties getting past faster physical walls, such as Buzzwole and Mega Venusaur.


[SET]
Choice Band (Iron Hands) @ Choice Band
Ability: Quark Drive
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Wild Charge
- Close Combat
- Ice Punch
- Earthquake / Heavy Slam

[SET COMMENTS]
Choice Band Iron Hands makes the most of its colorful coverage options to be an effective wallbreaker. Ice Punch cleanly OHKOes Salamence, preventing it from chipping Iron Hands down via Wild Charge recoil and Roost, while also dealing significant damage to other Dragon-types like Latios, Latias, and Mega Altaria. Earthquake severely dents Skeledirge and OHKOes Victini. Alternatively, Heavy Slam can be used to OHKO physically defensive Clefable, preventing it from being able to safely scout Iron Hands. The given EV spread maximizes Iron Hands’s breaking power, while allowing it to outrun uninvested Skarmory. Choice Band Iron Hands fits best on bulkier teams that need a strong breaker against defensive cores, with them also appreciating its residual defensive utility in being able to slow down specific wallbreakers on more offensively-oriented teams, such as Galarian Zapdos and Bisharp when necessary. Bulky teammates commonly featured on these teams, such as Skarmory, Slowking, and Amoonguss each appreciate Iron Hands's ability to directly threaten several Pokemon used to take advantage of them, such as Celesteela and Mega Tyranitar. Slowking is also able to use Future Sight to dissuade the likes of Buzzwole and Mega Venusaur for Iron Hands. As Iron Hands lacks the longevity to batter away at and trade with defensive Pokemon such as Amoonguss and Tangrowth, and is somewhat prediction-reliant, entry hazard support from the likes of Hippowdon, Jirachi, and Iron Moth can help Iron Hands in breaking through these Pokemon more effectively. More offensive teammates such as Latios and Mega Aerodactyl can be similarly effective in providing additional forms of offensive pressure to punish these Pokemon. Iron Hands's lack of defensive investment also makes it more vulnerable to revenge killers such as Enamorus, Latios, and Excadrill, and it can also struggle to check the likes of Meowscarada and Scizor long-term, particularly fearing the loss of its item in the process. Thus, specific answers to these respective Pokemon, such as Cinderace, Celesteela, and Mandibuzz, are highly useful to help keep them in check offensively.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/arishem.546157/
Quality checked by:
https://www.smogon.com/forums/members/runo.568189/
Grammar checked by:
https://www.smogon.com/forums/members/autumn.384270/
 
Last edited:
[SET]
Swords Dance (Iron Hands) @ Punching Glove / Leftovers / Booster Energy
Ability: Quark Drive
Shiny: Yes
EVs: 20 HP / 144 Atk / 252 SpD / 92 Spe
Adamant Nature
- Swords Dance
- Thunder Punch / Wild Charge
- Drain Punch / Close Combat
- Ice Punch / Earthquake / Substitute

