Iron Hands
VGC Guide
Iron Hands boasts 154 base HP and 140 base Attack, making it one of the bulkiest and hardest-hitting non-legendary Pokémon in VGC. Under Trick Room its 50 base Speed becomes an asset; paired with Miraidon’s Electric Terrain, Wild Charge reaches devastating power levels.
Quark Drive: Electric Terrain Power Boost
Triggers on Electric Terrain
In Electric Terrain, Quark Drive boosts Iron Hands’ highest base stat. With Attack at 140, the boost applies to Attack (×1.3), making Wild Charge and Heavy Slam reach extreme damage output.
Booster Energy alternative
Holding Booster Energy triggers Quark Drive without Electric Terrain — useful in non-Miraidon teams. Guarantees the Attack boost regardless of field conditions.
Best Moveset
Assault Vest with Miraidon lets Iron Hands survive Flutter Mane’s Moonblast while maintaining Attack pressure. Electric Terrain boosts Wild Charge; AV patches the low SpDef for durability.
Iron Hands Under Trick Room
Iron Hands is one of the most threatening physical attackers under Trick Room. 50 base Speed means it acts first — and 140 Attack with Quark Drive’s ×1.3 boost reaches ~182 effective Attack, which most Pokémon simply cannot tank.
Critical detail: Iron Hands typically runs 0 Speed IVs to minimize its Speed stat and guarantee it moves first in more Trick Room scenarios. 0-IV Brave at Level 50 hits 58 Speed — below most competing Trick Room abusers.
| Scenario | Iron Hands Spe | Result |
|---|---|---|
| Normal (0 IV Brave) | 58 | Acts last in most situations — utility slot or Fake Out provider |
| Trick Room (0 IV Brave) | 58 → Fastest | Acts first; 140 Atk deletes threats immediately |
| Electric Terrain (Quark Drive) | 58 (Atk triggered) | Effective Attack ≈ 182; Wild Charge KOs most targets |
Team Partners
Sets Electric Terrain to trigger Quark Drive; Wild Charge output becomes extreme. Miraidon + Iron Hands is one of the highest-usage cores in Reg D/F.
Trick Room setters. Cresselia is fast and bulky; Porygon2 with Eviolite is arguably the most reliable TR setter in the format.
Intimidate softens physical hits on Iron Hands’ less-impressive defenses. Fake Out creates a free turn for Iron Hands to safely position.
Trick Room restricted legendary companion. 30 base Speed — even slower than Iron Hands — forms a brutal TR dual-attacker core.
Weaknesses & Counters
Analyze Iron Hands Damage Output
Calculate Iron Hands’ Wild Charge damage under Electric Terrain + Quark Drive to confirm your EV targets.