Iron Hands is a Fighting/Electric-type Pokémon introduced in Generation IX, with a base stat total of 570 and no standard evolutions.

Iron Hands

Iron Hands

Abilities

Quark Drive

Boosts the Pokémon's most proficient stat on Electric Terrain or if the Pokémon is holding Booster Energy.

Base Stats

Total: 570
EV Yield: 3 Attack
HP: 154
Attack: 140
Defense: 108
Sp. Atk: 50
Sp. Def: 68
Speed: 50

Iron Hands's Weaknesses and Resistances

Evolution Chain

Iron Hands does not evolve into or from any other Pokémon.

Iron Hands Playthrough, Competitive, and Nuzlocke Usage

Using Iron Hands in a Playthrough

Iron Hands is a standalone Fighting/Electric Paradox Pokémon found naturally only in Violet's Area Zero, so it is normally a late-story acquisition; Scarlet players require trade, event, or Union Circle access. Its extraordinary 154 HP, 140 Attack, and 108 Defense make it one of Paldea's most physically imposing non-legendary Pokémon, while base 50 Speed strongly favors absorbing a hit and striking back rather than attempting to move first. Drain Punch is particularly effective in ordinary play because it is perfectly accurate, receives STAB, and restores half the damage dealt, allowing Iron Hands's enormous HP pool to be replenished while attacking; Thunder Punch provides a similarly safe Electric STAB option. Wild Charge offers more immediate Electric power but inflicts recoil, while the Indigo Disk TM Supercell Slam reaches 100 base power but is only 95% accurate and can cost half of Iron Hands's maximum HP when it fails, making both moves meaningfully riskier than Thunder Punch. Fake Out provides first-turn priority and flinch utility, Ice Punch or Heavy Slam can cover common checks, and Swords Dance or Belly Drum can push its already huge Attack much higher when a matchup safely permits setup. Quark Drive strengthens its highest stat under Electric Terrain or through Booster Energy, usually Attack on conventional builds, but its base 68 Special Defense remains much weaker than its enormous physical bulk. Adamant maximizes its defining Attack, Careful can reinforce special durability, and Brave is useful when deliberately exploiting its low Speed in Trick Room.

Iron Hands in Competitive Pokémon

Iron Hands is currently UUBL in SV singles: it is legal in OU but does not have enough usage to be OU by usage and is considered too strong for UU. Its singles strengths are straightforward but substantial—base 154 HP, 140 Attack, and 108 Defense make it exceptionally difficult to remove physically, while Swords Dance, Drain Punch, Electric STAB, Ice Punch, Heavy Slam, Earthquake, and Volt Switch provide both wallbreaking and pivoting options. Drain Punch is particularly important because it converts Iron Hands's enormous offensive pressure into recovery, and Assault Vest variants can invest heavily in Special Defense to patch the one major weakness in its natural bulk. Its low base 50 Speed and vulnerabilities to Ground, Fairy, and Psychic attacks prevent it from sweeping freely in faster environments, while more specialized OU Pokémon often offer greater speed, recovery, or defensive utility. Iron Hands had an even more distinguished VGC career, where Fake Out, Assault Vest, Volt Switch, Drain Punch, Wild Charge, and immense mixed bulk allowed it to provide immediate disruption and board presence on a wide variety of teams. A particularly well-documented example is Marco Silva's 2024 Latin America International Championships-winning team; The Pokémon Company later distributed his Adamant, Water-Tera, Assault Vest Iron Hands with Drain Punch, Volt Switch, Wild Charge, and Fake Out. Its doubles success reflects qualities that singles tiering does not fully capture: low Speed can function well under Trick Room, Fake Out has enormous tactical value, and its bulk makes it difficult to remove before it has influenced several turns.

Iron Hands in Nuzlockes

Iron Hands is an exceptionally durable late-game Violet Nuzlocke Pokémon because 154 HP and 108 Defense allow it to survive physical attacks that would overwhelm most offensive Pokémon. Drain Punch is one of its best permadeath moves because it combines perfect accuracy, Fighting STAB, and direct healing, allowing Iron Hands to restore health while maintaining offensive pressure rather than spending separate turns on recovery. Its low Speed means it will often be hit before moving, however, and base 68 Special Defense is the major vulnerability; powerful special Psychic, Fairy, or Ground attacks can inflict unexpectedly high damage despite the huge HP stat. Thunder Punch is normally safer than Wild Charge because it has no recoil, and vastly safer than Supercell Slam because a failed Supercell Slam can remove half of Iron Hands's maximum HP—an especially severe penalty on a Pokémon whose maximum HP is enormous. Fake Out can provide one guaranteed flinch on the first turn after entering against susceptible targets, letting the player collect chip damage or information without immediate retaliation. Belly Drum can create overwhelming Attack at the cost of half of maximum HP and is generally unnecessary risk in a conventional Nuzlocke, while Swords Dance offers slower but substantially safer setup when a known opponent cannot threaten Iron Hands. Careful positioning around special attackers turns Iron Hands from merely powerful into one of the most forgiving physical tanks available in the late game.