[SET COMMENTS]
On account of its enormous stats, attacking combination, and diverse attacking options in conjunction with Swords Dance, Iron Hands makes for a powerful offensive tank on a variety of offensive teams. At high health, it is bulky enough to survive attacks from faster revenge killers such as Excadrill, Latios, and Psychic Thundurus-T, while also being able to trade with defensive Pokemon such as Hippowdon, Magic Guard Clefable, and Gastrodon lacking Scald in a pinch Honestly you can risk scald since you can overwhelm with at +2. Added onto this, Iron Hands's resistances can also allow it to check physical threats such as both Tyranitar formes, Ogerpon-C, and Bisharp when needed. Thunder Punch is normally used for its consistency, but Wild Charge can be used for its higher base power on non-Punching Glove sets, most notably with damage rolls against threats such as Ceruledge and Choice Scarf Tapu Fini unboosted, while also allowing it to power through defensive stalwarts such as Galarian Slowking and Mega Sableye more easily at +2, albeit at the cost of recoil. Drain Punch, aside from being a consistent secondary STAB option, also provides recovery against Pokemon Iron Hands may stay in against after a boost, such as Iron Treads and Gastrodon, and avoids dropping Iron Hands's defenses for dealing with subsequent attacks. Alternatively, Close Combat provides a much stronger option that has a chance of breaking through specific defensive Pokemon, such as 2HKOing Quagsire after slight chip damage. Ice Punch provides Iron Hands with coverage against targets that would otherwise resist its attacking combo, such as Mega Latias, Thundurus-T, and Amoonguss, while Earthquake can be used to 2HKO the likes of Skeledirge, in addition to OHKOing Aegislash and most opposing Iron Hands at +2. Substitute, despite the opportunity cost, is an interesting option on Leftovers sets you can use this with any item tbh since you can expect to remain healthy throughout with boosted Drain Punch that can avoid Iron Hands to avoid status from Pokemon otherwise reliant on doing so to cripple it, like Mega Sableye and Gastrodon. The given EVs specifically allow Iron Hands to OHKO Slowbro at +2 with a Punching Glove-boosted Thunder Punch, while outspeeding uninvested Aegislash and Tyranitar. When using Leftovers, a minimum of 16 Attack EVs with an Adamant nature should be used instead to guarantee an OHKO on Excadrill with Drain Punch. Iron Hands pairs remarkably well with frailer offensive teammates that can take advantage of the gaping holes it can threaten to leave early on; chief among these are fast late-game cleaners such as Autotomize Celesteela, Booster Energy Iron Moth and Swords Dance Ceruledge, which each appreciate Iron Hands's ability to weaken teams filled with bulky Pokemon such as Gastrodon, Hippowdon lacking Whirlwind, and Mega Tyranitar. would be good to mention that these teammates can help deal with walls such as Iron Defensive Skarmory and Mega Venusaur for it While Iron Hands has incredible natural bulk, it struggles to fulfil its intended purpose reliably when subjected to chip damage overtime, like Spikes from Skarmory. Thus, Pokemon that can prevent or clear the likes of entry hazards, such as Tapu Fini and Iron Treads are incredibly valuable to have as teammates - Tapu Fini Misty Terrain's support also helps shield Iron Hands from potential status elements, while Iron Treads provides pivoting support with Volt Switch. Other pivots such as Cinderace, Meowscarda, Galarian Slowking, and Slowbro, are similarly effective at allowing Iron hands safe opportunities into Pokemon which it can then opt to force out, such as Tyranitar - both Galarian Slowking and Slowbro can also utilize Future Sight to compensate for Iron Hands's difficulties getting past faster physical walls, such as Buzzwole and Mega Venusaur. It should also be mentioned that it is prone to being revenge killed by faster threats such as Latios, Enamorus, and Excadrill thus also needing proper support against those.


[SET]
Choice Band (Iron Hands) @ Choice Band
Ability: Quark Drive
Tera Type: Fighting
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Wild Charge
- Close Combat
- Ice Punch
- Earthquake / Heavy Slam

[SET COMMENTS]
Choice Band Iron Hands makes the most of its colourful coverage options to be an effective wallbreaker. Ice Punch cleanly OHKOes Salamence, preventing it from chipping Iron Hands down via Wild Charge recoil and Roost, while also dealing significant damage to other Dragons in the Lati twins and Mega Altaria. Earthquake severely dents Fire and Ghost-types such as Aegislash and Skeledirge, threatening to OHKO both after slight chip damage. Alternatively, Heavy Slam can be used to OHKO physically defensive Clefable, preventing it from being able to safely scout Iron Hands. The given EV spread maximizes Iron Hand's breaking power, while allowing it to outrun uninvested Skarmory ngl this is kinda bad now? speed investment for Ursaluna and opposing Iron Hands is really vital for Iron Defense sets. this statement doesn't need changing but this is an observation I've had. Choice Band Iron Hands fits best on bulkier teams that need a strong breaker against defensive cores, with them also appreciating its residual defensive utility in being able to slow down the likes of wallbreakers on more offensively-oriented teams, such as Galarian Zapdos and Ogerpon-C when necessary. Bulky teammates commonly featured on these teams, such as Skarmory, SubToxic Aegislash, and Galarian Slowking each appreciate Iron Hands's ability to directly threaten several of the Pokemon used to take advantage of them, such as Celesteela and Mega Tyranitar, the latter also being able to use Future Sight to dissuade the likes of Buzzwole and Mega Venusaur for it. As Iron Hands lacks the longevity to batter away at and trade with defensive Pokemon such as Amoonguss and Tangrowth, and is somewhat prediction-reliant, further entry hazard support from the likes of Hippowdon, Jirachi, and Iron Moth can help Iron Hands in breaking through these Pokemon more effectively more direct answers to these mons such as Cinderace and Mega Aerodactyl are worth a mention. Iron Hands can also struggle to check the likes of Meowscararda and Scizor long-term, particularly fearing the loss of its item in the process. Thus, faster teammates, such as Choice Scarf Hydreigon Hydrei hates dealing with Scarf Meowscarada and Offensive SD Variants of Scizor will also be a chore since it threatents an OHKO with BP at +2, Cinderace, and Choice Scarf Tapu Fini again, Scarf Meow is annoying and this doesn't really check SD variants as Fini requires hefty chip beforehand to even beat offensive scizor. vs bulky SD, its not even a 2HKO so its just going to spam Roost and SD better mentions are probably Scarf Enamorus and Keldeo for their respective targets are highly useful to help keep them in check offensively. Similar to SD sets, this is also pressured by revenge killers such as Tios, Enam, and Excadrill so mentioning defensive partners such as Galarian Slowking, Celesteela, and Skarmory as a check to these would be good.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/arishem.546157/
Quality checked by:
https://www.smogon.com/forums/members/runo.568189/
Grammar checked by:
user link here

