[SET]
name: Assault Vest
move 1: Close Combat
move 2: Wild Charge
move 3: Earthquake
move 4: Drain Punch
item: Assault Vest
ability: Quark Drive
nature: Adamant
evs: 112 HP / 252 Atk / 144 Spe
tera type: Fire / Fairy
[SET COMMENTS]
[CREDITS]
- Written by: [[ox04, 507268]]
- Quality checked by: [[Lasen, 273339], [corvere, 306317]]
- Grammar checked by: [[Adeleine, 517429]]
name: Assault Vest
move 1: Close Combat
move 2: Wild Charge
move 3: Earthquake
move 4: Drain Punch
item: Assault Vest
ability: Quark Drive
nature: Adamant
evs: 112 HP / 252 Atk / 144 Spe
tera type: Fire / Fairy
[SET COMMENTS]
- Iron Hands can take almost any one hit and hit incredibly hard in return. It can take on almost any foe one on one—it's a consistent game-to-game performer. With Electric Terrain support from Miraidon, which activates Quark Drive and strengthens Wild Charge, it can also act as an incredible wallbreaker.
- Both Close Combat and Drain Punch are necessary because they serve different purposes, and Iron Hands fits them easily either way. Close Combat enables the most KOs, while Drain Punch makes up for the lack of Leftovers and KOes weakened targets without dropping its defenses.
- Wild Charge is used over Thunder Punch to OHKO Flutter Mane outside of Electric Terrain 100% of the time.
- Earthquake gives an overwhelming chance to OHKO Miraidon and Clodsire, as well as hitting foes like Skeledirge and Tera Fire Koraidon incredibly hard in Electric Terrain.
- Assault Vest allows Iron Hands to better take on Miraidon's Draco Meteors and Iron Bundle, and it gives a chance to survive even Choice Specs Flutter Mane's Moonblast. Iron Hands can OHKO all of these Pokemon in return, and it can fairly safely switch into Iron Bundle.
- The Speed investment gets the jump on defensive staples like Skeledirge and Corviknight, as well as the rarer Pelipper. Iron Hands can also Speed tie Kingambit and come out on top thanks to Iron Hands resisting both of Kingambit's STAB types, this makes Iron Hands one of the best Kingambit checks.
- Tera Fire turns the tables on Skeledirge trying to land Will-O-Wisp; the burn immunity lets Iron Hands 2HKO it with Earthquake in Electric Terrain. Tera Fire also helps with Tera Fairy Miraidon and Flutter Mane's Fairy-type moves. These roles are especially crucial, since burning Iron Hands or hitting it with strong Fairy-type moves are some of the best ways to deal with it. The biggest downside to Tera Fire is that Iron Hands becomes weak to Stealth Rock; therefore, holding off on using it is best in longer games (against bulkier teams).
- Tera Fairy can be used to resist Fighting and become immune to Miraidon's Draco Meteor, although these boons are usually less significant than the advantages of going with Tera Fire.
- Miraidon is a must on an Iron Hands team, as Iron Hands needs Electric Terrain to really get enough damage output to consistently wallbreak. Miraidon can also support Iron Hands with U-turn while baiting in Ting-Lu, Clodsire, and Iron Treads, all prime targets for Iron Hands.
- Iron Bundle can also pair really well with Iron Hands, as it can similarly synergize with Miraidon's Electric Terrain, in addition to its type combination. Iron Bundle can bait in Corviknight, Blissey, and Tera Steel Clodsire, giving a free switch to Iron Hands with Flip Turn against the first two. Even though the third is immune to Flip Turn, Iron Hands can easily switch into it.
- Great Tusk is another good partner because its Rapid Spin support is crucial if Tera Fire Iron Hands Terastallizes, and it helps take on Koraidon.
[CREDITS]
- Written by: [[ox04, 507268]]
- Quality checked by: [[Lasen, 273339], [corvere, 306317]]
- Grammar checked by: [[Adeleine, 517429]]
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