Learnsets

63 moves · Scarlet Violet

Level Up

1 Sand Attack ground type --- 100 status move
1 Tackle normal type 40 100 physical move
1 Focus Energy normal type --- --- status move
1 Arm Thrust fighting type 15 100 physical move
7 Fake Out normal type 40 100 physical move
14 Whirlwind normal type --- --- status move
21 Thunder Punch electric type 75 100 physical move
28 Slam normal type 80 75 physical move
35 Force Palm fighting type 60 100 physical move
42 Seismic Toss fighting type --- 100 physical move
49 Charge electric type --- --- status move
56 Wild Charge electric type 90 100 physical move
63 Close Combat fighting type 120 100 physical move
70 Detect fighting type --- --- status move
77 Heavy Slam steel type --- 100 physical move
84 Belly Drum normal type --- --- status move
91 Focus Punch fighting type 150 100 physical move

Machine

- Fire Punch fire type 75 100 physical move
- Ice Punch ice type 75 100 physical move
- Thunder Punch electric type 75 100 physical move
- Swords Dance normal type --- --- status move
- Body Slam normal type 85 100 physical move
- Take Down normal type 90 85 physical move
- Double-Edge normal type 120 100 physical move
- Hyper Beam normal type 150 90 special move
- Low Kick fighting type --- 100 physical move
- Thunderbolt electric type 90 100 special move
- Thunder electric type 110 70 special move
- Earthquake ground type 100 100 physical move
- Metronome normal type --- --- status move
- Rest psychic type --- --- status move
- Rock Slide rock type 75 90 physical move
- Substitute normal type --- --- status move
- Reversal fighting type --- 100 physical move
- Protect normal type --- --- status move
- Scary Face normal type --- 100 status move
- Endure normal type --- --- status move
- Sleep Talk normal type --- --- status move
- Facade normal type 70 100 physical move
- Focus Punch fighting type 150 100 physical move
- Charge electric type --- --- status move
- Brick Break fighting type 75 100 physical move
- Rock Tomb rock type 60 95 physical move
- Iron Defense steel type --- --- status move
- Close Combat fighting type 120 100 physical move
- Fling dark type --- 100 physical move
- Drain Punch fighting type 75 100 physical move
- Focus Blast fighting type 120 70 special move
- Giga Impact normal type 150 90 physical move
- Iron Head steel type 80 100 physical move
- Heavy Slam steel type --- 100 physical move
- Low Sweep fighting type 65 100 physical move
- Volt Switch electric type 70 100 special move
- Bulldoze ground type 60 100 physical move
- Wild Charge electric type 90 100 physical move
- Play Rough fairy type 90 90 physical move
- Electric Terrain electric type --- --- status move
- Stomping Tantrum ground type 75 100 physical move
- Body Press fighting type 80 100 physical move
- Tera Blast normal type 80 100 special move
- Hard Press steel type --- 100 physical move
- Supercell Slam electric type 100 95 physical move

Egg

- Electric Terrain electric type --- --- status move

Pokédex Entries

2 entries
Scarlet

It is very similar to a cyborg covered exclusively by a paranormal magazine. The cyborg was said to be the modified form of a certain athlete.

Violet

This Pokémon shares many similarities with Iron Hands, an object mentioned in a certain expedition journal.

Additional Images

PokeAPI sprites

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Iron Hands Biology and Behavior

Iron Hands is a massive cyborg-like Pokémon resembling Hariyama, with two enormous three-fingered hands that are physically detached from its arms and capable of moving independently from the body. Reports claim those fists are powerful enough to throw large, fast-moving vehicles, and Iron Hands can press its palms together before releasing energy from the panels embedded within them. Despite its great mass, it can hover a short distance above the ground to make rapid movements and turns. When it sleeps, Iron Hands powers down, reconnecting its hands to its body as the yellow energy in its palms and armor goes dark; the popular story that it was once a mortally injured athlete rebuilt as a cyborg remains explicitly unproven. AI Turo calls Iron Hands a future descendant of Hariyama, while the Crystal Pool Professor instead describes it as a Hariyama counterpart from another timeline, so its actual origin remains unknown.

Iron Hands Biological Data

National Pokédex
#992
Species
Paradox Pokémon
Height
5' 11" (1.8 m)
Weight
839.3 lbs (380.7 kg)
Habitat
Currently Unknown
Color
Gray
Body Style
Humanoid
Gender
Genderless

Misc

Catch Rate: 50

Base Experience: 285 Exp

Hatch Counter: 50

Iron Hands Size Comparison: BETA

Iron Hands is listed at 5' 11" (1.8 m) and shown in an in-chart visual comparison.

7 ft6 ft5 ft4 ft3 ft2 ft1 ft0 ft
iron-hands
Professor Oak
How is visual size determined?

Pokédex height is treated as the official listed measurement, but the chart uses pose-aware visual scaling so each sprite looks reasonable in a direct comparison.

For long or coiled Pokémon, the listed height may represent total body length rather than upright height. For Pokémon with floppy ears, leaves, feathers, antennae, wings, or other flexible features, the chart usually measures to the top of the solid, substantial part of the head or body instead of the tallest decorative feature.

The goal is not to replace the official height, but to make the artwork compare naturally at the size it appears to occupy.