1/1 when implemented
 

autumn

only i will remain
is a Site Content Manageris a Member of Senior Staffis a Community Contributoris a Tiering Contributoris a Top Contributoris a Social Media Contributor Alumnusis a Top Smogon Media Contributor Alumnusis an Administrator Alumnusis a Battle Simulator Moderator Alumnus
C&C Leader
1/1 GP Team done
[SET]
Swords Dance (Iron Hands) @ Punching Glove / Leftovers / Booster Energy
Ability: Quark Drive
Shiny: Yes (unless its needed to be shiny for an event move, style stuff like this shouldnt be included on a sample set)
EVs: 28 HP / 144 Atk / 252 SpD / 84 Spe
Adamant Nature
- Swords Dance
- Thunder Punch / Wild Charge
- Drain Punch / Close Combat
- Ice Punch / Earthquake / Substitute

[SET COMMENTS]
On account of its enormous stats, attacking combination (this isn't really clear, do you mean STAB combination? or coverage?), and diverse attacking options in conjunction with Swords Dance, Iron Hands makes for a powerful offensive tank on a variety of teams. At high health HP, it is bulky enough to survive attacks from faster revenge killers such as Excadrill, Latios, and Psychic Thundurus-T (RC) while also being able to trade with defensive Pokemon such as Hippowdon, Magic Guard Clefable, and Gastrodon after a boost. Added onto this, Iron Hands's resistances can also allow it to check physical threats such as both Tyranitar formes, Ogerpon-C, and Bisharp when needed. Thunder Punch is normally used for its consistency, but Wild Charge is an alternative with a higher base power Base Power on non-Punching Glove sets, most notably improving damage rolls against threats such as Ceruledge and Choice Scarf Tapu Fini unboosted (RC) while also allowing it to power through defensive stalwarts such as Mega Sableye more easily at +2, albeit at the cost of recoil. Drain Punch, aside from being a consistent secondary STAB option, also provides recovery against Pokemon that Iron Hands which may stay in against, such as Iron Treads and Gastrodon, and avoids dropping Iron Hands's defenses for dealing with subsequent attacks. Alternatively, Close Combat provides a stronger option that has a chance of breaking through specific defensive Pokemon, such as 2HKOing Quagsire after slight chip damage. Ice Punch provides Iron Hands with coverage against targets that would otherwise resist its attacking combo combination, such as Mega Latias, Thundurus-T, and Amoonguss, while Earthquake can be used to 2HKO the likes of (doesn't really work if there's only one example) Skeledirge, in addition to OHKOing most opposing Iron Hands at +2. Substitute, despite the opportunity cost, is an interesting option that can allow Iron Hands to avoid status from Pokemon otherwise reliant on doing so to cripple it, like Mega Sableye and Gastrodon. The given EVs specifically allow Iron Hands to OHKO Slowbro at +2 with a Punching Glove-boosted Thunder Punch (RC) while outspeeding uninvested Aegislash and Clefable. (what is the hp for? if it's not for anything why not just dump into attack or speed? it's also worth explaining why max spdef - you havent mentioned spd capabilities here so a new reader would wonder why not max attack) When using Leftovers, a minimum of 16 Attack EVs with an Adamant nature should be used instead to guarantee an OHKO on Excadrill with Drain Punch. Iron Hands pairs remarkably well with frailer offensive teammates that can take advantage of the gaping holes it can threaten to leave early on; chief among these are fast late-game cleaners such as Autotomize Celesteela, Booster Energy Iron Moth, (AC) and Swords Dance Ceruledge, which each appreciate Iron Hands's ability to weaken teams filled with bulky Pokemon such as Gastrodon, Hippowdon lacking Whirlwind, and Mega Tyranitar. In return, these Pokemon can also deal with several of the faster Pokemon used to force out Iron Hands, like Latios and Enamorus, allowing it to preserve its bulk into more useful situations. Similarly, Iron Hands can struggle to compress its other roles (wdym other roles?) effectively when subjected to chip damage overtime, like Spikes from Skarmory. Thus, Pokemon that can prevent or clear the likes of entry hazards, such as Tapu Fini and Iron Treads, (AC) are incredibly valuable to have as teammates—Tapu Fini's Misty Terrain support also helps shield Iron Hands from potential status elements, whereas Iron Treads provides pivoting support with Volt Switch. Other pivots such as Cinderace, Meowscarada, and Slowbro (RC), are similarly effective at allowing Iron Hands to have safe switch-in opportunities into Pokemon which that it can force out, such as Tyranitar. (period) Slowbro can also utilize Future Sight to compensate for Iron Hands's difficulties getting past faster physical walls, such as Buzzwole and Mega Venusaur.

