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
Abilities
Boosts the Pokémon's most proficient stat on Electric Terrain or if the Pokémon is holding Booster Energy.
Base Stats
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
Machine
Egg
Pokédex Entries
2 entries
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.
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.

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.

Iron Hands 









