
Iron Hands
A+#0992 · Gen 9 · BST 570
Base stats
Level 50 (neutral, 0 EV)
EV Spread Calculator
Stats by nature (Level 50)
HP 229 · L50 · IV 31 · 0 EV
| Nature | Atk | Def | SpA | SpD | Spe |
|---|---|---|---|---|---|
| Hardy(neutral) | 160 | 128 | 70 | 88 | 70 |
| Lonely | 176 ▲ | 115 ▼ | 70 | 88 | 70 |
| Brave | 176 ▲ | 128 | 70 | 88 | 63 ▼ |
| Adamant | 176 ▲ | 128 | 63 ▼ | 88 | 70 |
| Naughty | 176 ▲ | 128 | 70 | 79 ▼ | 70 |
| Bold | 144 ▼ | 140 ▲ | 70 | 88 | 70 |
| Docile(neutral) | 160 | 128 | 70 | 88 | 70 |
| Relaxed | 160 | 140 ▲ | 70 | 88 | 63 ▼ |
| Impish | 160 | 140 ▲ | 63 ▼ | 88 | 70 |
| Lax | 160 | 140 ▲ | 70 | 79 ▼ | 70 |
| Timid | 144 ▼ | 128 | 70 | 88 | 77 ▲ |
| Hasty | 160 | 115 ▼ | 70 | 88 | 77 ▲ |
| Serious(neutral) | 160 | 128 | 70 | 88 | 70 |
| Jolly | 160 | 128 | 63 ▼ | 88 | 77 ▲ |
| Naive | 160 | 128 | 70 | 79 ▼ | 77 ▲ |
| Modest | 144 ▼ | 128 | 77 ▲ | 88 | 70 |
| Mild | 160 | 115 ▼ | 77 ▲ | 88 | 70 |
| Quiet | 160 | 128 | 77 ▲ | 88 | 63 ▼ |
| Bashful(neutral) | 160 | 128 | 70 | 88 | 70 |
| Rash | 160 | 128 | 77 ▲ | 79 ▼ | 70 |
| Calm | 144 ▼ | 128 | 70 | 96 ▲ | 70 |
| Gentle | 160 | 115 ▼ | 70 | 96 ▲ | 70 |
| Sassy | 160 | 128 | 70 | 96 ▲ | 63 ▼ |
| Careful | 160 | 128 | 63 ▼ | 96 ▲ | 70 |
| Quirky(neutral) | 160 | 128 | 70 | 88 | 70 |
Role · Legality
Legal regulations: regulation-m-a
VGC analysis
Iron Hands is a massive bulky attacker that pairs with Electric Terrain Quark Drive boosts. Fake Out, Drain Punch recovery and great HP make it a durable pivot and Trick Room body.
Strengths
- + Huge HP and Attack
- + Quark Drive boosts
- + Fake Out + Drain Punch
Weaknesses
- − Psychic and Fairy weak
- − Low Speed and SpDef
- − Reliant on terrain/Booster
How to use this data
Use this page to understand Iron Hands's role in the current VGC metagame. Check the base stats and Level 50 benchmarks to plan your EV spreads. Review common moves, items, abilities and Tera types to see what the community uses most. The partners section shows which Pokémon pair well with Iron Hands, while counters and checks highlight what to watch out for in team preview.
Last updated: July 2026 (Regulation Set M-A). Data is based on available competitive trends and editorial review.
Common builds & options
Moves
PhysicalFighting STAB that heals the user.
Pow75Acc100%PP10
PhysicalPriority +3Priority flinch on the user's first turn.
Pow40Acc100%PP10
SpecialDeals damage then pivots the user out.
Pow70Acc100%PP20
Suggested usage notes
Iron Hands performs best when its role is clearly defined in team preview. As a Bulky Attacker and Trick Room Pokémon, focus on positioning it where it can execute its job without being forced into unfavorable exchanges. Be mindful of Psychic- and Fairy-type coverage from the format's top special attackers.
When teambuilding, pair Iron Handswith Pokémon that cover its type weaknesses (see counters section below) and provide the speed control or redirection it needs to function. Review the common moves and items section for established sets, then adjust based on your team's specific needs.
Partners · Counters · Checks
Frequently asked questions
+Is Iron Hands good in ChampionsVGC?
Iron Hands currently trends as a A+-tier pick (Bulky Attacker, Trick Room, Pivot). These are estimated trends based on available data and do not guarantee results.
+What is the best build for Iron Hands in Regulation M-A?
Common builds pair Assault Vest with moves like Drain Punch, Wild Charge, Fake Out. Builds are matchup dependent and should be adapted to your team.
+What counters Iron Hands?
Frequent answers include flutter-mane, amoonguss. Effectiveness varies by team and game state.