[SET]
Choice Band (Iron Hands) @ Choice Band
Ability: Quark Drive
Tera Type: Fighting
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Wild Charge
- Close Combat
- Ice Punch
- Earthquake / Heavy Slam

[SET COMMENTS]
Choice Band Iron Hands makes the most of its colourful colorful coverage options to be an effective wallbreaker. Ice Punch cleanly OHKOes Salamence, preventing it from chipping Iron Hands down via Wild Charge recoil and Roost, while also dealing significant damage to other Dragons in the Lati twins Dragon-types like Latios, Latias, and Mega Altaria. Earthquake severely dents Fire- (add hyphen) and Ghost-types such as Aegislash and Skeledirge, threatening to OHKO both after slight chip damage. Alternatively, Heavy Slam can be used to OHKO physically defensive Clefable, preventing it from being able to safely scout Iron Hands. The given EV spread maximizes Iron Hands’s wallbreaking power (RC) while allowing it to outrun uninvested Skarmory. Choice Band Iron Hands fits best on bulkier teams that need a strong wallbreaker against defensive cores (RC) with them also appreciating its while also providing residual defensive utility in being able to slow down the likes of wallbreakers on more offensively (remove hyphen) oriented teams, such as Galarian Zapdos and Ogerpon-C, (AC) when necessary. Bulky teammates commonly featured on these teams, such as Skarmory, Slowking, and Amoonguss, (AC) each appreciate Iron Hands's ability to directly threaten several of the Pokemon used to take advantage of them, such as Celesteela and Mega Tyranitar, the Tyranitar. Slowking (slowking isn't the latter, amoonguss is, so i removed that) is also being able to use Future Sight to dissuade the likes of Buzzwole and Mega Venusaur for it Iron Hands. As Iron Hands lacks the longevity to batter away at and trade with defensive Pokemon such as Amoonguss and Tangrowth (RC) and is somewhat prediction-reliant, further (further implies hands runs hazards and it doesnt) entry hazard support from the likes of Hippowdon, Jirachi, and Iron Moth can help Iron Hands in breaking through these Pokemon more effectively, whilst more effectively. More offensive teammates such as Latios and Mega Aerodactyl can be similarly effective in providing additional forms of offensive pressure to punish these Pokemon. Iron Hands's lack of defensive investment also makes it more vulnerable to revenge killers such as Enamorus, Latios, and Excadrill, and it can also struggle to check the likes of Meowscarada and Scizor long-term, particularly fearing the loss of its item in the process. Thus, specific answers to these respective Pokemon, such as Cinderace, Celesteela, and Mandibuzz, (AC) are highly useful to help keep them in check offensively.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/arishem.546157/
Quality checked by:
https://www.smogon.com/forums/members/runo.568189/
Grammar checked by:
user link here
 
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